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1985-11-20
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MICROPROSE GUNSHIP
==================
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Gunship uses the following keys:
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ABORT MISSION = Esc
PAUSE = Tab
PORT ENGINE ON/OFF = 1
STARBOARD ENGINE ON/OFF = 2
ROTOR ENGAGE/DISENGAGE = 3
LOCK/NEXT TADS = Backspace
JETTISON WEAPON = Alt 4-6
DAMAGE REPORT = D
MAP = M
STORES = S
VIEWS = Arrow keys
ROTATE FROM HOVER = ( & /
STOP ROTATION = )
CHANGE CRT = Space bar
COLLECTIVE UP FAST = *
COLLECTIVE UP = -
COLLECTIVE DOWN = +
COLLECTIVE DOWN FAST = Enter
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Weapon select keys are:
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AIM-9L SIDEWINDER = 4
2.75" FFAR = 5
AGM-114A HELLFIRE = 6
30mm CANNON = 7
DROP CHAFF = 8
RADAR JAMMER = 9
INFRA RED JAMMER = 0
DROP FLARE = -
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The passwords & countersigns are:
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PASSWORD COUNTERSIGN
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ACCENT TRAMPOLINE
BILLBOARD KICKBACK
CROMAGNON MELODRAMA
DAKOTA ONSTAGE
ELECTRA VERTICAL
FOOTHOLD INSOLENT
GRENADIER NOCTURNE
HEDGEHOG LOCKSMITH
IVORY WILLOW
KNOCKOUT PUREBREAD
LOZENGE ROMANTIC
MAZURKA YELLOW
NEBULA QUAKER
OVATION UPSTAGE
PENTHOUSE SYMPHONY
QUARTZ ZEBRA
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EXAMPLE: If a US Base gives the
password IVORY then you would
reply willow.
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THE FLIGHT INSTRUMENTS ARE FROM LEFT
TO RIGHT AS FOLLOWS:
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TOP OF DISPLAY:
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FUEL GAUGE FOR LEFT AND RIGHT TANKS
AIRSPEED INDICATOR
CRT DISPLAY
ALTIMETER
RADAR & INFRA RED WARNING AND JAMMER
INDICATORS
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BOTTOM OF DISPLAY:
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ENGINE AND ROTOR RPM
TORQUE GAUGE
ATTITUDE & ARTIFICIAL HORIZON
WEAPONS SELECT & STATUS
VERTICAL SPEED INDICATOR
THREAT DISPLAY
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BOTTOM LEFT HAND CORNER:
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INERTIAL NAVIGATION SYSTEM
TAKE OFF AND LANDING
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First of all after boot up pick the
Training in the USA option because you
don't want to worry about nasty things
like FLAK and SAMs.Turn on both
engines (keys 1 & 2) and engage the
rotors (key 3).When the rotor speed
reaches about 80% hit the collective
up fast key (*) until the readout
shows about 75-80%.At this time the
chopper should leave the ground (the
collective key alters the pitch of the
rotors to produce vertical momentum).
You will notice that the airspeed
still reads zero so push forward
gently on the stick till you start to
pick up speed then slowly reduce the
collective until you attain level
flight.You can use the collective to
maintain a climb or dive without a
loss or gain of speed or you can use
the control stick to produce a climb
or dive with a corresponding loss or
gain of speed.At speeds of less than
50 knots you can use the rotate left
and right keys to produce a change of
direction without a loss or gain in
height.A helicopter is inherently
unstable and as such requires constant
adjustments to keep height and course
constant.Climb to 1000 feet and
practice turning and climbing and
diving using the collective to keep a
constant speed.To go into a hover
(very important when landing) gently
pull the nose up while reducing or
increasing the collective until you
are no longer climbing or diving.
Slowly toggle the collective still
further until your speed begins to
drop towards zero,then let your speed
drop past zero until you are flying
backwards.Slowly increasing the
collective will bring you to a hover.
I'll just have a quick read of the
manual then I will tell you how to
land.
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Before landing line the chopper up
with your base (the large white square
on the map) and dive to 200 feet and
reduce forward speed to below 100
knots.Close to within 1.5 miles of the
base then slowly adjust the collective
until you can maintain a shallow
descent,and a slow reduction in speed.
When height is below 100 feet,pull the
nose up slightly while still
maintaining a descent.Don't worry
about landing directly on the chopper
pad for the moment,anywhere within
about half a mile is fine because you
can make short hops to the base.Once
within about 100-200 yards of the pad
and on the ground you can shut down
both engines (keys 1 & 2),and
disengage the rotors (key 3).
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COMBAT
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The first thing you need to know in
combat is the capabilities of your
weapons, it is no good firing a
Hellfire at an enemy chopper for
instance.Just above the CRT display in
the centre of the screen is a small
box which will inform you when the on
board computer detects a possible
target.Pressing the fire button once
will show the target in the CRT
display.Friendly targets will
show green while enemy targets will
show red.Pressing Backspace will
toggle through all possible targets
and the zero key on the keypad will
clear the CRT.When a target is
displayed in the CRT you will notice
in the top left hand corner a set of
figures, this is the range to target.
The figure in the top right corner is
the magnification of the camera
scanning the target and is as far as
I know,mainly for decoration. When you
have a target displayed on your CRT,
you will notice a small box will have
appeared in the upper cockpit window.
This is known as your TADS (Target
acquisition & designation system).TADS
will track the target as long as it
stays in your field of view. The
weapons of your chopper are listed as
follows with their ranges and uses:
@
The 30mm Chain Gun.This weapon is
situated directly under the nose of
the chopper.It is not aimed manually,
and will automatically track any
target found by your TADS.It has a
maximum range of 1.5 miles but its
effective range is about half that.
The further from your line of flight
it tracks the less accurate it
becomes.It is a good all round weapon
and can be used with varying degrees
of success against most targets.
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AGM-114A Hellfire Anti-Tank Missile.
The Hellfire can only be used against
'hard' targets (tanks and bunkers),it
is totally ineffective against men
choppers and AA guns.It has a maximum
range of 6 miles and range does not
effect accuracy as it has to be guided
by laser,which means that the chopper
has to stay exposed until the missile
finds its target.
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2.75" Folding Fin Aerial Rocket.The
FFAR rockets are an old weapon,dating
back some 30 years and as such they
have no guidance system.They fire
straight ahead so need to be aimed by
the pilot pointing the nose of the
chopper straight at the enemy.The
warhead of the FFAR is High Explosive
so it is good against all soft skinned
targets,but only marginally effective
against armour.It has a range of
perhaps 4 miles.Range does effect
accuracy.
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AIM-9L Sidewinder Air to Air Missile.
The sidewinder is only effective
against air targets.It has a range of
about 14 miles and uses an infra red
homing system so is of the 'fire and
forget' type.
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Defensive Systems :
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Chaff (small strips of metal used to
jam radar) and your Radar jammer (key
9) are effective against Radar Homing
missiles,while flares and the IR
jammer (key 0) are effective against
heat seeking missiles.If these fail to
shake a missile,it is possible to
outfly them as both types of missile
have a HUGE turning circle.The only
counter measure against FLAK is to
avoid it or to shoot up the guns.When
flying against enemy choppers YOU
have the advantage as their guns are
fixed to fire forward and because of
their size and weight you are very
much more maneuverable.One other
thing I've just remembered,when you've
ECMed a missile,don't just assume
that it won't hit you, as they
continue to fly in the direction they
were going when ECMed.
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I HOPE THIS HELPS ANYBODY OUT THERE
WHO'S STRUGGLING.
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THE PHANTOM PHORMATTER 14/2/1988
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Imported for ST by the SEWER POSSUM
of SEWER SOFTWARE (SWR).Edited and
corrected by SEWER RAT.
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