Please Read This Flight Manual

Document conventions

Credits and acknowledgments

End User License Agreement (EULA)


Installing Draken

Installing in Flight Simulator X

Uninstalling Draken

First startup

Texture resolution

About the model

Interior model

Exterior model

Repaint kit

Flight dynamics

Limits and restrictions

Inverted flight


Normal operating procedures

Before starting the engine

Starting the engine

Taxi and takeoff




Final approach and landing

Emergency procedures


Hydraulic system failure

Engine fire

Superstall recovery


Cockpit layout overview

Flight data system

Backup altimeter

Backup attitude indicator

Backup airspeed indicator

AOA indicator

G-force indicator


Cabin pressure indicator

Warning and indicator lights

Warning lights panel

Master Warning Light

Gear Warning Light

Communication radios

Radio control panel ME3

Radio control panel ME1

Radio control panel ME2

PN-837/A SSR transponder

PN-79 IK transponder

Navigation systems

FLI 35 system

PN-594/A system

Manual tuning unit


Autopilot modes

Trim knobs

Override conditions

Radar and weapons

Radar system



Hydraulic system

Electrical system

Emergency Power Unit (EPU)

Fuel system


Landing gear

Stall warning system

Oxygen system

Features and special effects

Options panel




Drop tanks

Drag chute

Contrails and smoke

Chocks and covers

Pilot animations

About Saab 35 Draken



Export versions

Appendix 1: J 35J check lists

Appendix 3: FR28 Radio channels

Appendix 4: PN-594 Nav stations

Appendix 5: Technical data

Appendix 1: Cockpit glossary

Electrical panels and switches

Engine panel

Warning lights


Radar and weapons panels

Circuit breakers

Appendix 6: Prepar3D commands

Flight Manual: Bookmark J 35J Draken 5.12021-04-24

Radar and weapons

Radar system


Radar system

The radar simulation in this version is not anywhere like the real Ericsson PS-011/A radar used in J 35J, although the range and scan modes are more or less authentic. The radar screen will display AI and multiplayer aircraft, but not ground objects. Targeting is not implemented.

Radar screen

The radar screen presentation mode can be either B-scope or Tactical Mode (F-scope). The mode was selected by the system depending on mission phase and data from mission control (STRIL). In this simulation you can toggle manually between F-scope and B-scope modes with the KONTR switch on the radar control panel (this switch was in reality a test switch).

The radar has two distance ranges, 16 km and 40 km, and two sweep widths, 40 and 120. Antenna elevation can be adjusted, although it has no function in this simulation.

An artificial horizon is displayed on the screen when the radar is active or in standby mode. The gain (brightness) of the CRT screen and the illumination of the etched grid can be adjusted independently with dimmers on the Weapons control panel.

The radar will only transmit when the aircraft is off the ground. When the nose gear is compressed, the radar will automatically be switched to silent (non-transmitting) mode.

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Fig. 61 -  Radar screen

Radar control panel

The radar control panel is located on the left side wall of the cockpit. Only two of the switches are functional in this simulation.

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Fig. 62 -  Radar control panel

The B-scope/F-scope toggle switch was in reality a test mode switch, but in this simulation we use it to manually select presentation mode.

Weapons control panel

The weapons control panel on the right side wall of the cockpit contains the radar master switch and dimmers for CRT gain (brightness) and for the grid and crossbars in the radarscope.

The FPLF switch selects whether the antenna should be gyro-stabilized (always horizontal) or fixed (moving with the aircraft).

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Fig. 63 -  Weapons control panel

Radar control handle

The radar control handle is a joystick located on the left side in the cockpit. It was used to control the cursor on the radar screen and to quick-select targeting modes and weapons. The control handle is not functional in this simulation.

The radar range select switch on the base of the radar control handle is used to select radar range.

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Loadout configuration

This simulation does not include functional weapons. Missiles and rockets can be added to the exterior model, but they cannot be deployed.

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Fig. 65 -  Loadout configuration panel

The weapons shown in the exterior model can be changed using the Loadout Configuration panel.

The 35J had 6 hardpoints for Sidewinders, IR/RR Falcons and air-to-air rockets. Air-to-ground rockets and free-fall bombs could also be fitted (never used AFAIK).

This simulation has 9 preset loadout configurations available, named J1 to J9. You can choose between three different Sidewinder models for the missile presets.




Clean aircraft (no loadout)


2 Rb 27 (Radar-homing Falcon), 2 Sidewinders


1 Rb 27, 1 Rb 28 (IR-homing Falcon), 2 Sidewinders


2 Rb 28, 2 Sidewinders


1 Rb 28, 3 Sidewinders


1 Rb 27, 3 Sidewinders


Wing tanks, 2 Sidewinders (separate model)


6+6 13.5cm A-G rockets, 2 Sidewinders


2+2 13.5 cm A-G rockets, 2 Sidewinders


19+19 7.5 cm A-A rockets (pods), 2 Sidewinders

Rb 24

AIM-9B Sidewinder

Rb 24J

AIM-9J Sidewinder

Rb 74

AIM-9Li (Swedish modified AIM-9L)

Selecting weapons

This simulation does not include functional weapons. Missiles and rockets can be added to the exterior model, but they cannot be deployed.

The Weapons Indicator to the left of the gunsight shows which weapon is currently selected. Indicator lights R and I will be disabled if RR or IR targeting missiles are not mounted.

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Fig. 66 -  Weapons selection and indication






Fire control system off

RB 24


Sidewinders on belly hardpoints



Automatic cannon



Radar targeting only



Falcons, radar targeting



Falcons, infra-red targeting

RAK + RB 24


Rocket pods/Sidewinders on wing hardpoints


The S-7B3/31 reflector gunsight in J 35J was integrated with the avionics and radar systems, and could be used in either radar-aided or optical mode. It provided aiming information for A/A missiles in radar-aided mode, and for the cannon and A/G missiles in optical mode.

This simulation only includes the optical mode with gyro aiming (diamonds and pipper). The gunsight will be activated if the weapons selector is set to either AKAN (cannon) or any of the missile launch modes. If cannons are selected the gunsight will use gyro aided aiming. If missiles are selected the reticule will be static.

The targeting range (radius of the gunsight reticle) can be adjusted with the knob on the right side of the gunsight assembly.

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Fig. 67 -  Gunsight in J 35J

Since targeting is not implemented in this simulation, the gunsight has no real function.