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- /__ /\ ________ T.H.E ____________
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- Y \______ / \ \ \\ _ \ \// / \___ _ _\ Y
- . \_____/ / \ \________/\\ \ \____ / /\ \\ .
- \/ \_______/\ \____________/ / \ \ ______/[Sk!n]
- \_______/ \/ \ \_____/
- [Simply Nutty] \/
- -+------------------------------------------------------------------------+-
- | The LoOnS: Python Wizz The Guardian PoB Action Man Chuck T-Leaf |
- -+------------------------------------------------------------------------+-
- Part 1
- ____ ____________________________________________________________________ ____
- \\ /::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::\ //
- :\/::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::\/:
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- /--------------------------*----------------------------------\
- ;| PrOuDlY PrEsEnTs |,
- | |
- / FuLl EnGlIsH DoCs FoR: \
- :\ /:
- . | -> GUNSHIP 2000 FROM MICROPROSE <- | .
- | |
- \--------------------------*----------------------------------/
-
- TYPED BY : CHUCK
- SUPPLIED BY : DABBLE/ICC
-
- THE LoOnS - SiMPLY NUTTY!
- 1 9 9 3.
-
- THESE DOCS SHOULD BE SPREAD WITH
-
- TECHNICAL SUPPLEMENT:
-
- COCKPITS.IFF (6 FILES)
- --------------------------------------------------------------------------
-
-
- GUNSHIP 2000
- ------------
-
- CONTENTS
- --------
- 1. TUTORIAL.............................................................15
-
- 2. OPERATION INSTRUCTIONS...............................................23
-
- Prepare For Flight...................................................23
-
- Installation / Loading.......................................23
- Making Selections...........................................23
- Brigade HQ...................................................24
-
- Mission Briefing.............................................30
-
- Outfit Helicopters...........................................32
-
- Cockpit Switches.............................................34
-
- Simulation gontrol & Views...........................................38
-
- Simulation Controls..........................................38
-
- Simulation Views.............................................39
-
- Helicopter Controls..........................................43
-
- Flight Controls..............................................43
-
- Weapon Controls..............................................45
-
- Helicopter Gauges & Indicators...............................47
-
- AH-64A/B Apaches.............................................47
-
- AH-66A Comanche..............................................51
-
- The remaining Helicopters....................................51
-
- How to Fly...........................................................53
-
- Getting Airborne.............................................53
-
- Flight techniques............................................54
-
- Navigation...................................................57
-
- Landing......................................................58
-
- How to Fight.........................................................60
-
- Flight plan..................................................60
-
- Threats......................................................60
-
- On the Defensive.............................................61
-
- Damage.......................................................64
-
- Helicopter Weapons...........................................64
-
- On the Offensive.............................................66
-
- Air-to-Air Combat............................................71
-
- Helicopter Flight Commands...........................................74
-
- System Summary...............................................74
-
- Command Control..............................................75
-
- Communications...............................................77
-
- Strategy.....................................................78
-
- After the Mission....................................................80
-
- Measure of Success...........................................80
-
- Mission Replay.....(Not applicable to Amiga machines)........81
-
- Flight Promotions............................................83
-
- Replacements.................................................83
-
- 3. THE HELICOPTER.......................................................85
-
- History of Development...............................................85
-
- Flying the Helicopter...............................................101
-
- Helicopter tactics..................................................108
-
- 4. EQUIPMENT AND ORGANISATION..........................................115
-
- Data Format.........................................................115
-
- Your Helicopter and Weapons Systems.................................117
-
- The Ground and Air Units............................................129
-
- U.S. and Allied Units...............................................129
-
- The Opposing Forces.................................................136
-
- APPENDIX...............................................................151
-
- Regional Developments...............................................151
-
- Central Europe......................................................151
-
- The Persian Gulf....................................................153
-
- Weapons Characteristics Chart.......................................155
-
- Glossary............................................................158
-
- Notes...............................................................164
-
-
- --------------------------------------------------------------------------
-
- --------------------------------------------------------------------------
-
- -----------
- 1. TUTORIAL
- -----------
- This tutorial enables you to strap on the seat of a helicopter and begin
- without digesting the entire manual. However, it neither provides you with
- the necessary insight to skilfully utilise the various weapon systems
- available, nor details the multiple helicopter operations. It familiarises
- you with the basic controls and systems of the AH-64A Apache Gunship in a
- simple training flight against simulated opposing forces.
-
- WHERE YOU START
- ---------------
-
- After the title sequence, you'll find yourself at brigade headquarters.
- Various "action areas" are placed at positions around this screen. These
- "action areas" are accessed to select the various options available at
- brigade headquarters.
-
- To select an option, use the controller to position the cursor over the
- desired "action area". When an "action area" is accessed, the cursor
- changes shape to a bull's-eye and the option's title is displayed at the
- bottom of the screen. Pressing selector 1 selects that option.
-
- DUTY ROSTER
- -----------
- As a new pilot, your first step is to get your name up on the Duty Roster.
- As part of this process, you also have the opportunity to select your
- squadron unit insignia and its nickname.
-
- Position the cursor over the duty roster hanging on the back wall and press
- selector 1. The "Duty Roster" screen now appears.
-
- By positioning the cursor over any one of the six pilots, a detailed
- accounting of the flight commander and flight members, if any, is displayed
- in the top section. For now, you just want to get your name on the Duty
- Roster. (More detailed description of Duty Roster pages24-27)
-
- Position the cursor over the "Erase Me" pilot and press selector #2; then
- follow the instructions to enter your name and select your squadron and its
- nickname. Leave the cursor positioned over your new pilot and press
- selector #1. This selects that pilot and returns you to the brigade
- headquarters screen.
-
- Notice that your pilot's name and unit are now listed at the top of the
- Duty Roster.
- TYPE OF FLIGHT
- --------------
- Now position the cursor over the duty officer's desk (he is sitting in the
- foreground) and press selector #1. The "Type of Flight" screen now
- appears.
-
- Since you're in training, position the cursor over the "Training" and press
- selector # 1. This places you in the training mode and returns you to the
- brigade headquarters screen.
-
- Notice that the duty officer is now holding an envelope marked "Training";
- this envelope contains your orders for this mission.
-
- THEATRE OF DUTY
- ---------------
- Now position the cursor over the World map located on the right wall and
- press selector #1. The "Theatre of Duty" screen now appears.
-
- There are simulated training sites available for either of the two
- theatres- The Persian Gulf and Central Europe. Select the Persian Gulf
- (you will eventually want to fly training missions in both theatres) by
- positioning the cursor in the box outlining the theatre and pressing
- selector #1. You now return to the brigade headquarters screen; notice
- that the Persian Gulf theatre is outlined on the world map.
-
- BRIEFING
- --------
- You are now ready to start the training flight. Position the cursor over
- the door marked "Exit" and press selector #1. The Briefing screen now
- appears.
-
- It's time to familiarise yourself with the Mission Orders. As you look out
- at the TF Commander, the top page of your Mission Orders is just visible at
- the bottom of the screen. Position the cursor on the page and press
- selector #1. You are now looking down at the top page.
-
- Since this is a training mission, some of the data is in abbreviated form;
- however note two important areas.
-
- First, are the "Primary Mission" and "Secondary Missions:. Review the type
- or nature of the missions. Additionally, the position of your base and
- FARP are also indicated.
-
- Position the cursor anywhere on the page and press selector #1. The next
- page appears. This lists the support data about the position of your base,
- FARP, flight conditions and the S2's intelligence report.
-
- Please note that the map coordinates are read military fashion, "right and
- up" The first number listed is on the horizontal scale and the second on
- the vertical scale, eg. 00/16 is in the upper left corner. Remember that
- maps are never 100% accurate. This is especially true when sighting mobile
- units.
-
- Position the cursor anywhere on the page and press selector #1. The
- mission map appears. This map indicates the relative positions of the
- different Primary Missions (P), Your base (B) and FARP (F). Additionally,
- the map details the major terrain features and other areas of interest (for
- a detailed description of the mission map, see pages 41-42).
-
- To review the Mission Orders, you may sequentially leaf through the pages
- any number of times. After review, position the cursor over the envelope
- and press selector #1. The Briefing screen now appears.
-
- For this flight let's go with the armourer's recommended weapon load and
- begin the mission. Position the cursor over the map and press selector #1.
- The Cockpit Switches now appear.
-
- COCKPIT SWITCHES
- ----------------
- When Gunship 2000 is first installed, all of the switches are set at the
- lowest difficulty levels. Let's leave them that way for this flight. By
- positioning the cursor over a switch, a brief description of its function
- appears in the "Data Display" at the upper right (for a detailed
- description of the cockpit switches, see pages 34-39)
-
- Located in the centre of the screen is the "GPS Console". Position the
- cursor over this area; the Data Display describes the Console's function
- and then displays the GPS Cipher as it appeared in your Mission Orders.
-
- You're shown a Squadron insignia along with a five figure digit. These
- insignia and numbers are found later on in this manual. Find the correct
- five digit code, and enter this number via the numeric keypad on screen.
-
- If the correct code is entered, the GPS Console displays "Signal Locked".
- You're now ready to start the mission.
-
- If you can't find the correct code, you can still fly the mission, but the
- on-board GPS map is disabled along with your weapons. Basically, you're on
- a sightseeing tour, but at least the view is breathtaking.
-
- Now position the cursor over the "Aux Power Unit" switch. This switch
- starts the helicopter's engines, which begins the mission. It has a safety
- cover so that it won't inadvertently be activated. Press selector #1, and
- the safety cover flips up. Press selector #1 again, and the power winds up
- - your mission begins.
-
- CONTROLS
- --------
- Now you're on the ground at your base, at the controls of an AH-64A Apache.
- You have a pilot's eye view of the world as you look out over the cockpit
- gauges and indicators. The following is an abridged version of the flight
- controls; it'll get you started in your first helicopter flight (for a more
- detailed description of flight and cockpit controls, see pages 47-51)
-
- You start the training mission by taking off from your base, and end it by
- landing back at your base.
-
- GETTING AIRBORNE
- ----------------
- At this point, it's a good idea to locate the pause (Alt p) key. The
- frustration factor is much reduced if you pause the flight, read a section,
- perform the actions, pause again and read on further.
-
- Your engines are already on line (the APU provided the necessary power to
- fire them up). Now engage the rotor, (number 9 key). The rotor indicator
- light turns from red to green, and the rotor starts to turn.
-
- Vertical movement is controlled by the Collective. Press the Collective Up
- key (=) a few times until the Apache starts to lift. When the altitude
- reaches 200feet approx., press the Collective Down key (-) to stabilise the
- lift
-
- Horizontal movement is controlled by the Cyclic. To move forward, push the
- joystick/up arrow, forward. You now start to gain speed. By pushing the
- joystick fully forward, the maximum speed for that altitude is attained.
- The joystick need not be kept in a forward position to maintain forward
- flight; it's self trimming when centred.
-
- Next push the joystick/right arrow slightly to the right. You bank and
- turn to the right. If you do the opposite, you bank and turn to the left.
-
- MAP VIEW
- --------
- Press the Map View key (F10); the GPS map now appears. Don't worry, your
- Apache doesn't crash while you're viewing the map - the action is
- suspended.
-
- The GPS map displays the entire world in which you're flying. Notice that
- it matches the map you reviewed in your Mission Orders. Your Apache is
- positioned in the centre of the map, and the first Primary Objective is
- just to the North.
-
- Let's use the Apache's INS system to navigate to the target (more detailed
- description on page 57).
-
- Press the F key to select the "Fly To" command. Position the cursor over
- the first Primary Objective, and pres selector #1 followed by the selector
- #2. This enters the position into the INS system.
-
- You can check the map anytime during a flight to verify positions. For
- now, press the selector #1 to return to the cockpit view.
-
- The heading for the Primary Mission is displayed in the INS indicator.
- More than likely, your true heading is different than the INS heading.
- Bank the Apache towards the INS heading indicator until the two heading
- numbers match. This new heading will take you to the first Primary Mission
- for gunnery practice.
-
- WEAPON SELECTION
- ----------------
- Your Weapons Indicator (lower left) should display "Cannon"; if not press
- the Weapon Select (Spacebar) until it displays "Cannon". You've now
- selected the Apache's M230 30mm Chaingun. It has a maximum range of 1,500
- meters, but its optimum range is 700 meters dead ahead and half that for a
- "deflection shot" to the side.
-
- TARGETING
- ---------
- Before you can fire at an opposing unit, the TADS must be locked onto the
- target. Look at the threat display (lower right). If you're flying,in the
- correct direction, there should be a red dot directly ahead. If not,
- adjust your flight path. Check the map to verify the placement of your
- waypoint.
-
- The TADS should be locked onto the target, a BTR-60 APC (first Primary
- Mission). It's displayed, along with its identification, true heading and
- range data, in the MFD (centre of cockpit). If the TADS isn't locked onto
- the target, press the acquire/next target key (selector #2)
-
- When locked, a Target Diamond appears in your view along with the Reticle
- Ring. The Target Box indicates the exact position and heading to the
- BTR-60. The Reticle Ring is the aiming point of the cannon. To hit the
- target, the Reticle Ring must be superimposed over the Target Diamond.
- Adjust your flight path if necessary.
-
- RANGE OF SHOT
- -------------
- When the target enters maximum range for the cannon, the Target Box changes
- from a broken box to a solid. This indicates that the selected weapon is
- now "in constraints".
-
- Keep the Target Box centered in the Reticle Ring and let the range
- decrease. As the range decreases the Reticle Ring increases in size,
- indicating an increase in weapon accuracy. As you gain experience, you
- will eventually be able to determine weapon accuracy just from the size of
- the Reticle Ring.
-
- When the range reaches about 700 meters, open fire by pressing selector #1.
- You don't have to aim the M230 as it automatically tracks the target as
- long as the Reticle Ring is superimposed over the Target Box. After a few
- rounds, the BTR-60 is knocked out; you'll see its telltale explosion in the
- distance.
-
- Well that's probably enough action for this flight; let's return to base.
- Select the Map View, and set the INS for a heading back to base.
-
- Fly the Apache to a position directly over the base. When in position,
- pull back on the cyclic and allow your speed to drop to zero. Now press
- the collective down (-) to start a slow descent on to the base. It's of no
- consequence if your descent is too fast, you can't crash on this flight.
- Perfect landings only come with practice.
-
- Upon touchdown, press the Rotor Engage/Disengage (9) key (the indicator now
- turns from green to red), and tthe rotor blades slow to a stop. This
- training flight is now at an end.
-
- Good luck on your future flights.
-
- --------------------------------------------------------------------------
- -------------------------
- 2 OPERATING INSTRUCTIONS
- -------------------------
-
- PREPARE FOR FLIGHT
- ------------------
- Gunship 2000 provides for a large number of game options. These are
- presented in various screens in the form of "Action Areas" or in a menu
- format.
-
- When a screen first appears, the cursor will be positioned on the screen or
- over a menu selection. You move the cursor or change the menu selection by
- using the controller. Once positioned over the desired option, it;s
- selected by pressing selector #1.
-
- USING A JOYSTICK
-
- If your controller is a joystick, moving the stick up or down moves the
- cursor vertically; moving the stick left or right moves the cursor
- horizontally. Vertical and horizontal movement can be combined.
-
- USING THE KEYBOARD
-
- If your controller is the keyboard, then any arrow key moves the cursor to
- the nearest option; the tab key moves the cursor to the next option; the
- shift Tab key moves the cursor to the previous option: the Home key moves
- the cursor to the top of the menus: and the End key moves the cursor to
- the bottom of the menu listings. The keyboard can be utilised in
- conjunction with a joystick.
-
- ACTION AREAS
-
- Most options are accessed via "Action Areas". These are placed at various
- positions around the different screens. However, in some cases, menus are
- utilised where lists of data options are more functional.
-
- To select an option, use the controller to position the cursor over the
- desired action area. When an action area is accessed, the cursor changes
- shape from an arrow to a bulls-eye and the option's title displays at the
- bottom of the screen. Pressing selector #1 then selects that option. Menu
- options are selected in a similar manner; the selected option is
- highlighted.
-
- Whenever an option is selected in error, pressing the Esc kay cancels the
- selection.
-
- All action begins at Brigade Headquarters, located at your home base. From
- this screen, the selections are made that determine the nature of your
- upcoming mission/s.
-
- There are five action areas located at various positions around the screen,
- and these are accessed to make the various mission selections.
-
- Position the cursor over the Duty Roster hanging on the back wall and press
- selector #1.
-
- The Duty Roster is utilised to post the name of an active pilot, and flight
- members, if any, for the upcoming mission. The name of the posted or
- active pilot always displays at the top of the Duty Roster.
-
- What does it all mean: The Duty Roster is a detailed summary of a pilot's
- career and the careers of his flight members, if he is also a flight
- commander. By positioning the cursor over any one of the six pilots, that
- pilot is posted and a detailed accounting of the pilot and flight members
- then displays in the top section.
-
- The pilot's name, rank, squadron insignia, squadron nickname, decorations
- awarded (numerals indicate multiple awards), missions flown and career
- score/s display. If the pilot is a flight commander, the flight members
- are listed along with their name, rank and decorations.
-
- RANKS: Throughout a career, a pilot, including flight members, can advance
- through the ranks from Warrant Officer Candidate all the way up to
- Brigadier General. Ranks are indicated by a military abbreviation or by
- the actual rank insignia.
-
- The military abbreviations correspond to the following ranks in order of
- achievement:
-
- WOC - Warrant Officer Candidate
- WO1 - Warrant Officer, W-1
- CW2 - Chief Warrant Officer, W-2
- CW3 - Chief Warrant Officer, W-3
- CW4 - Chief Warrant Officer, W-4
- 2LT - Second Lieutenant
- 1LT - First Lieutenant
- CAP - Captain
- MAJ - Major
- LTC - Lieutenant Colonel
- COL - Colonel
- BG - Brigadier General
-
- DECORATIONS: For exemplary service, a pilot, including flight members, are
- awarded decorations up to and including the Congressional Medal of Honour.
- Decorations are displayed by an abbreviation and by the actual medal.
-
- The abbreviations correspond to the following decorations:
-
- NDS - The National Defence Service Medal - awarded for successfully
- completing training.
- PH - The Purple Heart - awarded for wounds recieved in combat.
-
- The following decorations are awarded for heroism and valour, and are
- listed from least difficult to achieve to the highest:
-
- ACV - The Army Commendation Medal for Valour
- AMV - The Air Medal for Valour
- BSV - The Bronze Star for Valour
- SS - The Silver Star
- DSC - The Distinguished Service Cross
- CMOH - The Congressional Medal of Honour
-
- CAREER RECORDS: There are three numerical values that summarise a pilot's
- career records. They represent, from left to right, last mission, best
- mission and total career.
-
- STATUS: Pilots, and consequently their flight members, are classified by
- the current flight status. Only "Active" pilots can be posted for duty.
-
- ACTIVE: Currently on active duty and good to go. You can have up to six
- "Active" pilots on the Duty Roster.
-
- RETIRED: If you are successful enough to achieve the rank of Brigadier
- General, your country will ask no more of you. There's no more flying for
- you, and you'll be posted to a cushy desk job at the Pentagon.
-
- However, if you've flown 99 missions without achieving the rank of
- Brigadier General, and very few do, you'll be retired from combat and
- posted to the Army Aviation Centre at Ft. Ruckner, Alabama as a pilot
- instructor
-
- MIA: If your helicopter goes down behind enemy lines, there's a chance
- you'll be lost or captured. As a result, you'll be classified as "Missing
- in Action".
-
- KIA: If your helicopter suffers a catastrophic crash there's a chance you
- won't walk away from it. As a result, you'll be classified as "Killed in
- Action".
-
- CAMPAIGNS
-
- If your pilot and flight are currently engaged in a campaign, that
- information is displayed. Campaigns must be resolved before any other
- mission (except training) can be flown.
-
- NEW PILOT
-
- If you are creating a new pilot, you must permanently erase an existing
- pilot from the Duty Roster; so be careful who you select for an erasure.
- An "Erase Me" pilot has been provided for your first entry.
-
- Position the cursor over the "Erase Me" pilot and press selector #2; follow
- the instructions to enter your name and select your squadron insignia and
- its nickname. Notice that your pilot's name and unit are now listed at the
- top of the Duty Roster. All new pilots start out at the rank of WOC.
-
- Leave the cursor positioned over your new pilot (the corresponding data is
- displayed in the top section) and press selector #1.
-
-
- EXISTING PILOT
-
- If you don't want to create a new pilot and want to continue the career of
- an "Active" pilot,position the cursor over that pilot and press selector
- #1.
-
- Position the cursor over the duty officer's desk (he is sitting in the
- foreground) and press selector #1.
-
- The open folder displays the available mission options.
-
- TRAINING
-
- These missions are conducted at the training centre, and are constructed to
- simulate the Theatres of Duty. The opposing forces are always positioned
- in the same manner so that various weapons and tactics can be tested.
-
- Training missions simulate all helicopter operations with the following
- exceptions:
-
- NO DAMAGE: You can't be hurt, as all the opposing shots are simulated, and
- you walk away from all crash landings. However, the opposing weapons do
- behave normally, so you can still practice defensive measures.
-
- CAREER RECORD: The Training mission does not count as a mission flown; you
- don't receive any score, promotion or decorations for heroism or valour.
-
- Training missions can be flown at any time during a pilot's career, and, in
- fact, are the only alternative mission type that can be selected if a pilot
- is currently engaged in a Campaign. New pilots are not required to select
- training, but if you do, at least you'll receive a quick promotion to WO1
- and the NDS medal.
-
- SINGLE HELICOPTER
-
- These missions send you out in a single helicopter against a real opposing
- force. While any pilot can fly these missions, pilots of any Warrant
- Officer rank are limited to Single Helicopter Missions.
-
- During Single Helicopter Missions, you're assigned a Primary, and more than
- likely a Secondary mission. These missions can be either "Point Attack" or
- "Search and Destroy".
-
- POINT ATTACK: You're directed to a specific target or targets with the
- objective to eliminate the targets.
-
- SEARCH AND DESTROY: The specific location of the targets is unknown or the
- targets are moving. You need to search the area described in your orders
- to find the target units with the objective to eliminate them.
-
- FLIGHT: Once you have received your commission (ranks of Second Lieutenant
- and above), you are then eligible to command a multiple-helicopter flight.
- The other pilots in your flight are then assigned to you from the force
- pool, and stay with you for the duration.
-
- As with SingLe HelicOpter MissiONS, you're assigned overall missions. The
- missions include the two above plus "Deep Strike", "Tactical Support",
- "Search & Rescue" and :Recon".
-
- DEEP STRIKE: You're directed to a target or targets deep in the enemies
- territory, far from your home base. We take care of getting you to the
- "Passage Point", but you must take it from there.
-
- TACTICAL SUPPORT: You're called upon to pick-up or deliver troops or take
- supplies to the battle area. There may also be wounded in need of
- immediate evacuation. While these "Beans and Bullets" missions may seem
- less sexy, they are none the less important. Besides, you may have to
- fight your way in and out. A UH-60K/L Blackhawk must be on tap to
- successfully complete these missions.
-
- SEARCH AND RESCUE: Friendly forces are in need of extraction, but must
- first be located. Not unlike Search and Destroy missions, but don't take
- any shots at these guys. The UH-60K/L Blackhawk must be on tap to
- successfully complete these missions.
-
- RECON: The scouts lead the way here, as you're ordered to see what's out
- there. The OH-58D Kiowa Warrior, AH-66A Comanche or AH-6G Defender must be
- on tap to successfully complete these missions.
-
- CAMPAIGN
-
- This is a theatre wide commitment for the long haul. You're placed in a
- position of continuous combat where mission after mission is thrown at you
- and your flight.
-
- Who knows how long it will last; there's no set schedule in combat. While
- you can't win the campaign on your own, your success (or failure) does have
- an impact on its eventual outcome.
-
- If you are a new pilot, it's best to choose training as your first flight.
- In any case, position the cursor over the desired mission type and press
- selector #1.
-
- THEATRE OF DUTY
-
- Position the cursor over the world map located on the right wall and press
- selector #1
-
- At this time, there are two theatres of operation available.
-
- PERSIAN GULF: No pushovers here. The Iraqis are a well equipped foe. They
- possess a high degree of commitment and won't easily waiver. Additionally,
- flying in desert conditions presents a whole different set of factors.
-
- As an added attraction, you and your flight may be called upon to stage
- from Amphibious Assault Ships located in the nearby waters. Your skill and
- special training aptly qualify you for this duty.
-
- CENTRAL EUROPE: This region is the greatest challenge since you are up
- against the best the Soviet Union has to offer. They may be down, but they
- are not yet out. The region remains very unstable; the history books are
- yet to be written on what could transpire.
-
- ADDITIONAL THEATRES: Gunship 2000 supports add-on theatres and their
- related forces and equipment. A number of potential areas are currently
- under consideration.
-
- Make your selection by positioning the cursor in the box outlining the
- theatre and press selector #1.
-
-
- MISSION BRIEFING
-
-
- Depending upon the theatre selected, you now find yourself in simple
- surroundings among the lush green hills of Central Europe or on the stark
- sands of the Persian Gulf. As a matter of course in the Persian Gulf, you
- may also find yourself in the ready room of an Amphibious Assault Ship.
-
- There are 3 Action Areas located at various positions around the screen.
-
- The top page of your Mission Orders is just visible at the bottom of the
- screen. Position the cursor on the page and press selector #1.
-
- These four pages not only detail the upcoming mission, but also provide
- important intelligence data about the opposing forces. It's very important
- to read your orders carefully. Press selector #1 to leaf through the
- pages.
-
- CALL SIGN: It's based on the phoenetic military alphabet, you're always
- "number 1".
-
- PRIMARY MISSION: This is the Primary reason this mission exists, and why
- you're being sent out. Make sure that you understand the components of the
- primary and its requirements for completion. Its general location is
- indicated on the mission map with a "P".
-
- SECONDARY MISSION: More than likely a Secondary mission is also
- assigned;its presentation is the same as your Primary. Although classified
- a Secondary Mission, it's still important. You can complete it first, but
- don't forget the Primary. The Secondary Mission's general location is
- indicated on the mission map with an "S".
-
- BASE: This is where you will start and finish the mission. Its location is
- indicated on the mission map with a "B".
-
- Note that on Deep Strike missions your base is somewhere off the mission
- map. You start on the edge of the world at the "Passage Point"' this is
- expressed as two coordinate values. This is the only safe exit from the
- mission.
-
- FARP: If a FARP is available, its location is indicated on the mission map
- with an "F". You may land at a FARP to replenish fuel and weapons.
-
- S-2 REPORT: The S-2 gives you his best estimate (guess?) about the
- opposing force's equipment. Pay special attention to the availability of
- opposing helicopters.
-
- CONDITIONS: The meteorological section gives you a brief report on the
- expected weather conditions in the flight area. How these conditions
- affect flying is dependent upon the flight switch settings.
-
- MISSION MAP: This is the flight area for the current mission. All of the
- key points of interest are indicated on the map.
-
- Please note that the map coordinates are read military fashion, "right and
- up". The first number listed is on the horizontal scale and the second on
- the vertical scale. For example, 00/16 is in the upper left corner.
- Remember that maps are never 100% accurate. This is especially true of
- ground unit and mobile base sightings.
-
- DECLINE MISSION: In the event you really don't want to fly the mission,
- you can opt to pass it along to someone else and request new orders. If
- currently engaged in a campaign, this page provides the mechanism to
- suspend or abort the campaign and return to Brigade Headquarters.
-
- OUTFIT HELICOPTERS
-
- The squadron armourer routinely places the recommended helicopters, with
- ordnance, on the flightline. You can accept his recommendations or change
- any or all of the helicopters and ordnance. To review, position the cursor
- over the helicopters in the background and press selector #1
-
- This provides a complete overview of the pilot assignments, helicopters and
- their respective ordnance. From this screen, you may shift the pilots and/
- or helicopters to other positions and also assign section leaders.
-
- SWAP PILOTS: Position the cursor anywhere in the first pilot's summary
- section and press the "p" (Swap Pilots) key; the pilot's outline starts to
- flash. Position the cursor in the second pilot's summary section and again
- press the "p". There's just one restriction, you must occupy the number 1
- position. After all you're the Flight Leader.
-
- SWAP HELICOPTERS: Position the cursor anywhere in the first helicopter's
- summary section and press the "h" (Swap Helicopters) key; the helicopter's
- outline starts to flash. Position the cursor in the second helicopter's
- summary section and press the "h" .
-
- DUPLICATE HELICOPTERS: Position the cursor anywhere in the first
- helicopter's summary section and press the "d" (duplicate helicopter) key;
- the helicopter's outline starts to flash. Position the cursor in the
- second helicopter's summary section and again press the "d".
-
- SECTION LEADERS: Your flight may be organised or "sectioned" into one
- section of five or into two smaller sections. The section of three is the
- "Heavy Section", the other section is the "Light Section:. Sections fly as
- a single group, which greatly facilitates flight commands.
-
- You're always the section leader, the pilot's occupying sections 3 & 4 may
- alternately be assigned as a section leader. Position the cursor anywhere
- in the pilots summary section and press the "1" (Assign Section Leader)
- key.
-
- The Heavy Section is identified by a blue band and the Light Section by a
- grey band.
-
- Return to the Mission Briefing screen when satisfied with the mix, but
- first, read on.
-
- ARMING
-
- If you want to change a helicopter's ordnance, or change the actual
- helicopter, position the cursor anywhere in the helicopter's summary
- section and press selector #1. The Arming Screen displays the current
- helicopter along with its ordnance.
-
- WEAPONS: A brief description of each weapon displays at the upper right;
- for a more complete description see pages 67 - 68.
-
- To select a weapon, highlight it and press selector #1; then select the
- appropriate option among those available. Existing weapons can be directly
- replaced; the existing weapon doesn't need to be removed first.
-
- Most helicopter weapons are balance loaded; whenever you add or subtract a
- weapon to one position, its twin automatically loads on the opposite wing.
- The Defender and Kiowa Warrior are exceptions; their pylons can carry
- different weapons.
-
- FUEL: Highlight "Fuel" and press selector #1. Expressed as a factor of
- 100% fuel is increased or decreased as desired. While it's real tempting
- to trade fuel for weapons, don't leave yourself short; it's very
- embarrassing if you have to walk back.
-
- AMMO: This only applies to helicopters with integral cannons or machine
- guns. Highlight "Ammo" and press selector #1. Ammo is loaded to the
- maximum, or any lesser amount.
-
- PAGE 34
-
- CHAFF & FLARES: Highlight "Chaff/Flares" and press selector #1. A mix of
- 60 Chaff and Flares are carried.
-
- LOAD: All helicopters are rated for a maximum load capacity; this value is
- expressed as a factor of 100%. Theatre and weather conditions affect the
- maximum load capacity of a helicopter. It decreases as temperature and
- humidity increase, and is further reduced by low atmospheric pressure.
- Load capacity is also reduced at higher altitudes as air becomes thinner as
- altitude increases.
-
- The load capacity is automatically calculated for each helicopter, but of
- course, varies by theatre and mission conditions. As you change weapons or
- increase/decrease Fuel or Ammo (the chaff & flare mix doesn`t impact load)
- the load capacity changes. You can load ordnance in excess of 100%, but
- the load must be 100% or less before you exit the arming sequence.
-
- A load of less than 100% is desirable since more reserve power is then
- available.
-
- CHANGE HELICOPTER: Highlight "Change Helicopter" and press Selector #1.
- Select the new helicopter by highlighting it and pressing Selector #1. New
- helicopters always arrive on the flightline "clean" (without ordnance).
-
- Return to the Outfit Summary screen when satisfied with the mix; highlight
- "Ordnance Complete" and press Selector #1.
-
-
- You're ready to start the mission. Position the cursor over the map and
- press Selector #1
-
- Note that during campaigns, this map is used to advise you of the current
- state of a campaign. The degree of victory or defeat is indicated by how
- far the blue side (friendly) or the red side (opposing) has advanced beyond
- the original front line.
-
- Your preflight, or set. the Cockpit Switches to determine the overall
- "reality" or difficulty of the upcoming mission. Many different switch
- combinations allow you to tailor the settings to your own particular needs.
- You must also enter the GPS Authenticator Code to activate on-board
- systems..
-
- PAGE 35
-
- There are nine "action areas" located at various positions around the
- screen. The "Data Display" in the upper right corner displays a brief
- description of each switch whenever an action area is accessed. Change
- switch settings by positioning the cursor over the switch and pressing
- Selector #1.
-
- CP/G CONTROLS
-
- This assigns duties to your invisible CP/G, and enables you to concentrate
- on other activities.
-
- WEAPONS/C.M.: The CP/G automatically fires all weapons. The CP/G
- additionally activates the appropriate counter-measures systems as needed.
-
- C.M,: The GP/G controls just the C.M. systems.
-
- NONE: You control all weapon/C.M. systems.
-
- While the CP/G does an adequate job, you will eventually want to control
- all systems yourself.
-
- ENEMY QUALITY
-
- This determines the competency level and training of the opposing forces.
- It has a direct correlation with how quickly an opposing unit can achieve a
- lock on your helicopter, and the relative accuracy of its weapons. Units
- of lower quality are also more reluctant to pursue an objective in the face
- of stiff resistance.
-
- POOR: These guys are best described as rabble. an civilian force could
- probably do just as well. Not much to worry abaout here, you can mop up
- these troops with no trouble. A good first opponent for new pilots.
-
- AVERAGE: These are your basic every day troops. Certainly not
- exemplary,but at least they're not the bottom of the barrel.
-
- CRACK: Now we're starting to talk competence. These guys know their
- business and are a real challenge. They are aggressive and clever. Don't
- assume anything.
-
- PAGE 36
-
- ELITE: The best-of-the-best. Not much more need be said about these
- troops. They go to any lengths to accomplish their objectives or to stop
- you from accomplishing yours. You need to be exceptionally quick and
- skilful to get the upperhand.
-
- This switch sets the flight mode parameters of your helicopter.
-
- EASY: The pitch, roll, altitude and airspeed of the helicopter have no
- effect on lift. No matter how you maneuvre the cyclic (joystick), lift,
- and therefore, your altitude is unaffected. The collective is the only
- control that affects lift/altitude.
-
- REALISTIC: Here the pitch, roll, altitude and airspeed affect lift as in a
- real helicopter.
-
- This switch sets the difficulty level or "forgiveness" associated with your
- landing attempts.
-
- NO CRASHES: All landings are perfect.
-
- REALISTIC: Landings need to be within the design specifications of the
- helicopter if not, damage or destruction could result. Easy does it.
-
- This switch turns the on-board collision avoidance system on or off.
-
- ON: The helicopter automatically avoids all intervening terrain features
- thereby preventing instant destruction on hillsides. The system avoids the
- objects by gaining altitude, so don't deliberately fly at tall mountains;it
- can't protect you from bullets.
-
- OFF: You're on your own, so keep alert. The radar altimeter is probably
- your best friend.
-
- This switch activates or deactivates wind effects.
-
- NO WIND: The flight conditions are calm and serene.
-
- REALISTIC: The wind is blowing across the battle field at the velocity and
- bearing indicated in the Mission Orders. Your helicopter displaces an
- equal amount to the wind.
-
- PAGE 37
- VISIBILITY
-
- This switch determines the probability of naturally occurring (fog, rain,
- etc) or man-made conditions (smoke) obscuring visibility or limiting the
- effectiveness of visiononics equipment.
-
- CLEAR: Visibility is unlimited.
-
- REALISTIC: Visibility can be limited by battlefield obscurants.
-
- DIFFICULTY
-
- The combination of theatre, mission type and switch settings determines the
- overall difficulty level of the upcoming mission. The higher the
- difficulty level, the greater the challenge, but the potential reward is
- heightened.
-
- The "Difficulty" indicator provides a visual gauge of the difficulty level.
- When fully illuminated, the mission is of extreme difficulty. The
- indicator is unilluminated, regardless of the settings, for Training
- Missons, as no score is awarded.
-
- GPS SYSTEM
-
- Located in the centre of the screen is the "GPS Consol". Position the
- cursor over this area. After the Data Display describes the Console's
- function it then displays the GPS Cipher as it appeared in your Mission
- Orders.
-
- You were shown a Squadron Insignia along with a five digit number. These
- insignia and numbers are found between pages 21 & 60 of this manual. Find
- the corresponding five digit Authenticator Code and enter this number by
- pressing the apporopriate numeric keys.
-
- If the correct code is entered, the GPS Console will display "Signal
- Locked". You're ready to start the mission.
-
- If you can't find the correct code, you can still fly the mission, but the
- on-board GPS Maps are disabled along with your weapons.
-
- Now position the cursor over the "Aux Power Unit" switch. This switch is
- used to start the helicopter's engines and begin the mission. It has a
- safety cover so that it won't be indadvertently activated: it requires two
- keystrokes to activate. Press Selector #1, and the safety cover flips up.
- Press Selector #1 again, and the power starts to wind up.
-
- PAGE 38
-
- -----------------------------
- SIMULATION CONTROLS AND VIEWS
- -----------------------------
-
- CONTROLS
-
- A number of commands are available to control "overhead" or various game
- functions. While these commands can be utilised at any time, some relate
- to specific functions, and have no effect.
-
- Press the Pause (alt and p) key to immediately freeze the action. Some
- computers have specific "pause" or "hold" keys. Depending on the internal
- design of your computer, these keys may also work. Pause is only effective
- during flight.
-
- Gunship 2000 supports either a joystick or the keyboard for all game
- functions. If you're using a joystick, the keyboard also remains active.
-
- If your joystick seems to be "drifting", press the Joystick Adjust (alt j)
- key, with the joystick centred to re-calibrate.
-
- If you have a slower computer, you may use the Detail Adjust (alt d) key to
- access the selection menu. The simpler detail levels increase the
- processing speed. The action is temporarily suspended when making the
- selections.
-
- Press the Quit (alt q) key to immediately end the simulation and return the
- system to DOS. No information, including current scores or settings, is
- saved to disk. Scores and settings are automatically saved at the
- completion of each mission, so only the current data is affected.
-
- Press the End Mission (alt e) key to end the current mission. The computer
- projects the current situation into the immediate future, and determines
- the results. Therefore, you can't use this key to escape from impending
- disaster, and the results do count as a mission flown.
-
- The Volume Adjust (alt v) key accesses the sound effects selection menu.
- The action is temporarily suspended when making the selections.
-
- Your invisible co-pilot communicates system status and threat/target
- information to you via digitised sound. While these prompts are quite
- helpful there's a price to pay in computer processing speed. If you find
- your system slowing too dramatically, pressing the Co-Pilot Sound (alt c)
- key turns these sounds off.
-
- PAGE 39
-
- LAST MESSAGE
-
- The other section leader or pilots communicate with you during the course
- of a mission. These messages stay visible for only a short period of time.
- If for some reason you are unable to review an entire message (you could be
- busy with some bad guys of your own), pressing the Last Message (alt m) key
- re-display the text.
-
- COCKPIT STYLE
-
- In addition to the processing speed gained by adjusting the detail, the
- style of the cockpit can be adjusted to increase performance. Press the
- Cockpit Style (alt s) key to access the selection menu. The action is
- temporarily suspended when making the selection.
-
-
- ACCELERATE TIME
-
- Press the Accelerate Time (]) key to increase the rate at which time
- passes, therefore increasing the speed of your flight. This is a variable
- setting of 16 levels. Each successive press of the key increases the speed
- one level. This function is best used in combination with auto-pilot mode.
-
- NORMAL TIME
-
- Press the Normal Time ([) to immediately return to normal time; it can't
- reduce the rate to less than normal time. Flight automatically returns to
- normal time whenever a target is sighted or upon reaching the final
- waypoint.
-
- ----------------
- SIMULATION VIEWS
- ----------------
-
- Gunship 2000 offers a number of different points of view while flying. You
- can jump from inside the cockpit to a point of view outside or even ride a
- Hellfire into its target.
-
- FROM-THE-COCKPIT VIEWS
-
- These views are from inside the cockpit looking out. These are your "true"
- views.
-
- COCKPIT F1: This is your normal from the cockpit view. From this you see
- the gauges and controls of your cockpit panel. When engaging in combat,
- this is the most advatageous point of view, as you have the aid of the
- weapon targeting systems.
-
- MAST F2: The OH-58D Kiowa Warrior, MD53OG Defender and AH-64B Longbow
- Apache are equipped with mast mounted sights. They're used to peer over
- the tops of obstacles while keeping the body of the helicopter hidden and
- safe from opposing eyes and more importantly, opposing weapons.
-
- They're best employed from hover mode (the auto-hover mode holds your
- position), as you really can't mask behind terrain in forward flight. When
- activated, the controller is utilized to rotate the sight, left or right,
- through 360 degrees, not to control helicopter flight.
-
- PAGE 40
-
- LEFT F3: View from outside the left cockpit window.
-
- RIGHT F4: View from outside the right cockpit window.
-
-
-
- OUT OF THE COCKPIT VIEWS
-
- As an aid to flight maneuvres and combat, a variety of external views are
- available. In all of them, you're "out-of-the-cockpit" looking at your
- helicopters and/or the targets.
-
- CHASE F5: You're positioned just behind your helicopter, looking past it
- at whatever lies ahead. You maintain this perspective no matter how the
- helicopter is maneuvred.
-
- FLIGHT CHASE VIEW (SHIFT F5): You're positioned just behind one of your
- pilot's helicopters looking past it at whatever lies ahead. You maintain
- this perspective no matter how the helicopter is maneuvred. Press the key
- again to shift your view to the next helicopter.
-
- TACTICAL VIEW F6: You're positioned just behind your helicopter, looking
- past it at the target. This view automatically rotates and pans to keep
- both the helicopter and target in view.
-
- This view is helpful when engaging air targets, and is also useful if you
- want to return for a second or third pass at a ground target. It's
- probably wise to return to the cockpit before firing, so as not to waste
- ammunition.
-
- REMOTE VIEW (F7): You're positioned just off from your helicopter; your
- helicopter continues its flight. This view automatically rotates and pans
- to keep your helicopter in view. It's not unlike the view of a
- radio-controlled flight.
-
- Additionally, by pressing and holding Selector #2 and adjusting the
- controller, you can shift your point of view. Holding Selector #2
- maintains that point of view.
-
- REVERSE TACTICAL VIEW (F8): You're positioned just behind your
- helicopter's target, looking past it at your own helicopter. The target
- can either be an air or ground unit - whatever you're locked on. In either
- case, the target is in the foreground and your helicopter is in the
- distance. In fact, it may only be a dot in the sky. This view
- automatically rotates and pans to keep both the target and your helicopter
- in view.
-
- Experienced pilots find this a very dramatic view when making attack runs
- at ground targets. It's a great view to show off, but keep in mind that
- your helicopter is still flying, don't crash into a hill while admiring the
- view.
-
- PAGE 41
-
- MISSILE VIEW F9: You're positioned directly behind the weapon just
- launched. This view is very entertaining, as you follow the weapon
- directly into the target. If you're having trouble understanding why your
- weapons are missing, switching to this view can be very helpful.
-
- MAP VIEW
-
- When the Map View (F10) is pressed, the GPS map appears. Your helicopter
- won't crash while you're viewing the map, since the action is suspended.
-
- The GPS map displays the entire world in which you're flying in low and
- high scales. The high scale map is the default display. Note that it
- matches the map provided in your Mission Orders.
-
- This map displays the positions of all friendly units and the positions of
- sighted opposing units. Current sightings display in bright red, while old
- sightings display in dark red. Remember that the opposing forces may be
- moving, so don't rely on old sightings, Icons are used to mark the
- sightings.
-
- PAGE 42
-
- The different terrain features are depicted on the high scale maps. These
- come in many shapes and sizes, and vary from world-to-world. Terrain is
- the number one defensive measure. Get familiar with the different terrain
- types and use them to your advantage.
-
- Press the Spacebar to switch to the low scale mode. The low scale maps
- depict specific terrain features. Where the large scale map indicates a
- mountain group, the small scale map depicts the actual mountains of the
- group. The displayed area is scrolled by moving the Controller in any
- direction. A reduced version of the large scale map displays in the upper
- right corner; the yellow indicator "boxes" the display area. Press the
- spacebar to return to the high scale map, or the esc key to return to
- flight mode.
-
- PAGE 43
-
- -------------------
- HELICOPTER CONTROLS
- -------------------
-
- FLIGHT CONTROLS
-
- A number of controLs and flying aids are available tO you as a pilot. The
- followiNg deScribes and defines how each works but do not use this section
- as a guide to flying see "How to Fly", pages 53-59.
-
- CYCLIC STICK
-
- Pushing the Joystick (up arrow) forward pitches the helicopter's nose down.
- Pulling the Joystick (down arrow) back pitches the helicopter's nose up.
- Pushing the Joystick left (left arrow) or right (right arrow) rolls the
- helicopter in that direction.
-
- A downward pitch moves the helicopter forward; a large down pitch causes a
- faster dive in Realistic Flight mode. an upward pitch moves the helicopter
- backwards.
-
- Rolling the helicopter left or right at extremely low speeds (under 10
- knots) causes the helicopter to rotate left or right. At low speed (under
- 40 knots), it causes a skid or "sideslip" left or right. At medium or high
- speed, it causes a banking turn left or right.
-
- The Artifical Horizon Gauge shows the current pitch and roll of the
- helicopter.
-
- COLLECTIVE
-
- Lift keeps the helicopter airborne. In level flight, increasing the
- collective causes the helicopter to ascend, while decreasing the collective
- causes the helicopter to descend. The current level of the collective is
- measured as "torque". When raising or lowering the collective, the engine
- torque/throttle is automatically adjusted.
-
- To raise or lower the collective, press the Collective Up (=) or the
- Collective down (-) keys respectively. To raise or lower the collective
- fast, press the shift Collective (= or -) keys.
-
- The Torque Gauge indicates the current level of torque.
-
- GEAR
-
- Press the Gear (3) key (AH-66A Comanche only) to toggle your landing gear
- up or down. Flying with the gear down not only reduces airspeed, it
- increases the radar cross-section.
-
- The Gear Indicator Light is illuminated when it is down.
-
- PAGE 44
-
- Press the Autopilot (5) key to engage or disengage the autopilot. When
- engaged it flies you to the "active" INS waypoint; if no waypoints are set,
- the autopilot doesn't engage. When engaged, the autopilot locks in your
- current altitude and speed. However, if your altitude is less than the Low
- Limit, the Auto-pilot climbs the helicopter to that altitude. If the
- cyclic stick is moved in any direction, the autopilot automatically
- disengages.
-
- The autopilot Indicator Light illuminates when it's engaged.
-
- WARNING: the autopilot doesn't avoid hills or obstacles (unless Collision
- Avoidance is engaged); it flies a straight line from waypoint to waypoint.
-
-
- NEXT WAYPOINT
-
- Press the Next Waypoint (6) key to immediately switch to the next waypoint.
- This can be selected while the autopilot is engaged.
-
- PREVIOUS WAYPOINT
-
- Press the Previous Waypoint (7) key to immediately switch to the previous
- waypoint. This can be selected while the auotpilot is engaged.
-
- BAY OPEN/CLOSE
-
- Press the Bay Open/Close (8) key (AH-66A Comanche only) to open or close
- the weapons bay. The Comanche's internal weapons, except for the 20mm
- cannon, can only fire when the bay is open. However, when open, it
- increases the radar cross-section.
-
- The Bay Indicator Light is illuminated when it is open.
-
- ROTOR ENGAGE/DISENGAGE
-
- Press the Rotor Engage/Disengage (9) key to engage the rotor (cause the
- engines to turn the rotor), or disengage the rotor (cause the rotor to spin
- freely, unconnected from the engines). When it's disengaged, the
- collective is automatically "bottomed" (set to zero).
-
- The Rotor Status Light indicates if the rotor is engaged (green) or
- disengaged (red). The light flashes red if you attempt to add collective
- with the rotor disengaged.
-
- When flying at speed from +10 to -10 knots, pressing the Auto-Hover (0) key
- automatically places the helicopter in hover mode; your speed is
- automatically reduced to zero. The collective controls can be used
- normally, but auot-hover doesn't allow the altitude to drop below the Low
- Limit. Therefore, you can't land with auto-hover engaged. If the cyclic
- stick is moved forward or back (you may still rotate left or right),
- auto-hover automatically disengages.
-
- PAGE 45
-
- The auto-hover Indicator Light illuminates when it's engaged it flashes
- when engaged at too high a speed.
-
- Auto-hover is very useful to maintain a position during windy conditions or
- to unmask and quickly mask from cover. You can drop altitude like a rock,
- since auto-hover holds you at the Low Limit Altitude.
-
- ONE OR LEFT MFD
-
- Press the One or Left MFD (z) key to change the information displayed in a
- single or the left hand MFD. Helicopters with a single MFD have five
- possible displays navigation (heading & waypoint data), low scale
- map,mission orders, weapons status, target camera. The target camera
- automatically displays, overriding any other display, whenever a lock-on
- occurs..
-
- Helicopters with two MFD add a sixth option -threat display.
-
- RIGHT MFD
-
- Press the Right MFD (x) key to change the information displayed inthe right
- hand MFD. Helicopters so equipped have six possible displays: navigation
- (heading and waypoint data), low scale map, mission orders, weapons status,
- target camera or threat display. The threat display automatically displays
- overriding any other display, whenever a target is detected.
-
- LOW LIMIT
-
- Press the Low Limit - (c) key to decrease the low altitude limit by 50
- feet; it can not be reduced below 50 feet. Both the barometric and radar
- altimeters utilize the low limit setting as the basis for low altitude
- warnings. Audio and visual indicators are activated whenever the altitude
- falls below the low limit.
-
- In addition to its function as a flying aid, the low limit is used to set
- the flying altitude of independent helicopters and/or sections.
-
- LOW LIMIT +
-
- Press the Low Limit + (v) key to increase the low altitude limit by 50
- feet, it can not be raised above 250 feet.
-
- ---------------
- WEAPON CONTROLS
- ---------------
-
- A number of weapon controls are available. The following describes and
- defines how each works. do not use this section as a guide to combat, see
- "How to Fight" pages 60-73.
-
- ROCKET SALVO X1, X2, X4
-
- Press the Rocket Salvo x1, x2 or x4 (1,2,4) keys to set the number of Hydra
- 70 unguided rockets that will be fired from each wing pod whenever
- "rockets" are selected and Selector #1 is pressed. Rockets are fired
- symmetrically from both wing pods, except for the Kiowa Warrior and
- Defender. The Salvo mode is shown in the Weapons Display.
-
- PAGE 46
-
- ACQUIRE NEXT TARGET
-
- Press the Acquire Next Target (backspace) key to lock onto a target or to
- switch the current lock-on. Normally, the targeting system automatically
- locks onto the nearest target, this enables you to switch to an alternate
- target.
-
- RADAR JAMMER ON/OFF
-
- Press the Radar Jammer ON/Off (n) key to toggle the radar on, if currently
- off, or off, if currently on. When the radar jammer is active, a green
- light illuminates next to the "R" warning indicator.
-
- DROP CHAFF
-
- Press the Drop Chaff (m) key to release a chaff decoy.
-
- IR JAMMER ON/OFF
-
- Press the IR Jammer on/off (.) ;key to toggle the IR on, if currently off,
- or off, if currently on. When the IR jammer is active, a green light
- illuminates next to the "l" warning indicator.
-
- DROP FLARE
-
- Press Drop Flare (/) key to release a flare decoy.
-
- ACTIVE WEAPONS
-
- Press Selector #2 to change the active weapon; the active weapon, along
- with the available quantity, is shown in the Weapons Indicator.
-
- Press Selector #1; to fire the active weapon. Most weapons are
- fired/launched singly; each time Selector #1 is pressed, one round is
- fired. However, rockets are fired in salvos and cannons and machine guns
- fire in multiple-round bursts.
-
- PAGE 47
- --------------------------------
- HELICOPTER GAUGES AND INDICATORS
- --------------------------------
-
- AH-64A/B APACHE
-
- This gauge along with its digital readout, shows your horizontal speed
- through the air in knots. A speed of 100 kts equals about 114 mph, or about
- 161 kph.
-
- AIRSPEED GAUGE
-
- This gauge along with its digital readout, is your barometric altimeter, it
- shows your true altitude in feet. It's adjusted for you to compensate for
- ground elevation variances so that "O" altitude is always at ground level.
-
- ARTIFICIAL HORIZON
-
- This ball gauge shows your pitch(nose up or down) and your roll (left or
- right).
-
- AUTOPILOT
-
- The "P" illuminates whenever the autopilot is engaged.
-
- AUTO-HOVER
-
- The "H" illuminates whenever Auto-hover is engaged.
-
- COMPASS
-
- The analog compass, along with its digital readout, indicates your current
- heading. Note that the compass shows the heading your helicopter faces.
- During skids or backwards flight, your actual course is different.
-
- CHAFF AND FLARE INDICATOR
-
- This indicator shows the number of defensive stores remaining. Its shown
- as chaff "CF" and flares "FL". Each defensive unit is released as a group
- of three cartridges.
-
- ENGINE GAUGE
-
- The left and right strips in the gauge marked "E" show the RPM's of the
- port (left) and starboard (right) engines.
-
- FUEL GAUGE
-
- The gauge marked "F" shows the amount of fuel remaining in all tanks.
-
- HUD
-
- The HUD (head-up display) projects bright numbers and symbols ahead of your
- view so that you can simultaneously read the display and look ahead.
-
- The left scale indicates your airspeed along with a symbolic representation
- of the artificial horizon.
-
- The right side scale combines the radar altimeter with the vertical speed
- indicator (see below). The radar altimeter is probably the most important
- indicator you have, so pay close attention to it. It indicates your actual
- height over ground. There's an important distinction between this and the
- standard altimeter. As you fly over obstacles your true altitude remains
- constant, but the height over ground changes. This can be the difference
- between crashing or surviving. The red band at the lower end of the scale
- is low limit.
-
- PAGE 48
-
- The top scale is your heading along with the INS and target lock-on pips.
-
- The INS (Inertial Navigation System) indicator indicates your course to
- your current waypoint. The top fixed pip is your heading, while the bottom
- pip is the waypoint. If it's right of centre, turn to the right; if it's
- left of centre, turn to the left. The waypoint course is also indicated
- digitally.
-
- The MFD has five possible displays navigation (heading and waypoint data),
- low scale map, mission orders, weapons status or target camera.
-
- The light is green when the main rotor is engaged. The light is red when
- the main rotor is disengaged, ie spinning freely, unconnected to the
- engines.
- LIGHTS
-
- These lights show the status of major systems on board your helicopter. a
- green light means the system is functioning normally; a yellow means the
- system is damaged and malfunctioning; a red light means the system is
- knocked-out and off-line.
-
- The abbreviations represent:-
-
- AVN: Avionics(gauges, defensive measures)
- CAN: integral cannon
- FUL: fuel tanks
- OPT: optics(targeting systems)
- PTE: port engine
- PTW: port weapons wing
- RTR: main rotor
- SBE: starboard engine
- SBW: starboard weapons wing
- TAL: tail rotor(flight stability)
-
- This screen shows nearby targets that can potentially threaten your
- helicopter. Red dots are opposing units, grey dots are non-threatening
- units or structures, blue dots are enemy aircraft, and yellow dots are
- missiles in flight. This includes both opposing missiles AND your
- missiles. The white flashing dot is your present target.
-
- The threat display automatically scales from short to long range (short
- range will override long range).
-
- PAGE 50
-
- The strip shows the amount of torque in the turbine engine(s). This is
- proportional to the amount of collective control and rotor lift. The
- higher you set the collective, the higher the torque.
-
- The VSI (vertical speed indicator) shows the rate you are changing altitude
- (ascending or descending). If the needle is horizontal, you're maintaining
- a constant altitude. If the needle dips downwards, you're descending
- towards the ground; if it points upward, you're ascending. The greater the
- needle varies from horizontal, the greater the altitude change.
-
-
- The "R" warning light flashes red whenever a search radar "sweeps" over
- your helicopter. When tracking (firing) radar for either guns or missiles
- locks onto your helicopter, the light turns solid red. If you turn on your
- radar jammer, the neighbouring light turns green while the jammer is
- running. If the jamming is successful, the solid red warning light turns
- off.
-
- Note: your jammer can't suppress radar searches, so flashing red warnings
- may continue even if your jammer is active. If you leave the jammer active
- they'll eventually 'read' your frequency and overcome the jamming.
-
- The "I" warning light turns solid red whenever an infrared (IR) homing
- weapon is approaching your helicopter. If you turn on your IR jammer, the
- neighbouring light turns green while the jammer is running. If the jamming
- is successful, the solid red warning light turns off.
-
- While the radar jammer can remain on, the IR jammer eventually "times out"
- due to heat. It must cool down to again become effective.
-
- Note: there aren't any active IR search devices. IR search is passive,
- therefore there's no flashing red "IR" warning.
-
- The "L" warning light turns solid red whenever your helicopter is being
- illuminated by a laser ranging or targeting device. At the present time,
- laser jammers are still on the drawing boards. So, find the source and get
- it before it gets you or get out ofit quick.
-
-
- The weapons indicator shows the active weapon, its position on the
- helicopter, and quantity of rounds remaining. For rockets, it also
- indicates the current salvo setting.
-
- PAGE 51
-
- AH-66A COMANCHE
-
- The Comanche cockpit is dominated by electronic systems, and aptly fits the
- trend towards total digital display. The first thing you notice is the
- lack of analog indicators (except for the compass).
-
- AIRSPEED AND ALTIMETER
-
- The Airspeed (ASI) and altimeter (ALT) data are both digitally represented.
- Next to the altimeter is the VSI icon; it indicates ascending, descending
- and neutral altitude change modes.
-
- GEAR
-
- The status retractable landing gear is indicated by the gear ("G") light;
- its illuminated when it's down. You can fly with the gear in the down
- position, but speed is reduced and the radar cross-section is increased.
- Landings are impossible with the gear in the up position.
-
- BAY
-
- The status of the weapons bay is indicated by the bay ("B") light; it's
- illuminated when the bay is open. Internal weapons, except for the 20mm
- cannon, can't fire when the bay is closed. However, when open, it
- increases the radar cross-section.
-
- OTHER DISPLAYS
-
- The remaining indicators, displays and HUD function in a similar manner to
- the Apaches.
-
- THE REMAINING HELICOPTERS
-
- Although their cockpit layouts differ from the Apaches, the gauges,
- indicators and HUD in the other helicopters function exactly like the
- Apaches. Just familliarise yourself with the unique layouts; the "look" of
- the gauges and indicators has been standardised for ease of use.
-
- PAGE 53
- HOW TO FLY
-
- Helicopters are very complex flying machines. One wonders how a machine so
- angular and ungraceful could ever get off the ground. In flight, they look
- like a mass of whirling blades. Yet, helicopters do fly - and fly well for
- that matter; but, the controls are quite different from a conventional
- aeroplane.
-
- It's often said that the real pilots fly helicopters; the other guys just
- dabble at flying.
-
- Remember one thing - DON'T OVERCONTROL! Helicopter controls are sluggish;
- they react slowly. Even the most responsive helicopter (like the Comanche)
- takes a couple of seconds to respond to your control movements.
-
- Be gentle with the controls. After each control movement, watch for the
- result before you do anything else. Numerous fast, radical control
- movements produce unexplainable results and possibly a crash!
-
- The most common error in helicopter flight is to over control by pulling or
- pushing hard on the cyclic or pressing too long on a key.
-
- The emphasis is on realistic flight, since that's the most complex. If
- possible, learn to fly in the realistic mode from the beginning; you can
- always fall back on the easy mode if the frustration factor gets too high.
-
- GETTING AIRBORNE
- ----------------
-
- ENGAGE THE ROTOR
-
- Your power is already on line; the APU provided the power to start the
- engines. Press the Rotor Engage/Disengage (9) key to engage the rotor
- stystem. The rotor status light turns green when the rotor is engaged.
- The rotors now come up to speed (the sound level increases).
-
- PAGE 54
-
- COLLECTIVE
-
- Press the collective Up Fast (shift =) key until the helicopter starts to
- ascend. The torque gauge rises as you "raise" the collective. Press the
- Collective Down (-) key if the ascent is too fast. the VSI indicates the
- rate of your ascent (the indicator is above horizontal). Let the
- helicopter ascend to about 100 feet.
-
- Press the Auto-hover (O) key anytime your speed is from +10 to -10 knots.
- It's very useful to maintain a position during windy conditions or to
- unmask and quickly mask from cover.
-
- CYCLIC
-
- Push the Cyclic (left or right arrow keys) left or right to rotate the
- helicopter in that direction. The speed of rotation is dependent on how
- far the Cyclic is pushed (multiple presses of the arrow key). Centre the
- Cyclic (press the opposite arrow key until rotation stops) to stop the
- rotation. You can only rotate the helicopter at speeds under 10 knots.
-
- PITCH
-
- Add a little more collective. As you begin climbing, push the Cyclic
- forward slightly to 'pitch down' the helicopter. You'll begin to move
- forward. At about 30 knots, you'll start to climb. Your altimeter and VSI
- reflect this change in lift. This is because forward motion in a
- helicopter adds extra lift (termed "translational lift"), especially at
- 30-90 knots.
-
- The further you pitch down, the more your speed increases. As your speed
- exceeds 100 knots, translational lift decreases. The VSI starts to move to
- the negative end of the scale. More pitch downward will push you into a
- dive.
-
- EASY FLIGHT: Lift is unaffected by forward motion. Your altitude remains
- constant, and is therefore independent of the cyclic.
-
- Move the cyclic forward or back until the airspeed reads about 120 knots.
- Now check the VSI. If you're descending (the indicator is below
- horizontal), add more Collective until the indicator is horizontal.
- Alternately, if you're ascending reduce Collective. When the VSI is
- horizontal, you're in level flight.
-
- Due to the slow control response, it's easy to over correct and add or
- reduce the collective too much. You'll constantly "chase the needle",
- trying to stabilize your flight. After each adjustment, wait a moment for
- the VSI to stabilise.
-
- EASY FLIGHT: These adjustments are unnecessary since lift is unaffected by
- forward motion.
-
- PAGE 55
-
- CHANGING ALTITUDE
-
- When flying level (about 120 knots), the easiest way to descend is to push
- the Cyclic forward (pitch down) into a dive. As you approach the altitude
- desired, gently pull the Cyclic back (pitch up) until the VSI again
- stabilizes. similarly, the easiest way to ascend is to pitch up slightly,
- reducing airspeed below 100 kts. When you reach the desired altitude pitch
- down again until the VSI stabilises. This technique is not unlike
- conventional airplane flight. You're able to change altitude without
- adjusting the collective.
-
- A second way to change altitude, applicable at any speed, is to raise or
- lower the collective. When you reach the desired altitude, adjust an
- opposite amount of collective to regain level flight. This is the only way
- to change altitude from a hover.
-
- Regardless of the technique used, don't try to fly the helicopter by
- constantly adjusting the collective. Learn to "feel" the correct
- collective setting,and then fly with just your cyclic. This takes time, so
- be patient. Even real pilots must practice many long hours before it's
- mastered.
-
- EASY FLIGHT: The collective must be used to change your altitude, it's
- just like choosing the floors on a lift.
-
- LOW LIMIT
-
- The low altitude limit is a flying aid that warns you of close ground
- proximity. It works in conjunction with the radar altimeter, and is
- displayed as a red band on the radar altimeter.
-
- TURNING
-
- From the level flight (about 120 kts), move the cyclic slightly to the
- left. Your helicopter rolls into a banking left turn. As you turn,
- observe the change in your compass heading. Move the cyclic further left
- and bank into a right turn; you'll now start to lose lift. Notice that
- your altitude is dropping and the VSI is below horizontal. If you centre
- the cyclic and level out, you'll return to level flight.
-
- There are two methods to maintain altitude in a tight turn: this could be
- very important at low altitudes. Add some Collective before you start the
- turn, then reduce the collective just before you come out of it.
-
- Alternately pull up your nose slightly as you enter the turn, then drop it
- back down as you come out of the turn. With this method, you can make
- fast, banking turns without losing altitude.
-
- PAGE 56
-
- At speeds of below 40 kts, the helicopter will skid ("sideslip") in the
- direction of cyclic movement, rather than bank into the turn; at this
- point, you're basically flying sideways.
-
- EASY FLIGHT; Altitude is never lost, no matter how tight the turn.
- However, the helicopter wll sideslip at speeds below 40 kts.
-
- When flying below 100', you may feel air turbulence. You'll sometimes
- bounce up and down, or roll from side to side. The amount of air
- turbulence varies with altitude and speed; the faster and lower you fly,
- the more turbulence you may experience.
-
- Helicopter crew men can't eject or bail out in times of trouble. However,
- the total loss of engine power means only one thing - they must ride the
- bucking bronco in.
-
- Fortunately, helicopters have the equivalent of a conventional airplane's
- "dead stick" landing. This unpowered method of landing is called
- "autorotation".
-
- To begin an autorotation, disengage the rotor. In real life the pilot must
- also "bottom" the collective (reduce it to zero), but the collective
- automatically bottoms when you disengage the rotor. This must be done
- immediately, or the rotor will slow to a stop (remember it's still engaged
- to the now-dead engines). If the rotor stops, you'll fall like a baby
- grand piano.
-
- Now adjust the pitch until your airspeed is about 70 to 90 kts (maximum
- translational lift). The rotor is now spinning freely because the airflow
- keeps the blades turning. The descent will become quite fast, a bit
- frightening to the inexperienced. When you get close to the ground, raise
- the nose and simultaneously add Collective. The rotor blades will "bite"
- into the air, giving you lift and slowing the descent. Unfortunately , as
- the blades start to bite air resistance slows them down.
-
- You must time the "Up Collective" so that the helicopter lands gently
- (figuratively speaking) before the rotor slows too much. If you raise the
- collective too soon, the rotor will stall and you'll be playing the piano
- again. If you raise the collective too late, you won't slow your descent
- and you'll crash. Nobody said it would be easy - it just takes practice.
-
- EASY FLIGHT: Autorotation is not functional with easy flight. It's best
- to set 'no crashes' when in this mode.
-
- PAGE 57
-
- FLIGHT ENVELOPE
-
- There are "Unsafe" speed and altitude situations that, in the event of
- total engine failure, will unavoidably result in a crash. These unsafe
- situations are considered to be outside of the "flight envelope".
-
- Hovering at altitudes from 25' to 500', or high speed flight below 20' to
- 30' will probably result in a crash if engine power is lost. It takes a
- certain amount of time to convert from normal flight to autorotation. In
- these situations, there just isn't enough time to gain control.
-
- However, "unsafe" is a relative term. In combat situations unsafe flying
- is probably "safer" than taking a hit. During combat, chances must be
- taken; evaluate the situation and make the best decision.
-
- RULES OF ENGAGEMENT
-
- Everyone has rules they must abide by, and this is no different in combat.
- Helicopters live and fight near ground level, as high altitude is only safe
- for the jet jockeys.
-
- The high command wants to assure that you will have a long and
- distinguished career. Therefore, your maximum altitude is restricted to
- 1000' in all situations. Any higher, and you'd be a sitting duck.
-
- ----------
- NAVIGATION
- ----------
-
- INS SYSTEM
-
- Pressing the Map View (F10) key displays the high scale mission map. You
- can always fly to specific points by dead reckoning or, more simply, you
- may input up to three waypoints into the INS system.
-
- To input waypoints, press the Fly To (F) key; a yellow crosshair appears
- over your helicopter. Use the Controller to move the crosshair to any
- point on the map, and press Selector #1; waypoint #1 is now marked. Press
- Selector #2 to stop with less than three waypoints or continue to mark
- waypoints #2 and #3. Press esc, at any time, to cancel the waypoints.
- Existing waypoints are automatically cancelled whenever the Fly To (f) key
- is pressed (esc will cancel the command).
-
- Because the high scale map is only a representation of the actual terrain,
- you may want to "fine-tune" the placement of the waypoints. After all, you
- wouldn't want to fly into a mountain. Press the spacebar; the low scale
- map is marked with its number. To adjust a waypoint, press its number.
- It's now centred in the map display. Use the Controller to adjust its
- placement; press Selector #2 when finished.
-
- PAGE 58
-
- The current INS heading is the flight path to the "active" waypoint. The
- waypoint range and heading can be displayed in the MFD. The Next Waypoint
- (6) and Previous Waypoint (7) keys are used to change the active waypoint.
- To manually adjust your course, always turn towards the INS pip.
-
- Press the Autopilot (5) key at anytime to engage the autopilot. When
- engaged, it flies you to the "active " INS waypoint.
-
- When flying during windy conditions, the same considerations that apply to
- an airplane apply to helicopters. Namely, the wind will increase your
- speed, slow you down, and/or push you sideways, depending on your flight
- path in relation to the wind velocity and direction. This is most
- noticeable on long distance flights.
-
- Temperature also affects helicopter flight. As air gets warmer, it expands
- and becomes thinner, providing less lift. If the air gets too cold, icing
- on the rotor becomes a problem. Similarly, in humid conditions the air is
- composed of more water, reducing lift. Finally, as altitude above sea
- level increases, air gets thinner, reducing lift. For helicopters, ideal
- flying conditions are 70 degrees F (21 degrees C) on a dry day at sea
- level.
-
- The nice thing about helicopters is their ability to land without a paved
- airstrip. However, they can't land on sloping ground. Any slope greater
- than 5 degrees causes so much rotor tilt that the helicopter flies, or
- skids away from the slope, making a landing impoosible. NEVER try to land
- on a hillside - you'll crash!
-
- Ideally, all landings, and takeoffs for that matter, should be into the
- wind. As you approach the base, lower your altitude to about 50' and
- reduce your airspeed to 60 kts by pulling back slightly on the Cyclic.
- You'll need to reduce the Collective to maintain your 50' altitude. Your
- goal is to land in the centre of the base. Just before you cross the
- outside edge of the base, begin slowing down to a hover bby pulling back on
- the Cyclic. Note that as your speed drops towards 0 your lift will
- decrease. Add some Collective to maintain your altitude.
-
- The wind will tend to push you away from your present position; the Cyclic
- should be moved slightly toward the wind, producing just enough skid to
- counteract the wind velocity. This will maintain hover against the wind.
-
- PAGE 59
-
- Reduce the Collective (easy does it here) to begin your final descent. At
- about 20' you may need to reduce the Collective further to achieve
- touchdown.
-
- EASY FLIGHT: The collective must be used to change your altitude; however,
- altitude is unaffected by the cyclic controls.
-
- FARPS
-
- Forward Arming and refuelling points (FARP) are highly mobile bases
- designed to support helicopter operations. They are placed near or around
- the battle area, and are usually set up to support a particular squadron or
- mission. They are well stocked with aviation fuel and a full range of
- weapons.
-
- Your mission orders indicate if a FARP is available for the current
- mission. If availabLe, yOu may land at the FARP just like any Other base.
- The grouNd crew immediately refuelS and rearms your helicopter and your
- flight.
-
- Unfortunately, they're not supermarkets-there's no shopping allowed. Your
- helicopters are refuelled and rearmed to match your start of mission
- configurations.
-
- CARRIER LANDINGS
-
- You may ask what business the Army has at sea? As a member of a highly
- trained, elite force, you are more than up to the task. Still, carrier
- based landings are a little more complicated than your everyday open-field
- variety.
-
- The landing pad is smaller, and the carrier deck isn't at 0' altitude. The
- radar altimeter is the key instrumentation; it indicates the proper
- approach altitude as you centre your position over the deck. The other
- steps are just like landing on the ground, but be prepared to immediately
- max the collective if you've misjudged your approach.
-
- SHUT DOWN
-
- When you have landed at your base (altitude is 0), disengage the rotor.
- Your postflight options now appear.
-
- PAGE 60
-
- ------------
- HOW TO FIGHT
- ------------
-
- Helicopter combat systems have come a long way since the days of door
- mounted machine-guns and "wing and a prayer" defensive measures.
- Contemporary helicopters possess an extensive array of weapon and defensive
- systems. Each has been tailored to a specific target type or purpose.
- It's important to become familiar with each system's strengths and
- weaknesses. It'll be the difference between getting the target or the
- target getting you!
-
- Before you take off, re-examine the mission map, and decide on a flight
- path that will take you to the primary or secondary. Remember, the most
- obvious route may end up being the most disastrous. Bounding directly into
- the target at 140 kts and 500' of altitude may work in training, but it's
- suicide against well-equipped troops.
-
- A standard technique is to fly to the target in short dashes. Fly from
- behind one hill to another, then, hover and pop up briefly to scan ahead.
- Drop down, pick your next destination and repeat the process. Stay as low
- as possible when dashing, and use intervening terrain to mask your
- movement. It may sound boring, but you'll enjoy the results.
-
- Fuel is a major consideration: it isn't unlimited. Don't stretch yourself
- to the point you can't make it back. This is especially important when
- flying over water.
-
- Any success quickly turns to failure if you lose your flight to poor fuel
- planning. Always know the position of your base and FARP. Don't hesitate
- to "top off" your tanks if there's any question.
-
- As you fly, watch the threat display; the top of the display coincides with
- your current heading. A red dot is an opposing ground unit. A blue dot
- means an opposing aircraft is approaching. A yellow dot indicates a
- missile in flight. Note that the threat display can't distinguish between
- friendly and opposing missiles. A grey dot is a friendly unit or a neutral
- structure.
-
- When units appear on your threat display, they are also plotted on the
- maps. They appear darker when they disappear from your threat display;
- that's their last known position.
-
- PAGE 61
-
- Though virtually every opposing unit has some sort of gun or
- shoulder-launched missile, the most dangerous are AA guns and vehicles and
- SAM vehicles.
-
- WARNING INDICATORS
-
- Watch your warning indicators; they are the true measure of enemy activity.
- The "I", "R" and "L" indicators turn or flash red to indicate opposing
- search or tracking activity. Additionally, the originating unit's dot on
- the threat display automatically changes to a cross, thereby alerting you
- to the bearing of the most dangerous threat or threats.
-
- JAMMERS
-
- When a warning indicator illuminates, the standard response is to turn on
- the corresponding jammer, press the Radar Jammer (n) key or IR Jammer (.)
- key ("L" jammers currently aren't available). A small green light beside
- the warning light illuminates, showing your jammer is active. If the
- warning indicator turns off, the jamming was successful. Immediately turn
- onto a new course, as jammed missiles often continue on their old course.
-
- Keep your jammer active until you destroy or fly away from the threat.
- It's a good idea to immediately activate both jammers if the threat
- concentration is high.
-
- DECOYS
-
- If the warning indicator remains illuminated, try using a decoy; press the
- Chaff (m) key or Flare (/) key to launch a decoy. The decoy indictor
- illuminates as long as the decoy is active. The decoy should be drawing
- the missile or gunnery to its position.
-
- ----------------
- ON THE DEFENSIVE
- ----------------
-
- HOW THEY FIND YOU
-
- For a general description of helicopter tactics, see pages 110 - 112.
-
- Ground based weapons utilize active radar, passive IR or optical means to
- search out and find targets.
-
- Search radars can "see" you at long distances in day or night. A distant
- red dot on the threat display is probably a search radar. Since the
- purpose of search radars is to detect your presence, jammers and decoys are
- counter-productive, as both announce your presence!
-
- Other units use short-range passive IR or the old standby-eyesight. They
- can't see you until you're much closer, and at night optical sighting is
- especially limited.
-
- PAGE 62
-
- All methods of search are blocked by objects on the ground. As a result,
- ground-based units have a "dead-zone" they can't see. Above this dead-zone
- the "eyes" will eventually find you. This dead zone becomes smaller and
- lower as you approach the unit.
-
- TRACKING AND EVASION
-
- If a search is successful, they switch to "tracking" mode. If employing
- radar, they constantly illuminate you with a radar beam. This sets off
- your radar warning and causes the indicator to solidly illluminate.
-
- When launched, IR weapons set off your IR warning and cause the indicator
- to solidly illuminate.
-
- If a laser ranger/designator is "painting" your helicopter, the laser
- warning goes off and causes the indicator solidly illuminate.
-
- If you`re being tracked by radar or an IR weapon,use your jammers and
- decoys. If that fails, try evasive flying.
-
- Dive to a lower altitude while turning parallel to or away from the threat.
- If you get lower and avoid closing the range (the dead-zone effect),an
- enemy often loses it`s track. Evasive flying is a superior option to
- jammers and decoys, because it doesn`t broadcast your position.
-
- Laser guided and visually aimed weapons can't be jammed or decoyed, so
- evasive flying is your only defence.
-
- If they find you, opposing guns will open fire and continue to fire until
- they shoot you down. You must either break the track or destroy the
- weapon. It's that simple. If the gunfire is radar controlled, you can
- probably break the track with jamming or chaff. However, all guns have
- optical backup systems (some have laser systems).
-
- The best way to avoid gunfire is skilful evasive flying and dead-eye
- firepower.
-
- If the find you, SAM equipped units will launch a missile. Missiles are
- either IR-guided, radar-guided or visually-guided. When a missile is in
- flight, you'll see a yellow dot moving towards you on the threat display.
-
- Passive IR-guided missiles are the most common on threat. Your IR warning
- indicator illuminates when they approach. Use your jammer or flares to
- "confuse" the missile, but remember to turn away so as not to collide with
- it.
-
- PAGE 63
-
- Sophisticated IR missiles probably have visual or laser back up guidance;
- don't get too elated if you defeat the IR-guidance, there may still be a
- nasty surprise in store.
-
- While radar-guided missiles are primarily designed for use against
- conventional jet aircraft, they still pose a serious threat. A radar beam
- reflecting off your helicopter guides the missile. This radar beam is what
- illuminates your radar warning indicator. Use your jammer or chaff to
- "confuse" the missile, but remember to turn away so as not to collide with
- it. Just like IR-guided missiles, radar homers probably have back up
- guidance systems. Therefore defeating the radar is just the first step in
- defeating the missile.
-
- Visually or laser-guided missiles are the greatest threats. You have no
- effective jammer or decoy defences; your only bet is evasive flying.
- Putting terrain between you and the missile is the best bet. Flying into
- the dead zone is the only other hope. Remember, successful evasive flying
- requires that you fly lower AND away from the launcher, flying lower may
- not be effective.
-
- After all this, there is some good news. All missiles have one universal
- weak point - they have a wide turning radius. If you can get one close,
- dart off perpendicular to its flight path; it will unable to turn fast
- enough to hit you. This tactic is easier said than done in a slow moving
- helicopter (fast-movers swear by this manoeuvre). It takes enormous skill,
- and split second timing to turn inside of a missile screaming in at Mach.
- 3.
-
- The Appendix includes a summary of the various AAA and SAM systems that
- await your pleasure. A description of the search, tracking and missile
- guidance systems is listed, along with an estimate of their effectiveness.
-
- Study your mission intelligence briefings closely. If necessary, reference
- the weapon system to understand its use and effectiveness.
-
- OUT AT SEA
-
- When out over the water, you have lost the best means of defence - terrain.
- You'll need to stay extremely alert, since the opposing patrol craft carry
- a number of defence weapons. Stay low or carry long range weapons, such as
- Penguin and Maverick.
-
- PAGE 64
- DAMAGE
-
- If you're unable to "spoof" the threat, the gunfire or missile will
- probably hit your helicopter. You'll see the explosion and the shudder of
- your helicopter. If the hit was severe, one or more of the system's status
- lights will illuminate. Systems will start to malfunction or fail. You'll
- need to evaluate the damage to determine if you can continue the mission or
- need to return to base.
-
- If you are hit in multiple or critical systems, your helicopter will lose
- power. The only way to survive this is to autorotate to a safe landing.
- The number of hits required for a general systems failure varies; after
- three or four, you should expect the worst.
-
- HELICOPTER WEAPONS
- ------------------
-
- TARGETING
-
- Your on-board targeting system is constantly scanning the forward arc; ;the
- system is limited to the front 180 degrees. It can't scan to the rear, so
- pay close attention to your flight path, and occasionally swing around to
- check your "six".
-
- The targeting system is line-of-sight dependent. As a result, the higher
- you are the farther it can "see". Of course, the higher you are, the
- easier it is for the other guys to spot you.
-
- The targeting system automatically "locks" onto the closest target. A
- diamond appears in your forward view, and an image of the target, along
- with its range and heading data, displays in your MFD. You may switch the
- target lock, assuming others are in the area, by pressing Selector #2.
- There may be a momentary delay; the targeting system must re-scan the
- entire area for new targets.
-
- When the locked target is within maximum range for the selected weapon, the
- target box becomes a solid. This range varies from weapon system to weapon
- system, as maximum ranges differ. If you fire at a target before the
- target box changes,there's no chance of a hit!
-
- MAST-MOUNTED SIGHTS
-
- The AH-64B Longbow Apache, OH-58D Kiowa Warrior and the AH-6 Defender are
- equipped with a sighting system mounted on top of the main rotor hub. This
- system enables these helicopters to "see" at greater ranges. Better yet,
- they may peer over the top of intervening terrain without exposing the
- helicopter. Press the Mast View (F2) key to switch to mast view; use the
- Controller to rotate your view.
-
- PAGE 65
- FIRING
-
- Depending on the weapon selected, a reticle ring or a fixed crosshair
- appears in your view. The reticle ring works with a"guided" weapons,
- whereas the crosshair works with "unguided" weapons.
-
- The reticle ring must be superimposed over the target diamond to accurately
- engage the target; adjust your lfight path if necessary. It has a range of
- movement that represents the angle of offset for the selected weapon. The
- reticle ring also becomes larger as the range drops indicating the
- "confidence" of the shot.
-
- The crosshair is always positioned directly ahead. Unguided weapons always
- fly or fire as you bear. Adjust your flight path to coincide with the
- target box. There's no question it's a challenge to fire unguided weapons
- at long range. Aiming errors, no matter how slight, normally result in a
- miss.
-
- Pressing Selector #1 fires the "active" weapon. Cannons and machine-guns
- fire in 20 round bursts. Rockets fire in salvos of 1, 2 or 4. All other
- weapons fire singly.
-
- WEAPONS
-
- The weapon indicator displays the "active" weapon, its position and rounds
- remaining rockets also indicate the current salvo setting. Press the
- spacebar to change the active weapon.
-
- All rockets, both gun pods and the AH-6 Defender's integral gun are
- unguided weapons, the remaining weapons are all guided.
-
- Certain weapons are only effective against certain target types. The
- Appendix includes a summary of the weapon systems, including
- characteristics and effectiveness. Familiarise yourself with these
- systems. There's nothing worse than blazing away at a target, wasting
- round after round, only to discover that you're using the wrong weapon.
-
- When you fire a cannon or a guided missile, the helicopter bucks and
- recoils upward; some altitude will be gained due to the loss in forward
- motion.
-
- NOTE: this effect isn't experienced in easy flight mode.
-
- PAGE 66
- SECONDARIES
-
- If a locked target is part of the primary or secondary mission, a prompt
- appears in the MFD along with the other target data.
-
- Your invisible co-pilot/gunner (the front seater - back seater if you're
- flying the AH-66A Comanche) assists you in two ways during the course of a
- mission. First, by communicating important system status and threat/target
- information; and second, by assuming control of part of the weapon systems
- functions. The degree of weapon system control is dependednt upon the CP/G
- reality switch setting.
-
- The best thing about helicopters is their ability to approach targets
- undetected; they literally live (from a survival standpoint) at
- nap-of-the-earth (NOE) altitude - about 100'. They move in and out of the
- terrain like a jungle cat stalking its prey.
-
- Sneak up on suspected targets, and use caution. Take a few extra minutes
- to evaluate the situation. The pilot that plunges headlong into a combat
- situation will more than likely retreat just as quickly with his tail
- between his legs. Leave the flamboyant entries to the jet jockeys - they
- need more attention, anyway!.
-
- If possible attack from the flank rather than the front; this is referred
- to as an enfilade attack. You can engage targets in turn, while limiting
- the number that can spot you. If you engage from the front, all of the
- targets can spot you simultaneously.
-
- Use long range engagements; the further you stay away, the better. Most of
- your weapons are longer-ranged than the opposition's - take advantage of
- it.
-
- If you only remember one thing, NEVER overfly the target. If you didn't
- destroy the target, you're giving away a free shot at your tail.
-
- First and foremost, choose the right tool for the job. Evaluate your
- mission orders carefully and outfit your helicopters with the most
- advantageous mix of weapons. For example, if you're ordered to intercept
- enemy shipping, you may want to take a few Penguins or Mavericks along for
- the ride.
-
- PAGE 67
- WEAPONS
-
- Once in combat, make sure that the "active" weapon is the most effective
- choice. Don't try to fire Sidewinders at tanks or TOW's at aircraft.
-
- CANNONS; are close range weapons that are best fired straight ahead.
- Deflection shots to the sides will consume more ammunition and reduce your
- chance of hit. The Apache A&B's 30mm cannons and the SuperCobra's and
- Comanche's 20mm cannons are essentially guided weapons - they're aimed by
- your targeting system. The defender's machine-gun and pod guns must fire
- straight ahead.
-
- MACHINE-GUNS: are very close range weapons, and can only be fired straight
- ahead. They lack the penetrative power of cannons, and therefore are only
- effective against unarmoured targets.
-
- ROCKETS; are available in three types. Each is best suited for a
- particular type of target, but can be effective against other target types.
- They're unguided weapons, and are therefore easier to fire at close range.
- However, they can be fired in salvos, and you can carry a fair number.
-
- ATGMs: are also available in three types. They're powerful anti-armour
- weapons that can be effectively utilized against structures ships and even
- slow moving aircraft.
-
- TOW is a wire-guided weapon that's steered to the target. It's not as
- difficult as it may seem. As long as the target is locked, corrections to
- the missile's flight path are automatically calculated and transmitted to
- the TOW over the un-spooling wire. However, the wire is the biggest
- limitation - it runs out at about 3,800 metres.
-
- HELLFIRE-A is a laser designated weapon that homes in on reflected laser
- light. It's much longer ranged than the TOW and has a wider target
- envelope. Since the Hellfire "sees" the reflected light, the designation
- can be switched to a different target; if it's within the target envelope,
- the Hellfire will hit the new target. This allows for "ripple fire"
- tactics. Multiple missiles are fired at short intervals; after the first
- hits, the designator "spots" the new target, and then, and then guides the
- second missile.
-
- PAGE 68
-
- LASERS are not as effective during low visibility conditions. Rain, fog
- and snow can refect some or all of the laser light limiting range and hit
- probabilities. There's another disadvantage; if you're designating your
- own target, you must also expose the helicopter until the Hellfire hits the
- target.
-
- HELLFIRE - B is the latest version of this effective weqpon system. It's
- the primary armament on Longbow Apaches; it can't be carried on Model-A
- Apaches. It replaces the laser homer with a fire-and-forget millimeter
- wave radar homer. All you do is find the target, and fire the missile - it
- doesn't get any easier. This combined with the Lonbow's mast mounted sight
- makes for a potent, unbeatable combination.
-
- SIDEARM; is designed to home in on any surface radar emission source
- therefore, it's classified as an "anti-radiation missile". Its big
- brothers, HARM, Standard and Shrike, have been utilized to great effect on
- conventional aircraft for years. Now, helicopters possess a similar punch.
- You don't have to get a target lock to fire a Sidearm; just make sure to
- fire it towards the radar source. It's fragmentation warhead and
- fire-and-forget technology make it one terrific "quick-draw" weapon-a
- surefire way to permanently cancel that radar.
-
- THE BIG LOADS; Maverick and Penguin are heavyweight special purpose
- weapons. Their use in helicopters is shrouded in controversy; some argue
- they're not worth their weight. The opponents feel that Hellfire is just
- as effective, and you can carry 4 Hellfires for every 1 Maverick or
- Penguin. On the other hand, Maverick and Penguin are both longer ranged
- than the Hellfire and are fire-and-forget weapons. The arrival of
- Hellfire-B makes the argument even hotter-the decision is yours.
-
- Not what you'll wear to your next costume party, it's the method of terrain
- shielding often called the 'pop up'. It's also where the auto-hover pays
- for its weight. It automatically maintains your present position and
- altitude even in the face of a stiff wind.
-
- Pull up behind a convenient hill position and drop your airspeed to 0:
- your altitude should be about 100' - 150'. As your airspeed approaches
- 8-10 kts (it must be 10kts or less), press the Auto-Hover (O) key; this
- immediately reduces your airspeed to O.
-
- 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 mast-mounted sight, stop the ascent just as the sight clears the
- hill. You're now in position to scan the surrounding area.
-
- If you lock onto an important target engage it immediately, and then drop
- down below the crest; press the Collective Down (-) key. Otherwise, drop
- below the crest and re-evaluate the situation. If necessary, check the
- mission map. You may need to adjust your flight path, or unmask again to
- engage the other targets.
-
- As an alternative approach, rotate the helicopter left or right by moving
- the Cyclic left or right. Then push the Cyclick ahead slightly to add a
- few knots of airspeed. Try to keep your airspeed under 10 kts. As you
- clear the side of the hill, press the Auto-Hover (O) key, and rotate back
- to the forward area. After scanning the area or engaging the targets,
- reverse the process (with a little more haste this time), and duck back
- behind the hill. While this method of unmasking limits the scanning range,
- due to low altitude, it's an excellent method of engaging known
- targets-longer ranged targets probably won't spot you.
-
- Remember with auto-hover active,you can quickly drop altitude by virtually
- bottoming the collective it holds you at the low limit.
-
- TARGETS
-
- Your missions present a number of target options, each with unique
- characteristics requiring different tactics of engagement or weapon
- selection. Always look before you shoot; the high command gets real upset
- when you start shooting up the friendlies.
-
- AAA & SAM's: are your biggest challenge. These are the only targets that
- can fire back with any real effect. Getting in the first shot is the key
- here. Both types have reaction times of 5 to 20 seconds, depending on the
- sophistication of equipment and the skill of the crew. If you plan your
- attack carefully, you can "take them out" before they even get a shot off.
-
- 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. IFV's and APC's can be a bit nastier; they carry
- shoulder-launched SAMs. Most of the other vehicles such as truck convoys,
- are totally unarmed.
-
- This may seem too good to be true, but before you think it's a cakewalk,
- the opposition has also recognised these weaknesses. Groups of tanks and
- other vehicles normally travel with AAA & SAM vehicles. Keep an eye out
- for these escorts.
-
- WORKING ON THE RAILROAD: doesn't get any easier than this. Railroad
- 'rolling stock" isn't much of a challenge, but important none the less.
- You know where they are and where they must go; it's just a matter of
- laying in wait and taking them out of action.
-
- NAVAL TARGETS; can get quite pesky, and the opposition has a habit of
- placing armed forces on their oil platforms. Guided weapons are a must in
- these situations. They are better suited to deal with the maneuvrable
- patrol craft, and you need their punch to take out the oil platforms.
-
- INFANTRY: are difficult to spot and root out. They're only armed with
- light weapons, but most also carry shoulder-launched SAMs. Rockets and
- cannon/machine-gun fire are a good choice in this case.
-
- STRUCTURES; pose problems similar to infantry. Although bigger and easier
- to spot, they are seldom undefended. SAMs and all types of AAA guns are
- usually in the vicinity. If you pick off the defenders first, the
- structures are then fair game.
-
- Bunkers and bridges are especially tough nuts to crack. It may take more
- than one hit to destroy them.
-
- 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 short sighted.
-
- The Soviets have always placed a strong emphasis on air-to-air combat, and
- have made concerted efforts to design this capability into their
- helicopters. Many in the US Intelligence community consider the new Ka-34
- Hokum to be a purpose built "anti-helicopter" helicopter.
-
- Fortunately, the US military planners are no longer ignoring this all to
- important technology. Air-to-air weapons have become a standard load when
- flying where air superiority is in doubt. The new AH-66A Comanche is
- designed with a high degree of air combat functionality; it's closer in
- concept to high-performance jet aircraft than past helicopter designs.
-
- In actual air-to-air combat, one facet that requires constant vigilance is
- a helicopter's ability to spring from nowhere. It's on you before you know
- what is happening, snaps off a missile and vanishes in the wink of an eye.
-
- Helicopter borne air-to-air missiles are the primary threat. They come in
- all varieties of homers, and are usually more maneuvrable than ground based
- weapons. The helicopters also carry machine-guns or cannons. Unit for
- unit, they can pack just as strong a punch as the friendlies.
-
- In Chapter 3, Helicopter Tactics, a number of the tactical maneuvres key to
- air-to-air combat, are discussed and diagrammed, but it essentially boils
- down to a few specific factors.
-
- ALTITUDE: Stay low! Aircraft like nothing more than to find a helicopter
- flying up where only the eagles should dare. It's bad enough exposing
- yourself to the ground fire, but it's murder against aircraft.
-
- TAKE THE FIRST SHOT; If you can get the first shot in, you have the best
- chance of coming out on top. Pay attention to the threat display, and stay
- ready to snap off a quick shot.
-
- 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 air, it gives more time to counter or evade.
-
- HOLD THE ADVANTAGE: Get on the aircraft`s tail or keep it to your front.
- NEVER lose sight of the enemy! If they get on your tail, use a side flare
- or a horizontal scissors to reverse the advantage. If necessary, use the
- LEFT VIEW (F3) key or RIGHT VIEW (F4) key to maintain visual contact
-
- There aren`t as many decisions to make with air-to-air weapons. They are
- adaptations of existing weapon systems. To date, the first purpose built
- helicopter AAM is yet to be seen.
-
- CANNONS; is the choice for close quarters. The Apache, Supercobra and
- Comanche use their helmeted mounted sights to maintain lock-on during tight
- twists and turns. Fixed-firing cannons can still be effective, especially
- with tail shots. Don't waste your time with machine-guns; when you're up
- against gunships, their armour can't be penetrated.
-
- SIDEWINDER; the father of the Sidearm, is one of the most successful and
- tested weapon systems in service. It's a highly maneuvrable,
- fire-and-forget IR homer. It's long-ranged and packs a potent warhead.
- Like Sidearm, you don't have to get a target lock; just make sure to fire
- it towards the IR source. Long range multiple engagements are a simple
- process; just disperse the missiles so they don't home in on the same
- target.
-
- STINGER: may be about half the weight of Sidewinder, but is certainly more
- than up to the task. You can also carry twice as many Stingers as
- Sidewinders; you never know when you may need those extra shots. While it
- may be shorter ranged, it'll reach just about every thing you can see.
- Some targets may take two hits, but those should be few and far between.
-
- HELSTREAK; is a British import that's derived from the ground-based
- Starsteak SAM. It's carried by the Longbow Apache and the Comanche. It's
- not a fire-and-forget system; laser guidance must be provided by the
- launching helicopter. Therefore, a lock-on must be attained prior to
- launch. On the plus side, it flies faster than Sidewinder and Stinger,
- which reduces the exposure time. It's three element warhead covers a broad
- area, so close is probably good enough. As an added advantage, it can also
- fire at ground targets. Its warheads can pierce most medium weight armour.
-
- PAGE 73
-
- 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.
-
- Press the Map View (F10) key to access the flight commands menu. The
- commands are listed across the bottom of the screen. Commands available to
- the "active" section or helicopter display "brightly"
-
- As you toggle through the helicopters, information relating to the "active"
- helicopter displays along the left side. The combat data link system
- automatically tracks key helicopter systems and mutually transmits this
- data via its communication link to all helicopters in the flight.
-
- DAMAGE SCHEMATIC
- ----------------
-
- The schematic helicopter diagram graphically displays damage to helicopter
- systems. A yellow burst over a system indicates damage; a red burst
- indicates system failure.
-
- The Rotor, tail rotor, left wing, right wing, left engine, right enginge
- and cannon indicate damage in their respective positions. Optics are
- located in the nose and/or mast-mounted sight; avionics are located in the
- tail boom; and fuel cells are located below the cockpit positions. While
- these positions may not be true location in all helicopter types, the
- consistency helps speed recognition.
-
- HELICOPTER STATUS
-
- The helicopter's current orders and key system indicators display below the
- damage schematic.
-
- PAGE 75
-
- ---------------
- COMMAND CONTROL
- ---------------
-
- The command list is utilised to pass instructions to the other helicopters
- in the flight. Commands given to a section leader apply to all helicopters
- in that section. Helicopters in your section always fly your course, speed
- and altitude unless instructed to do otherwise.
-
- NEXT UNIT
-
- All commands applicable to a section leader may also be given to a single
- helicopter. In this case, the helicopter deviates from the leader's
- control.
-
- Press the Next Unit (n) key to toggle between the helicopters. If the
- helicopters are flying as part of a single section, the helicopter display
- in numerical order. If a heavy and light section are both operational, the
- other section leader displays first, followed in numerical order by the
- remaining helicopters.
-
- FLY TO
-
- Press the Fly to (f) key to establish a flight path. Up to three waypoints
- can be placed. This command is applicable to your helicopter.
-
- HOLD POSITION
-
- Press the Hold Position (h) key to order the section to maintain its
- present position. The Section maintains its current altitude and heading,
- but reduces its airspeed to O. This command can be given to a section at
- any point; it doesn't cancel existing waypoints. Pressing the key a second
- time cancels the hold.
-
- Upon reaching its destination, the section immediately assumes a hold
- command.
-
- SPEED
-
- Press Speed (s) key to modify the section's airspeed. There are three
- possible settings-slow, medium and fast.
-
- Slow speed is 50% of the possible maximum for the current altitude.
-
- Medium speed (the default) is 75% of the possible maximum.
-
- Fast speed is 100% of the possible maximum.
-
- Pressing the key loops through the possible settings.
-
- ALTITUDE
-
- Press the Altitude (a) key to modify the section's altitude. There are
- three possible settings - NOE, contour and low.
-
- NOE altitude (the default) is 20' higher than your present low altitude
- limit setting.
-
- PAGE 76
-
- Contour altitude is 150' higher.
-
- Low altitude is 350' higher.
-
- Pressing the key loops through the possible settings.
-
- Press the Land (l) key to order the section to land upon reaching its final
- waypoint. If no active waypoints exist, the section immediately lands.
- The section seeks out terrain suitable for a landing in the immediate area.
-
- Press the Return to base (b) key to order the section to immediately return
- to base; all existing waypoints are cancelled. If on a deep strike
- mission, the section returns to the passage point.
-
- The section initiates the default speed and altitude unless ordered
- otherwise. The section takes the most direct route to the base, and lands
- upon reaching its destination.
-
- Press Disengage (d) key to order the section to immediately break contact
- and move away from all opposing forces. Upon reaching a "safe" position,
- the section assumes a hold command. This command cancels all existing
- waypoints.
-
- The section disregards this command if not currently in contact with
- opposing forces.
-
- Press the Regroup (g) key to order an independent helicopter to immediately
- rejoin its section. It takes the most direct route, and initiates default
- speed and altitude settings. This command cancels all existing waypoints.
-
- Press the Weapons Free (w) key to order a section to engage all sighted
- targets. The section employs the appropriate weapons, if available, based
- on target type. Pressing the key a second time returns the section's
- weapons to "hold". Helicopters on "hold" status fly directly to their
- destinations.
-
- The section freely employs defensive measures on either setting.
-
- PAGE 77
- CARGO DROP
-
- Press the Cargo Drop (c) to order the section's cargo carrying helicopters
- immediately to drop their cargo. The section's UH-60 K/L, Blackhawks drop
- their cargo upon reaching the Primary/Secondary waypoint.
-
- --------------
- COMMUNICATIONS
- --------------
-
- Communication is the key element to any successful operation. Since you're
- an active pilot in the flight, not some desk jockey, you must rely on your
- pilots to keep you abreast of developments.
-
- During the course of a mission, your pilots communicate key information and
- status updates. The messages include target sightings, reaching
- destinations and damage updates.
-
- Their call sign appears on the screen, along with their message. This
- enables you to fly your portion of the mission and not constantly check on
- flight status.
-
- When important situations do develop, you can immediately access the Map
- view to re-evaluate and revise orders as necessary. You can also "jump on
- their tail" by pressing the Flight chase View (shift F5) to directly view
- the situation.
-
- If, for any reason, you are unable to read an entire message, press alt m
- to re-display the last message.
-
- STRATEGY
-
- It's probably easier to just say I'll do it myself, but combat is a team
- effort. The commander that best employs flight assets will be the most
- successful. You could always keep the entire flight with you at all times,
- but that will limit your options dramatically. Give the other pilots a
- chance; they'll give you their best.
-
- PAGE 78
-
- Use your flight to the best of its abilities. Inexperienced pilots may not
- do exactly what you had in mind. Developing skills and moxie takes time,
- just as you've probably found out by now. Experience is a measure of
- missions flown, rank and decorations. Your best pilot will have flown the
- most missions, is one rank under you, and has a chest full of decorations
-
- This pilot is your best choice for the other section leader. Avoid
- selecting that wet behind the ears W-O1, fresh out of flight training.
- Don't ask any of them to do more than they're capable of accomplishing.
-
- Try to envision yourself flying this leg of the mission; what would you do
- if you were there? Apply a command stream that accomplishes that image.
- If you give them poor orders, they'll perform poorly. You're their
- commander; they look to you for the right measure.
-
- The tactics described earlier still apply here. fly and fight smart.
-
- Scouts play a very useful role as independent helicopters. Send one on
- ahead to look for enemy units and/or to clear a safe flight path. It's no
- use sending loaded Blackhawks into totally unfamiliar territory; their
- loads are just too valuable to squander away.
-
- A Kiowa Warrior can also mark targets for Hellfire equipped Apaches,
- Supercobras and Blackhawks. The gunships can wait safely behind a hill
- while the Kiowa Warrior is out looking for some ripe targets.
-
- With the opposing forces constantly on the move, it`s easy to stumble
- accross a force occupying an area you thought was clear or just flew
- through a few minutes ago. It`s usually expedient to position a helicopter
- in covering terrain along any suspected movement paths.
-
- Also, a helicopter can be positioned to cover your "back door". This way
- you can be confident that your means of exit is clear of enemy forces when
- you need to get out quick.
-
- PAGE 79
-
- SPECIAL CONSIDERATIONS
-
- Upon landing UH-60K/L Blackhawks automatically drop off their passengers,
- unless at a base or FARP . Be sure they're at the correct location before
- giving the orders to land. They also automatically pick up any passengers,
- if in the vicinity, when they land.
-
- Cargo drops are also automatic. Even though cargo can be successfully
- dropped without making a landing. It's easier to verify the location by
- landing first. Of course, if the LZ is "hot", you may be forced to drop
- the load and get out quickly.
-
- PAGE 80
- -----------------
- AFTER THE MISSION
- -----------------
-
- SUCCESS
-
- You've landed, and are relatively safe and secure. The S2 now wants to run
- through the debriefing. Never an easy read, you can't tell if he's pleased
- or disappointed. The mission replay indicates how well you did this time
- out.
-
- If you do nothing else, complete the primary and secondary missions, and
- return safely to your base. If you can manage only one of the two, make it
- the primary. Destroying additional units is always a plus, but not at the
- expense of your missions. Stay focused, but flexible. The TF commander
- has a habit of changing missions.
-
- Promotions and decorations are awarded for hitting the assigned missions
- and returning an intact helicopter to base. Time is also a performance
- measure. You can't spend the entire day flying just one mission; you need
- to get in and get out as quick as possible. There's only so many
- helicopters and pilots available, and more than enough mission to go
- around.
-
- If you land and abandon your helicopter, every attempt is made to pick you
- up, but you may be captured by the opposing forces. Naturally, the chance
- of rescue increases if you're near a base or FARP. The best bet is to make
- it back to base. It's better to return even if you can't complete your
- missions. You can always return to fight another day.
-
- When a campaign is completed, you are advised as to the outcome. This
- shouldn't be any surprise, you've known the progress all along. The
- campaign map is routinely updated when you attend briefings.
-
- Successful completion of your assigned mission improves your overall
- record. An excellent record leads to promotion. However, even in combat,
- promotions take time. don't expect a promotion after every mission. As
- you increase in rank, promotions are even harder to come by. After all,
- not everyone can be a Brigadier General.
-
- A reprimand on your record makes promotion more difficult. Reprimands
- occur whenever you decline a mission, or you fail to achieve either the
- primary or secondary mission. On the other hand, decorations for heroism
- move you to the head of the promotion pack.
-
- PAGE 81
- BATTLEFIELD COMMISSIONS
-
- The TF commander is always on the lookout for pilots with leadership
- potential. If you're selected to receive a commission, you're approached
- by the TF commander. The choice is yours to make; it's not required.
- However, accepting the commission does open the door to the exciting world
- of multiple helicopter flight.
-
- The TF is persistent. He'll keep after you even if you decline a
- commission. If you continually decline the offer of a commission, CW4 is
- the highest rank you can attain.
-
- DECORATIONS
-
- If you do exceptionally well on a mission, you may be awarded a medal for
- heroism and valour. Unlike promotions, decorations are based purely on
- your performance during a single mission. Your current rank and record
- have no effect on your chance of getting decorated.
-
- In addition to the decorations for heroism and valour, two other
- decorations can be awarded. The National Defence Service Medal is given
- for successfully completing training, and the Purple Heart is awarded for
- wounds received in combat.
-
- --------------
- MISSION REPLAY
- --------------
-
- The mission replay summarises the key events of your mission. It shows
- what went well and not so well. It's a learning experience; the next time
- out apply the lessons learned from this mission.
-
- FILM LIBRARY
-
- Upon the completion of a mission, or if you access the mission films
- through the Squadron Archives, the Film Library panel appears.
-
- Here you select the film to view; the last mission flown is always titled
- "Last Mission". To select a film, position the cursor on the title line
- and press Selector #1; the selected title highlights. Press "Play" to
- begin the replay.
-
- From this control panel, you may also rename and delete mission films.
- Remember, if you wish to save a current mission, you must rename "Last
- Mission" or it'll be lost after the next mission.
-
- Once you fill the entire page, the slide bar to the right is used to scroll
- the film listing.
-
- EXTERNAL VIEWPOINT
-
- In this the default viewpoint, replay displays the actual combat films from
- your mission. You are there again with your flight, with an "out of body"
- view of all the action. A short mission summary is displayed at the top of
- the replay screen.
-
- PAGE 81
-
- A running list of events is displayed on the panel. This way you can
- follow along with the action as it happens.
-
- Replay uses a "VCR" type panel to control the replay functions. During the
- Conventional Replay, the Controller is used to position the cursor over a
- key; press Selector #1 to activate the key. As an alternative, the tab and
- shift keys can be used to position the cursor.
-
- Press the directional keys to adjust the point of view.
-
- Press the r key to rewind the beginning of the replay.
-
- Press the s key to stop the replay.
-
- Press the p key to start the replay.
-
- Press the n key to fast forward to the next event. Upon reaching the next
- event, replay automatically shifts into the "play" mode.
-
- Press the f key to fast forward.
-
- Press the respective numeric key to shift the view to that helicopter. If
- the mission type was "single", only the 1 key is active.
-
- Press the t key to shift the view to the target.
-
- Press alt x to resume the fight.
-
- Press alt y to activate the DEMO viewpoint. Press alt y to return again to
- the external viewpoint.
-
- The replay takes the "pilots" viewpoint. In this mode, you view the
- mission from the pilot's seat. All actions are replayed exactly as they
- occurred in the actual mission.
-
- To exit the replay, press alt e, this returns you to the game. To return
- to the control panel, press alt y.
-
- Replay offers one additional exciting feature. You can jump in and take
- over a flight at any point during the replay! Position the cursor over the
- Resume key and press Selector #1 (or press alt x).
-
- PAGE 83
-
- This feature is an excellent combat tool for learning and developing
- tactics. You can re-fly a tough mission, change your tactics, and observe
- the impact of a revised plan of attack. Or, you can re-enter another
- pilot's mission, and see if you can top their results. These "films" are
- loaded via the squadron archives file.
-
- When you re-enter a mission, you are positioned in the #1 helicopter and
- are now in control with all game controls active.
-
- The results of a re-entered mission never affects your record, nor are the
- results of this "mission" recorded for future viewing. The original replay
- remains intact.
-
- To exit, press alt e; this returns you to the game.
-
- FLIGHT PROMOTIONS
-
- The pilots in your flight are also eligible for promotions and decorations.
- The high command makes recommendations as to who should be promoted and who
- should receive decorations. As the flight commander, you're authorised to
- accept the recommendations or transfer the awards to other pilots.
-
- To change a recommendation, highlight the award and press Selector #1. The
- award is transferred to the next pilot. Promotions are automatically
- adjusted to the next higher rank. A pilot can't be promoted to a rank
- equal to your current rank. Decorations are awarded as presented.
-
- When you concur with the recommendations or changes, highlight the accept
- key and press selector #1.
-
- REPLACEMENTS
-
- If you're ever faced with the unfortunate situation of having to replace a
- pilot lost in combat, you'll automatically receive a W-O1 replacement from
- the pilot pool.
-
- If you're not satisfied with the replacement or you wish to change an
- existing pilot, the pilot replacement screen is provided to make these
- administrative changes. You may replace the pilot, but the new pilot's
- rank and decorations are comparable.
-
- Hilight the pilot to be replaced, and press selector #2. Enter the name of
- the new pilot and press selector #1.
-
- --------------------------------------------------------------------------
- Continued Overleaf!
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