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- GUNSHIP 2000 AGA COMPLETE MANUAL.
- ············································································
- ----------------------------------------------------------------------------
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-
- Part 1
-
- First is the Technical Supplement, then the Key Control Summary Card
- and last comes the Instruction Manual...
-
-
-
- Gunship 2000 Technical Supplement for Commodore Amiga computers
- Copyright (c) 1994 MicroProse Software. Inc.
-
-
- CONTENTS
- ~~~~~~~~
- Your Gunship 2000 should contain a manual, this technical supplement, a quick
- key guide, four disks and a registration card.
-
-
- REQUIRED EQUIPMENT
- ~~~~~~~~~~~~~~~~~~
- Computer:
-
- This Simulation requires a Commodore Amiga with AGA Chipset and at least 1 Mb
- of RAM. If you intend to install the simulation onto a hard disk, 1.5 Mb of
- RAM is required.
-
- Controls:
-
- Gunship 2000 can be run entirely from the keyboard, with mouse and keyboard,
- or with joystick and keyboard. An analog joystick greatly improves the "feel"
- and realism, and is therefore strongly recommended.
-
- Disk Drives:
-
- Gunship 2000 can be installed onto 3.5" floppy disks. You will need a set of
- four blank disks for this. However, it works best if installed onto a hard
- disk drive.
-
-
- INSTALLATION CONCEPTS
- ~~~~~~~~~~~~~~~~~~~~~
- Important: Gunship 2000 should not be played from the disks enclosed. You must
- either copy the original disks onto backup floppy disks or use the install
- program to create a subdirectory on your hard disk. If you attempt to play
- from the disks enclosed the will become permanently altered as they are
- updated as the simulation runs. Please do not use any commercially
- (or otherwise) available copy program - use the one provided for you on the
- disk. No other copy program will work, and MicroProse will not accept
- responsibility for any damage caused by copying programs except the one
- provided.
-
- Installing on Floppy Disks:
-
- Gunship 2000 has no disk copy protection. Insert your original Gunship 2000
- Disk 1 and switch on your computer. A screen will appear which allows you to
- copy your original disks. Please follow any on-screen prompts. You will need
- a set of blank disks.
-
- Installing on Hard Disk:
-
- Boot up your hard disk as normal and insert Gunship 2000 Disk 1. Open this
- disk and double-click on the "INSTALL" icon. Please follow any on-screen
- prompts. A drawer labelled "GS2000" will be created on your hard disk,
- containing all necessary files.
-
-
- RUNNING GUNSHIP 2000
- ~~~~~~~~~~~~~~~~~~~~
- Loading from Floppy Disk:
-
- If your computer has KickStart in ROM, turn off your computer and insert your
- backup Disk 1. Power up the computer, and the program will auto-load. If your
- computer does not have KickStart in ROM, load the KickStart as normal, insert
- your backup Disk 1 at the Workbench prompt, and the program will auto-load.
- Please follow any on-screen prompts requesting disk changes.
-
- Hard Disk:
-
- Boot up your hard disk as normal. Open the "GS2000" drawer and double-click on
- the "Gunship" icon.
-
-
- SAVING GAMES
- ~~~~~~~~~~~~
- Hard Disk:
-
- Your games will be saved to the drawer containing Gunship 2000.
-
- Floppy Disk: Your games are saved onto your "backup" game disks. You don't
- need an additional save-game disk.
-
-
- MODIFICATIONS TO THE PROGRAM
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Replays:
-
- In programming the Amiga version of Gunship 2000, we were faced with difficult
- choices; we knew that it would be very difficult to include all the features
- from the IBM PC version and maintain the 'speed' of the 3D and include all the
- features. We are pleased to say that we have kept the screen update rate very
- high; unfortunately, memory restrictions have meant the loss of the "Replay"
- facility.
-
- Page 81 of the Manual explains events after the completion of a mission. After
- receiving any decorations you have earned you will return to the brigade
- headquarters. Please ignore references to "Mission Replays" in the manual.
-
- Configuration Screen:
-
- When in flight, Pause the game and press the "C" keys to access the
- configuration screen. This allows you to alter yoru method of control, and to
- set the detail level. Increasing detail may delay screen updates, and is
- initially set on 'medium detail', which is fine for basic Amigas. If you have
- a powerful machine, increase the detail level. If you want a faster game,
- reduce the detail level.
-
- Version Updates:
-
- The latest notes regarding this program, additions, revisions etc. can be
- found on Disk 1, in an ASCII file named "READ.ME". You can read the file using
- standard AmigaDOS commands e.g. "Type", "More" (These utilities can be found
- on the WorkBench disk).
-
-
- PROBLEMS?
- ~~~~~~~~~
- In the vast majority of cases a loading problem is not due to faulty software,
- but either an incorrect loading procedure or a hardware fault.
-
- Please ensure that the loading instructions have been correctly executed. The
- most common hardware failures are due to a misalignment of the heads in the
- disk drive. Such faults may be detected by loading the game on another
- computer. (Either use a friend's machine or ask the software store from which
- the game was purchased to test it).
-
- Alternatively, a virus may have been transferred into your hardware from
- another piece of software. Pirated copies of games are an incredibly common
- source of viruses. It always pays to own original software.
-
- In the unlikely event of a software fault, please return the complete package,
- with your receipt, to the place of purchase. MicroProse regret that goods
- cannot be replaced unless bought from the company directly.
-
- If you have any difficult whilst loading Gunship 2000, or need help whilst
- running the Simulation, MicroProse will be happy to help you on the Customer
- Services Helpline. Please ring UK (0666) 504399, Mon-Fri 0900-1700 hrs. Have a
- pen and paper handy when you call.
-
-
- CONTROLS
- ~~~~~~~~
- A note about Selectors:
-
- Throughout the manual and technical supplement you will find references to
- selectors. A selector is a button or key which you must press to make a choice
- or initiate an action, and vary according to the method of control being used.
-
- KEYBOARD JOYSTICK MOUSE
- ~~~~~~~~ ~~~~~~~~ ~~~~~
- Selector #1 Return key Fire Button Left Button
- Selector #2 Backspace Key Backspace Key Right Button
-
- A note about keyboards:
-
- If you need to hold down the "alt" or "shift" key with another key, make sure
- to press the "alt" or "shift" key first. Keep it down while pressing the other
- key, the release the "alt" or "shift" key last. Otherwise, you may get erratic
- keyboard results.
-
- Simulation Controls
-
- ACTION KEYBOARD JOYSTICK MOUSE
- ~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~
- Quit to DOS Alt+q keys Alt+q keys Alt+q keys
- End Mission Alt+e keys Alt+e keys Alt+e keys
- Pause Alt+p keys Alt+p keys Alt+p keys
- Last Message Alt+m keys Alt+m keys Alt+m keys
- Change Selection Arrow keys Move Joystick Move Mouse
- Choose Selection Return/Backspace Selector #1/#2 Left/Right Buttons
- Leave Screen Esc Esc Esc
- Cancel Command Esc Esc Esc
- Accelerate Time ] ] ]
- Normal Time [ [ [
-
- Simulation Views
-
- ACTION KEYBOARD JOYSTICK MOUSE
- ~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~
- Cockpit F1 F1 F1
- Mast F2 F2 F2
- Left F3 F3 F3
- Right F4 F4 F4
- Chase F5 F5 F5
- Flight Chase Shift+F5 keys Shift+F5 keys Shift+F5 keys
- Tactical F6 F6 F6
- Remote F7 F7 F7
- Reverse Tactical F8 F8 F8
- Missile F9 F9 F9
- Map View F10 F10 F10
- Change Map Scale Spacebar Spacebar Spacebar
-
- Flight Controls
-
- ACTION KEYBOARD JOYSTICK MOUSE
- ~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~
- Cyclic Forward Up Arrow Joystick Forward Mouse Forward
- Cyclic Back Down Arrow Joystick Back Mouse Back
- Cyclic Left Left Arrow Joystick Left Mouse Left
- Cyclic Right Right Arrow Joystick Right Mouse Right
- Collective Up = = =
- Collective Up Fast Shift+= keys Shift+= keys Shift+= keys
- Collective Down - - -
- Collective Down Fast Shift+- keys Shift+- keys Shift+- keys
- Gear Up/Down 3 3 3
- Autopilot On/Off 5 5 5
- Next Waypoint 6 6 6
- Previous Waypoint 7 7 7
- Bay Open/Close 8 8 8
- Rotor Engage/Disengage 9 9 9
- Auto-Hover 0 0 0
- Change Single or Left MFD z z z
- Change Right MFD x x x
- Low Limit - c c c
- Low Limit + v v v
-
- Weapon Controls
-
- ACTION KEYBOARD JOYSTICK MOUSE
- ~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~
- Rocket Salvo x1 1 1 1
- Rocket Salvo x2 2 2 2
- Rocket Salvo x4 4 4 4
- Acquire/Next Target Backspace Selector #2 Right Button
- Radar Jammer On/Off n n n
- Drop Chaff m m m
- IR Jammer On/Off . . .
- Drop Flare / / /
- Select Weapon Spacebar Spacebar Spacebar
- Fire Weapon Return Selector #1 Left Button
- Jettison Weapon Shift+Spacebar Shift+Spacebar Shift+Spacebar
-
- Flight Commands
-
- ACTION KEYBOARD JOYSTICK MOUSE
- ~~~~~~ ~~~~~~~~ ~~~~~~~~ ~~~~~
- Next Unit n n n
- Fly To f f f
- Hold Position h h h
- Speed Adjust s s s
- Altitude Adjust a a a
- Land l l l
- Return to base b b b
- Disengage d d d
- Regroup g g g
- Weapons Free w w w
- Cargo Drop c c c
- Mission Assets m m m
-
-
- CREDITS
- ~~~~~~~
- This Amiga conversion of Gunship 2000 is brought to you by....
-
- Programming Mark Langerak Kevin Buckner Mark James
- Software Development Manager Jon Oldham
- 3-D Artists Eddie Garnier Kevin Buckner Mark Langerak
- Graphic Artist Paul Ayliffe
- Sound FX & Music Dave Whittaker
- Quality Assurance Peter Woods Andy Lucket Nick Stokes
- Richard Bakewell Phil McDonnell
- Publisher Paul Hibbard
- Documentation Rob Davies
-
- Amiga Game Copyright and Documentation Copyright (c) 1994 MicroProse Ltd.,
- Unit 1, Hampton Rd Industrial Estate, Tetbury, Gloucestershire UK GL8 8LD.
-
- This documenation and accompanying manual and floppy disks are copyrighted.
- The owner of this product is entitled to use this product for his or her
- personal use. Except for back-up copies of the disks for personal use, no one
- may transfer, copy, back-up, give or sell any part of the manual or the
- information on the disks, or transmit in any form or by any means, electronic,
- mechanical, photocopying, recording or otherwise without the prior permission
- of the publisher. Any person or persons reproducing any part of this program,
- in any media, for any reason, shall be guilty of copyright violation and shall
- be subject to civil liability at the discretion of the copyright holder.
-
- Made in the UK.
-
-
- Gunship 2000 Key Control Summary Card.
-
- (This i already released the same day the game came out, but it was from
- the PC version, and not 100% working, so here u have the 100% Amiga keys!)
-
-
- Selector #1 Selector #2
- ~~~~~~~~~~~ ~~~~~~~~~~~
- Return Key Backspace Key
- Left Mouse Button Right Mouse Button
- Fire Button Backspace Key
-
-
- Simulation Controls
- ~~~~~~~~~~~~~~~~~~~
- Quit to DOS Alt+q keys
- End Mission Alt+e keys
- Pause Alt+p keys
- Last Message Alt+m keys
- Change Selection Move Selector
- Choose Selection Selector #1/#2
- Leave Screen Esc
- Cancel Command Esc
- Accelerate Time ]
- Normal Time [
-
-
- Simulation Views
- ~~~~~~~~~~~~~~~~
- Cockpit F1
- Mast F2
- Left F3
- Right F4
- Chase F5
- Flight Chase Shift+F5 keys
- Tactical F6
- Remote F7
- Reverse Tactical F8
- Missile F9
- Map View F10
- Change Map Scale Spacebar
-
-
- Flight Controls
- ~~~~~~~~~~~~~~~
- Cyclic Forward Up Arrow/Controller Forward
- Cyclic Back Down Arrow/Controller Back
- Cyclic Left Left Arrow/Controller Left
- Cyclic Right Right Arrow/Controller Right
- Collective Up =
- Collective Up Fast Shift+= keys
- Collective Down -
- Collective Down Fast Shift+- keys
- Gear Up/Down 3
- Autopilot On/Off 5
- Next Waypoint 6
- Previous Waypoint 7
- Bay Open/Close 8
- Rotor Engage/Disengage 9
- Auto-Hover 0
- Change Single or Left MFD z
- Change Right MFD x
- Low Limit - c
- Low Limit + v
-
-
- Weapon Controls
- ~~~~~~~~~~~~~~~
- Rocket Salvo x1 1
- Rocket Salvo x2 2
- Rocket Salvo x4 4
- Acquire/Next Target Selector #2
- Radar Jammer On/Off n
- Drop Chaff m
- IR Jammer On/Off .
- Drop Flare /
- Select Weapon Spacebar
- Fire Weapon Selector #1
- Jettison Weapon Shift+Spacebar
-
-
- Flight Commands
- ~~~~~~~~~~~~~~~
- Next Unit n
- Fly To f
- Hold Position h
- Speed Adjust s
- Altitude Adjust a
- Land l
- Return to base b
- Disengage d
- Regroup g
- Weapons Free w
- Cargo Drop c
-
-
-
-
-
-
- MICROPROSE SIMULATION SOFTWARE
-
-
-
-
-
- Gunship 2000 AGA Instruction Manual
-
- [Page 1]
-
- Page 1 contains a picture of 4 helicopter gunships firing rockets and shooting
-
- [Page 2]
-
-
- GUNSHIP 2000
- COMPUTER SIMULATION
-
- MicroProse Software
- Unit 1 Hampton Road Industrial Estate, Tetbury, Gloucestershire GL8 8LD
- Tel: (0666) 504326
-
- All Rights Reserved
- Copyright (c) 1994 by MicroProse Software Inc.
-
- Gunship 2000 is MicroProse's trademark for its simulation of Helicopter Combat
- IBM is a registered trademark of International Business Machines, Inc.
- Apple and Macintosh are registered trademarks of Apple Computer, Inc.
- Tandy is a registered trademark of Tandy Corporation
- AdLib is a registered trademark of AdLib Incorporated
- Roland MT-32 is a registered trademark of RolandCorp, USA.
-
- [Page 3]
-
- ---------------------------------------------------------------------
- CREDITS
-
-
- GAME DESIGN ORIGINAL MUSIC COMPOSITIONS GRAPHICS
- James M. Day Jeffery L. Briggs Cheri Glover
- with Darrell Dennies Juanita Bussard
- & Detmar Peterke SOUND AND MUSIC George Gill
- PROGRAMMING
- PROGRAMMING Ken Lagace LAYOUT
- Darrell Dennies Jim McConkey Michael Smith
- Detmar Peterke Scott Patterson Iris Idokogi
- Susan Ullrich
- TOPOGRAPHICAL 3-D DOCUMENTATION
- CONCEPT/PROGRAMMING James M. Day
- Darrell Dennies
- CHAPTER HEAD
- ANIMATION TOOLS SUPPORT DOCUMENTATION ILLUSTRATIONS
- David McKibbin Sean M. Gallagher Stuart Stein
-
- ART CONCEPT/DESIGN QUALITY ASSURANCE
- Michael Reis EDITOR Chris Taormino
- Merry L. Day Quentin Chaney
- WORLD GRAPHICS Rob Snodgrass
- James M. Day Anne Whatley
- PRINT MEDIA DIRECTOR Dave Shaefer
- 3-D GRAPHICS Iris Idokogi Doug Whatley
- Max Remington III
- PACKAGING
- Moshe Milich
- Jack Kammer
-
-
- SPECIAL THANKS TO:
- Colonel George H. Stinnet, Chief Policies and Plans,
- Department of the Army, Washington, D.C.
- Major David A. Bartlett, U.S. Marines, NAVAIRSYSCOM
- Kenneth Holder and William Hayes, U.S. Army PAO,
- Fort Rucker, Alabama
- Gunnery Sergeant Steven Szewczyk, U.S. Marines,
- NAVAIR CH/MH53E
- Robert Finkenbiner, Air Defense Systems Division,
- General Dynamics Corporation
- Bell Helicopter Textron, Inc.
- McDonnell Douglas Helicopter Company
- Sikorsky Aircraft, Inc.
- Andy Hollis, Sid Meier and Arnold Hendrick - for
- developing the original Gunship; it provided the
- driving spirit.
-
- [Page 4]
-
- [Page 5]
-
- ---------------------------------------------------------------------
- CONTENTS
-
-
- INTRODUCTION
-
- 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 Controls & 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....................................................81
- Flight Promotions.................................................83
- Replacements......................................................83
-
- 3. THE HELICOPTER........................................................85
-
- History of Development...............................................85
- Flying the Helicopter................................................101
- Helicopter Tactics...................................................108
-
- 4. EQUIPMENT AND ORGANIZATION............................................115
-
- Data Format..........................................................115
- Your Helicopters and Weapon Systems..................................117
- The Ground and Air Units.............................................129
- US & Allied Units....................................................129
- The Opposing Forces..................................................136
-
- APPENDIX.................................................................151
-
- Regional Deployments.................................................151
- Central Europe.......................................................151
- The Persian Gulf.....................................................153
- Weapon Characteristics Chart.........................................155
- Glossary.............................................................158
- Notes................................................................164
-
- [Page 6]
-
- Page 6 contains a picture of lots of tanks & helicopter gunships in combat...
-
- [Page 7]
-
-
- INTRODUCTION
-
-
- THE MISSION
-
- All around you in the TOC sit the other squadron flight commanders; tension
- covers the area like a blanket. As you rip open your orders, the anticipation
- grabs at your gut, but you already know the score. No breaks here; your flight
- always pulls the tough assignments. Another SEAD mission deep into enemy
- territory. Those fast movers need you to clear the way again. Doesn't the TF
- know that your luck can't hold out forever? Sure, your success rate is the
- highest in the squadron, but...
-
- You gaze at the mission map. The Primary is 20 klicks behind enemy lines -
- they must be kidding. Your boys best be sharp tonight. Better get over to the
- armorer's tent. At least you'll get first choice on ordnance; being number one
- does have benefits. Apaches and Kiowa Warriors are on tap tonight. Plenty of
- Hellfires and Mark 261 MPSM rockets to go 'round. No need for any AA loads
- this trip. Is the opposition the only ones smart enough not to fly during
- these conditions? The S2 better be right on this one.
-
- You climb into the rear seat of your Apache. You've never quite understood the
- feeling, but the closeness and tight fit is somehow comforting. You pre-flight
- the cockpit switches. You could run through this in your sleep, but SOP says
- otherwise - everything must be by the book. As you light off the APU your
- CP/G gives the thumbs-up. The other four pilots in the flight are looking to
- you for the sign. Although it's pitch black, you can still read the concern on
- their faces; but, they're good to go. Time to get these birds airborne. You
- key the commo switch, "Wind'em up!"
-
- Three-quarters of the way there and no sightings. Just a milk run so far; lady
- luck must still be along for the ride. This is too good to last. You're
- getting a bit green-eyed from the glow of the FLIR's eyepiece, but without it
- you'd quickly get close and personal with some unforeseen hillside. Skimming
- the tree tops at 120 knots is quite a rush, but any kind of altitude spells
- nothing but bad news.
- [Page 8]
-
- The MFD indicates that waypoint 3 is just ahead; time to assume attack
- positions. Captain Arthur in Zulu-4 will lead the light section; as usual, the
- heavy section is with you - Zulu-1. Your call goes out, "Light section break
- right, heavy section left on me, weapons free." "Roger, breaking now," replies
- Zulu-4.
-
- The APR-39 is starting to chirp, and those blips on the threat display
- difinitely aren't friendlies. "Jack, select MPSM," you call to your front-
- seater over the ICS. "All units, prepare to unmask. Engage as they Bear."
-
- As you come up, the TADS paints a pretty picture of the target. There they are
- big as you please - Sa-13's and 'Zoos'. But this is no time to admire the
- scenery, there's work to be done. "Targets bearing 335!", calls Jack not all
- too calmly. "Weapons in constraints, MPSM away!" you respond with equal gusto.
-
- The rocket sub-munitions burst on the target with a tremendous white flash,
- followed by a series of secondary explosions. "Those guys are toast!" you hear
- Jack call out to no one in particular. So much for radio integrity.
-
- You've certainly got their attention now. The threat display is going wild;
- enemy units are popping up at every clock position. The APR's radar warning
- indicator light turns a solid, glaring red as the klaxon blares in your
- headset. You're being tracked!
-
- "Jammer active, chaff out! Peg him, Jack!" you call out while quickly pushing
- the Apache down and to the right. You glance over just as the enemy missile
- explodes harmlessly in the chaff cloud. "I'm on him. Switching to Hellfire,"
- Jack responds. A short flash, and the Hellfire reaches out to find its
- taarget. Jack's head is glued to his display. He'll keep the target locked in
- the sight until the Hellfire impacts. A bright light blooms off to the left as
- the target evaporates from view. Scratch another one!
-
- The ground explodes as rockets and Hellfires slam into the hapless targets.
- You know that it's only a matter of time. There's no hope for those guys; the
- surprise was too perfect.
-
- Minutes later, not a sigle target is active. And, a good thing too as you've
- expended most of your ordnance. Its time to pull pitch and head for home.
- "Zulu's, form on me. Let's get out of here. Well done!"
-
- [Page 9]
-
- Back at the TOC you and the other flight commanders are preparing for the
- debrief. As you sit and wait your turn, a smile slowly cracks across your face
- - just another successful mission.
-
- You knew it all the time.
-
- [Page 10]
-
-
- OVERVIEW
-
- Gunship 2000 is a detailed presentation of the art of present and near future
- helicopter combat operations. You can control just one or up to five distinct
- helicopters. The current and planned versions of the most prevalent U.S. Army
- helicopters are available for the choosing. Not just a bystander, you actually
- pilot on of the Army's top helicopters.
-
- You start out as a Warrant Officer Candidate (WOC) at the Army Aviation Center
- Fort Rucker, Alabama. Here you select your squadron and provide its nickname.
- More importantly, you get the necessary training to prepare you for the
- difficult challenge of helicopter combat. You determine the reality or
- difficulty of the training. It can be as simple or as hard as you desire; the
- advantage here, you can take your time and can't be damaged. Plus, you can
- return to training at any time to brush up on your skills.
-
- Upon completion, you are promoted to Warrant Officer (W01), and move on to
- Single Helicopter Missions. here you command and fly a single helicopter, in
- one of two theaters, against opposing forces in a variety of missions. The
- rank of a commissioned officer awaits your success; and upon receiving your
- commision, the door opens to the endless variety and challenge of Flight and
- Campaign Missions.
-
- In the Flight Missions you are not only an active member of, but command a
- flight of five helicopters. You determine the mix of helicopters and ordnance
- necessary to complete the mission. How well you employ your own helicopter,
- plus command the other four helicopters determines the success or failure of
- the missions.
-
- The Campaign Mission places you in a situation of continous combat where
- mission after mission is thrown at you and your flight. While you can't win
- the campaign on your own, your success (or failure) does have an impact on its
- ultimate outcome.
-
- [Page 11]
-
- Gunship 2000 offers all the thrill and excitement of modern helicopter combat
- in a visually accurate world of Topographical 3-D. Promotion, decorations and
- glory await you!
-
-
- [Page 12]
-
- HOW TO START
-
-
- Sorting the Materials
-
- This Manual provides a tutorial for beginners, in-depth operating instructions
- and a wide variety of tactical, historical and technical background.
-
- The Technical Supplement provides specific instructions for the installation
- and/or loading of this simulation on your computer. It also acts as a complete
- reference guide for all of the graphics and keys used in the simulation.
-
- The Keyboard Overlay(s) visually represents all of the controls and orders
- necessary for the operation of your helicopter and the computer itself.
-
-
- Installation/Loading
-
- The Technical Supplement provides complete instructions about how to install
- Gunship 2000 onto either a hard disk (strongly recommended) or floppy disks.
- See the "Installation" section for details.
-
- In addition, the "Loading" section provides instructions for starting up the
- simulation. You'll be provided the opportunity to tailor the software to your
- system, specifically the controller type and sound options. If you have a
- joystick, we strongly recommend its use. However, it's not required - the
- entire simulation can be controlled from the keyboard.
-
-
- Learning the Simulation
-
- The first step is to become acquainted with actual helicopter flight systems.
- Read through "The Helicopter" (pages 85-114). In this section, the theory and
- practical application of helicopter flight is discussed. Those unfamiliar with
- any type of flight or familiar only with fixed-wing flight will find the
- information quite beneficial. With this information in hand, you are ready to
- proceed to the tutorial.
-
-
- [Page 13]
-
- [Page 14]
-
- Page 14 contains an illustration/picture, some people sitting on a helicopter.
-
- [Page 15]
-
- 1. TUTORIAL
-
-
- This tutorial enables you to strap on the seat of a helicopter and begin
- flying without digesting the entire manual. However, it neither provides you
- with the necessary insight to skillfully utilize the various weapon systems
- available, nor details the multiple helicopter operations. It familiarizes you
- with the basic controls and systems of the AH-64A Apache Gunship in a simple
- training flight against simulated opposing forces.
-
- GETTING STARTED
-
-
- Installation/Loading
-
- See the Technical Supplement for Specific instructions for the installation,
- loading and configuration of this simulation on your computer.
-
- Where You Start
-
- After the title squence, you'll find yourself at brigade headquarters. Various
- "action areas" are placed at position 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 changed
- 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
-
- [Page 16]
-
- 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
- (for a detailed description of the Duty Roster, see pages 24-27).
-
- 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 (the corresponding
- data should be displayed in the top section) 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 training mission.
-
-
- Theater of Duty
-
- Now position the cursor over the world map located on the right wall and
- press Selector #1. The "Theater of Duty" screen now appears.
-
- There are simulated training sites available for either of the two theaters -
- The Persian Gulf and Central Europe. Select the Persian Gulf (you will
- eventually want to fly training missions in both theaters) by positioning the
- cursor in the box outlining the theater and pressing Selector #1. You now
- return to the brigade headquarters screen; notice that the Persian Gulf
- theater is outlined on the world map.
-
-
- Mission 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 familiarize 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;
-
- [Page 17]
-
- 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, 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 & 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 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 armorer'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 center of the screen is the "GPS Consol". 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 digit number. These
- insignia and numbers are found between pages 21 & 60 of this manual. Find
-
- [Page 18]
-
- the corresponding five digit Authenticator Code, and enter this number by
- pressing the appropriate numeric keys.
-
- 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
- sighseeing 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 be inadvertently activated. Press Selector #1, and the safety
- cover flips up. Press Selector #1 again, and the power winds up - your mission
- begins.
-
-
- AT THE 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
- gagues and indicators. The following is an abridged version of the flight
- controls; it'll get you started in your first helicopter flight (for a
- detailed description of the 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; press the Rotor Engage/Disengage (9) key. The
- rotor indicator light turns from red to green, and the rotor starts to rotate.
-
- Vertical movement is controlled by the Collective. Press the Collective Up (=)
- key a few times util the Apache starts to gain lift. When the altitude reaches
- approximately 200 feet, press the Collective Down (-) key to stabilize 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 centered.
-
- [Page 19]
-
- 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 (F10) key; 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 center 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 (for more
- information on the INS System, see page 57).
-
- Press the F key to select the Fly To command. Position the cursor over the
- first Primary Objective, and press Selector #1 followed by the Selector #2.
- This enters that position into the INS System.
-
- You can check the map at any time 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 from 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 (located at the lower left) should display "Cannon"; if
- not, press the Weapon Select (space bar) key until it displays "Cannon",
- You've now selected the Apache's M230 30mm Chaingun. It has a max 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 (it's located in the lower right hand
- corner). 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 (the First Primary
- Mission). It's displayed, along with its identification, true heading and
- range data, in the MFD (located in the center of the cockpit). If the TADS
- isn't locked onto the target, press the Acquire/Next Target (selector #2) key.
-
- [Page 20]
-
- 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.
-
-
- Taking the Shot
-
- When the BTR-60 enters maximum range for the cannon, the Target Box changes
- from a broken box to a solid. This indicates that the selected weapon
- (the M230 cannon in this case) 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 weaon accuracy. As you gain experience, you will eventually be
- able to determine weaon 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.
-
-
- Return to Base
-
- Well that's probably enough action for this flight; let's return to base.
- Select the Map View and set the INS System for a heading to the 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 (-) key 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 light
- now changes from green to red), and the rotor slows to a stop. This training
- flight is now at an end.
-
- Good luck on your future flights!
-
-
- [Page 21]
-
- [Page 22]
-
- Page 22 contains a picture of some guy sitting in a helicopter looking out.
-
- [Page 23]
-
- 2. OPERATING INSTRUCTIONS
-
-
- PREPARE FOR FLIGHT
-
-
- Installation/Loading
-
- See the Technical Supplement for specific instructions for the installation,
- loading and configuration of this simulation on your computer.
-
-
- Making Selections
-
- 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 menus; and the End key moves the cursor to the bottom of menu
- listings. The keyboard can be utilized 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
-
- [Page 24]
-
- utilized where lists of data optios 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 bull's-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 key cancels the
- selection.
-
-
- Brigade HQ
-
- All action beings at Brigade Headquarters, located at your home base. From
- this screen, the selections are made the 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.
-
-
- Duty Roster
-
- Position the cursor over the Duty Roster hanging on the back wall and press
- Selector #1.
-
- The duty roster is utilized 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
- also listed along with their name, rank and decorations.
-
- [Page 25]
-
- 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 abbrevation 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 Liutenant
- CAP: Captain
- MAJ: Major
- LTC: Lieutenant Colonel
- COL: Colonel
- BG: Brigadier General
-
- Decorations: For examplary service, a pilot, including flight members, are
- awarded decorations up to and including the Congressional Medal of Honor.
- Decorations are displayed by an abbreviation and the actual medal.
-
- The abbreviations correspond to the following decorations:
-
- NDS: The National Defense Service Medal - awarded for successfully completing
- training.
-
- PH: The Purple Heart - awarded for wounds received in combat.
-
- The following decorations are awarded for heroism and valor, and are listed
- from least difficult to achieve to the highest:
-
- ACV: The Army Commendation Medal for Valor
- AMV: The Air Medal for Valor
- BSV: The Bronze Star for Valor
- SS: The Silver Star
-
- [Page 26]
-
- DSC: The Distinguished Service Cross
- CMOH: The Congressional Medal of Honor
-
- Career Records: There are three numerical values that summarize 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 acieve 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 pentago.
-
- However, if you've flown 99 missions without acieveing the rank of Brigadier
- General, and very few do, you'll be retired from combat and posted to the Army
- Aviation Center at Ft. Rucker, Alabama as a pilot instructor.
-
- MIA: If you 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 change 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 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.
-
- [Page 27]
-
- 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.
-
-
- Type of Flight
-
- 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:
-
- Traingin: These missions are conducted at the training center, and are
- constructed to simulate the Theaters 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 of the opposing shots are simulated, and
- you walk away from all crash landings. However, the opposing weaons 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 and valor.
-
- 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 quick promotion to W01 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 either be Point Attack or
- Search & Destroy.
-
- Point Attack: You're directed to a specific target or targets with the
- objective to eliminate the targets.
-
- Search & 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
-
- [Page 28]
-
- find the target units with the objective to eliminate them.
-
- Flight: Once you have received your commission (ranks of Second Liutenant and
- above), you are then eligible to command a multiple-helicopter flight. The
- other pilots in your flight are 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 described above plus Deep Strike, Tactical Support,
- Search & Rescue and Recon.
-
- Deep Strike: You're directed to a target or targets deep in enemy 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 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 & Rescue: Friendly forces are in need of extraction, but must first be
- located. Not unlike Search & 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 situation of continous 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 ultimate outcome.
-
- [Page 29]
-
- Theater of Duty
-
- 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.
-
- Position the cursor over the world map located on the right wall and press
- Selector #1.
-
- At this time, there are two theaters 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 call 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 reagion is the greatest challenge since you are up
- against the best the Soviet Union has to offer. They may be down, but they're
- not yet out. The region remains very unstable; the history books are yet to be
- written on what could transpire.
-
- Additional Theaters: Gunship 2000 supports add-on theaters 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 theater
- and press Selector #1.
-
-
- Squadron Archives
-
- While not an integral component of the mission selection process, the Squadron
- Archives certainly come into play over the course of a pilot's career. These
- records are kept in the filing cabinet located just beneath the Theater Map.
-
- Mission Films: Position the cursor over the top drawer and press Selector #1;
- this drawer contains the saved mission replay films. During mission debriefing
- you're given the opportunity to save the mission replay for later viewing.
-
- Positioning the cursor over a film title and pressing Selector #1, selects the
- film - press play to replay the film.
-
- [Page 30]
-
- You may also exchange mission films with your friends - this way you can show
- them what real pilots do in their spare time.
-
- Duty Roster: Position the cursor over the bottom drawer and press Selector #1;
- this drawer contains the pre-mission Duty Roster.
-
- We've all been in the situation where a single mistake has resulted in a life
- ending crash, or at the very least fast-tracked our careers to oblivion. This
- always seems to happen when we're just on the verge of a major promotion.
-
- In the past, quick reboots or DOS copies of the roster were the only
- alternatives around this dilemma. Now you can use this option to restory the
- Duty Roster to its state just prior to the last mission flown. Its like the
- mission never happened - we all need a few breaks once in a while.
-
- One warning - you must actually fly the mission before you can restore the
- Duty Roster; this doesn't save you from the stigma of refusing to fly a
- mission.
-
-
- Exiting Brigade HQ
-
- You're now ready to attend the mission briefing. Before you leave, make one
- last scan of the screen to verify your selections; once you leave, you're
- committed.
-
- When ready, position the cursor over the door marked "Exit" and press Selector
- #1.
-
-
- Mission Briefing
-
- Depending upon the Theater 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 three "action areas" located at various positions around the screen.
-
-
- Mission Orders
-
- 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 paes.
-
- [Page 31]
-
- Call Sign: It's based on the phonetic 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" 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 & 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.
-
- [Page 32]
-
- Decline Mission: In the event you really don't want to fly this 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 HQ.
-
- 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.
-
-
- Outfit Helicopters
-
- The squadron armorer 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 sectioon leaders.
-
-
- Outfit Summary
-
- Swap Pilots: Position the cursor anywhere in the first pilot's summary section
- and press the p (Swap Pilots) key; the pilot's outline now starts to flash.
- Position the cursor in the second pilot's summary section and again press the
- p (Swap Pilots) key. There's just one restriction, you must occupy the #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 now starts to flash. Position the cursor in the second helicopter's
- summary section and again press the h (Swap Helicopters) key.
-
- Duplicate Helicopters: Position the cursor anywhere in the first helicopter's
- summary section and press the d (duplicate helicopters) key; the helicopter's
- outline now starts to flash. Position the cursor in the second helicopter's
- summary section and again press the d (duplicate helicopters) key.
-
- Section Leaders: Your flight may be organized or "sectioned" into one section
- of five or into two smaller sections. The section of three is the "Heavy
-
- [Page 33]
-
- Section"; the other section of two is the "Light Section". Sections fly as a
- single group, which greatly facilitates flight commands.
-
- You're always a section leader; the pilots occupying positions #3 and #4 may
- alternately be assigned as a section leader. Position the cursor anywhere in
- the pilot's summary section and press the l (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.
-
- 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.
-
-
- Arming
-
- 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 first removed.
-
- 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.
-
- [Page 34]
-
- Highlight "Ammo" and press Selector #1. Ammo is loaded to the maximum, or any
- lesser amount.
-
- Chaff/Flares: Highlight "Chaff/Flares" and press Selector #1. A mix of 60
- chaff & flares are carried.
-
- Load: All helicopters are rated for a maximum load capacity; this value is
- expresed as a factor of 100%. Theater 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 the theater 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.
-
-
- Exiting Mission Briefing
-
- 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.
-
-
- Cockpit Switches
-
- You 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
-
- [Page 35]
-
- enter the GPS Authenticator Code to activate on-board systems.
-
- 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 assign 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 countermeasures 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. A civilian force could probably
- do just as well. Not much to worry about 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,
-
- [Page 36]
-
- and are a real challenge. They are agressive and clever. Don't assume anything
-
- Elite: The Best of the best. Not much more need be said about these troops.
- They go to any lenghts to accomplis their objectives or to stop you from
- accomplishing yours. You need to be exceptionally quick and skillful to get
- the upper hand.
-
-
- Flight
-
- 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 maneuver 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.
-
-
- Landings
-
- 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.
-
-
- Avoidance
-
- 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 freind.
-
-
- Wind
-
- 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's setting determines the probability of naturally occuring (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 theater, 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 Missions, as no score
- is awarded.
-
-
- GPS System
-
- Located in the center 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 appropriate numeric keys.
-
- If the correct code is entered, the GPS Console will display "Signal Locket".
- 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 Map are disabled along with your weapons.
-
-
- APU
-
- 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 inadvertently 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
-
-
- Simulation Controls
-
- A number of commands are available to control "overhead" or various game
- functions. While these commands can be utilized at any time, some relate to
- specific functions, and have no effect.
-
-
- Pause
-
- Press the Pause (alt 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.
-
-
- Joystick Adjust
-
- 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 centered, to re-calibrate.
-
-
- Detail Adjust
-
- 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.
-
-
- Quit to Dos
-
- Press the Quit (alt q) key to immediately end the simulatoin 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.
-
-
- End Mission
-
- 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 result do count as a mission flown.
-
-
- Volume Adjust
-
- The Volume Adjust (alt v) key accesses the sound effects selection menu. The
- action is temporarily suspended when making the selections.
-
-
- Co-Pilot Sound
-
- Your invisible co-pilot communicates system status and threat/target
- information to you via digitized 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
- sound 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-displays
- 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 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 ([) key 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 of 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 ofthe cockpit panel. When engaging in combat, this is the
- most advantageous point of view, as you have the aid of the weapon targeting
- systems.
-
- Mast (F2): The OH-58D Kiowa Warrior, MD530G 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
-
- [Page 40]
-
- activated, the controller is utilized to rotate the sight, left or right,
- through 360`, not to control helicopter flight.
-
-
- Left (F3): View from out of the left cockpit window.
-
- Right (F4): View from out of the right cockpit window.
-
-
- Out-of-Cockpit Views
-
- As an aid to flight maneuvers 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 maneuvered.
-
- 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 maneuvered. 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 targetin 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
-
- [Page 41]
-
- 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 showoff, but keep in mind that your
- helicopter is still flying; don't crash into a hill while admiring the view.
-
- 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) key is pressed, the GPS map aapears. 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. Not 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 sighting 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 actualy mountains of the group. The
- displayed area is scrolled by moving the Controller in any direction. A
- reduced versoin of the large scale map displays in the upper right corner; the
- yellow indicater "boxes" the display area. Press the spacebar to return to the
- high scale map, or the esc key to return to flight mode.
-
- Map Icons
-
- .---------------------------------------------------------------.
- | |
- | |
- | X XXX XXXX X |
- | XXXXX XXX X X X |
- | X XXX XXXX XX |
- | X X XXX XXXX |
- | |
- | Infantry Vehicle Structure AA Unit |
- | |
- | |
- | XX |
- | XXXX XX X X |
- | XXXX XXXX XX X X |
- | XXXX XXXX XXXX X |
- | XXXX XXXX XXXX X X |
- | XXXX XXXX XXXX X X |
- | |
- | Train Ship Tank Destroyed |
- | |
- | |
- `---------------------------------------------------------------'
-
- [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 forard; 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 Artificial Horizon Gauge shows the current pitch and roll of 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 descen. The current level of the collective is measured as
- "torque". When raising or lower 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 Collection (= 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's down.
-
- [Page 44]
-
- Autopilot
-
- Press the Autopilot (5) keys 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 doen'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 autopilot 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 interval 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's 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.
-
-
- Auto-Hover
-
- When flying at a 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 auto-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 of Left MFD (z) key to change the information displayed in a
- single or left hand MFD. Helicopters with a single MFD have five possible
- displays: navigation (heading & waypoint data), low scale map, mission orders,
- weapons status or target camera. The target camera automatically displays,
- overriding any other display, whenever a lock-on occurs.
-
- Helicopters with two MFD's add a sixth option - threat display.
-
-
- Right MFD
-
- Press the Right MFD (x) key to chenge the information displayed in the right
- hand MFD. Helicopters so equipped have six possible displays: navigation
- (heading & 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
- utillize the low limit setting as the bases 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 (back space) 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.
-
- If no other targets are present, the lock-on remains with the current target.
- The target system toggles through the potential targets from nearest to
- farthest.
-
-
- 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 (.) 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 "I" warning indicator.
-
-
- Drop Flare
-
- Press the Drop Flare (/) key to release a flare decoy.
-
-
- Select Weapon
-
- Press Selector #2 to change the active weapon; the active weapon, along with
- the vailable quantity, is shown in the Weapons Indicator.
-
-
- Fire Weapon
-
- 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 & machine-guns fire in multiple-round bursts.
-
- [Page 47]
-
-
- HELICOPTER GAUGES AND INDICATORS
-
-
- AH-64A/B Apache
-
- This guage, 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 "0" altitude is always at ground level.
-
-
- Artificial Horizon
-
- This ball guage 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 guage 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
-
- [Page 48]
-
- between crashing or surviving. The red band at the lower end of the scale is
- low limit.
-
- The top scale is your heading along with the INS and target lock-on pips.
-
-
- INS Indicator
-
- 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 center, turn to theright; if it's left of
- center, turn to the left. The waypoint course is also indicated digitally.
-
-
- MFD
-
- The MFD has five possible displays: navigation (heading & waypoint data), low
- scale map, mission orders, weapon status or target camera.
-
-
- Rotor Light
-
- The light is green when the main rotor is engaged. The light is red when the
- main rotor is disengaged, i.e. spinning freely, unconnected to the engines.
-
-
- Systems Status 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 malfuntioning; a read light means the system is knocked-
- out and off-line.
-
- The abbrevations 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)
-
-
- Threat Display
-
- 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 49]
-
- Page 49 contains a picture of the Cockpit Screen (If i had a scanner, i would
- Scan this picture cause it displays all the indicators and what they are etc.)
- Oh and btw it's the AH-64A/B Apache Cockpit Screen it says here...
-
- [Page 50]
-
- Torque Gauge
-
- 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.
-
-
- VSI
-
- 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 downward, 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.
-
-
- Warning Indicators and Jammers
-
- 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 neighboring 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 neighboring
- 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 again to 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 of Dodge quick.
-
-
- Weapons Indicator
-
- 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; it's
- illuminated when it's down. You can flyy 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
- familiarize yourself with the unique layouts; the "look" of the gauges and
- indicators has been standardized for ease of use.
-
- [Page 52]
-
- Page 52 contains a pic of the AH-66A Comanche Cockpit Screen.
-
- [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
- airplane.
-
- It's often said that the real pilots fly helicopters; the other guys just
- dabble at flying.
-
- Remember just 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 system.
- The rotor status light turns green when the rotor is engaged. The rotors now
- come up to speed (the sound level increases).
-
- [Page 54]
-
- Climb to a Hover
-
- 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 (0) 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.
-
-
- Rotating in Hover
-
- 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). Center the Cyclic
- (press the opposite arrow key until rotation stops) to stop the rotation. You
- can only rotate the helicopter at speeds under 10 kts.
-
-
- FLIGHT TECHNIQUES
-
-
- Forward Flight
-
- Add a little more collective. AS uyou begin climbing, push the Cyclic forward
- slightly to "pitch down" the helicopter. You'll begin to move forward. At
- about 30 kts, 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 kts.
-
- The further you pitch down, the more your speed increases. As your speed
- exceeds 100 kts, tranlational lift deceases. 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.
-
-
- Level Flight
-
- Move the cyclic forward or back until the airspeed reads about 120 kts. 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
- stabilize.
-
- Easy Flight: These adjustments are unnecessary since lift is unaffected by
- forward motion.
-
- [Page 55]
-
- Changing Altitude
-
- When flying level (about 120 kts), 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 stabilizes. 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 hourse before it's mastered.
-
- Easy Flight: The collective must be used to change your altitude; it's just
- like choosing the floors on an elevator.
-
-
- 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 a 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
- tight turn; you'll now start to lose lift. Notice that your altitude is
- dropping and the VSI is below horizontal. If you center 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 below 40 kts, the helicopter will skit ("sideslip") in the direction
- of cyclic movement, rather than bank into the turn; at this point, you're
- basically flying sideway.
-
- Easy Flight: Altitude is never lost, no matter how tight the turn. However,
- the helicopter will sideslip at speeds below 40 kts.
-
-
- Turbulence
-
- 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.
-
-
- Autorotation
-
- Helicopter crewman can't eject or bailout 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 an 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 engine). 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
- tranlational 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 take 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
- appears. Use the Controller to follow the path of the waypoints (each waypoint
- is marked with its number). To adjust a waypoint, press its number. It's now
- centered 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.
-
-
- Wind and Weather
-
- 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 exapnds 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 Fahrenheit (21 degrees Celsius) on a dry day at sea level.
-
-
- LANDING
-
- The nice thing about helicopters is theri ability to land without a paved
- airstrip. However, they can't land on sloping ground. Any slope greater than
- 5' causes so much rotor tilt that the helicopter flies, or skids away from the
- slope, making a landing impossible. 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 center of the base. Just before you cross the outside edge of the base,
- begin slowing down to a hover by 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 acieve touchdown.
-
- Easy Flight: The collective must be used to change your altitude; however,
- altitude is unaffected by the cyclic controls.
-
-
- FARPS
-
- Forward aiming and refueling points (FARP) are highly movile bases designed
- to support helicopter operations. They are placed near or around the battle
- area, and are usually set to support a particular squadron or mission. They
- are well stocked with aviation 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 refueled 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 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 center 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 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!
-
-
- Flight Plan
-
- Before you takeoff, 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 loose 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.
-
-
- Threats
-
- 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 oppsing 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 threath. 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 indicator
- 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 - eyesifht. 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.
-
-
- How They Track You
-
- 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 illuminate.
-
- When launched, IR weapons set off your IR warning and cause the indicater to
- solidly illuminate.
-
- If a laser ranger/designator is "painting" your helicopter, the laser warning
- goes off and causes the indicator to solidly illuminate.
-
- If you're being tracked by radar or an IR weaon, 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 avoice closing the range (the dead-zone effect), an enemy
- often loses its 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 defense.
-
-
- Surviving Triple-A
-
- If they find you, opposing guns will open fire and continue to fire until they
- shoot you down. You must either breat 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 survive gunfire is skillful evasive flying and dead-eye
- firepower.
-
-
- Surviving Sams
-
- If they find you, SAM equipped units will launch a misisle. 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 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 defenses; 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. If you continue flying towards 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 be 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 enourmous skill, and split second
- timing to turn inside of a missile screaming in a 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
- system 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 defense - terrain.
- You'll need to stay extremely alert, since the opposing patrol craft carry a
- number of defense 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'. 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 "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 flight 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 reslut 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. Familiarize 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]
-
- Primaries and Secondaries
-
- If a loced target is part of the primary or secondary mission, a prompt
- appears in the MFD along with the other target data.
-
-
- The CP/G
-
- 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 dependent upon the CP/G
- reality switch setting.
-
-
- ON THE OFFENSIVE
-
- 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 TOWs at aircraft.
-
- Cannons: are close range weapons that are best fired straight ahead. They lack
- the penetrative power of cannons, and therefore are only effective against
- unarmored targets.
-
- 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 unarmored 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-armor 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 unspooling wire. However, the wire is the biggest limitation - it
- runs out at about 3,800 meters.
-
- 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 guides the second missile.
-
- [Page 68]
-
- Lasers are not as effective during low visibility conditions. Rain, fog and
- snow can reflect 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 weapon 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 Longbow'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 classifed 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-andforget 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 fell 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.
-
-
- Masking
-
- 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 10 kts or less), press the Auto-Hover (0) key; this immediately
- reduces your airspeed to 0.
-
- [Page 69]
-
- 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
- mastmounted 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 Cyclic 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 (0) 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 character-
- istics requiring different tactics of engagement or weapon selection.
- Always look before you shoot; the high command gets real upset when you start
- shooting upon the friendlies.
-
- AAA & SAMs: 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.
-
- [Page 70]
-
- 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. IFVs and APCs 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 to good to be true, but before you think it's a cakewalk, the
- opposition has also recognized 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 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 todeal with the maneuverable 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 undefenced. 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.
-
- [Page 71]
-
- 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 shortsighted.
-
- 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 too
- 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 maneuverable 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 maneuvers 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.
-
- [Page 72]
-
- 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 iar, 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 revers the advantage. If necessary, use the Left View
- (F3) key or Right View (F4) key to maintain visual contact.
-
-
- WEAPONS
-
- There aren't as many decisions to make with air-to-air weapons. They are
- adaptions 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 Apaches, 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 armor 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 maneuverable, 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 Starstreak
- 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
- Therfore, 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
-
- [Page 73]
-
- enough. As an added advantage, it can also fire at ground targets. Its
- warheads can pierce most medium weight armor.
-
-
- 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!
-
- [Page 74]
-
- 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.
-
-
- SYSTEM SUMMARY
-
- 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 engine 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 scematic.
-
- [Page 75]
- End Of Part 1
-
-
-