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Hardcore Gamer Resource Kit
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Hardcore Gamer Resource Kit - Disc 2.iso
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README.TXT
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1997-02-06
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HIND
Version 1.2
Patch release: February 1997
Win95 version
INSTALLATION:
This patch is only for the Win95 version!
Copy the executable Hind file over the one currently installed; that's
all there is to it. The other files are for programmable joysticks;
see below.
[-- Enhancements offered: ---------------------------------------------]
+ New WSO operation modes
+ Audible undercarriage
+ Optional 'wimp mode' landing cushion
+ Description of crash-land cause
+ Provision of R-60's for two-player flights
+ Keyboard control for collective was always overridden by a connected
throttle stick - not any more.
[-- Bugs fixed: -------------------------------------------------------]
+ Option to reverse collective control from preferences now
functions.
+ Debug Fatal removed from 3D Visual code
+ CTRL-4 (message to wingman) no longer crashes the game.
+ Problem causing occasional crashes at the final Afghanistan campaign
animation fixed
+ Bug causing occasional crashes after clicking 'Okay' button on
situation screen removed
+ *All* models of Thrustmaster sticks now technically supported
[-- Enhancement details: ----------------------------------------------]
--+ New WSO operation modes -------------------------------------------
There has been much debate over the Hind's Silicon Gunner, the WSO,
ranging from topics such as his method of prioritising to whether he
actually functions 'properly' at all.
The WSO has been tested extensively and *has* been found to work
consistently, *within the original design specifications*. The WSO is
not intended to be an equivalent to an Apache's targeting computer - it
is a human officer selecting targets by sight and through knowledge of
their offensive capabilities.
However, thanks mainly to the efforts of American gamers, several areas
have been highlighted where the WSO could be improved without detriment
to the realism of the simulation.
The WSO now functions as follows:
Activation and de-activation remains the same. The 'S' key toggles the
WSO on and off, as described in your manual.
An addition key now takes effect. Press key 'W' to toggle through three
modes of WSO operation: "Automatic Selection"; "Free Fire", and "Mission
Objectives", which are described just below. Note that toggling WSO
mode does not automatically activate the gunner, and that, if de-
activated, the current mode of operation will remain in effect when the
WSO is brought back into play.
-Automatic Selection
This the default mode of operation in which the WSO starts each
mission. 'Automatic Selection' mode is the equivalent of the standard
method of targeting as in the original Hind release version.
This mode is denoted in your cockpit display by the message:
WSO MODE AUTO
In this mode, the Silicon Gunner will assign highest priority to
waypoint and mission objects, *if any are present in his field of
view*. If he sees no waypoint or mission objectives, he will fall
back to targeting enemies of highest priority.
Not that an objective is not as specific in the WSO's eyes as you
might think. If an objective is to bomb a building, then when within
range of the objective the WSO will begin to highlight buildings. If
you know that his target is not relevant, zero-in on ine which is and
instruct the WSO to re-lock (BACKSPACE key).
-Free Fire
The first of the two new modes takes its methodology from one half of
Automatic Selection.
"Free Fire" mode is denoted in your cockpit display by the message:
WSO MODE FREE
Use this mode to instruct the WSO to concentrate targeting on enemies
of highest priority, whether there are primary objectives nearby or
not. Using 'Free Fire' will not stop the WSO targeting an objective
if a) it is the last remaining target in sight, and thus b) it is of
higher priority than other remaining targets.
-Mission Objectives
The second of the two new modes takes the role of the remaining half
of Automatic Selection.
"Mission Objectives" mode is denoted in your cockpit display by the
message:
WSO MODE MISSION
Use this mode to instruct the WSO to concentrate targeting only on
targets corresponding to the type of waypoint or mission objective of
which the Hind is currently in range. In this mode, the WSO will
disregard targets normally of a higher priority in favour of those
necessary to complete the mission, even when instructed to re-scan.
--+ Audible undercarriage ---------------------------------------------
An audible sound effect has been added to the game, which is triggered
when the landing gear is raised or lowered. The effect will be heard
as a reasonably soft 'whirr', terminating in a solid 'clunk'. As a
check, you should hear the effect as your helicopter is set up when you
begin a mission, just before the rotors start.
The landing gear itself still functions the same way, ie, it changes
state when you press 'U', not when the sound effect terminates.
--+ Optional 'wimp mode' landing cushion ------------------------------
It has been reported that some users find the crash-land tolerance of
the Hind to be too low for them. Help has been provided for those whose
landings fall outside the release version's acceptable limits.
A 'landing cushion' can be activated by holding down the LEFT SHIFT key
on the keyboard as the Hind touches down.
The landing cushion effectively doubles the crash-land tolerance. You
will still almost certainly crash if your pitch or roll are too wild,
but excesses of forward, lateral and vertical speed are forgiven more.
--+ Description of crash-land cause -----------------------------------
In previous versions, crash-landing the Hind resulted in a simple
message stating the fact. This has been augmented to display a short
sentence describing the factors contributing to your crash.
Viewed simply, there are five factors that are cumulatively polled to
determine whether a crash has occurred: forward speed; lateral speed;
vertical speed; pitch; and roll.
Allowances are made in each of these factors, but if any are in excess
they are now reported in the debrief.
--+ Provision of R-60's for two-player flights ------------------------
A simple update; R-60's are now provided on the Hind wingtips when
flying two-player games.
Notes and Manual Eratta:
Installation
------------
Disc space required:
Minimum: 25MB
Medium: 50MB
Maximum: 65MB
The Hind CD-ROM must be in the CD-ROM drive to run Hind after
installation.
System configuration
--------------------
When in the preference screen, choose the sound card and music first,
then calibrate the joystick.
For users of the FLCS and TQS combination the following download files
are provided. The functionality of these devices is documented in the files
below, and the FLCS configuration differs from the FLCS+WCS2 configuration
printed in the manual.
HIND_T.B50
HIND_T.M50
Note that there is an error in the Installation manual regarding available
screen resolutions during flight. Only the 640x480 screen resolution is
supported in Hind - There is no 320x240 mode.
FlightStick Pro Problems
--------------------------
There has been a known problem with the FlightStick Pro and other makes of
joysticks for which we have recently discovered some kind of workaround:
The problem was that the coolie hat of the stick would not function correctly,
and the problem seems to lie with Microsoft's joystick calibration control
panel and their DirectX interface. To fix the problem, we un-calibrated the
coolie hat's up-direction within the Windows 95 Joystick control panel (only
the up-direction seems to cause problems), then set it up as normal in Hind.
You can un-calibrate the up-direction of the hat by running the Joystick
control panel and calibrating the stick as normal, except that, when calibrating
the hat, don't press it up when you're told to. Ie, leave the hat alone, then
press Enter. Calibrate the other three directions as normal.
Training Missions
---------------------
The following Training mission cannot be completed as "outstanding".
Navigation and Reconnaissance Exercise
Weapons Training - FAB250 250Kg Bombs
Weapons Training - 500Kg Bombs
Weapons Training - 250Kg Fragmentation Bombs
Weapons Training - 500Kg Fuel-Air Bombs
Weapons Training - KMGU-2 Mine Dispenser
Operational Training - Laser Designation
Operational Training - Troop Deployment
Operational Training - Troop Evacuation
Operational Training - Evacuation of Casualties
Operational Training - Formation Flying
Network Games
---------------
1: With Network play, in Deathmatch and Capture the flag modes, for best
results, start the server first. Players should wait in the 'network lobby'
until all players are present. Weapons are reloaded and damage mended by
landing.
2: Capture the Flag operates thus:- Each team must land within 200 feet of
the oppositions flag, ie 'Capture' it. The flag is indestructable so don't
waste ammunition on it. If a player is destroyed he is started at a mid point
between the flags. Weapons are reloaded and damage mended by landing.
The game ends when the Flag is Captured.
Tips
-----
1: In Kazakstan and Korea warzones, stay as low as possible at all times.
The higher you fly, the more attention (and fire) you attract.
In Afghanistan, where the enemy have no really long-range weapons,you can
safely fly higher and enjoy a better view.
2: You will probably be safer trailing your wingmen rather than leading
from the front.
3: Having trouble with heavily-armoured aircraft like the Hind, Apache,
Su-25, A-10? If the R60 air-to-air missile isn't killing them, try your
9M114 Sturm (aka AT-6 Spiral) anti-tank missiles. They're designed to
penetrate tank armour, and they're guided by your gunner so they shouldn't
be decoyed by flares. Just don't try to use them against fast jet aircraft
unless the target is flying directly towards or away from you.
4: If you land to deploy troops, but the troops won't get out when you open
the doors, the reason is that you're too far away from the planned landing
zone. To avoid this problem you should make a point of zooming in on the
Mission Planner map to see exactly where you are supposed to land. These
points should normally be located on or near some identifiable feature like
a road junction.
5: Don't attempt to use the Realistic flight model (selected on Preferences
screen) without an analogue joystick and rudder pedals at least.
An analogue throttle-type control for the collective is also highly
recommended.
6: If you're having trouble with landing and feel that you need a better
view, try shifting your viewpoint to the front (gunner's) cockpit. This
gives a better view forward and down over the nose.
7: If you're shot down repeatedly by heavy ground defences, it may be time
to review your tactics. If you make a habit of slowing down to attack,
perhaps you should think again. Opinions differ on this point, but the
writer has obtained good results from 'slashing attacks' made at high speed.
You may find it harder to lock onto targets, and you will have less time to
shoot on each pass, but AAA fire will also be far less accurate, especially
if you make an effort to avoid flying in predictable stright lines.
8: Real-world pilots used to Western helicopters should note that the Hind's
rotor turns the opposite way compared with what you would expect. If you
don't want to reverse your habitual patterns of yaw-pedal use, the rotor
direction can be reversed by means of a switch on the preferences screen
9: If you spot targets that your silicon gunner has missed, turn the aircraft
as necessary to line up the HUD centre datum (the fixed cross in the middle)
with the target you want, and press T. This should lock onto the target which
is closest to the centre of the HUD.
Hind vs Apache
-------------------------------------------------
To play Hind vs the Dos version of Apache, you must upgrade Apache
to the latest version. The latest update is available from our webpage.
If you have the Apache for Win95 CD-ROM, this does not apply; you already
have everything needed for Hind vs. Apache play.
What we need to know if you contact technical support
-----------------------------------------------------
1) Version Number
Hind has a version number displayed after you run the program. This is
given as a time and date. If you contact technical support please quote
this time and date.
2) Memory
Since Hind is dependant on lots of memory, please tell us how
much RAM and hard disk space you have before you tell us the problem.
Hind needs XMS memory, rather than EMS - if you are having a problem,
check this first by typing "mem" at a dos prompt. If the words
"Extended (XMS)" are followed by an asterisk, you need to edit your
config.sys and change the EMM386 line so that the word RAM is replaced
by NOEMS.
3) Machine Type
The name and type of your machine is very useful.
4) Machine Configuration
We may also ask for other information including:
DOS version
Installed Software
Sound Card Brand and Model
Contents of your CONFIG.SYS
Contents of your AUTOEXEC.BAT
Our Technical support professionals can be reached by calling:
919.461.0948
The latest patches for Hind, and our other games are always available
at our website. The URL is:
http://www.imagicgames.com