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Software Vault: The Games Collection 1
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1991-04-14
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A-10 TANK KILLER
~~~~~~~~~~~~~~~~
ALT J - Joystick Control ALT C - Center Joystick
ALT M - Turn off music
FLIGHT CONTROL
Keyboard: Joystick (ALT-J)
Dive Dive
8
Left 4 6 Right Left Right
2
Climb Climb
Avenger Cannon = Spacebar Avenger Cannon = Button #1
Selected Weapon = Enter Selected Weapon = Button #2
A-10 VIEWS
Cockpit Views Outside Views
F1 Look Forward F4 Front View
F2 Look Left F5 Left Side View
F3 Look Right F6 Right Side View
F7 Rear View
F8 Weapon Attack View
F9 Engagement View
F10 Reverse Angle Engagement View
ACTIVE KEYBOARD COMMANDS
Spacebar Fire Avenger 30mm Cannon (or joystick button #1)
Enter Fire Selected Weapon (or joystick button #2)
Tab Toggles next target for HUD and TID
Esc Brings up Control Panel, pauses game
P Pause game
M Displays Strategic Map
Q Brings up Quit Menu
+ Select next active weapon
- Select previous active weapon
H Select Maverick
J Select LGB
K Select Rockeye
L Select Durandal
; Select Sidewinder
< Left Rudder
> Right Rudder
Numeric 1-9 Throttle 1=no throttle 9=full throttle
F Release Flare
C Release Chaff
R IN MAP SCREEN: On/Off switch for SAM range on Strategic Map
S IN SIMULATION: Brings up status screen
D Display message log
MAIN SELECT MENU
The first menu screen in Main Select. It is the starting point from which
you enter the game. Among the seven menu choices in Main Select Menu are
Fly One Mission and Start Campaign. These are the two modes of game play
that A-10 offers.
FLY ONE MISSION allows you to individually select which mission to fly.
Each mission will include a Briefing/Debriefing, Weapon Select and Mission
Summary. When a mission is completed or exited you will be returned to the
Main Select Menu
START CAMPAIGN enters you into a preset "tour of duty". You will start at
mission #1 and continue until you have either completed all of the
missions, are shot down or lose the war. A key element of Campaign Mode is
that goals, objective and key players are carried over from one mission to
the next. In Campaign Mode if you do poorly in the first mission, it may
come back to haunt you. Also important in Campaign Mode is that Campaigns
can be saved for later continuation. When beginning a campaign, you will
enter a character name. The campaign will be saved under this name and can
later be viewed or continued.
Under the Mission Select Menu, you will be able to select a single mission
and tailor its difficulty level and game play parameters. These include:
THREAT LEVEL
You can individually tailor the degree of difficulty in each mission.
Mild = Wimp Mode
Moderate = Pretty Mean Suckers
Aggressive = Major Bad News
AMMUNITION
You may select a "limited" or "unlimited" ammunition supply
DAMAGE
You may select a "normal" or "invincible" A-10
A setting of "normal" means that you A-10 can be damaged.
A setting of "invincible" means that your A-10 cannot be damaged.
Note: Scores achieved with selection of either "unlimited" ammunition or
"invincible" damage WILL NOT be recorded into the hall of fame.
BRIEFING/DEBRIEFING
Commander Cord is your command officer. He's full of advice, wisdom and
orders. You will meet with him before and after each mission. In the
Briefing, he will instruct you as to the current situation and give you
your orders. Of course, once airborne, you and you co-pilot are free to do
as you wish. BUT, assuming you make it back alive, you'll have to answer
to Cord in Debriefing.
MISSION SUMMARY
After each mission Debriefing, you will receive a Mission Summary. Mission
summaries contain all data on your latest performance. You will be given
the overall result of the mission and your tactical score (a point system
based upon number and type of kills).
CAMPAIGN SUMMARY
In Campaign Mode, you will receive both a Mission Summary and a Campaign
Summary. The Campaign Summary contains a cumulative tactical score
(compiled from all mission played). Following the Campaign Summary screen
will be the Campaign Decision screen. This will be the point at which you
can decide to Receive Next Assignment or Return To Main Select Menu.
Choosing Receive Next Assignment will place you into the next mission of
the campaign. Choosing Return To Main Select Menu will save you place in
the current campaign and return you to the Main Select Menu. Once Save, a
campaign can be restarted at any time from the Continue Campaign section of
the Main Select Menu.
WEAPONS LOAD
The final screen you will encounter before entering the simulation will be
Weapons Load. You will be presented with a choice of 5 preset weapons
loads, one of which will be designated as the Recommended selection. The
recommended load is based upon the specific goals of each mission and will,
for the most part, prove the most effective. However, as you play each
mission, and develop your own strategy, you may find that selections other
than those recommended are more useful.
Select the proper weapon type to use against the target.
Against Tanks: Select Avenger 30 mm cannon, or select a MAVerick.
Against Other Vehicles: Select Avenger, MAVerick, or ROCkeye cluster bomb,
(especially if there are several vehicles close together).
Against Bridges, Bunkers, Building or Installations: Select LGB.
Against Airstrips: Select DURandal.
Against Aircraft: Select Sidewinder.
THE SIMULATION
Every care has been taken to make the simulation of the A-10 Thunderbolt II
as realistic as possible while not bogging the game down with unnecessarily
complicated controls. What you get is a very accurate representation of
the feeling of A-10 flight without the burden of intricate flight
knowledge. Flying the A-10 is as simple as grabbing the joystick and
throttling up. And with the VCR INTERFACE (see VCR INTERFACE later), you
are given complete control over 3-D definition, window size and mission
difficulty levels.
HEADS UP DISPLAY - HUD
For you non flyers that's the group of numbers you look through when
flying, it projects vital flight instruments into your field of vision on
the windshield so you can fly without looking down at your instruments.
Gunsight (in the center) - Position target within the cross-hairs to line
up the GAU-8 Avenger Cannon.
Airspeed Indicator (the vertical numbers on the left of the HUD) - Displays
airspeed in knots.
Active Weapon (Lower left of the HUD) - The active weapon display on the
HUD indicates the currently selected weapon.
MAV = AGM-65 Maverick
LGB = Paveway LGB
ROC = Rockeye II CBU
DUR = Durandal
SID = AIM 9L Sidewinder
Heading (Horizontal number on bottom of HUD) - Shows the A-10's heading in
degrees. North is at 0, East is at 90, South is at 180, West is at 270.
Target Box (Moves around the HUD when a target is spotted) - Indicates
current target for the Tactical Information Display (TID)
Destination Marker (Arrow on heading display when destination selected) -
Indicated direction to current destination. To find your way to the
currently selected target on the Strategic Map, center the Destination
Marker in the HUD and keep it there. (See Strategic Map later)
Altimeter (Vertical numbers on right of HUD) - Displays current altitude in
feet.
Pitch Indicator (+ or - number just left of Altimeter) - Indicates the
A10's pitch in degrees.
THREAT INDICATORS
This pair of LEDs mounted on the top of the instrument panel just left of
center warns the A-10 pilot when an infra-red (IR) or radar guided SAM has
locked onto his aircraft. The left LED indicates an IR Missile has locked
onto the A-10. The right LED indicates a radar missile threat. (See
Defensive Weapons Systems later).
RADAR WARNING RECEIVER (RWR)
The RWR is the scope mounted just below the Threat Indicators. The RWR
senses Surface-to-Air missiles (SAM) and aircraft and displays a dot
representing each of these threats on the RWR console. A red dot indicates
a SAM threat, a blue dot represents an air threat, and a white dot
indicates an incoming missile. These dots blink when you have successfully
jammed a target with the Automatic Jamming equipment that is standard on
your A-10 Thunderbolt. (See Defensive Weapons Systems later).
TACTICAL MAP
The Tactical Map is in the center of the instrument panel. This displays
all terrain in a 40km X 30km area around the A-10. The A-10's current grid
position is displayed at the bottom center of the tactical map.
COLLISION WARNING INDICATOR
Just to the upper right of the Tactical Map. This LED warns the pilot of
an imminent crash with the ground.
VERTICAL VELOCITY INDICATOR
Just to the right of the Tactical Map. The Vertical Velocity Indicator
gauge displays how quickly the A-10 is gaining or losing altitude. It
points directly to the left in level flight.
TACTICAL INFORMATION DISPLAY (TID)
The scope on the right of the instrument panel. The TID displays the
current target that the Weapons System is locked onto. If a weapon is
fired, it will engage the displayed target. The TID provide target range,
target identification and IFF (identify Friendly or Foe) information with
hostile targets displayed in Red text and friendly targets displayed in
White text. IMPORTANT! Always check the TID before firing! Wasting
friendlies isn't usually considered a good thing to do.
STRATEGIC MAP
Pressing "M" during the simulation brings up the strategic map. This in
the main source of information on the flow of the battle during the course
of each mission. Each target shown on the map can be selected by toggling
the current target box until it is placed over the desired target.
Toggling of the target box can be done in two ways.
1. By clicking the arrows in the lower right of the screen (mouse,
joystick or keyboard).
2. By clicking on the desired target with the on-screen cursor (mouse or
joystick).
Once a target is selected, the Strategic Map will provide a description of
the designated target. This description includes:
Target Type
Target Location (in grid coordinates)
Target Heading
Target's Estimated Speed
Target's Bearing relative to the A-10's current position
Target's Distance relative to the A-10's current position
Intelligence Reports (if any) on the target
All Enemy Targets are displayed in RED while Friendly Units are shown in
BLUE.
Icons on the Strategic Map are as follows:
Upside down "T" = SAM (surface to air missile)
Square = Installation (Base, Bridge, Building)
"T" with tail pointing left = Aircraft (helicopter or plane)
"X" = Ground Unit, truck patrol, convoy
"+" = Truck Convoy
Important: The currently selected target becomes a directional guide for
the Destination Marker on the HUD. Following the Destination Marker will
lead directly to the last target selected on the Strategic Map.
Note: Pressing "S" while in the Strategic Map toggles the display of the
SAM ranges on and off.
STATUS SCREEN
"S" brings up the A-10 Status Screen. This screen graphically displays the
amount of damage sustained by the A-10 and shows its remaining armaments,
gun ammunition, chaff and flare salvos.
Important: If the A-10 loses a wing, all the weapons on the wing are lost
also. (Crash also?)
MULTIPLE VIEWS
Along with 3 internal cockpit views, A-10 Tank Killer is capable of
displaying 7 external views, including Victim and Engagement Views. (See
Control Keys). Victim View is an external camera that moves to constantly
keep a fired weapon and it's target in view. Engagement View is an
external camera that pans to keep the enemy and the A-10 both in view.
VCR INTERFACE
In a constant effort to make our games more enjoyable and less frustrating,
we have developed a new type of game control called the VCR Interface. In
essence, the VCR Interface is a menu that is accessible at any time during
simulation play which allows you to control vital elements of game play.
The interface will have different appearances in different games but the
function will always be the same: to give the user as much control as
possible over game functions and flow. In A-10 Tank Killer, the VCR
Interface is seen in several places. The interface is accessible while in
the Mission Select Menu and the Control Menu. In the Mission Select Menu
it allows your to customize the difficulty of each mission. In the Control
Menu, it gives you in-game control over the detail of the 3-D world, the
size of the viewing window, the length of time that messages are displayed
on screen and basics such as game sound. The Control Menu can be accessed
at any time by simply pressing the ESC key.
WORLD AND WINDOW DETAIL SLIDER BARS IN VCR INTERFACE
What they do: Because A-10 Tank Killer uses a highly advanced three
Dimensional modeling system called 3Space (yes, 3Space), older computers
may have some difficulty handling the complex mathematical equations that
are necessary to drive the detailed 3-D worlds. The Detail Slider Bars
allow you to customize the detail of the game to fit the speed of your
computer. By using the Slider Bars, you can "adjust" the amount of detail
in the cockpit or in the 3-D world.
* NOTE: Whenever any of the Simulation System screens are called up, the
game is paused.
THE QUIT MENU
At any time during play, if the "Q" key is pressed the Quit Menu will
appear. This menu presents you with two options: Return To Base or
Continue Flying. Selecting Return To Base will place you directly in your
Mission Debriefing. Selecting Continue Flying will re-enter the
simulation.
Important: There are two ways to quit the simulation: with the battle
Complete or Incomplete. Quitting an Incomplete mission will leave any
remaining Allied troops open to attack. If this happens your Mission
Evaluation may suffer.
Farms
Farms are considered neutral civilian targets and should not be attacked.
Bridges, Buildings, Supply Dumps, Bases, etc.
Structures such as these can be engaged with the Paveway LGB. However,
before dropping an LBG on one, make sure that the mission objectives call
for it to be destroyed. Taking out a bridge which US forces pan on
crossing is not a smart tactic.
Airstrips
Airstrips controlled by the enemy can be destroyed with the Durandal.
DEFENSIVE WEAPON SYSTEMS
ALQ-119 ECM Jamming pod
This pod hangs on the outside pylon of the left wing of the A-10. It has
jammers which can temporarily confuse the radar acquisition systems on SAM
launchers. This gives the A-10 pilot a little extra time before a hostile
SAM launch. Jammed launchers are indicated by a blinking dot on the RWR.
Flare
This is a small heat-emitting decoy that the A-10 pilot can release. It
will sometimes fool an incoming infrared homing SAM into tracking it
instead of the A-10. It's useful against the SA-9 and SA-13.
Chaff
This is a cartridge which releases a cloud of small tin foil strips. The
cloud will reflect enemy radar and blind it for a few seconds. This will
sometimes give the A-10 enough time to escape an incoming radar guided SAM
such as the SA-6 and SA-11.
FLIGHT INSTRUCTION
The Take Off
In most missions you will start off on the runway. Taking off is simple:
Give the A-10 full throttle and pull back on the stick. When you have
enough speed you'll lift off. With less than full throttle you may run out
of runway. Even this is rarely fatal. Recently an A-10 of the 81st
Tactical Fighter Wing missed its takeoff and crashed into a beet field.
The A-10 sustained little damage.
Landing
It is not necessary to land in A-10 Tank Killer. You may quit at any time
by pressing Q. This will end the mission and return you to base safely.
If you want to experience a landing, here's how. Line up about 4000 meters
from the runway, flying in parallel toward the runway. Use the rudder to
make small adjustments to your heading to get lined up exactly. Bring your
throttle down to 4. Come to an altitude of about 100 feet and guide the
A-10 in. Your copilot will automatically drop the flaps and landing gear
for you. Once you set down bring the throttle down to 1.
Taxiing
If you land, and the mission isn't over you'll want to take off again. To
do this, you'll need to turn the A-10 around so you have enough runway. To
taxi use a little throttle. For convenience, you can guide the A-10 on the
ground with the rudder or aileron controls.
Flight
Aircraft are guided by control surfaces on the wings and tail, and by the
amount of thrust generated by the engines. Ailerons on the wings control
the roll of the A-10, and indirectly the heading. The tail controls the
pitch, and the rudder controls the heading.
Climbing and Diving
To gain altitude, go into a climb. Just pull back on the stick and the A-
10 is oriented upward (positive pitch). Continue climbing until you reach
the altitude you want. A dive is just the opposite. Push forward on the
stick to lose altitude.
Turning
There are several ways to execute a turn. The simplest way to turn is to
move the stick left or right. This will bank the A-10 slightly and will
begin a turn. The more you bank, the more the A-10 will turn. When you've
almost reached the heading you want, level the A-10 off. A faster turn can
be executed by moving the stick to the left or right and then pulling it
back. This is the fastest way to change heading. However it's very easy
to overshoot the heading you want, and unless the A-10 was rolled exactly
90 degrees, you will also change your pitch. Small adjustments to the
heading can be made with the rudder. Using the rudder is the slowest way
to turn, but it doesn't affect the pitch and it's the most precise.
Usually you'll want to start a turn by moving the stick left or right, get
close to the heading you want, level the A-10 off and then make the final
adjustments to heading with the rudder.
Speed and Stalls
Speed is controlled by the throttle. Full throttle, full speed. A stall
happens when the plane is moving through the air too slowly. Lift is lost
and the control surfaces don't work properly. The A-10 will nose down
until the air speed is greater that the stall speed. To avoid stalls, keep
the throttle at 4 or higher. Don't stall at low altitude unless you enjoy
crashing.
COMBAT TACTICS
Finding the target.
Find the target you want on the Strategic Map and then select it. You can
select it by either positioning the arrow over it and clicking on it (you
can use the mouse too), or sequencing through all the targets with the
arrow buttons. The selected target will be highlighted on the map by a
black square around it. The information display on the right will give you
the bearing and distance of the target from your current position. Return
to the front cockpit view (F1). The destination indicator above the
compass tape on the HUD will guide you to the target. Just change your
heading until the destination indicator (a small triangle) is centered on
the tape. You are now heading directly towards the target. Stay low and
go full throttle and you'll reach the target. When you get near the target
it should appear in the TID screen.
Attack Tactics
When you're about 7000 meters from the target, slow down to attack speed, a
throttle setting of 3 or 4. This will give you enough time to line up on
the target. Select the proper weapon to use against the target.
Against Tanks: Select Avenger 30mm cannon or select a MAVerick
Against Other Vehicles: Select Avenger, MAVerick, or ROCkeye cluster
bombs (especially is there are several vehicles
close together).
Against Bridges, Bunkers, Buildings or Installations: Select LGB
Against Airstrips: Select DURandal.
Against Aircraft: Select SIDewinder.
An Avenger Attack Run
The Avenger is an unguided weapon, it's fixed to the fuselage of the A-10.
You must position the sight over the target and fire. To set up a run,
stay low (about 150 feet) and come in at slow speed. Line up on the
target. Use the rudder to get lined up exactly on the target. Stay lined
up and at about 3000m, pitch the plane so that the cross hair is exactly
over the target. Fire!
Other Weapons
The other weapons are simpler to score a hit with. Keep the target in the
HUD. Sequence through all the targets on the HUD until the one you want is
displayed in the TID and is selected on the HUD. Make sure the proper
weapon is selected. When the target is within range, a LOCKED will appear
on the HUD next to the weapon type. To see the full force of the attack
switch to one of the cinematic views.
Avenger vs. Maverick
Both weapons have the same purpose, to kill tanks. You'll have to decide
which to use on each attack run. The Maverick is easier to use. Select
the target you want on the TID, wait for LOCKED, and fire. The guidance
system will ensure the Maverick hits the target. The Maverick has a
greater range than the Avenger cannon, however you have fewer Mavericks
than Avenger bursts. If you pop up over a hill and there's a SAM starting
at you, it's better to take it out with the Avenger. Avenger shells are
faster than a Maverick, and in quick draws like this one the Avenger comes
out on top. Trying to quick draw on a SAM with a Maverick is risky at
best. The Avenger is the most cost effective way to kill tanks. An
Avenger costs a fraction of a Maverick missile.
Dogfights
Although the A-10 was not designed for dogfighting, A-10 pilots do not
consider MiGs an unconquerable threat. At high altitudes the A-10 is at a
distinct disadvantage, but at low altitudes a MiG has a hard time
maneuvering. When you spot a MiG, keep him in front of you. If you have a
Sidewinder, fire it as soon as you achieve lock-on. At close ranges, you
can try to hit the MiG with an Avenger burst - but this is very difficult.
If you're out of Sidewinders, mister you're in trouble. You best chance is
to stay low, drop flares when necessary, and run toward the "umbrella" of a
friendly SAM. If the MiG follows you into the "umbrella" there's a good
chance it will be shot down. The A-10 can clean up against Hind
helicopters. The Hind was not designed to air to air combat. You can use
Sidewinders against a Hind, or use the Avenger. The Hind is much slower
than a MiG, and with practice a good pilot can take out a Hind quickly with
the Avenger.
Defensive Tactics Against SAMs
Stay low. The lower you fly, the greater the chance that the terrain will
hide you from SAM launchers. Use the Strategic Map to stay outside the
range of SAM launchers. Monitor the RWR to see what SAM threats are out
there. When a SAM is coming at you, there are some tactics to try. If
there's a hill nearby, duck behind it. If the SAM is radar guided
(indicated by the right most light above the blinking RWR), drop some chaff
to distract it. If it has Infra Red Homing (indicated by the left most
light above the blinking RWR), then drop a flare or two. As a last resort,
attempt to out turn the SAM. This is very difficult. If you find yourself
in a quick draw with a SAM launcher, you can try and take it out with the
Avenger before it launches.
MISSION PLAN
In the briefing Commander Cord will let you know what your mission
objectives are, and what the priorities are. Once you're in the A-10,
review the Strategic Map. It will familiarize you with the battle. Make a
Flight Plan. However, due to the dynamic nature of land battles, you'll
probably have to alter your Flight Plan several times. You will be
receiving new orders and distress calls over the radio during the mission.
Stay alert and stay flexible. Always keep you objectives in mind.
A-10 PILOT INTERVIEW
What tactics are employed when a SAM is launched at the A-10?
"In the first place, stay low to avoid SAM operators from acquiring the
A-10. Once a SAM is launched, make a 3-D break away from the SAM.
Additionally, flares can be dropped to decoy IR seeking missiles, and chaff
are used on radar guided missiles".
What tactics are used when an enemy fighter, say a MiG, is spotted?
"Keep him in front of you. Don't let him on your tail. You can engage the
fighter with Sidewinders. Two Sidewinders can be loaded on either outside
pylon. The gun, although not very effective in shooting down aircraft, is
very effective in making enemy fighter take a defensive stance".
In actual combat, how low would you fly?
"Between 100 and 400 feet".
What's the role of the A-10?
"Close Air Support, we call it CAS. We support ground troops in close
proximity, which is defined as operating within 100 yards of friendly
forces".
DESIGN NOTES:
In building A-10 Tank Killer, we wanted to create an experience that
captured the personality and feel of the A-10. We especially wanted to
create an experience that felt like the real thing. We did extensive
research on the plane itself to get the simulation accurate. But the
numbers don't tell you what it's really like to fly an A-10. So, we
interviewed A-10 pilots to get a human perspective on the experience. One
pilot remarked "Flying the A-10 is fun. Can you get that across in your
simulation?" We'll leave that question up to you.
We wanted A-10 Tank Killer to be entertaining. That's why we chose to
compress time. It keeps the pace high. All the dull moments spent
ferrying back and forth to the front are squeezed out with time
compression. We also chose to go with a two seater A-10. There aren't
very many of them in service, but we felt it was important to have that
colorful talk that you get from your co-pilot.
P.S.
There will be extra scenarios available by the end of the year. I found
that the plane was a little sluggish. I know this is somewhat true in
real life, I have a personal friend who flew A-10's in Germany until just
2 years ago. However, the game is still more sluggish than normal, unless
you are playing on a 386 machine. For the rest of us, if you bring up the
VCR (ESC when playing) and turn down the detail and window size you will
get much smoother and quicker response. I really like the fact that you
can fly with the joystick and still use the mouse to change your options.
Problem: The joystick is not working properly.
Solution: Press ALT C to center the joystick.
Problem: When playing from the keyboard strange things happen such as the
cursor moving all around the screen.
Solution: Press ALT J to turn the joystick off.
Problem: Constantly playing music bugs me but I still want the sound
effects.
Solution: Press ALT M to turn off the music.