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- THUNDERHAWK AH-73M KEYBOARD COMMANDS SUMMARY
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- Typed by Thrash/Anthrox! Don't forget to call our BBS
-
- The 7th Church of the Apocalyptic Lawnmower on it's new number in the UK!
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- Mouse/Joystick Control
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- THE MOUSE BUTTONS:
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- Clicking the right button changes the current selected weapon
- for the next available one.
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- Clicking the left button fires the currently selected weapon.
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- Clicking the left button with the right button held down selects
- the next designated target.
-
-
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- WITH NO MOUSE/JOYSTICK BUTTONS PRESSED:
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- Moving the mouse/joystick forward causes the helicopter to dip
- down allowing it to move forward.
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- Moving the mouse/joystick backwards causes the helicopter to
- tip upwards allowing it to move backwards.
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- At low speeds, moving the mouse/joystick left & right causes the
- helicopter to move sideways. With the mouse/joystick pushed forward
- and to the left or right, the helicopter will bank and turn in
- that direction.
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- HOLDING THE RIGHT MOUSE BUTTON DOWN:
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- Moving the mouse/joystick forwards with the right button pressed
- increases power to the main rotor, allowing the helicopter to
- rise.
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- Moving the mouse/joystick backwards with the right button pressed
- decreases the power to the main rotor, allowing the helicopter to
- fall.
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- In level flight, at low speeds, moving the mouse/joystick left and
- right with the right button pressed causes the helicopter to rotate
- around its own axis.
-
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- KEYBOARD CONTROLS (ALL FORMATS):
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- F1 = Toggle radar jammer on/off
- F2 = Toggle IR jammer on/off
- F3 = Launch chaff cartridge
- F4 = Launch flare
- F10 = Toggle night sight on/off
- C = Toggle camera mode
- D = Toggle damage computer mode
- P = Pause game
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- VIEWPOINT SELECTION:
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- Viewpoint manipulation is mostly controlled from the keypad, although
- several other keys are used.
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- F6 = View from target
- F7 = View from weapon
- F8 = View from cockpit
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- ENTER = Internal/External view (NUMERICAL PAD)
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- 8 OR 2 = Rotate view in Y-axis " "
- 4 OR 6 = Rotate view in Y-axis " "
- 1 = X-rotate 90 degrees
- 3 = Y-rotate 90 degrees
- 7 = Zoom in
- 9 = Zoom out
- 5 = Satellite view
- 0 = Reset ecternal view angles
- M = Toggle map view on/off
- + = Zoom out map view
- - = Zoom in map view
-
-
- ---> Martyrium BBS 713-666-4093 Classic WHQ. 0-0 Days. Elites. <---
-
- DATE UPLOADED- - - - - - - ->>Friday 23-Aug-91 22:09:14
-
-
- ThunderHawk Small Documentation! written by 2Tuff/Crystal!
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- LOADING AND INSTALLATION
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- Commodore Amiga:-
-
- This version requires an Amiga with at least 512k RAM and a mouse.
- 512K of extra RAM is recommended for this version.
-
- 1. Turn off your computer
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- 2. Plug mouse in port 1 (usual)
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- 3. Turn on the computer
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- 4. Insert amiga kickstart disk into the disk drive (Amiga 1000 only)
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- 5. When the Workbench icon appears, insert THUNDERHAWK DISK 1. The game
- will load and run automatically. Exchange disks only when instructed to
- do so.
-
- Disk Protection
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- ALWAYS KEEP DISKS WRITE PROTECTED STOPS VIRUSES FROM INFECTING THE DISKS
-
-
- WEAPON SPECIFICATIONS
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- Cannon:
-
- Fitted as standard to the thunderhawk is a 30mm three barrelled chain gun.
- The gun is only really efective at ranges under .5 KM but inside that
- range it is a potent weapon against both ground and air targets. The only
- things that the gun is ineffective against are large structures suchs as
- bridges and factories. The 1200 rounds of ammunition are fired off in 6
- round bursts and normally 3 or 4 bursts are sufficient against soft targets.
-
- FFAR Rocket pod:
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- Fitted in pods of 26 or 47 rockets and with a maximum range of approximetly
- 1.5 km the unguided folding fin aerial Rocket is ahighly verstaile waepon.
- Although only accurate to around .5 km, the FFAR is a potent weapon within
- that range, being effective against all vechicles amnd small structures.
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- MWAR Rocket pod:
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- fitted in pods of 6 or 10, the MWAR is a 4-Warhead version of the FFAR with
- Similar range and effectiveness. A single large rocket is fired which splits
- into 4 seperate warheads ata range of around .25 km.
-
- MK-81 Bomb:
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- Standard 250lb. High drag bomb effective against all structures. It should
- be noted that use of these bombs below 250 feet will cause blast damage to
- your aircraft.
-
- MK-82 Bomb:
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- Standard 500lb. High drag bomb highly effective against all structures (a
- single MK-82 will destroy most structures outright). Due to the size of these
- bombs, its use below 500 feets is not advisable."
-
- RCS-233:
-
- Runway cratering System, Developed from a larger british version designed for
- fixed-wing aircraft. The RCS fires a cluster of small bombs downwards into
- the runway causeing a large number of deep craters. The targeting system
- automatically selects the best launch pattern to ensure maximum damage.
-
- AGM-214 Firestorm:
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- Short range derivative of the laser-guided Hellfire missile. Highly effective
- against all ground vehicles up to a range of around 4Km. Using the TADS
- system to designate target means that the target must remain selected up to
- the point of impact. This fact can be used to your advantage by firing'
- multiple missiles and redesignating as each missile hits. The Firestorm is
- available in pods of 4 or 7 missiles allowing you to carry a Mx of 28.
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- AGM112-L SMARM:
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- The smart Anti-reader Missile is designed to home in on enemy radar sources.
- The SMaRT auto designation system means that no target designation
- is required, the missiles are simply fired in the general direction of the
- target with a stand off of up to 6Km. This makes it particulary effective
- against SAMs and early warning stations. The SMARM is controlled by the
- helicopters fire control computer allowing the missiles to communicate,
- ensuring the missiles will not choose the same target. SMARMs are available
- in racks of 1 or 2 missiles.
-
- AIM-10B Cobra:
-
- Short range infrared guided air to air missile. The guidance system uses
- several IR frenquencies allowing the missile to lock-on to surface heat
- rather than exhaust plume. This reduces the chances of the missile being
- jammed or decoyed by enemy craft. The effective range of the Cobra is around
- 2.5 km and the missiles come in racks of 2 or 4
-
- AIM-11F Swallow:
-
- Medium range radar-guided air-to-air missile. A development of the AIM-7
- with an improved radar seeker and compact motor. The relatively large
- warhead makes the swallow an effective weapon against even the most heavily
- armoured gunship. The effective range is around 60Km and 1 or 2 can be
- carried on each pylon.
-
- MK-54 Depth Bomb:
-
- Standard high explosive depth bomb using automatic fuse selection controlled
- by the fire-controlled computer. Effective to depths of upto 2000 ft. And
- compact enough for up to 2 to be carried under each pylon.
-
- AGM-219 Penguin:
-
- Medium range anti-shipping missile guided by infrared. Effective against all
- surface marine targets and almost impossible to decoy, the penguin represents
- the most effective weapon against the heavily armed gunboats. With an
- effective range of 8Km, the penguin can be launched ouside the detection of
- most surface vessels minimising risk of counterattack. Due to its size, only
- one penguin can be carried under each pylon.
-
- ALQ-197 Radar Jamming Pod:
-
- Large external pod featuring a comprehensive array of radar jamming equipment
- The pod, linked to the fire control computer, will automatically detect
- threats and can be launch chaff as well as activating the radar.
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