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/__ /\ ________ T.H.E ____________
// __\_____ \/\________ \_______ _________
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Y \______ / \ \ \\ _ \ \// / \___ _ _\ Y
. \_____/ / \ \________/\\ \ \____ / /\ \\ .
\/ \_______/\ \____________/ / \ \ ______/[Sk!n]
\_______/ \/ \ \_____/
[Simply Nutty] \/
-+------------------------------------------------------------------------+-
| The LoOnS: Python Wizz The Guardian PoB Action Man Chuck T-Leaf |
-+------------------------------------------------------------------------+-
Part 1
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\\ /::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::\ //
:\/::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::\/:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/--------------------------*----------------------------------\
;| PrOuDlY PrEsEnTs |,
| |
/ FuLl EnGlIsH DoCs FoR: \
:\ /:
. | -> GUNSHIP 2000 FROM MICROPROSE <- | .
| |
\--------------------------*----------------------------------/
TYPED BY : CHUCK
SUPPLIED BY : DABBLE/ICC
THE LoOnS - SiMPLY NUTTY!
1 9 9 3.
THESE DOCS SHOULD BE SPREAD WITH
TECHNICAL SUPPLEMENT:
COCKPITS.IFF (6 FILES)
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GUNSHIP 2000
------------
CONTENTS
--------
1. TUTORIAL.............................................................15
2. OPERATION INSTRUCTIONS...............................................23
Prepare For Flight...................................................23
Installation / Loading.......................................23
Making Selections...........................................23
Brigade HQ...................................................24
Mission Briefing.............................................30
Outfit Helicopters...........................................32
Cockpit Switches.............................................34
Simulation gontrol & Views...........................................38
Simulation Controls..........................................38
Simulation Views.............................................39
Helicopter Controls..........................................43
Flight Controls..............................................43
Weapon Controls..............................................45
Helicopter Gauges & Indicators...............................47
AH-64A/B Apaches.............................................47
AH-66A Comanche..............................................51
The remaining Helicopters....................................51
How to Fly...........................................................53
Getting Airborne.............................................53
Flight techniques............................................54
Navigation...................................................57
Landing......................................................58
How to Fight.........................................................60
Flight plan..................................................60
Threats......................................................60
On the Defensive.............................................61
Damage.......................................................64
Helicopter Weapons...........................................64
On the Offensive.............................................66
Air-to-Air Combat............................................71
Helicopter Flight Commands...........................................74
System Summary...............................................74
Command Control..............................................75
Communications...............................................77
Strategy.....................................................78
After the Mission....................................................80
Measure of Success...........................................80
Mission Replay.....(Not applicable to Amiga machines)........81
Flight Promotions............................................83
Replacements.................................................83
3. THE HELICOPTER.......................................................85
History of Development...............................................85
Flying the Helicopter...............................................101
Helicopter tactics..................................................108
4. EQUIPMENT AND ORGANISATION..........................................115
Data Format.........................................................115
Your Helicopter and Weapons Systems.................................117
The Ground and Air Units............................................129
U.S. and Allied Units...............................................129
The Opposing Forces.................................................136
APPENDIX...............................................................151
Regional Developments...............................................151
Central Europe......................................................151
The Persian Gulf....................................................153
Weapons Characteristics Chart.......................................155
Glossary............................................................158
Notes...............................................................164
--------------------------------------------------------------------------
--------------------------------------------------------------------------
-----------
1. TUTORIAL
-----------
This tutorial enables you to strap on the seat of a helicopter and begin
without digesting the entire manual. However, it neither provides you with
the necessary insight to skilfully utilise the various weapon systems
available, nor details the multiple helicopter operations. It familiarises
you with the basic controls and systems of the AH-64A Apache Gunship in a
simple training flight against simulated opposing forces.
WHERE YOU START
---------------
After the title sequence, you'll find yourself at brigade headquarters.
Various "action areas" are placed at positions around this screen. These
"action areas" are accessed to select the various options available at
brigade headquarters.
To select an option, use the controller to position the cursor over the
desired "action area". When an "action area" is accessed, the cursor
changes shape to a bull's-eye and the option's title is displayed at the
bottom of the screen. Pressing selector 1 selects that option.
DUTY ROSTER
-----------
As a new pilot, your first step is to get your name up on the Duty Roster.
As part of this process, you also have the opportunity to select your
squadron unit insignia and its nickname.
Position the cursor over the duty roster hanging on the back wall and press
selector 1. The "Duty Roster" screen now appears.
By positioning the cursor over any one of the six pilots, a detailed
accounting of the flight commander and flight members, if any, is displayed
in the top section. For now, you just want to get your name on the Duty
Roster. (More detailed description of Duty Roster pages24-27)
Position the cursor over the "Erase Me" pilot and press selector #2; then
follow the instructions to enter your name and select your squadron and its
nickname. Leave the cursor positioned over your new pilot and press
selector #1. This selects that pilot and returns you to the brigade
headquarters screen.
Notice that your pilot's name and unit are now listed at the top of the
Duty Roster.
TYPE OF FLIGHT
--------------
Now position the cursor over the duty officer's desk (he is sitting in the
foreground) and press selector #1. The "Type of Flight" screen now
appears.
Since you're in training, position the cursor over the "Training" and press
selector # 1. This places you in the training mode and returns you to the
brigade headquarters screen.
Notice that the duty officer is now holding an envelope marked "Training";
this envelope contains your orders for this mission.
THEATRE OF DUTY
---------------
Now position the cursor over the World map located on the right wall and
press selector #1. The "Theatre of Duty" screen now appears.
There are simulated training sites available for either of the two
theatres- The Persian Gulf and Central Europe. Select the Persian Gulf
(you will eventually want to fly training missions in both theatres) by
positioning the cursor in the box outlining the theatre and pressing
selector #1. You now return to the brigade headquarters screen; notice
that the Persian Gulf theatre is outlined on the world map.
BRIEFING
--------
You are now ready to start the training flight. Position the cursor over
the door marked "Exit" and press selector #1. The Briefing screen now
appears.
It's time to familiarise yourself with the Mission Orders. As you look out
at the TF Commander, the top page of your Mission Orders is just visible at
the bottom of the screen. Position the cursor on the page and press
selector #1. You are now looking down at the top page.
Since this is a training mission, some of the data is in abbreviated form;
however note two important areas.
First, are the "Primary Mission" and "Secondary Missions:. Review the type
or nature of the missions. Additionally, the position of your base and
FARP are also indicated.
Position the cursor anywhere on the page and press selector #1. The next
page appears. This lists the support data about the position of your base,
FARP, flight conditions and the S2's intelligence report.
Please note that the map coordinates are read military fashion, "right and
up" The first number listed is on the horizontal scale and the second on
the vertical scale, eg. 00/16 is in the upper left corner. Remember that
maps are never 100% accurate. This is especially true when sighting mobile
units.
Position the cursor anywhere on the page and press selector #1. The
mission map appears. This map indicates the relative positions of the
different Primary Missions (P), Your base (B) and FARP (F). Additionally,
the map details the major terrain features and other areas of interest (for
a detailed description of the mission map, see pages 41-42).
To review the Mission Orders, you may sequentially leaf through the pages
any number of times. After review, position the cursor over the envelope
and press selector #1. The Briefing screen now appears.
For this flight let's go with the armourer's recommended weapon load and
begin the mission. Position the cursor over the map and press selector #1.
The Cockpit Switches now appear.
COCKPIT SWITCHES
----------------
When Gunship 2000 is first installed, all of the switches are set at the
lowest difficulty levels. Let's leave them that way for this flight. By
positioning the cursor over a switch, a brief description of its function
appears in the "Data Display" at the upper right (for a detailed
description of the cockpit switches, see pages 34-39)
Located in the centre of the screen is the "GPS Console". Position the
cursor over this area; the Data Display describes the Console's function
and then displays the GPS Cipher as it appeared in your Mission Orders.
You're shown a Squadron insignia along with a five figure digit. These
insignia and numbers are found later on in this manual. Find the correct
five digit code, and enter this number via the numeric keypad on screen.
If the correct code is entered, the GPS Console displays "Signal Locked".
You're now ready to start the mission.
If you can't find the correct code, you can still fly the mission, but the
on-board GPS map is disabled along with your weapons. Basically, you're on
a sightseeing tour, but at least the view is breathtaking.
Now position the cursor over the "Aux Power Unit" switch. This switch
starts the helicopter's engines, which begins the mission. It has a safety
cover so that it won't inadvertently be activated. Press selector #1, and
the safety cover flips up. Press selector #1 again, and the power winds up
- your mission begins.
CONTROLS
--------
Now you're on the ground at your base, at the controls of an AH-64A Apache.
You have a pilot's eye view of the world as you look out over the cockpit
gauges and indicators. The following is an abridged version of the flight
controls; it'll get you started in your first helicopter flight (for a more
detailed description of flight and cockpit controls, see pages 47-51)
You start the training mission by taking off from your base, and end it by
landing back at your base.
GETTING AIRBORNE
----------------
At this point, it's a good idea to locate the pause (Alt p) key. The
frustration factor is much reduced if you pause the flight, read a section,
perform the actions, pause again and read on further.
Your engines are already on line (the APU provided the necessary power to
fire them up). Now engage the rotor, (number 9 key). The rotor indicator
light turns from red to green, and the rotor starts to turn.
Vertical movement is controlled by the Collective. Press the Collective Up
key (=) a few times until the Apache starts to lift. When the altitude
reaches 200feet approx., press the Collective Down key (-) to stabilise the
lift
Horizontal movement is controlled by the Cyclic. To move forward, push the
joystick/up arrow, forward. You now start to gain speed. By pushing the
joystick fully forward, the maximum speed for that altitude is attained.
The joystick need not be kept in a forward position to maintain forward
flight; it's self trimming when centred.
Next push the joystick/right arrow slightly to the right. You bank and
turn to the right. If you do the opposite, you bank and turn to the left.
MAP VIEW
--------
Press the Map View key (F10); the GPS map now appears. Don't worry, your
Apache doesn't crash while you're viewing the map - the action is
suspended.
The GPS map displays the entire world in which you're flying. Notice that
it matches the map you reviewed in your Mission Orders. Your Apache is
positioned in the centre of the map, and the first Primary Objective is
just to the North.
Let's use the Apache's INS system to navigate to the target (more detailed
description on page 57).
Press the F key to select the "Fly To" command. Position the cursor over
the first Primary Objective, and pres selector #1 followed by the selector
#2. This enters the position into the INS system.
You can check the map anytime during a flight to verify positions. For
now, press the selector #1 to return to the cockpit view.
The heading for the Primary Mission is displayed in the INS indicator.
More than likely, your true heading is different than the INS heading.
Bank the Apache towards the INS heading indicator until the two heading
numbers match. This new heading will take you to the first Primary Mission
for gunnery practice.
WEAPON SELECTION
----------------
Your Weapons Indicator (lower left) should display "Cannon"; if not press
the Weapon Select (Spacebar) until it displays "Cannon". You've now
selected the Apache's M230 30mm Chaingun. It has a maximum range of 1,500
meters, but its optimum range is 700 meters dead ahead and half that for a
"deflection shot" to the side.
TARGETING
---------
Before you can fire at an opposing unit, the TADS must be locked onto the
target. Look at the threat display (lower right). If you're flying,in the
correct direction, there should be a red dot directly ahead. If not,
adjust your flight path. Check the map to verify the placement of your
waypoint.
The TADS should be locked onto the target, a BTR-60 APC (first Primary
Mission). It's displayed, along with its identification, true heading and
range data, in the MFD (centre of cockpit). If the TADS isn't locked onto
the target, press the acquire/next target key (selector #2)
When locked, a Target Diamond appears in your view along with the Reticle
Ring. The Target Box indicates the exact position and heading to the
BTR-60. The Reticle Ring is the aiming point of the cannon. To hit the
target, the Reticle Ring must be superimposed over the Target Diamond.
Adjust your flight path if necessary.
RANGE OF SHOT
-------------
When the target enters maximum range for the cannon, the Target Box changes
from a broken box to a solid. This indicates that the selected weapon is
now "in constraints".
Keep the Target Box centered in the Reticle Ring and let the range
decrease. As the range decreases the Reticle Ring increases in size,
indicating an increase in weapon accuracy. As you gain experience, you
will eventually be able to determine weapon accuracy just from the size of
the Reticle Ring.
When the range reaches about 700 meters, open fire by pressing selector #1.
You don't have to aim the M230 as it automatically tracks the target as
long as the Reticle Ring is superimposed over the Target Box. After a few
rounds, the BTR-60 is knocked out; you'll see its telltale explosion in the
distance.
Well that's probably enough action for this flight; let's return to base.
Select the Map View, and set the INS for a heading back to base.
Fly the Apache to a position directly over the base. When in position,
pull back on the cyclic and allow your speed to drop to zero. Now press
the collective down (-) to start a slow descent on to the base. It's of no
consequence if your descent is too fast, you can't crash on this flight.
Perfect landings only come with practice.
Upon touchdown, press the Rotor Engage/Disengage (9) key (the indicator now
turns from green to red), and tthe rotor blades slow to a stop. This
training flight is now at an end.
Good luck on your future flights.
--------------------------------------------------------------------------
-------------------------
2 OPERATING INSTRUCTIONS
-------------------------
PREPARE FOR FLIGHT
------------------
Gunship 2000 provides for a large number of game options. These are
presented in various screens in the form of "Action Areas" or in a menu
format.
When a screen first appears, the cursor will be positioned on the screen or
over a menu selection. You move the cursor or change the menu selection by
using the controller. Once positioned over the desired option, it;s
selected by pressing selector #1.
USING A JOYSTICK
If your controller is a joystick, moving the stick up or down moves the
cursor vertically; moving the stick left or right moves the cursor
horizontally. Vertical and horizontal movement can be combined.
USING THE KEYBOARD
If your controller is the keyboard, then any arrow key moves the cursor to
the nearest option; the tab key moves the cursor to the next option; the
shift Tab key moves the cursor to the previous option: the Home key moves
the cursor to the top of the menus: and the End key moves the cursor to
the bottom of the menu listings. The keyboard can be utilised in
conjunction with a joystick.
ACTION AREAS
Most options are accessed via "Action Areas". These are placed at various
positions around the different screens. However, in some cases, menus are
utilised where lists of data options are more functional.
To select an option, use the controller to position the cursor over the
desired action area. When an action area is accessed, the cursor changes
shape from an arrow to a bulls-eye and the option's title displays at the
bottom of the screen. Pressing selector #1 then selects that option. Menu
options are selected in a similar manner; the selected option is
highlighted.
Whenever an option is selected in error, pressing the Esc kay cancels the
selection.
All action begins at Brigade Headquarters, located at your home base. From
this screen, the selections are made that determine the nature of your
upcoming mission/s.
There are five action areas located at various positions around the screen,
and these are accessed to make the various mission selections.
Position the cursor over the Duty Roster hanging on the back wall and press
selector #1.
The Duty Roster is utilised to post the name of an active pilot, and flight
members, if any, for the upcoming mission. The name of the posted or
active pilot always displays at the top of the Duty Roster.
What does it all mean: The Duty Roster is a detailed summary of a pilot's
career and the careers of his flight members, if he is also a flight
commander. By positioning the cursor over any one of the six pilots, that
pilot is posted and a detailed accounting of the pilot and flight members
then displays in the top section.
The pilot's name, rank, squadron insignia, squadron nickname, decorations
awarded (numerals indicate multiple awards), missions flown and career
score/s display. If the pilot is a flight commander, the flight members
are listed along with their name, rank and decorations.
RANKS: Throughout a career, a pilot, including flight members, can advance
through the ranks from Warrant Officer Candidate all the way up to
Brigadier General. Ranks are indicated by a military abbreviation or by
the actual rank insignia.
The military abbreviations correspond to the following ranks in order of
achievement:
WOC - Warrant Officer Candidate
WO1 - Warrant Officer, W-1
CW2 - Chief Warrant Officer, W-2
CW3 - Chief Warrant Officer, W-3
CW4 - Chief Warrant Officer, W-4
2LT - Second Lieutenant
1LT - First Lieutenant
CAP - Captain
MAJ - Major
LTC - Lieutenant Colonel
COL - Colonel
BG - Brigadier General
DECORATIONS: For exemplary service, a pilot, including flight members, are
awarded decorations up to and including the Congressional Medal of Honour.
Decorations are displayed by an abbreviation and by the actual medal.
The abbreviations correspond to the following decorations:
NDS - The National Defence Service Medal - awarded for successfully
completing training.
PH - The Purple Heart - awarded for wounds recieved in combat.
The following decorations are awarded for heroism and valour, and are
listed from least difficult to achieve to the highest:
ACV - The Army Commendation Medal for Valour
AMV - The Air Medal for Valour
BSV - The Bronze Star for Valour
SS - The Silver Star
DSC - The Distinguished Service Cross
CMOH - The Congressional Medal of Honour
CAREER RECORDS: There are three numerical values that summarise a pilot's
career records. They represent, from left to right, last mission, best
mission and total career.
STATUS: Pilots, and consequently their flight members, are classified by
the current flight status. Only "Active" pilots can be posted for duty.
ACTIVE: Currently on active duty and good to go. You can have up to six
"Active" pilots on the Duty Roster.
RETIRED: If you are successful enough to achieve the rank of Brigadier
General, your country will ask no more of you. There's no more flying for
you, and you'll be posted to a cushy desk job at the Pentagon.
However, if you've flown 99 missions without achieving the rank of
Brigadier General, and very few do, you'll be retired from combat and
posted to the Army Aviation Centre at Ft. Ruckner, Alabama as a pilot
instructor
MIA: If your helicopter goes down behind enemy lines, there's a chance
you'll be lost or captured. As a result, you'll be classified as "Missing
in Action".
KIA: If your helicopter suffers a catastrophic crash there's a chance you
won't walk away from it. As a result, you'll be classified as "Killed in
Action".
CAMPAIGNS
If your pilot and flight are currently engaged in a campaign, that
information is displayed. Campaigns must be resolved before any other
mission (except training) can be flown.
NEW PILOT
If you are creating a new pilot, you must permanently erase an existing
pilot from the Duty Roster; so be careful who you select for an erasure.
An "Erase Me" pilot has been provided for your first entry.
Position the cursor over the "Erase Me" pilot and press selector #2; follow
the instructions to enter your name and select your squadron insignia and
its nickname. Notice that your pilot's name and unit are now listed at the
top of the Duty Roster. All new pilots start out at the rank of WOC.
Leave the cursor positioned over your new pilot (the corresponding data is
displayed in the top section) and press selector #1.
EXISTING PILOT
If you don't want to create a new pilot and want to continue the career of
an "Active" pilot,position the cursor over that pilot and press selector
#1.
Position the cursor over the duty officer's desk (he is sitting in the
foreground) and press selector #1.
The open folder displays the available mission options.
TRAINING
These missions are conducted at the training centre, and are constructed to
simulate the Theatres of Duty. The opposing forces are always positioned
in the same manner so that various weapons and tactics can be tested.
Training missions simulate all helicopter operations with the following
exceptions:
NO DAMAGE: You can't be hurt, as all the opposing shots are simulated, and
you walk away from all crash landings. However, the opposing weapons do
behave normally, so you can still practice defensive measures.
CAREER RECORD: The Training mission does not count as a mission flown; you
don't receive any score, promotion or decorations for heroism or valour.
Training missions can be flown at any time during a pilot's career, and, in
fact, are the only alternative mission type that can be selected if a pilot
is currently engaged in a Campaign. New pilots are not required to select
training, but if you do, at least you'll receive a quick promotion to WO1
and the NDS medal.
SINGLE HELICOPTER
These missions send you out in a single helicopter against a real opposing
force. While any pilot can fly these missions, pilots of any Warrant
Officer rank are limited to Single Helicopter Missions.
During Single Helicopter Missions, you're assigned a Primary, and more than
likely a Secondary mission. These missions can be either "Point Attack" or
"Search and Destroy".
POINT ATTACK: You're directed to a specific target or targets with the
objective to eliminate the targets.
SEARCH AND DESTROY: The specific location of the targets is unknown or the
targets are moving. You need to search the area described in your orders
to find the target units with the objective to eliminate them.
FLIGHT: Once you have received your commission (ranks of Second Lieutenant
and above), you are then eligible to command a multiple-helicopter flight.
The other pilots in your flight are then assigned to you from the force
pool, and stay with you for the duration.
As with SingLe HelicOpter MissiONS, you're assigned overall missions. The
missions include the two above plus "Deep Strike", "Tactical Support",
"Search & Rescue" and :Recon".
DEEP STRIKE: You're directed to a target or targets deep in the enemies
territory, far from your home base. We take care of getting you to the
"Passage Point", but you must take it from there.
TACTICAL SUPPORT: You're called upon to pick-up or deliver troops or take
supplies to the battle area. There may also be wounded in need of
immediate evacuation. While these "Beans and Bullets" missions may seem
less sexy, they are none the less important. Besides, you may have to
fight your way in and out. A UH-60K/L Blackhawk must be on tap to
successfully complete these missions.
SEARCH AND RESCUE: Friendly forces are in need of extraction, but must
first be located. Not unlike Search and Destroy missions, but don't take
any shots at these guys. The UH-60K/L Blackhawk must be on tap to
successfully complete these missions.
RECON: The scouts lead the way here, as you're ordered to see what's out
there. The OH-58D Kiowa Warrior, AH-66A Comanche or AH-6G Defender must be
on tap to successfully complete these missions.
CAMPAIGN
This is a theatre wide commitment for the long haul. You're placed in a
position of continuous combat where mission after mission is thrown at you
and your flight.
Who knows how long it will last; there's no set schedule in combat. While
you can't win the campaign on your own, your success (or failure) does have
an impact on its eventual outcome.
If you are a new pilot, it's best to choose training as your first flight.
In any case, position the cursor over the desired mission type and press
selector #1.
THEATRE OF DUTY
Position the cursor over the world map located on the right wall and press
selector #1
At this time, there are two theatres of operation available.
PERSIAN GULF: No pushovers here. The Iraqis are a well equipped foe. They
possess a high degree of commitment and won't easily waiver. Additionally,
flying in desert conditions presents a whole different set of factors.
As an added attraction, you and your flight may be called upon to stage
from Amphibious Assault Ships located in the nearby waters. Your skill and
special training aptly qualify you for this duty.
CENTRAL EUROPE: This region is the greatest challenge since you are up
against the best the Soviet Union has to offer. They may be down, but they
are not yet out. The region remains very unstable; the history books are
yet to be written on what could transpire.
ADDITIONAL THEATRES: Gunship 2000 supports add-on theatres and their
related forces and equipment. A number of potential areas are currently
under consideration.
Make your selection by positioning the cursor in the box outlining the
theatre and press selector #1.
MISSION BRIEFING
Depending upon the theatre selected, you now find yourself in simple
surroundings among the lush green hills of Central Europe or on the stark
sands of the Persian Gulf. As a matter of course in the Persian Gulf, you
may also find yourself in the ready room of an Amphibious Assault Ship.
There are 3 Action Areas located at various positions around the screen.
The top page of your Mission Orders is just visible at the bottom of the
screen. Position the cursor on the page and press selector #1.
These four pages not only detail the upcoming mission, but also provide
important intelligence data about the opposing forces. It's very important
to read your orders carefully. Press selector #1 to leaf through the
pages.
CALL SIGN: It's based on the phoenetic military alphabet, you're always
"number 1".
PRIMARY MISSION: This is the Primary reason this mission exists, and why
you're being sent out. Make sure that you understand the components of the
primary and its requirements for completion. Its general location is
indicated on the mission map with a "P".
SECONDARY MISSION: More than likely a Secondary mission is also
assigned;its presentation is the same as your Primary. Although classified
a Secondary Mission, it's still important. You can complete it first, but
don't forget the Primary. The Secondary Mission's general location is
indicated on the mission map with an "S".
BASE: This is where you will start and finish the mission. Its location is
indicated on the mission map with a "B".
Note that on Deep Strike missions your base is somewhere off the mission
map. You start on the edge of the world at the "Passage Point"' this is
expressed as two coordinate values. This is the only safe exit from the
mission.
FARP: If a FARP is available, its location is indicated on the mission map
with an "F". You may land at a FARP to replenish fuel and weapons.
S-2 REPORT: The S-2 gives you his best estimate (guess?) about the
opposing force's equipment. Pay special attention to the availability of
opposing helicopters.
CONDITIONS: The meteorological section gives you a brief report on the
expected weather conditions in the flight area. How these conditions
affect flying is dependent upon the flight switch settings.
MISSION MAP: This is the flight area for the current mission. All of the
key points of interest are indicated on the map.
Please note that the map coordinates are read military fashion, "right and
up". The first number listed is on the horizontal scale and the second on
the vertical scale. For example, 00/16 is in the upper left corner.
Remember that maps are never 100% accurate. This is especially true of
ground unit and mobile base sightings.
DECLINE MISSION: In the event you really don't want to fly the mission,
you can opt to pass it along to someone else and request new orders. If
currently engaged in a campaign, this page provides the mechanism to
suspend or abort the campaign and return to Brigade Headquarters.
OUTFIT HELICOPTERS
The squadron armourer routinely places the recommended helicopters, with
ordnance, on the flightline. You can accept his recommendations or change
any or all of the helicopters and ordnance. To review, position the cursor
over the helicopters in the background and press selector #1
This provides a complete overview of the pilot assignments, helicopters and
their respective ordnance. From this screen, you may shift the pilots and/
or helicopters to other positions and also assign section leaders.
SWAP PILOTS: Position the cursor anywhere in the first pilot's summary
section and press the "p" (Swap Pilots) key; the pilot's outline starts to
flash. Position the cursor in the second pilot's summary section and again
press the "p". There's just one restriction, you must occupy the number 1
position. After all you're the Flight Leader.
SWAP HELICOPTERS: Position the cursor anywhere in the first helicopter's
summary section and press the "h" (Swap Helicopters) key; the helicopter's
outline starts to flash. Position the cursor in the second helicopter's
summary section and press the "h" .
DUPLICATE HELICOPTERS: Position the cursor anywhere in the first
helicopter's summary section and press the "d" (duplicate helicopter) key;
the helicopter's outline starts to flash. Position the cursor in the
second helicopter's summary section and again press the "d".
SECTION LEADERS: Your flight may be organised or "sectioned" into one
section of five or into two smaller sections. The section of three is the
"Heavy Section", the other section is the "Light Section:. Sections fly as
a single group, which greatly facilitates flight commands.
You're always the section leader, the pilot's occupying sections 3 & 4 may
alternately be assigned as a section leader. Position the cursor anywhere
in the pilots summary section and press the "1" (Assign Section Leader)
key.
The Heavy Section is identified by a blue band and the Light Section by a
grey band.
Return to the Mission Briefing screen when satisfied with the mix, but
first, read on.
ARMING
If you want to change a helicopter's ordnance, or change the actual
helicopter, position the cursor anywhere in the helicopter's summary
section and press selector #1. The Arming Screen displays the current
helicopter along with its ordnance.
WEAPONS: A brief description of each weapon displays at the upper right;
for a more complete description see pages 67 - 68.
To select a weapon, highlight it and press selector #1; then select the
appropriate option among those available. Existing weapons can be directly
replaced; the existing weapon doesn't need to be removed first.
Most helicopter weapons are balance loaded; whenever you add or subtract a
weapon to one position, its twin automatically loads on the opposite wing.
The Defender and Kiowa Warrior are exceptions; their pylons can carry
different weapons.
FUEL: Highlight "Fuel" and press selector #1. Expressed as a factor of
100% fuel is increased or decreased as desired. While it's real tempting
to trade fuel for weapons, don't leave yourself short; it's very
embarrassing if you have to walk back.
AMMO: This only applies to helicopters with integral cannons or machine
guns. Highlight "Ammo" and press selector #1. Ammo is loaded to the
maximum, or any lesser amount.
PAGE 34
CHAFF & FLARES: Highlight "Chaff/Flares" and press selector #1. A mix of
60 Chaff and Flares are carried.
LOAD: All helicopters are rated for a maximum load capacity; this value is
expressed as a factor of 100%. Theatre and weather conditions affect the
maximum load capacity of a helicopter. It decreases as temperature and
humidity increase, and is further reduced by low atmospheric pressure.
Load capacity is also reduced at higher altitudes as air becomes thinner as
altitude increases.
The load capacity is automatically calculated for each helicopter, but of
course, varies by theatre and mission conditions. As you change weapons or
increase/decrease Fuel or Ammo (the chaff & flare mix doesn`t impact load)
the load capacity changes. You can load ordnance in excess of 100%, but
the load must be 100% or less before you exit the arming sequence.
A load of less than 100% is desirable since more reserve power is then
available.
CHANGE HELICOPTER: Highlight "Change Helicopter" and press Selector #1.
Select the new helicopter by highlighting it and pressing Selector #1. New
helicopters always arrive on the flightline "clean" (without ordnance).
Return to the Outfit Summary screen when satisfied with the mix; highlight
"Ordnance Complete" and press Selector #1.
You're ready to start the mission. Position the cursor over the map and
press Selector #1
Note that during campaigns, this map is used to advise you of the current
state of a campaign. The degree of victory or defeat is indicated by how
far the blue side (friendly) or the red side (opposing) has advanced beyond
the original front line.
Your preflight, or set. the Cockpit Switches to determine the overall
"reality" or difficulty of the upcoming mission. Many different switch
combinations allow you to tailor the settings to your own particular needs.
You must also enter the GPS Authenticator Code to activate on-board
systems..
PAGE 35
There are nine "action areas" located at various positions around the
screen. The "Data Display" in the upper right corner displays a brief
description of each switch whenever an action area is accessed. Change
switch settings by positioning the cursor over the switch and pressing
Selector #1.
CP/G CONTROLS
This assigns duties to your invisible CP/G, and enables you to concentrate
on other activities.
WEAPONS/C.M.: The CP/G automatically fires all weapons. The CP/G
additionally activates the appropriate counter-measures systems as needed.
C.M,: The GP/G controls just the C.M. systems.
NONE: You control all weapon/C.M. systems.
While the CP/G does an adequate job, you will eventually want to control
all systems yourself.
ENEMY QUALITY
This determines the competency level and training of the opposing forces.
It has a direct correlation with how quickly an opposing unit can achieve a
lock on your helicopter, and the relative accuracy of its weapons. Units
of lower quality are also more reluctant to pursue an objective in the face
of stiff resistance.
POOR: These guys are best described as rabble. an civilian force could
probably do just as well. Not much to worry abaout here, you can mop up
these troops with no trouble. A good first opponent for new pilots.
AVERAGE: These are your basic every day troops. Certainly not
exemplary,but at least they're not the bottom of the barrel.
CRACK: Now we're starting to talk competence. These guys know their
business and are a real challenge. They are aggressive and clever. Don't
assume anything.
PAGE 36
ELITE: The best-of-the-best. Not much more need be said about these
troops. They go to any lengths to accomplish their objectives or to stop
you from accomplishing yours. You need to be exceptionally quick and
skilful to get the upperhand.
This switch sets the flight mode parameters of your helicopter.
EASY: The pitch, roll, altitude and airspeed of the helicopter have no
effect on lift. No matter how you maneuvre the cyclic (joystick), lift,
and therefore, your altitude is unaffected. The collective is the only
control that affects lift/altitude.
REALISTIC: Here the pitch, roll, altitude and airspeed affect lift as in a
real helicopter.
This switch sets the difficulty level or "forgiveness" associated with your
landing attempts.
NO CRASHES: All landings are perfect.
REALISTIC: Landings need to be within the design specifications of the
helicopter if not, damage or destruction could result. Easy does it.
This switch turns the on-board collision avoidance system on or off.
ON: The helicopter automatically avoids all intervening terrain features
thereby preventing instant destruction on hillsides. The system avoids the
objects by gaining altitude, so don't deliberately fly at tall mountains;it
can't protect you from bullets.
OFF: You're on your own, so keep alert. The radar altimeter is probably
your best friend.
This switch activates or deactivates wind effects.
NO WIND: The flight conditions are calm and serene.
REALISTIC: The wind is blowing across the battle field at the velocity and
bearing indicated in the Mission Orders. Your helicopter displaces an
equal amount to the wind.
PAGE 37
VISIBILITY
This switch determines the probability of naturally occurring (fog, rain,
etc) or man-made conditions (smoke) obscuring visibility or limiting the
effectiveness of visiononics equipment.
CLEAR: Visibility is unlimited.
REALISTIC: Visibility can be limited by battlefield obscurants.
DIFFICULTY
The combination of theatre, mission type and switch settings determines the
overall difficulty level of the upcoming mission. The higher the
difficulty level, the greater the challenge, but the potential reward is
heightened.
The "Difficulty" indicator provides a visual gauge of the difficulty level.
When fully illuminated, the mission is of extreme difficulty. The
indicator is unilluminated, regardless of the settings, for Training
Missons, as no score is awarded.
GPS SYSTEM
Located in the centre of the screen is the "GPS Consol". Position the
cursor over this area. After the Data Display describes the Console's
function it then displays the GPS Cipher as it appeared in your Mission
Orders.
You were shown a Squadron Insignia along with a five digit number. These
insignia and numbers are found between pages 21 & 60 of this manual. Find
the corresponding five digit Authenticator Code and enter this number by
pressing the apporopriate numeric keys.
If the correct code is entered, the GPS Console will display "Signal
Locked". You're ready to start the mission.
If you can't find the correct code, you can still fly the mission, but the
on-board GPS Maps are disabled along with your weapons.
Now position the cursor over the "Aux Power Unit" switch. This switch is
used to start the helicopter's engines and begin the mission. It has a
safety cover so that it won't be indadvertently activated: it requires two
keystrokes to activate. Press Selector #1, and the safety cover flips up.
Press Selector #1 again, and the power starts to wind up.
PAGE 38
-----------------------------
SIMULATION CONTROLS AND VIEWS
-----------------------------
CONTROLS
A number of commands are available to control "overhead" or various game
functions. While these commands can be utilised at any time, some relate
to specific functions, and have no effect.
Press the Pause (alt and p) key to immediately freeze the action. Some
computers have specific "pause" or "hold" keys. Depending on the internal
design of your computer, these keys may also work. Pause is only effective
during flight.
Gunship 2000 supports either a joystick or the keyboard for all game
functions. If you're using a joystick, the keyboard also remains active.
If your joystick seems to be "drifting", press the Joystick Adjust (alt j)
key, with the joystick centred to re-calibrate.
If you have a slower computer, you may use the Detail Adjust (alt d) key to
access the selection menu. The simpler detail levels increase the
processing speed. The action is temporarily suspended when making the
selections.
Press the Quit (alt q) key to immediately end the simulation and return the
system to DOS. No information, including current scores or settings, is
saved to disk. Scores and settings are automatically saved at the
completion of each mission, so only the current data is affected.
Press the End Mission (alt e) key to end the current mission. The computer
projects the current situation into the immediate future, and determines
the results. Therefore, you can't use this key to escape from impending
disaster, and the results do count as a mission flown.
The Volume Adjust (alt v) key accesses the sound effects selection menu.
The action is temporarily suspended when making the selections.
Your invisible co-pilot communicates system status and threat/target
information to you via digitised sound. While these prompts are quite
helpful there's a price to pay in computer processing speed. If you find
your system slowing too dramatically, pressing the Co-Pilot Sound (alt c)
key turns these sounds off.
PAGE 39
LAST MESSAGE
The other section leader or pilots communicate with you during the course
of a mission. These messages stay visible for only a short period of time.
If for some reason you are unable to review an entire message (you could be
busy with some bad guys of your own), pressing the Last Message (alt m) key
re-display the text.
COCKPIT STYLE
In addition to the processing speed gained by adjusting the detail, the
style of the cockpit can be adjusted to increase performance. Press the
Cockpit Style (alt s) key to access the selection menu. The action is
temporarily suspended when making the selection.
ACCELERATE TIME
Press the Accelerate Time (]) key to increase the rate at which time
passes, therefore increasing the speed of your flight. This is a variable
setting of 16 levels. Each successive press of the key increases the speed
one level. This function is best used in combination with auto-pilot mode.
NORMAL TIME
Press the Normal Time ([) to immediately return to normal time; it can't
reduce the rate to less than normal time. Flight automatically returns to
normal time whenever a target is sighted or upon reaching the final
waypoint.
----------------
SIMULATION VIEWS
----------------
Gunship 2000 offers a number of different points of view while flying. You
can jump from inside the cockpit to a point of view outside or even ride a
Hellfire into its target.
FROM-THE-COCKPIT VIEWS
These views are from inside the cockpit looking out. These are your "true"
views.
COCKPIT F1: This is your normal from the cockpit view. From this you see
the gauges and controls of your cockpit panel. When engaging in combat,
this is the most advatageous point of view, as you have the aid of the
weapon targeting systems.
MAST F2: The OH-58D Kiowa Warrior, MD53OG Defender and AH-64B Longbow
Apache are equipped with mast mounted sights. They're used to peer over
the tops of obstacles while keeping the body of the helicopter hidden and
safe from opposing eyes and more importantly, opposing weapons.
They're best employed from hover mode (the auto-hover mode holds your
position), as you really can't mask behind terrain in forward flight. When
activated, the controller is utilized to rotate the sight, left or right,
through 360 degrees, not to control helicopter flight.
PAGE 40
LEFT F3: View from outside the left cockpit window.
RIGHT F4: View from outside the right cockpit window.
OUT OF THE COCKPIT VIEWS
As an aid to flight maneuvres and combat, a variety of external views are
available. In all of them, you're "out-of-the-cockpit" looking at your
helicopters and/or the targets.
CHASE F5: You're positioned just behind your helicopter, looking past it
at whatever lies ahead. You maintain this perspective no matter how the
helicopter is maneuvred.
FLIGHT CHASE VIEW (SHIFT F5): You're positioned just behind one of your
pilot's helicopters looking past it at whatever lies ahead. You maintain
this perspective no matter how the helicopter is maneuvred. Press the key
again to shift your view to the next helicopter.
TACTICAL VIEW F6: You're positioned just behind your helicopter, looking
past it at the target. This view automatically rotates and pans to keep
both the helicopter and target in view.
This view is helpful when engaging air targets, and is also useful if you
want to return for a second or third pass at a ground target. It's
probably wise to return to the cockpit before firing, so as not to waste
ammunition.
REMOTE VIEW (F7): You're positioned just off from your helicopter; your
helicopter continues its flight. This view automatically rotates and pans
to keep your helicopter in view. It's not unlike the view of a
radio-controlled flight.
Additionally, by pressing and holding Selector #2 and adjusting the
controller, you can shift your point of view. Holding Selector #2
maintains that point of view.
REVERSE TACTICAL VIEW (F8): You're positioned just behind your
helicopter's target, looking past it at your own helicopter. The target
can either be an air or ground unit - whatever you're locked on. In either
case, the target is in the foreground and your helicopter is in the
distance. In fact, it may only be a dot in the sky. This view
automatically rotates and pans to keep both the target and your helicopter
in view.
Experienced pilots find this a very dramatic view when making attack runs
at ground targets. It's a great view to show off, but keep in mind that
your helicopter is still flying, don't crash into a hill while admiring the
view.
PAGE 41
MISSILE VIEW F9: You're positioned directly behind the weapon just
launched. This view is very entertaining, as you follow the weapon
directly into the target. If you're having trouble understanding why your
weapons are missing, switching to this view can be very helpful.
MAP VIEW
When the Map View (F10) is pressed, the GPS map appears. Your helicopter
won't crash while you're viewing the map, since the action is suspended.
The GPS map displays the entire world in which you're flying in low and
high scales. The high scale map is the default display. Note that it
matches the map provided in your Mission Orders.
This map displays the positions of all friendly units and the positions of
sighted opposing units. Current sightings display in bright red, while old
sightings display in dark red. Remember that the opposing forces may be
moving, so don't rely on old sightings, Icons are used to mark the
sightings.
PAGE 42
The different terrain features are depicted on the high scale maps. These
come in many shapes and sizes, and vary from world-to-world. Terrain is
the number one defensive measure. Get familiar with the different terrain
types and use them to your advantage.
Press the Spacebar to switch to the low scale mode. The low scale maps
depict specific terrain features. Where the large scale map indicates a
mountain group, the small scale map depicts the actual mountains of the
group. The displayed area is scrolled by moving the Controller in any
direction. A reduced version of the large scale map displays in the upper
right corner; the yellow indicator "boxes" the display area. Press the
spacebar to return to the high scale map, or the esc key to return to
flight mode.
PAGE 43
-------------------
HELICOPTER CONTROLS
-------------------
FLIGHT CONTROLS
A number of controLs and flying aids are available tO you as a pilot. The
followiNg deScribes and defines how each works but do not use this section
as a guide to flying see "How to Fly", pages 53-59.
CYCLIC STICK
Pushing the Joystick (up arrow) forward pitches the helicopter's nose down.
Pulling the Joystick (down arrow) back pitches the helicopter's nose up.
Pushing the Joystick left (left arrow) or right (right arrow) rolls the
helicopter in that direction.
A downward pitch moves the helicopter forward; a large down pitch causes a
faster dive in Realistic Flight mode. an upward pitch moves the helicopter
backwards.
Rolling the helicopter left or right at extremely low speeds (under 10
knots) causes the helicopter to rotate left or right. At low speed (under
40 knots), it causes a skid or "sideslip" left or right. At medium or high
speed, it causes a banking turn left or right.
The Artifical Horizon Gauge shows the current pitch and roll of the
helicopter.
COLLECTIVE
Lift keeps the helicopter airborne. In level flight, increasing the
collective causes the helicopter to ascend, while decreasing the collective
causes the helicopter to descend. The current level of the collective is
measured as "torque". When raising or lowering the collective, the engine
torque/throttle is automatically adjusted.
To raise or lower the collective, press the Collective Up (=) or the
Collective down (-) keys respectively. To raise or lower the collective
fast, press the shift Collective (= or -) keys.
The Torque Gauge indicates the current level of torque.
GEAR
Press the Gear (3) key (AH-66A Comanche only) to toggle your landing gear
up or down. Flying with the gear down not only reduces airspeed, it
increases the radar cross-section.
The Gear Indicator Light is illuminated when it is down.
PAGE 44
Press the Autopilot (5) key to engage or disengage the autopilot. When
engaged it flies you to the "active" INS waypoint; if no waypoints are set,
the autopilot doesn't engage. When engaged, the autopilot locks in your
current altitude and speed. However, if your altitude is less than the Low
Limit, the Auto-pilot climbs the helicopter to that altitude. If the
cyclic stick is moved in any direction, the autopilot automatically
disengages.
The autopilot Indicator Light illuminates when it's engaged.
WARNING: the autopilot doesn't avoid hills or obstacles (unless Collision
Avoidance is engaged); it flies a straight line from waypoint to waypoint.
NEXT WAYPOINT
Press the Next Waypoint (6) key to immediately switch to the next waypoint.
This can be selected while the autopilot is engaged.
PREVIOUS WAYPOINT
Press the Previous Waypoint (7) key to immediately switch to the previous
waypoint. This can be selected while the auotpilot is engaged.
BAY OPEN/CLOSE
Press the Bay Open/Close (8) key (AH-66A Comanche only) to open or close
the weapons bay. The Comanche's internal weapons, except for the 20mm
cannon, can only fire when the bay is open. However, when open, it
increases the radar cross-section.
The Bay Indicator Light is illuminated when it is open.
ROTOR ENGAGE/DISENGAGE
Press the Rotor Engage/Disengage (9) key to engage the rotor (cause the
engines to turn the rotor), or disengage the rotor (cause the rotor to spin
freely, unconnected from the engines). When it's disengaged, the
collective is automatically "bottomed" (set to zero).
The Rotor Status Light indicates if the rotor is engaged (green) or
disengaged (red). The light flashes red if you attempt to add collective
with the rotor disengaged.
When flying at speed from +10 to -10 knots, pressing the Auto-Hover (0) key
automatically places the helicopter in hover mode; your speed is
automatically reduced to zero. The collective controls can be used
normally, but auot-hover doesn't allow the altitude to drop below the Low
Limit. Therefore, you can't land with auto-hover engaged. If the cyclic
stick is moved forward or back (you may still rotate left or right),
auto-hover automatically disengages.
PAGE 45
The auto-hover Indicator Light illuminates when it's engaged it flashes
when engaged at too high a speed.
Auto-hover is very useful to maintain a position during windy conditions or
to unmask and quickly mask from cover. You can drop altitude like a rock,
since auto-hover holds you at the Low Limit Altitude.
ONE OR LEFT MFD
Press the One or Left MFD (z) key to change the information displayed in a
single or the left hand MFD. Helicopters with a single MFD have five
possible displays navigation (heading & waypoint data), low scale
map,mission orders, weapons status, target camera. The target camera
automatically displays, overriding any other display, whenever a lock-on
occurs..
Helicopters with two MFD add a sixth option -threat display.
RIGHT MFD
Press the Right MFD (x) key to change the information displayed inthe right
hand MFD. Helicopters so equipped have six possible displays: navigation
(heading and waypoint data), low scale map, mission orders, weapons status,
target camera or threat display. The threat display automatically displays
overriding any other display, whenever a target is detected.
LOW LIMIT
Press the Low Limit - (c) key to decrease the low altitude limit by 50
feet; it can not be reduced below 50 feet. Both the barometric and radar
altimeters utilize the low limit setting as the basis for low altitude
warnings. Audio and visual indicators are activated whenever the altitude
falls below the low limit.
In addition to its function as a flying aid, the low limit is used to set
the flying altitude of independent helicopters and/or sections.
LOW LIMIT +
Press the Low Limit + (v) key to increase the low altitude limit by 50
feet, it can not be raised above 250 feet.
---------------
WEAPON CONTROLS
---------------
A number of weapon controls are available. The following describes and
defines how each works. do not use this section as a guide to combat, see
"How to Fight" pages 60-73.
ROCKET SALVO X1, X2, X4
Press the Rocket Salvo x1, x2 or x4 (1,2,4) keys to set the number of Hydra
70 unguided rockets that will be fired from each wing pod whenever
"rockets" are selected and Selector #1 is pressed. Rockets are fired
symmetrically from both wing pods, except for the Kiowa Warrior and
Defender. The Salvo mode is shown in the Weapons Display.
PAGE 46
ACQUIRE NEXT TARGET
Press the Acquire Next Target (backspace) key to lock onto a target or to
switch the current lock-on. Normally, the targeting system automatically
locks onto the nearest target, this enables you to switch to an alternate
target.
RADAR JAMMER ON/OFF
Press the Radar Jammer ON/Off (n) key to toggle the radar on, if currently
off, or off, if currently on. When the radar jammer is active, a green
light illuminates next to the "R" warning indicator.
DROP CHAFF
Press the Drop Chaff (m) key to release a chaff decoy.
IR JAMMER ON/OFF
Press the IR Jammer on/off (.) ;key to toggle the IR on, if currently off,
or off, if currently on. When the IR jammer is active, a green light
illuminates next to the "l" warning indicator.
DROP FLARE
Press Drop Flare (/) key to release a flare decoy.
ACTIVE WEAPONS
Press Selector #2 to change the active weapon; the active weapon, along
with the available quantity, is shown in the Weapons Indicator.
Press Selector #1; to fire the active weapon. Most weapons are
fired/launched singly; each time Selector #1 is pressed, one round is
fired. However, rockets are fired in salvos and cannons and machine guns
fire in multiple-round bursts.
PAGE 47
--------------------------------
HELICOPTER GAUGES AND INDICATORS
--------------------------------
AH-64A/B APACHE
This gauge along with its digital readout, shows your horizontal speed
through the air in knots. A speed of 100 kts equals about 114 mph, or about
161 kph.
AIRSPEED GAUGE
This gauge along with its digital readout, is your barometric altimeter, it
shows your true altitude in feet. It's adjusted for you to compensate for
ground elevation variances so that "O" altitude is always at ground level.
ARTIFICIAL HORIZON
This ball gauge shows your pitch(nose up or down) and your roll (left or
right).
AUTOPILOT
The "P" illuminates whenever the autopilot is engaged.
AUTO-HOVER
The "H" illuminates whenever Auto-hover is engaged.
COMPASS
The analog compass, along with its digital readout, indicates your current
heading. Note that the compass shows the heading your helicopter faces.
During skids or backwards flight, your actual course is different.
CHAFF AND FLARE INDICATOR
This indicator shows the number of defensive stores remaining. Its shown
as chaff "CF" and flares "FL". Each defensive unit is released as a group
of three cartridges.
ENGINE GAUGE
The left and right strips in the gauge marked "E" show the RPM's of the
port (left) and starboard (right) engines.
FUEL GAUGE
The gauge marked "F" shows the amount of fuel remaining in all tanks.
HUD
The HUD (head-up display) projects bright numbers and symbols ahead of your
view so that you can simultaneously read the display and look ahead.
The left scale indicates your airspeed along with a symbolic representation
of the artificial horizon.
The right side scale combines the radar altimeter with the vertical speed
indicator (see below). The radar altimeter is probably the most important
indicator you have, so pay close attention to it. It indicates your actual
height over ground. There's an important distinction between this and the
standard altimeter. As you fly over obstacles your true altitude remains
constant, but the height over ground changes. This can be the difference
between crashing or surviving. The red band at the lower end of the scale
is low limit.
PAGE 48
The top scale is your heading along with the INS and target lock-on pips.
The INS (Inertial Navigation System) indicator indicates your course to
your current waypoint. The top fixed pip is your heading, while the bottom
pip is the waypoint. If it's right of centre, turn to the right; if it's
left of centre, turn to the left. The waypoint course is also indicated
digitally.
The MFD has five possible displays navigation (heading and waypoint data),
low scale map, mission orders, weapons status or target camera.
The light is green when the main rotor is engaged. The light is red when
the main rotor is disengaged, ie spinning freely, unconnected to the
engines.
LIGHTS
These lights show the status of major systems on board your helicopter. a
green light means the system is functioning normally; a yellow means the
system is damaged and malfunctioning; a red light means the system is
knocked-out and off-line.
The abbreviations represent:-
AVN: Avionics(gauges, defensive measures)
CAN: integral cannon
FUL: fuel tanks
OPT: optics(targeting systems)
PTE: port engine
PTW: port weapons wing
RTR: main rotor
SBE: starboard engine
SBW: starboard weapons wing
TAL: tail rotor(flight stability)
This screen shows nearby targets that can potentially threaten your
helicopter. Red dots are opposing units, grey dots are non-threatening
units or structures, blue dots are enemy aircraft, and yellow dots are
missiles in flight. This includes both opposing missiles AND your
missiles. The white flashing dot is your present target.
The threat display automatically scales from short to long range (short
range will override long range).
PAGE 50
The strip shows the amount of torque in the turbine engine(s). This is
proportional to the amount of collective control and rotor lift. The
higher you set the collective, the higher the torque.
The VSI (vertical speed indicator) shows the rate you are changing altitude
(ascending or descending). If the needle is horizontal, you're maintaining
a constant altitude. If the needle dips downwards, you're descending
towards the ground; if it points upward, you're ascending. The greater the
needle varies from horizontal, the greater the altitude change.
The "R" warning light flashes red whenever a search radar "sweeps" over
your helicopter. When tracking (firing) radar for either guns or missiles
locks onto your helicopter, the light turns solid red. If you turn on your
radar jammer, the neighbouring light turns green while the jammer is
running. If the jamming is successful, the solid red warning light turns
off.
Note: your jammer can't suppress radar searches, so flashing red warnings
may continue even if your jammer is active. If you leave the jammer active
they'll eventually 'read' your frequency and overcome the jamming.
The "I" warning light turns solid red whenever an infrared (IR) homing
weapon is approaching your helicopter. If you turn on your IR jammer, the
neighbouring light turns green while the jammer is running. If the jamming
is successful, the solid red warning light turns off.
While the radar jammer can remain on, the IR jammer eventually "times out"
due to heat. It must cool down to again become effective.
Note: there aren't any active IR search devices. IR search is passive,
therefore there's no flashing red "IR" warning.
The "L" warning light turns solid red whenever your helicopter is being
illuminated by a laser ranging or targeting device. At the present time,
laser jammers are still on the drawing boards. So, find the source and get
it before it gets you or get out ofit quick.
The weapons indicator shows the active weapon, its position on the
helicopter, and quantity of rounds remaining. For rockets, it also
indicates the current salvo setting.
PAGE 51
AH-66A COMANCHE
The Comanche cockpit is dominated by electronic systems, and aptly fits the
trend towards total digital display. The first thing you notice is the
lack of analog indicators (except for the compass).
AIRSPEED AND ALTIMETER
The Airspeed (ASI) and altimeter (ALT) data are both digitally represented.
Next to the altimeter is the VSI icon; it indicates ascending, descending
and neutral altitude change modes.
GEAR
The status retractable landing gear is indicated by the gear ("G") light;
its illuminated when it's down. You can fly with the gear in the down
position, but speed is reduced and the radar cross-section is increased.
Landings are impossible with the gear in the up position.
BAY
The status of the weapons bay is indicated by the bay ("B") light; it's
illuminated when the bay is open. Internal weapons, except for the 20mm
cannon, can't fire when the bay is closed. However, when open, it
increases the radar cross-section.
OTHER DISPLAYS
The remaining indicators, displays and HUD function in a similar manner to
the Apaches.
THE REMAINING HELICOPTERS
Although their cockpit layouts differ from the Apaches, the gauges,
indicators and HUD in the other helicopters function exactly like the
Apaches. Just familliarise yourself with the unique layouts; the "look" of
the gauges and indicators has been standardised for ease of use.
PAGE 53
HOW TO FLY
Helicopters are very complex flying machines. One wonders how a machine so
angular and ungraceful could ever get off the ground. In flight, they look
like a mass of whirling blades. Yet, helicopters do fly - and fly well for
that matter; but, the controls are quite different from a conventional
aeroplane.
It's often said that the real pilots fly helicopters; the other guys just
dabble at flying.
Remember one thing - DON'T OVERCONTROL! Helicopter controls are sluggish;
they react slowly. Even the most responsive helicopter (like the Comanche)
takes a couple of seconds to respond to your control movements.
Be gentle with the controls. After each control movement, watch for the
result before you do anything else. Numerous fast, radical control
movements produce unexplainable results and possibly a crash!
The most common error in helicopter flight is to over control by pulling or
pushing hard on the cyclic or pressing too long on a key.
The emphasis is on realistic flight, since that's the most complex. If
possible, learn to fly in the realistic mode from the beginning; you can
always fall back on the easy mode if the frustration factor gets too high.
GETTING AIRBORNE
----------------
ENGAGE THE ROTOR
Your power is already on line; the APU provided the power to start the
engines. Press the Rotor Engage/Disengage (9) key to engage the rotor
stystem. The rotor status light turns green when the rotor is engaged.
The rotors now come up to speed (the sound level increases).
PAGE 54
COLLECTIVE
Press the collective Up Fast (shift =) key until the helicopter starts to
ascend. The torque gauge rises as you "raise" the collective. Press the
Collective Down (-) key if the ascent is too fast. the VSI indicates the
rate of your ascent (the indicator is above horizontal). Let the
helicopter ascend to about 100 feet.
Press the Auto-hover (O) key anytime your speed is from +10 to -10 knots.
It's very useful to maintain a position during windy conditions or to
unmask and quickly mask from cover.
CYCLIC
Push the Cyclic (left or right arrow keys) left or right to rotate the
helicopter in that direction. The speed of rotation is dependent on how
far the Cyclic is pushed (multiple presses of the arrow key). Centre the
Cyclic (press the opposite arrow key until rotation stops) to stop the
rotation. You can only rotate the helicopter at speeds under 10 knots.
PITCH
Add a little more collective. As you begin climbing, push the Cyclic
forward slightly to 'pitch down' the helicopter. You'll begin to move
forward. At about 30 knots, you'll start to climb. Your altimeter and VSI
reflect this change in lift. This is because forward motion in a
helicopter adds extra lift (termed "translational lift"), especially at
30-90 knots.
The further you pitch down, the more your speed increases. As your speed
exceeds 100 knots, translational lift decreases. The VSI starts to move to
the negative end of the scale. More pitch downward will push you into a
dive.
EASY FLIGHT: Lift is unaffected by forward motion. Your altitude remains
constant, and is therefore independent of the cyclic.
Move the cyclic forward or back until the airspeed reads about 120 knots.
Now check the VSI. If you're descending (the indicator is below
horizontal), add more Collective until the indicator is horizontal.
Alternately, if you're ascending reduce Collective. When the VSI is
horizontal, you're in level flight.
Due to the slow control response, it's easy to over correct and add or
reduce the collective too much. You'll constantly "chase the needle",
trying to stabilize your flight. After each adjustment, wait a moment for
the VSI to stabilise.
EASY FLIGHT: These adjustments are unnecessary since lift is unaffected by
forward motion.
PAGE 55
CHANGING ALTITUDE
When flying level (about 120 knots), the easiest way to descend is to push
the Cyclic forward (pitch down) into a dive. As you approach the altitude
desired, gently pull the Cyclic back (pitch up) until the VSI again
stabilizes. similarly, the easiest way to ascend is to pitch up slightly,
reducing airspeed below 100 kts. When you reach the desired altitude pitch
down again until the VSI stabilises. This technique is not unlike
conventional airplane flight. You're able to change altitude without
adjusting the collective.
A second way to change altitude, applicable at any speed, is to raise or
lower the collective. When you reach the desired altitude, adjust an
opposite amount of collective to regain level flight. This is the only way
to change altitude from a hover.
Regardless of the technique used, don't try to fly the helicopter by
constantly adjusting the collective. Learn to "feel" the correct
collective setting,and then fly with just your cyclic. This takes time, so
be patient. Even real pilots must practice many long hours before it's
mastered.
EASY FLIGHT: The collective must be used to change your altitude, it's
just like choosing the floors on a lift.
LOW LIMIT
The low altitude limit is a flying aid that warns you of close ground
proximity. It works in conjunction with the radar altimeter, and is
displayed as a red band on the radar altimeter.
TURNING
From the level flight (about 120 kts), move the cyclic slightly to the
left. Your helicopter rolls into a banking left turn. As you turn,
observe the change in your compass heading. Move the cyclic further left
and bank into a right turn; you'll now start to lose lift. Notice that
your altitude is dropping and the VSI is below horizontal. If you centre
the cyclic and level out, you'll return to level flight.
There are two methods to maintain altitude in a tight turn: this could be
very important at low altitudes. Add some Collective before you start the
turn, then reduce the collective just before you come out of it.
Alternately pull up your nose slightly as you enter the turn, then drop it
back down as you come out of the turn. With this method, you can make
fast, banking turns without losing altitude.
PAGE 56
At speeds of below 40 kts, the helicopter will skid ("sideslip") in the
direction of cyclic movement, rather than bank into the turn; at this
point, you're basically flying sideways.
EASY FLIGHT; Altitude is never lost, no matter how tight the turn.
However, the helicopter wll sideslip at speeds below 40 kts.
When flying below 100', you may feel air turbulence. You'll sometimes
bounce up and down, or roll from side to side. The amount of air
turbulence varies with altitude and speed; the faster and lower you fly,
the more turbulence you may experience.
Helicopter crew men can't eject or bail out in times of trouble. However,
the total loss of engine power means only one thing - they must ride the
bucking bronco in.
Fortunately, helicopters have the equivalent of a conventional airplane's
"dead stick" landing. This unpowered method of landing is called
"autorotation".
To begin an autorotation, disengage the rotor. In real life the pilot must
also "bottom" the collective (reduce it to zero), but the collective
automatically bottoms when you disengage the rotor. This must be done
immediately, or the rotor will slow to a stop (remember it's still engaged
to the now-dead engines). If the rotor stops, you'll fall like a baby
grand piano.
Now adjust the pitch until your airspeed is about 70 to 90 kts (maximum
translational lift). The rotor is now spinning freely because the airflow
keeps the blades turning. The descent will become quite fast, a bit
frightening to the inexperienced. When you get close to the ground, raise
the nose and simultaneously add Collective. The rotor blades will "bite"
into the air, giving you lift and slowing the descent. Unfortunately , as
the blades start to bite air resistance slows them down.
You must time the "Up Collective" so that the helicopter lands gently
(figuratively speaking) before the rotor slows too much. If you raise the
collective too soon, the rotor will stall and you'll be playing the piano
again. If you raise the collective too late, you won't slow your descent
and you'll crash. Nobody said it would be easy - it just takes practice.
EASY FLIGHT: Autorotation is not functional with easy flight. It's best
to set 'no crashes' when in this mode.
PAGE 57
FLIGHT ENVELOPE
There are "Unsafe" speed and altitude situations that, in the event of
total engine failure, will unavoidably result in a crash. These unsafe
situations are considered to be outside of the "flight envelope".
Hovering at altitudes from 25' to 500', or high speed flight below 20' to
30' will probably result in a crash if engine power is lost. It takes a
certain amount of time to convert from normal flight to autorotation. In
these situations, there just isn't enough time to gain control.
However, "unsafe" is a relative term. In combat situations unsafe flying
is probably "safer" than taking a hit. During combat, chances must be
taken; evaluate the situation and make the best decision.
RULES OF ENGAGEMENT
Everyone has rules they must abide by, and this is no different in combat.
Helicopters live and fight near ground level, as high altitude is only safe
for the jet jockeys.
The high command wants to assure that you will have a long and
distinguished career. Therefore, your maximum altitude is restricted to
1000' in all situations. Any higher, and you'd be a sitting duck.
----------
NAVIGATION
----------
INS SYSTEM
Pressing the Map View (F10) key displays the high scale mission map. You
can always fly to specific points by dead reckoning or, more simply, you
may input up to three waypoints into the INS system.
To input waypoints, press the Fly To (F) key; a yellow crosshair appears
over your helicopter. Use the Controller to move the crosshair to any
point on the map, and press Selector #1; waypoint #1 is now marked. Press
Selector #2 to stop with less than three waypoints or continue to mark
waypoints #2 and #3. Press esc, at any time, to cancel the waypoints.
Existing waypoints are automatically cancelled whenever the Fly To (f) key
is pressed (esc will cancel the command).
Because the high scale map is only a representation of the actual terrain,
you may want to "fine-tune" the placement of the waypoints. After all, you
wouldn't want to fly into a mountain. Press the spacebar; the low scale
map is marked with its number. To adjust a waypoint, press its number.
It's now centred in the map display. Use the Controller to adjust its
placement; press Selector #2 when finished.
PAGE 58
The current INS heading is the flight path to the "active" waypoint. The
waypoint range and heading can be displayed in the MFD. The Next Waypoint
(6) and Previous Waypoint (7) keys are used to change the active waypoint.
To manually adjust your course, always turn towards the INS pip.
Press the Autopilot (5) key at anytime to engage the autopilot. When
engaged, it flies you to the "active " INS waypoint.
When flying during windy conditions, the same considerations that apply to
an airplane apply to helicopters. Namely, the wind will increase your
speed, slow you down, and/or push you sideways, depending on your flight
path in relation to the wind velocity and direction. This is most
noticeable on long distance flights.
Temperature also affects helicopter flight. As air gets warmer, it expands
and becomes thinner, providing less lift. If the air gets too cold, icing
on the rotor becomes a problem. Similarly, in humid conditions the air is
composed of more water, reducing lift. Finally, as altitude above sea
level increases, air gets thinner, reducing lift. For helicopters, ideal
flying conditions are 70 degrees F (21 degrees C) on a dry day at sea
level.
The nice thing about helicopters is their ability to land without a paved
airstrip. However, they can't land on sloping ground. Any slope greater
than 5 degrees causes so much rotor tilt that the helicopter flies, or
skids away from the slope, making a landing impoosible. NEVER try to land
on a hillside - you'll crash!
Ideally, all landings, and takeoffs for that matter, should be into the
wind. As you approach the base, lower your altitude to about 50' and
reduce your airspeed to 60 kts by pulling back slightly on the Cyclic.
You'll need to reduce the Collective to maintain your 50' altitude. Your
goal is to land in the centre of the base. Just before you cross the
outside edge of the base, begin slowing down to a hover bby pulling back on
the Cyclic. Note that as your speed drops towards 0 your lift will
decrease. Add some Collective to maintain your altitude.
The wind will tend to push you away from your present position; the Cyclic
should be moved slightly toward the wind, producing just enough skid to
counteract the wind velocity. This will maintain hover against the wind.
PAGE 59
Reduce the Collective (easy does it here) to begin your final descent. At
about 20' you may need to reduce the Collective further to achieve
touchdown.
EASY FLIGHT: The collective must be used to change your altitude; however,
altitude is unaffected by the cyclic controls.
FARPS
Forward Arming and refuelling points (FARP) are highly mobile bases
designed to support helicopter operations. They are placed near or around
the battle area, and are usually set up to support a particular squadron or
mission. They are well stocked with aviation fuel and a full range of
weapons.
Your mission orders indicate if a FARP is available for the current
mission. If availabLe, yOu may land at the FARP just like any Other base.
The grouNd crew immediately refuelS and rearms your helicopter and your
flight.
Unfortunately, they're not supermarkets-there's no shopping allowed. Your
helicopters are refuelled and rearmed to match your start of mission
configurations.
CARRIER LANDINGS
You may ask what business the Army has at sea? As a member of a highly
trained, elite force, you are more than up to the task. Still, carrier
based landings are a little more complicated than your everyday open-field
variety.
The landing pad is smaller, and the carrier deck isn't at 0' altitude. The
radar altimeter is the key instrumentation; it indicates the proper
approach altitude as you centre your position over the deck. The other
steps are just like landing on the ground, but be prepared to immediately
max the collective if you've misjudged your approach.
SHUT DOWN
When you have landed at your base (altitude is 0), disengage the rotor.
Your postflight options now appear.
PAGE 60
------------
HOW TO FIGHT
------------
Helicopter combat systems have come a long way since the days of door
mounted machine-guns and "wing and a prayer" defensive measures.
Contemporary helicopters possess an extensive array of weapon and defensive
systems. Each has been tailored to a specific target type or purpose.
It's important to become familiar with each system's strengths and
weaknesses. It'll be the difference between getting the target or the
target getting you!
Before you take off, re-examine the mission map, and decide on a flight
path that will take you to the primary or secondary. Remember, the most
obvious route may end up being the most disastrous. Bounding directly into
the target at 140 kts and 500' of altitude may work in training, but it's
suicide against well-equipped troops.
A standard technique is to fly to the target in short dashes. Fly from
behind one hill to another, then, hover and pop up briefly to scan ahead.
Drop down, pick your next destination and repeat the process. Stay as low
as possible when dashing, and use intervening terrain to mask your
movement. It may sound boring, but you'll enjoy the results.
Fuel is a major consideration: it isn't unlimited. Don't stretch yourself
to the point you can't make it back. This is especially important when
flying over water.
Any success quickly turns to failure if you lose your flight to poor fuel
planning. Always know the position of your base and FARP. Don't hesitate
to "top off" your tanks if there's any question.
As you fly, watch the threat display; the top of the display coincides with
your current heading. A red dot is an opposing ground unit. A blue dot
means an opposing aircraft is approaching. A yellow dot indicates a
missile in flight. Note that the threat display can't distinguish between
friendly and opposing missiles. A grey dot is a friendly unit or a neutral
structure.
When units appear on your threat display, they are also plotted on the
maps. They appear darker when they disappear from your threat display;
that's their last known position.
PAGE 61
Though virtually every opposing unit has some sort of gun or
shoulder-launched missile, the most dangerous are AA guns and vehicles and
SAM vehicles.
WARNING INDICATORS
Watch your warning indicators; they are the true measure of enemy activity.
The "I", "R" and "L" indicators turn or flash red to indicate opposing
search or tracking activity. Additionally, the originating unit's dot on
the threat display automatically changes to a cross, thereby alerting you
to the bearing of the most dangerous threat or threats.
JAMMERS
When a warning indicator illuminates, the standard response is to turn on
the corresponding jammer, press the Radar Jammer (n) key or IR Jammer (.)
key ("L" jammers currently aren't available). A small green light beside
the warning light illuminates, showing your jammer is active. If the
warning indicator turns off, the jamming was successful. Immediately turn
onto a new course, as jammed missiles often continue on their old course.
Keep your jammer active until you destroy or fly away from the threat.
It's a good idea to immediately activate both jammers if the threat
concentration is high.
DECOYS
If the warning indicator remains illuminated, try using a decoy; press the
Chaff (m) key or Flare (/) key to launch a decoy. The decoy indictor
illuminates as long as the decoy is active. The decoy should be drawing
the missile or gunnery to its position.
----------------
ON THE DEFENSIVE
----------------
HOW THEY FIND YOU
For a general description of helicopter tactics, see pages 110 - 112.
Ground based weapons utilize active radar, passive IR or optical means to
search out and find targets.
Search radars can "see" you at long distances in day or night. A distant
red dot on the threat display is probably a search radar. Since the
purpose of search radars is to detect your presence, jammers and decoys are
counter-productive, as both announce your presence!
Other units use short-range passive IR or the old standby-eyesight. They
can't see you until you're much closer, and at night optical sighting is
especially limited.
PAGE 62
All methods of search are blocked by objects on the ground. As a result,
ground-based units have a "dead-zone" they can't see. Above this dead-zone
the "eyes" will eventually find you. This dead zone becomes smaller and
lower as you approach the unit.
TRACKING AND EVASION
If a search is successful, they switch to "tracking" mode. If employing
radar, they constantly illuminate you with a radar beam. This sets off
your radar warning and causes the indicator to solidly illluminate.
When launched, IR weapons set off your IR warning and cause the indicator
to solidly illuminate.
If a laser ranger/designator is "painting" your helicopter, the laser
warning goes off and causes the indicator solidly illuminate.
If you`re being tracked by radar or an IR weapon,use your jammers and
decoys. If that fails, try evasive flying.
Dive to a lower altitude while turning parallel to or away from the threat.
If you get lower and avoid closing the range (the dead-zone effect),an
enemy often loses it`s track. Evasive flying is a superior option to
jammers and decoys, because it doesn`t broadcast your position.
Laser guided and visually aimed weapons can't be jammed or decoyed, so
evasive flying is your only defence.
If they find you, opposing guns will open fire and continue to fire until
they shoot you down. You must either break the track or destroy the
weapon. It's that simple. If the gunfire is radar controlled, you can
probably break the track with jamming or chaff. However, all guns have
optical backup systems (some have laser systems).
The best way to avoid gunfire is skilful evasive flying and dead-eye
firepower.
If the find you, SAM equipped units will launch a missile. Missiles are
either IR-guided, radar-guided or visually-guided. When a missile is in
flight, you'll see a yellow dot moving towards you on the threat display.
Passive IR-guided missiles are the most common on threat. Your IR warning
indicator illuminates when they approach. Use your jammer or flares to
"confuse" the missile, but remember to turn away so as not to collide with
it.
PAGE 63
Sophisticated IR missiles probably have visual or laser back up guidance;
don't get too elated if you defeat the IR-guidance, there may still be a
nasty surprise in store.
While radar-guided missiles are primarily designed for use against
conventional jet aircraft, they still pose a serious threat. A radar beam
reflecting off your helicopter guides the missile. This radar beam is what
illuminates your radar warning indicator. Use your jammer or chaff to
"confuse" the missile, but remember to turn away so as not to collide with
it. Just like IR-guided missiles, radar homers probably have back up
guidance systems. Therefore defeating the radar is just the first step in
defeating the missile.
Visually or laser-guided missiles are the greatest threats. You have no
effective jammer or decoy defences; your only bet is evasive flying.
Putting terrain between you and the missile is the best bet. Flying into
the dead zone is the only other hope. Remember, successful evasive flying
requires that you fly lower AND away from the launcher, flying lower may
not be effective.
After all this, there is some good news. All missiles have one universal
weak point - they have a wide turning radius. If you can get one close,
dart off perpendicular to its flight path; it will unable to turn fast
enough to hit you. This tactic is easier said than done in a slow moving
helicopter (fast-movers swear by this manoeuvre). It takes enormous skill,
and split second timing to turn inside of a missile screaming in at Mach.
3.
The Appendix includes a summary of the various AAA and SAM systems that
await your pleasure. A description of the search, tracking and missile
guidance systems is listed, along with an estimate of their effectiveness.
Study your mission intelligence briefings closely. If necessary, reference
the weapon system to understand its use and effectiveness.
OUT AT SEA
When out over the water, you have lost the best means of defence - terrain.
You'll need to stay extremely alert, since the opposing patrol craft carry
a number of defence weapons. Stay low or carry long range weapons, such as
Penguin and Maverick.
PAGE 64
DAMAGE
If you're unable to "spoof" the threat, the gunfire or missile will
probably hit your helicopter. You'll see the explosion and the shudder of
your helicopter. If the hit was severe, one or more of the system's status
lights will illuminate. Systems will start to malfunction or fail. You'll
need to evaluate the damage to determine if you can continue the mission or
need to return to base.
If you are hit in multiple or critical systems, your helicopter will lose
power. The only way to survive this is to autorotate to a safe landing.
The number of hits required for a general systems failure varies; after
three or four, you should expect the worst.
HELICOPTER WEAPONS
------------------
TARGETING
Your on-board targeting system is constantly scanning the forward arc; ;the
system is limited to the front 180 degrees. It can't scan to the rear, so
pay close attention to your flight path, and occasionally swing around to
check your "six".
The targeting system is line-of-sight dependent. As a result, the higher
you are the farther it can "see". Of course, the higher you are, the
easier it is for the other guys to spot you.
The targeting system automatically "locks" onto the closest target. A
diamond appears in your forward view, and an image of the target, along
with its range and heading data, displays in your MFD. You may switch the
target lock, assuming others are in the area, by pressing Selector #2.
There may be a momentary delay; the targeting system must re-scan the
entire area for new targets.
When the locked target is within maximum range for the selected weapon, the
target box becomes a solid. This range varies from weapon system to weapon
system, as maximum ranges differ. If you fire at a target before the
target box changes,there's no chance of a hit!
MAST-MOUNTED SIGHTS
The AH-64B Longbow Apache, OH-58D Kiowa Warrior and the AH-6 Defender are
equipped with a sighting system mounted on top of the main rotor hub. This
system enables these helicopters to "see" at greater ranges. Better yet,
they may peer over the top of intervening terrain without exposing the
helicopter. Press the Mast View (F2) key to switch to mast view; use the
Controller to rotate your view.
PAGE 65
FIRING
Depending on the weapon selected, a reticle ring or a fixed crosshair
appears in your view. The reticle ring works with a"guided" weapons,
whereas the crosshair works with "unguided" weapons.
The reticle ring must be superimposed over the target diamond to accurately
engage the target; adjust your lfight path if necessary. It has a range of
movement that represents the angle of offset for the selected weapon. The
reticle ring also becomes larger as the range drops indicating the
"confidence" of the shot.
The crosshair is always positioned directly ahead. Unguided weapons always
fly or fire as you bear. Adjust your flight path to coincide with the
target box. There's no question it's a challenge to fire unguided weapons
at long range. Aiming errors, no matter how slight, normally result in a
miss.
Pressing Selector #1 fires the "active" weapon. Cannons and machine-guns
fire in 20 round bursts. Rockets fire in salvos of 1, 2 or 4. All other
weapons fire singly.
WEAPONS
The weapon indicator displays the "active" weapon, its position and rounds
remaining rockets also indicate the current salvo setting. Press the
spacebar to change the active weapon.
All rockets, both gun pods and the AH-6 Defender's integral gun are
unguided weapons, the remaining weapons are all guided.
Certain weapons are only effective against certain target types. The
Appendix includes a summary of the weapon systems, including
characteristics and effectiveness. Familiarise yourself with these
systems. There's nothing worse than blazing away at a target, wasting
round after round, only to discover that you're using the wrong weapon.
When you fire a cannon or a guided missile, the helicopter bucks and
recoils upward; some altitude will be gained due to the loss in forward
motion.
NOTE: this effect isn't experienced in easy flight mode.
PAGE 66
SECONDARIES
If a locked target is part of the primary or secondary mission, a prompt
appears in the MFD along with the other target data.
Your invisible co-pilot/gunner (the front seater - back seater if you're
flying the AH-66A Comanche) assists you in two ways during the course of a
mission. First, by communicating important system status and threat/target
information; and second, by assuming control of part of the weapon systems
functions. The degree of weapon system control is dependednt upon the CP/G
reality switch setting.
The best thing about helicopters is their ability to approach targets
undetected; they literally live (from a survival standpoint) at
nap-of-the-earth (NOE) altitude - about 100'. They move in and out of the
terrain like a jungle cat stalking its prey.
Sneak up on suspected targets, and use caution. Take a few extra minutes
to evaluate the situation. The pilot that plunges headlong into a combat
situation will more than likely retreat just as quickly with his tail
between his legs. Leave the flamboyant entries to the jet jockeys - they
need more attention, anyway!.
If possible attack from the flank rather than the front; this is referred
to as an enfilade attack. You can engage targets in turn, while limiting
the number that can spot you. If you engage from the front, all of the
targets can spot you simultaneously.
Use long range engagements; the further you stay away, the better. Most of
your weapons are longer-ranged than the opposition's - take advantage of
it.
If you only remember one thing, NEVER overfly the target. If you didn't
destroy the target, you're giving away a free shot at your tail.
First and foremost, choose the right tool for the job. Evaluate your
mission orders carefully and outfit your helicopters with the most
advantageous mix of weapons. For example, if you're ordered to intercept
enemy shipping, you may want to take a few Penguins or Mavericks along for
the ride.
PAGE 67
WEAPONS
Once in combat, make sure that the "active" weapon is the most effective
choice. Don't try to fire Sidewinders at tanks or TOW's at aircraft.
CANNONS; are close range weapons that are best fired straight ahead.
Deflection shots to the sides will consume more ammunition and reduce your
chance of hit. The Apache A&B's 30mm cannons and the SuperCobra's and
Comanche's 20mm cannons are essentially guided weapons - they're aimed by
your targeting system. The defender's machine-gun and pod guns must fire
straight ahead.
MACHINE-GUNS: are very close range weapons, and can only be fired straight
ahead. They lack the penetrative power of cannons, and therefore are only
effective against unarmoured targets.
ROCKETS; are available in three types. Each is best suited for a
particular type of target, but can be effective against other target types.
They're unguided weapons, and are therefore easier to fire at close range.
However, they can be fired in salvos, and you can carry a fair number.
ATGMs: are also available in three types. They're powerful anti-armour
weapons that can be effectively utilized against structures ships and even
slow moving aircraft.
TOW is a wire-guided weapon that's steered to the target. It's not as
difficult as it may seem. As long as the target is locked, corrections to
the missile's flight path are automatically calculated and transmitted to
the TOW over the un-spooling wire. However, the wire is the biggest
limitation - it runs out at about 3,800 metres.
HELLFIRE-A is a laser designated weapon that homes in on reflected laser
light. It's much longer ranged than the TOW and has a wider target
envelope. Since the Hellfire "sees" the reflected light, the designation
can be switched to a different target; if it's within the target envelope,
the Hellfire will hit the new target. This allows for "ripple fire"
tactics. Multiple missiles are fired at short intervals; after the first
hits, the designator "spots" the new target, and then, and then guides the
second missile.
PAGE 68
LASERS are not as effective during low visibility conditions. Rain, fog
and snow can refect some or all of the laser light limiting range and hit
probabilities. There's another disadvantage; if you're designating your
own target, you must also expose the helicopter until the Hellfire hits the
target.
HELLFIRE - B is the latest version of this effective weqpon system. It's
the primary armament on Longbow Apaches; it can't be carried on Model-A
Apaches. It replaces the laser homer with a fire-and-forget millimeter
wave radar homer. All you do is find the target, and fire the missile - it
doesn't get any easier. This combined with the Lonbow's mast mounted sight
makes for a potent, unbeatable combination.
SIDEARM; is designed to home in on any surface radar emission source
therefore, it's classified as an "anti-radiation missile". Its big
brothers, HARM, Standard and Shrike, have been utilized to great effect on
conventional aircraft for years. Now, helicopters possess a similar punch.
You don't have to get a target lock to fire a Sidearm; just make sure to
fire it towards the radar source. It's fragmentation warhead and
fire-and-forget technology make it one terrific "quick-draw" weapon-a
surefire way to permanently cancel that radar.
THE BIG LOADS; Maverick and Penguin are heavyweight special purpose
weapons. Their use in helicopters is shrouded in controversy; some argue
they're not worth their weight. The opponents feel that Hellfire is just
as effective, and you can carry 4 Hellfires for every 1 Maverick or
Penguin. On the other hand, Maverick and Penguin are both longer ranged
than the Hellfire and are fire-and-forget weapons. The arrival of
Hellfire-B makes the argument even hotter-the decision is yours.
Not what you'll wear to your next costume party, it's the method of terrain
shielding often called the 'pop up'. It's also where the auto-hover pays
for its weight. It automatically maintains your present position and
altitude even in the face of a stiff wind.
Pull up behind a convenient hill position and drop your airspeed to 0:
your altitude should be about 100' - 150'. As your airspeed approaches
8-10 kts (it must be 10kts or less), press the Auto-Hover (O) key; this
immediately reduces your airspeed to O.
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Now press the Collective Up (=) key to start a slow ascent. As you clear
the crest of the hill, stop your ascent. If your helicopter is equipped
with a mast-mounted sight, stop the ascent just as the sight clears the
hill. You're now in position to scan the surrounding area.
If you lock onto an important target engage it immediately, and then drop
down below the crest; press the Collective Down (-) key. Otherwise, drop
below the crest and re-evaluate the situation. If necessary, check the
mission map. You may need to adjust your flight path, or unmask again to
engage the other targets.
As an alternative approach, rotate the helicopter left or right by moving
the Cyclic left or right. Then push the Cyclick ahead slightly to add a
few knots of airspeed. Try to keep your airspeed under 10 kts. As you
clear the side of the hill, press the Auto-Hover (O) key, and rotate back
to the forward area. After scanning the area or engaging the targets,
reverse the process (with a little more haste this time), and duck back
behind the hill. While this method of unmasking limits the scanning range,
due to low altitude, it's an excellent method of engaging known
targets-longer ranged targets probably won't spot you.
Remember with auto-hover active,you can quickly drop altitude by virtually
bottoming the collective it holds you at the low limit.
TARGETS
Your missions present a number of target options, each with unique
characteristics requiring different tactics of engagement or weapon
selection. Always look before you shoot; the high command gets real upset
when you start shooting up the friendlies.
AAA & SAM's: are your biggest challenge. These are the only targets that
can fire back with any real effect. Getting in the first shot is the key
here. Both types have reaction times of 5 to 20 seconds, depending on the
sophistication of equipment and the skill of the crew. If you plan your
attack carefully, you can "take them out" before they even get a shot off.
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TANKS & LIGHT VEHICLES: can be a turkey shoot. Attack helicopters,
especially the Apache, are made to destroy tanks and vehicles. The tanks
don't carry anything larger than a short range 14.5mm machine-gun; you can
pick them off easily. IFV's and APC's can be a bit nastier; they carry
shoulder-launched SAMs. Most of the other vehicles such as truck convoys,
are totally unarmed.
This may seem too good to be true, but before you think it's a cakewalk,
the opposition has also recognised these weaknesses. Groups of tanks and
other vehicles normally travel with AAA & SAM vehicles. Keep an eye out
for these escorts.
WORKING ON THE RAILROAD: doesn't get any easier than this. Railroad
'rolling stock" isn't much of a challenge, but important none the less.
You know where they are and where they must go; it's just a matter of
laying in wait and taking them out of action.
NAVAL TARGETS; can get quite pesky, and the opposition has a habit of
placing armed forces on their oil platforms. Guided weapons are a must in
these situations. They are better suited to deal with the maneuvrable
patrol craft, and you need their punch to take out the oil platforms.
INFANTRY: are difficult to spot and root out. They're only armed with
light weapons, but most also carry shoulder-launched SAMs. Rockets and
cannon/machine-gun fire are a good choice in this case.
STRUCTURES; pose problems similar to infantry. Although bigger and easier
to spot, they are seldom undefended. SAMs and all types of AAA guns are
usually in the vicinity. If you pick off the defenders first, the
structures are then fair game.
Bunkers and bridges are especially tough nuts to crack. It may take more
than one hit to destroy them.
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AIR-TO-AIR-COMBAT
When heLicOpters were first envisioned as cOmbat weapoNS, the importance of
air-to-air combat was all but overlooked in the USA. Unfortunately, the
Soviet planners were not so short sighted.
The Soviets have always placed a strong emphasis on air-to-air combat, and
have made concerted efforts to design this capability into their
helicopters. Many in the US Intelligence community consider the new Ka-34
Hokum to be a purpose built "anti-helicopter" helicopter.
Fortunately, the US military planners are no longer ignoring this all to
important technology. Air-to-air weapons have become a standard load when
flying where air superiority is in doubt. The new AH-66A Comanche is
designed with a high degree of air combat functionality; it's closer in
concept to high-performance jet aircraft than past helicopter designs.
In actual air-to-air combat, one facet that requires constant vigilance is
a helicopter's ability to spring from nowhere. It's on you before you know
what is happening, snaps off a missile and vanishes in the wink of an eye.
Helicopter borne air-to-air missiles are the primary threat. They come in
all varieties of homers, and are usually more maneuvrable than ground based
weapons. The helicopters also carry machine-guns or cannons. Unit for
unit, they can pack just as strong a punch as the friendlies.
In Chapter 3, Helicopter Tactics, a number of the tactical maneuvres key to
air-to-air combat, are discussed and diagrammed, but it essentially boils
down to a few specific factors.
ALTITUDE: Stay low! Aircraft like nothing more than to find a helicopter
flying up where only the eagles should dare. It's bad enough exposing
yourself to the ground fire, but it's murder against aircraft.
TAKE THE FIRST SHOT; If you can get the first shot in, you have the best
chance of coming out on top. Pay attention to the threat display, and stay
ready to snap off a quick shot.
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RANGE: Fire at the longest range possible. This gives you a chance to
reposition and take additional shots. Additionally, if they have ordnance
in the air, it gives more time to counter or evade.
HOLD THE ADVANTAGE: Get on the aircraft`s tail or keep it to your front.
NEVER lose sight of the enemy! If they get on your tail, use a side flare
or a horizontal scissors to reverse the advantage. If necessary, use the
LEFT VIEW (F3) key or RIGHT VIEW (F4) key to maintain visual contact
There aren`t as many decisions to make with air-to-air weapons. They are
adaptations of existing weapon systems. To date, the first purpose built
helicopter AAM is yet to be seen.
CANNONS; is the choice for close quarters. The Apache, Supercobra and
Comanche use their helmeted mounted sights to maintain lock-on during tight
twists and turns. Fixed-firing cannons can still be effective, especially
with tail shots. Don't waste your time with machine-guns; when you're up
against gunships, their armour can't be penetrated.
SIDEWINDER; the father of the Sidearm, is one of the most successful and
tested weapon systems in service. It's a highly maneuvrable,
fire-and-forget IR homer. It's long-ranged and packs a potent warhead.
Like Sidearm, you don't have to get a target lock; just make sure to fire
it towards the IR source. Long range multiple engagements are a simple
process; just disperse the missiles so they don't home in on the same
target.
STINGER: may be about half the weight of Sidewinder, but is certainly more
than up to the task. You can also carry twice as many Stingers as
Sidewinders; you never know when you may need those extra shots. While it
may be shorter ranged, it'll reach just about every thing you can see.
Some targets may take two hits, but those should be few and far between.
HELSTREAK; is a British import that's derived from the ground-based
Starsteak SAM. It's carried by the Longbow Apache and the Comanche. It's
not a fire-and-forget system; laser guidance must be provided by the
launching helicopter. Therefore, a lock-on must be attained prior to
launch. On the plus side, it flies faster than Sidewinder and Stinger,
which reduces the exposure time. It's three element warhead covers a broad
area, so close is probably good enough. As an added advantage, it can also
fire at ground targets. Its warheads can pierce most medium weight armour.
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TARGETS
HELICOPTERS: For the most part, Stingers and Helstreaks are more than
adequate. It's the rare case where one shot won't do the trick;
Sidewinders may be overkill. Don't discount Hellfires in a pinch. If the
helicopter isn't moving too fast, you can reasonably maintain a lock,
especially from hover. When you get in close, switch to cannon and 'hose'
them down. M255 rockets can also be a nasty surprise!
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--------------------------
HELICOPTER FLIGHT COMMANDS
--------------------------
The essence of Gunship 2000 is the multi-helicopter operations. Through
this mechanism, you direct the flying, combat and support functions of the
other four helicopters in your flight. It's a simple, straightforward, yet
powerful process that's executed through a series of single key commands.
After receiving your commission, the door opens to this challenging and
exciting process.
Press the Map View (F10) key to access the flight commands menu. The
commands are listed across the bottom of the screen. Commands available to
the "active" section or helicopter display "brightly"
As you toggle through the helicopters, information relating to the "active"
helicopter displays along the left side. The combat data link system
automatically tracks key helicopter systems and mutually transmits this
data via its communication link to all helicopters in the flight.
DAMAGE SCHEMATIC
----------------
The schematic helicopter diagram graphically displays damage to helicopter
systems. A yellow burst over a system indicates damage; a red burst
indicates system failure.
The Rotor, tail rotor, left wing, right wing, left engine, right enginge
and cannon indicate damage in their respective positions. Optics are
located in the nose and/or mast-mounted sight; avionics are located in the
tail boom; and fuel cells are located below the cockpit positions. While
these positions may not be true location in all helicopter types, the
consistency helps speed recognition.
HELICOPTER STATUS
The helicopter's current orders and key system indicators display below the
damage schematic.
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---------------
COMMAND CONTROL
---------------
The command list is utilised to pass instructions to the other helicopters
in the flight. Commands given to a section leader apply to all helicopters
in that section. Helicopters in your section always fly your course, speed
and altitude unless instructed to do otherwise.
NEXT UNIT
All commands applicable to a section leader may also be given to a single
helicopter. In this case, the helicopter deviates from the leader's
control.
Press the Next Unit (n) key to toggle between the helicopters. If the
helicopters are flying as part of a single section, the helicopter display
in numerical order. If a heavy and light section are both operational, the
other section leader displays first, followed in numerical order by the
remaining helicopters.
FLY TO
Press the Fly to (f) key to establish a flight path. Up to three waypoints
can be placed. This command is applicable to your helicopter.
HOLD POSITION
Press the Hold Position (h) key to order the section to maintain its
present position. The Section maintains its current altitude and heading,
but reduces its airspeed to O. This command can be given to a section at
any point; it doesn't cancel existing waypoints. Pressing the key a second
time cancels the hold.
Upon reaching its destination, the section immediately assumes a hold
command.
SPEED
Press Speed (s) key to modify the section's airspeed. There are three
possible settings-slow, medium and fast.
Slow speed is 50% of the possible maximum for the current altitude.
Medium speed (the default) is 75% of the possible maximum.
Fast speed is 100% of the possible maximum.
Pressing the key loops through the possible settings.
ALTITUDE
Press the Altitude (a) key to modify the section's altitude. There are
three possible settings - NOE, contour and low.
NOE altitude (the default) is 20' higher than your present low altitude
limit setting.
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Contour altitude is 150' higher.
Low altitude is 350' higher.
Pressing the key loops through the possible settings.
Press the Land (l) key to order the section to land upon reaching its final
waypoint. If no active waypoints exist, the section immediately lands.
The section seeks out terrain suitable for a landing in the immediate area.
Press the Return to base (b) key to order the section to immediately return
to base; all existing waypoints are cancelled. If on a deep strike
mission, the section returns to the passage point.
The section initiates the default speed and altitude unless ordered
otherwise. The section takes the most direct route to the base, and lands
upon reaching its destination.
Press Disengage (d) key to order the section to immediately break contact
and move away from all opposing forces. Upon reaching a "safe" position,
the section assumes a hold command. This command cancels all existing
waypoints.
The section disregards this command if not currently in contact with
opposing forces.
Press the Regroup (g) key to order an independent helicopter to immediately
rejoin its section. It takes the most direct route, and initiates default
speed and altitude settings. This command cancels all existing waypoints.
Press the Weapons Free (w) key to order a section to engage all sighted
targets. The section employs the appropriate weapons, if available, based
on target type. Pressing the key a second time returns the section's
weapons to "hold". Helicopters on "hold" status fly directly to their
destinations.
The section freely employs defensive measures on either setting.
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CARGO DROP
Press the Cargo Drop (c) to order the section's cargo carrying helicopters
immediately to drop their cargo. The section's UH-60 K/L, Blackhawks drop
their cargo upon reaching the Primary/Secondary waypoint.
--------------
COMMUNICATIONS
--------------
Communication is the key element to any successful operation. Since you're
an active pilot in the flight, not some desk jockey, you must rely on your
pilots to keep you abreast of developments.
During the course of a mission, your pilots communicate key information and
status updates. The messages include target sightings, reaching
destinations and damage updates.
Their call sign appears on the screen, along with their message. This
enables you to fly your portion of the mission and not constantly check on
flight status.
When important situations do develop, you can immediately access the Map
view to re-evaluate and revise orders as necessary. You can also "jump on
their tail" by pressing the Flight chase View (shift F5) to directly view
the situation.
If, for any reason, you are unable to read an entire message, press alt m
to re-display the last message.
STRATEGY
It's probably easier to just say I'll do it myself, but combat is a team
effort. The commander that best employs flight assets will be the most
successful. You could always keep the entire flight with you at all times,
but that will limit your options dramatically. Give the other pilots a
chance; they'll give you their best.
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Use your flight to the best of its abilities. Inexperienced pilots may not
do exactly what you had in mind. Developing skills and moxie takes time,
just as you've probably found out by now. Experience is a measure of
missions flown, rank and decorations. Your best pilot will have flown the
most missions, is one rank under you, and has a chest full of decorations
This pilot is your best choice for the other section leader. Avoid
selecting that wet behind the ears W-O1, fresh out of flight training.
Don't ask any of them to do more than they're capable of accomplishing.
Try to envision yourself flying this leg of the mission; what would you do
if you were there? Apply a command stream that accomplishes that image.
If you give them poor orders, they'll perform poorly. You're their
commander; they look to you for the right measure.
The tactics described earlier still apply here. fly and fight smart.
Scouts play a very useful role as independent helicopters. Send one on
ahead to look for enemy units and/or to clear a safe flight path. It's no
use sending loaded Blackhawks into totally unfamiliar territory; their
loads are just too valuable to squander away.
A Kiowa Warrior can also mark targets for Hellfire equipped Apaches,
Supercobras and Blackhawks. The gunships can wait safely behind a hill
while the Kiowa Warrior is out looking for some ripe targets.
With the opposing forces constantly on the move, it`s easy to stumble
accross a force occupying an area you thought was clear or just flew
through a few minutes ago. It`s usually expedient to position a helicopter
in covering terrain along any suspected movement paths.
Also, a helicopter can be positioned to cover your "back door". This way
you can be confident that your means of exit is clear of enemy forces when
you need to get out quick.
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SPECIAL CONSIDERATIONS
Upon landing UH-60K/L Blackhawks automatically drop off their passengers,
unless at a base or FARP . Be sure they're at the correct location before
giving the orders to land. They also automatically pick up any passengers,
if in the vicinity, when they land.
Cargo drops are also automatic. Even though cargo can be successfully
dropped without making a landing. It's easier to verify the location by
landing first. Of course, if the LZ is "hot", you may be forced to drop
the load and get out quickly.
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-----------------
AFTER THE MISSION
-----------------
SUCCESS
You've landed, and are relatively safe and secure. The S2 now wants to run
through the debriefing. Never an easy read, you can't tell if he's pleased
or disappointed. The mission replay indicates how well you did this time
out.
If you do nothing else, complete the primary and secondary missions, and
return safely to your base. If you can manage only one of the two, make it
the primary. Destroying additional units is always a plus, but not at the
expense of your missions. Stay focused, but flexible. The TF commander
has a habit of changing missions.
Promotions and decorations are awarded for hitting the assigned missions
and returning an intact helicopter to base. Time is also a performance
measure. You can't spend the entire day flying just one mission; you need
to get in and get out as quick as possible. There's only so many
helicopters and pilots available, and more than enough mission to go
around.
If you land and abandon your helicopter, every attempt is made to pick you
up, but you may be captured by the opposing forces. Naturally, the chance
of rescue increases if you're near a base or FARP. The best bet is to make
it back to base. It's better to return even if you can't complete your
missions. You can always return to fight another day.
When a campaign is completed, you are advised as to the outcome. This
shouldn't be any surprise, you've known the progress all along. The
campaign map is routinely updated when you attend briefings.
Successful completion of your assigned mission improves your overall
record. An excellent record leads to promotion. However, even in combat,
promotions take time. don't expect a promotion after every mission. As
you increase in rank, promotions are even harder to come by. After all,
not everyone can be a Brigadier General.
A reprimand on your record makes promotion more difficult. Reprimands
occur whenever you decline a mission, or you fail to achieve either the
primary or secondary mission. On the other hand, decorations for heroism
move you to the head of the promotion pack.
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BATTLEFIELD COMMISSIONS
The TF commander is always on the lookout for pilots with leadership
potential. If you're selected to receive a commission, you're approached
by the TF commander. The choice is yours to make; it's not required.
However, accepting the commission does open the door to the exciting world
of multiple helicopter flight.
The TF is persistent. He'll keep after you even if you decline a
commission. If you continually decline the offer of a commission, CW4 is
the highest rank you can attain.
DECORATIONS
If you do exceptionally well on a mission, you may be awarded a medal for
heroism and valour. Unlike promotions, decorations are based purely on
your performance during a single mission. Your current rank and record
have no effect on your chance of getting decorated.
In addition to the decorations for heroism and valour, two other
decorations can be awarded. The National Defence Service Medal is given
for successfully completing training, and the Purple Heart is awarded for
wounds received in combat.
--------------
MISSION REPLAY
--------------
The mission replay summarises the key events of your mission. It shows
what went well and not so well. It's a learning experience; the next time
out apply the lessons learned from this mission.
FILM LIBRARY
Upon the completion of a mission, or if you access the mission films
through the Squadron Archives, the Film Library panel appears.
Here you select the film to view; the last mission flown is always titled
"Last Mission". To select a film, position the cursor on the title line
and press Selector #1; the selected title highlights. Press "Play" to
begin the replay.
From this control panel, you may also rename and delete mission films.
Remember, if you wish to save a current mission, you must rename "Last
Mission" or it'll be lost after the next mission.
Once you fill the entire page, the slide bar to the right is used to scroll
the film listing.
EXTERNAL VIEWPOINT
In this the default viewpoint, replay displays the actual combat films from
your mission. You are there again with your flight, with an "out of body"
view of all the action. A short mission summary is displayed at the top of
the replay screen.
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A running list of events is displayed on the panel. This way you can
follow along with the action as it happens.
Replay uses a "VCR" type panel to control the replay functions. During the
Conventional Replay, the Controller is used to position the cursor over a
key; press Selector #1 to activate the key. As an alternative, the tab and
shift keys can be used to position the cursor.
Press the directional keys to adjust the point of view.
Press the r key to rewind the beginning of the replay.
Press the s key to stop the replay.
Press the p key to start the replay.
Press the n key to fast forward to the next event. Upon reaching the next
event, replay automatically shifts into the "play" mode.
Press the f key to fast forward.
Press the respective numeric key to shift the view to that helicopter. If
the mission type was "single", only the 1 key is active.
Press the t key to shift the view to the target.
Press alt x to resume the fight.
Press alt y to activate the DEMO viewpoint. Press alt y to return again to
the external viewpoint.
The replay takes the "pilots" viewpoint. In this mode, you view the
mission from the pilot's seat. All actions are replayed exactly as they
occurred in the actual mission.
To exit the replay, press alt e, this returns you to the game. To return
to the control panel, press alt y.
Replay offers one additional exciting feature. You can jump in and take
over a flight at any point during the replay! Position the cursor over the
Resume key and press Selector #1 (or press alt x).
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This feature is an excellent combat tool for learning and developing
tactics. You can re-fly a tough mission, change your tactics, and observe
the impact of a revised plan of attack. Or, you can re-enter another
pilot's mission, and see if you can top their results. These "films" are
loaded via the squadron archives file.
When you re-enter a mission, you are positioned in the #1 helicopter and
are now in control with all game controls active.
The results of a re-entered mission never affects your record, nor are the
results of this "mission" recorded for future viewing. The original replay
remains intact.
To exit, press alt e; this returns you to the game.
FLIGHT PROMOTIONS
The pilots in your flight are also eligible for promotions and decorations.
The high command makes recommendations as to who should be promoted and who
should receive decorations. As the flight commander, you're authorised to
accept the recommendations or transfer the awards to other pilots.
To change a recommendation, highlight the award and press Selector #1. The
award is transferred to the next pilot. Promotions are automatically
adjusted to the next higher rank. A pilot can't be promoted to a rank
equal to your current rank. Decorations are awarded as presented.
When you concur with the recommendations or changes, highlight the accept
key and press selector #1.
REPLACEMENTS
If you're ever faced with the unfortunate situation of having to replace a
pilot lost in combat, you'll automatically receive a W-O1 replacement from
the pilot pool.
If you're not satisfied with the replacement or you wish to change an
existing pilot, the pilot replacement screen is provided to make these
administrative changes. You may replace the pilot, but the new pilot's
rank and decorations are comparable.
Hilight the pilot to be replaced, and press selector #2. Enter the name of
the new pilot and press selector #1.
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Continued Overleaf!