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- _____
- /__ /\ ________ T.H.E ____________
- // __\_____ \/\________ \_______ _________
- ___ __/ / /\\ \ .\_____ \/\ /. / /\ ____ ____ ___
- Y \______ / \ \ \\ _ \ \// / \___ _ _\ Y
- . \_____/ / \ \________/\\ \ \____ / /\ \\ .
- \/ \_______/\ \____________/ / \ \ ______/[Sk!n]
- \_______/ \/ \ \_____/
- [Simply Nutty] \/
- -+------------------------------------------------------------------------+-
- | The LoOnS: Python Wizz The Guardian PoB Action Man Chuck T-Leaf |
- -+------------------------------------------------------------------------+-
- ____ ____________________________________________________________________ ____
- \\ /::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::\ //
- :\/::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::\/:
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- /--------------------------*----------------------------------\
- ;| PrOuDlY PrEsEnTs |,
- | |
- / TECHNICAL SUPPLEMENT: \
- :\ /:
- . | -> FOR GUNSHIP 2000 <- | .
- | |
- \--------------------------*----------------------------------/
- ; :
- TYPED BY CHUCK: 15/6/93
-
- THE LoOnS - SiMPLY NUTTY!
-
- 1 9 9 3.
-
- --------------------------------------------------------------------------
-
- REQUIRED EQUIPMENT
- ------------------
-
- COMPUTER - This simulation requires a Commodore Amiga with at least 1 MB of
- Ram. If you intend to install the simulation onto a hard disk 1.5 MB of
- Ram is required.
-
- CONTROLS - Gunship 2000 can be run entirely from the keyboard, with mouse
- and keyboard or with joystick and keyborad. An analog joystick greatly
- improves the feel and realism, and is therefore strongly recommended.
-
- DISK DRIVES - Gunship 2000 can be installed onto 3.5" floppy disks. You
- will need a set of four blank disks for this. However, it works best if
- installed onto a hard disk drive.
-
- INSTALLATION CONCEPTS
- ---------------------
-
- Important: Gunship 2000 should not be played from the original disks. You
- must either copy the original disks onto backup floppy disks or use the
- install program to create a subdirectory on your hard disk. If you attempt
- to play from the original disks they will become permanently altered as
- they are updated as the simulation runs. Please do not use any
- commercially ( or otherwise) available copy program - use the one provided
- for you on the disk. No other copy program will work, and Microprose will
- not accept responsibility for any damage caused by copying programs except
- the one provided.
-
- INSTALLING ON FLOPPY DISKS - Gunship 2000 has no disk copy protection.
- Insert yuor original Disk 1 and switch on your computer. A screen will
- appear which allows you to copy your original disks. Please follow any
- on-screen prompts. You will need a set of four blank disks.
-
- INSTALLING ON HARD DISK - Boot up your hard disk as normal and insert disk
- 1. Open this disk and double-click on the "Install" icon. Please follow
- any on-screen prompts. A drawer labelled "GS2000" will be created on your
- hard disk, containing all necessary files.
-
- RUNNING GUNSHIP 2000
- --------------------
-
- LOADING FROM FLOPPY DISK - If your computer has Kickstart in ROM, turn off
- your computer and insert your backup disk 1. Power up the computer, and
- the program will auto-load. If your computer does not have Kickstart in
- ROM, load the Kickstart as normal, insert your backup disk 1 at the
- workbench prompt, and the program will auto-load, Please follow any
- on-screen prompts requesting disk changes.
-
- HARD DISK - Boot up your hard disk as normal. Open the "GS2000" drawer and
- double click on the Gunship icon.
-
- SAVING GAMES
- ------------
-
- HARD DISK - Your games will be saved to the drawer containing Gunship 2000.
- FLOPPY DISK - Your games are saved onto your backup game disks. You don`t
- need an additional save-game disk.
-
- REPLAYS
- -------
- In programming the Amiga version we were faced with difficult choices; we
- knew that it would be very difficult to include all the features from the
- IBM PC version and maintain the speed of the 3D and include all the
- features. We are pleased to sat that we have kept the screen update rate
- very high; unfortunately, memory restrictions have meant loss of the
- "REPLAY" facility.
-
- Later in the manual it explains events after the completion of a mission.
- After receiving any decorations you have earned you will return to brigade
- headquarters. Please ignore reference to "Mission Replays" in the manual.
-
- CONFIGURATION SCREEN
- --------------------
-
- When in flight, pause the game and press "C" to access the configuration
- screen. This allows you to alter your method of control, and to set the
- detail level. Increasing detail may delay screen updates, aand initially
- set on "medium detail" which is fine for basic Amigas. If you have a
- powerfull machine, increase the detail level, if you want a faster game,
- reduce the detail level.
-
- VERSION UPDATE
- --------------
-
- The latest notes regarding this program,additions, revisions etc. can be
- found on disk 1, in an ASCII file named "READ.ME". You can read the file
- using standard AmigaDOS commands, eg. "Type". "More" ( These utilities
- can be found on the Workbenck disk ).
-
- ---------------------------------------------------------------------------
- ---------------------------------------------------------------------------
- CONTROLS
- --------
-
- A NOTE ABOUT SELECTORS - Throughout the manual and technical supplement you
- will find references to selectors. A selector is a button or key which you
- must press to make a choice or initiate an action, and vary according to
- the method of control being used.
-
- KEYBOARD JOYSTICK MOUSE
-
- Selector 1 Return key Fire button Left button
- Selector 2 Backspace key Backspace key Right button
-
- A NOTE ABOUT KEYBOARDS - If you need to hold down the "Alt" or "Shift" key
- with another key, make sure to press the "Alt" or "Shift" first. Keep it
- down while pressing the other key, then release the "Alt" or "Shift" key
- last. Otherwise, you may get erratic keyboard results.
-
-
- SIMULATION CONTROLS
- -------------------
-
- ACTION KEYBOARD JOYSTICK MOUSE
- ------ -------- -------- -----
- Quit to DOS Alt + q Alt + q Alt + q
- End Mission Alt + e Alt + e Alt + e
- Pause Alt + p Alt + p Alt + p
- Last Message Alt + m Alt + m Alt + m
- Change selection Arrow keys Move Joystick Move mouse
- Choose selection RET/ Backspace Selector 1/2 L/R Buttons
- Leave screen Esc Esc Esc
- Cancel command Esc Esc Esc
- Accelerate time ] ] ]
- Normal time [ [ [
-
-
-
- SIMULATION VIEWS
- ----------------
-
- NOTE: These apply to all methods of control.
-
- Cockpit - F1
- Mast - F2
- Left - F3
- Right - F4
- Chase - F5
- Flight chase - Shift + F5
- Tactical - F6
- Remote - F7
- Reverse tactical - F8
- Missile - F9
- Map view - F10
- Change map scale - Spacebar
-
-
-
- FLIGHT CONTROL
- --------------
-
- ACTION KEYBOARD JOYSTICK MOUSE
- ------ -------- -------- -----
- Cyclic forward Up arrow Joystick forward Mouse forward
- Cyclic back Down arrow Joystick back Mouse back
- Cyclic left Left arrow Joystick left Mouse left
- Cyclic right Right arrow Joystick right Mouse right
- Collective up = = =
- Coll. up fast Shift + = Shift + = Shift +=
- Collective down - - -
- Coll. down fast Shift + - Shift + - Shift + -
- Gear up/down 3 3 3
- Autopilot on/off 5 5 5
- Next waypoint 6 6 6
- Previous waypoint 7 7 7
- Bay open/close 8 8 8
- Rotor dis/engage 9 9 9
- Auto-hover 0 0 0
- Change single or}
- left MFD } z z z
- Change right MFD x x x
- Low limit - c c c
- Low limit + v v v
-
-
- WEAPONS CONTROL
- ---------------
-
- ACTION KEYBOARD JOYSTICK MOUSE
- ------ -------- -------- -----
- Rocket salvo x 1 1 1 1
- Rocket salvo x 2 2 2 2
- Rocket salvo x 4 4 4 4
- Next target Backspace Selector 2 Right button
- Radar jammer on/off n n n
- Drop chaff m m m
- IR jammer on/off . . .
- Drop flare / / /
- Select weapon Spacebar Spacebar Spacebar
- Fire weapon Return Selector 1 Left button
- Jettison weapon Shift + Spacebar Shift + Spacebar Shift +Space
-
-
-
- FLIGHT COMMANDS
- ---------------
- NOTE:These apply to all methods of control.
-
- Next unit - n
- Fly to - f
- Hold position - h
- Speed adjust - s
- Altitude adjust - a
- Land - l
- Return to base - b
- Disengage - d
- Regroup - g
- Weapons free - w
- Cargo drop - c
-
-
- --------------------------------------------------------------------------
- --------------------------------------------------------------------------
-
- INTRODUCTION
- ------------
-
- THE MISSION
- -----------
-
- All around you in the TOC sit the other squadron flight commanders; tension
- covers the the area like a blanket. As you rip open your orders, the
- anticipation grabs at your gut, but you already know the score. No breaks
- here; your flight always pulls the tough assignments. Another SEAD mission
- deep into enemy territiry, Those fast movers need you to clear the way
- again. Doesn't the TF know that your luck can't hold out forever? Sure,
- your success rate is the highest in the squadron, but.....
-
- You gaze at the mission map. The primary is 20 klicks behind enemy lines-
- they must be kidding. Your boys best be sharp tonight. Better get over to
- the armourer's tent. At least you'll get first choice on ordnance; being
- number one does have benefits. Apaches and Kiowa Warriors are on tap
- tonight. Plenty of Hellfires and Mark 261 MPSM rockets to go round. No
- need for any AA loads this trip. Is the opposition the only ones smart
- enough not to fly during these conditions? The S2 better be right on this
- one.
-
- You climb into the rear seat of your Apache. You've never quite understood
- the feeling, but the closeness and tight fit is somehow comforting. You
- pre-flight the cockpit switches. You could run through this in your sleep,
- but SOP says otherwise - everything must be by the book. As you light off
- the APU your CP/G gives the thumbs-up. The other four pilots in the flight
- are looking to you for the sign. Although it's pitch black, you can still
- read the concern on their faces; but they're good to go. Time to get these
- birds airborne. You key the commo switch, "Wind 'em up!"
-
- Three-quarters of the way there and no sightings. Just a milk run so far;
- lady luck must still be along for the ride. This is too good to last.
- You"re getting a bit green-eyed from the glow of the FLIR's eyepiece, but
- without it you'dquickly get close and personal with some unforeseen
- hillside. Skimming the treetops at 120 knots is quite a rush, but any kind
- of altitude spells nothing but bad news.
-
- The MFD indicates that waypoint 3 is just ahead; time to assume attack
- positions. Captain Arthur in Zulu-4 will lead the light section; as usual,
- the heavy section is with you -Zulu-1. Your call goes out "Light section
- break right, heavy section left on me, weapons free." "Roger breaking now,"
- replies Zulu-4.
-
- The APR-39 is starting to chirp, and those blips on the threat display
- definitely aren't friendlies. "Jack, select MPSM," you call to your
- front-seater over the ICS. "All units, prepare to unmask. Engage as they
- bear."
-
- As you come up the TADS paints a pretty picture of the target. There they
- are, big as you please - SA-13's and 'Zoo'. But this is no time to admire
- the scenery, there's work to be done. "Targets bearing 335!", calls Jack
- not all too calmly. "Weapons in constraints, MPSM away!: you respond with
- equal gusto.
-
- The rocket sub-munitions burst on the target with a tremendous white flash,
- followed by a series of secondary explosions. "Those guys are toast!" you
- hear Jack call out to no-one in particular. So much for radio integrity.
-
- You've certainly got their attention now. The threat display is going
- wild; enemy units are popping up at every clock position. The apr's radar
- warning indicator light turns a solid, glaring red as the klaxon blares in
- your headset. You're being tracked!
-
- "Jammer active, chaff out! Peg him Jack!" you call out while quickly
- pushing the Apache down and to the right. You glance over just as the
- enemy missile explodes harmlessly in the chaff cloud. "I'm on him.
- Swiching to Hellfire," Jack responds. A short flash, and the Hellfire
- reaches out to find its target. Jack's head is glued to his display.
- He'll keep the target locked in the sight until the Hellfire impacts. A
- bright light blooms off to the left as the target evaporates from view.
- Scratch another one!
-
- The ground explodes as rockets and Hellfires slam into the hapless targets.
- You know that it's only a matter of time. There's no hope for those guys;
- the surprise was too perfect.
-
- Minutes later, not a single target is active. And, a good thing too as
- you've expended most of your ordnance. Its time to pull pitch and head for
- home. "Zulu's form on me. Let's get out of here. Well done!"
-
- Back at the TOC you and the other flight commanders are preparing for the
- debrief. As you sit and wait your turn, a smile slowly cracks across your
- face, just another successful mission.
-
- You knew it all the time.
-
- --------------------------------------------------------------------------
- --------------------------------------------------------------------------
-
- OVERVIEW
- --------
-
- Gunship 2000 is a detailed presentation of the art of present and near
- future helicopter combat operations. You can control just one or up to
- five distinct helicopters. The current and planned versions of the most
- prevalent U.S. Army helicopters are available for the choosing. Not just
- a bystander, you actually pilot one of the Army's top helicopters.
-
- You start out as a Warrant Officer Candidate (WOC) at the Army Aviation
- Centre, Fort Ruckner, Alabama. Here you select your squadron and provide
- its nickname. More importantly, you get the necessary training to prepare
- you for the difficult challenge of helicopter combat. You determine the
- reality or difficulty of the training. It can be as simple or as hard as
- you desire; the advantage here, you can take your time and can't be
- damaged. Plus you can return to training any time to brush up on your
- skills.
-
- Upon completion, you are promoted to Warrant Officer (WO1), and move on to
- single helicopter missions. Here you command and fly a single helicopter,
- in one of two theaters, against opposing forces in a variety of missions.
- The rank of commissioned officer awaits your success; and upon receiving
- your commission, the door opens to the endless variety and challenge of
- Flight and Campaign missions.
-
- In the Flight missions you are not only an active member of, but command a
- flight of five helicopters. You determine the mix of helicopters and
- ordnance required to complete the mission. How well you employ your own
- helicopter, plus command the other four helicopters determines the success
- or failure of the missions.
-
- The Campaign Mission places you in a situation of continuous combat where
- mission after mission is thrown at you and your flight. While you can't
- win the campaign on your own, your success (or failure) does have an impact
- on its ultimate outcome.
-
- Gunship 2000 offers all the thrill and excitement of modern helicopter
- combat in a visually accurate world of Topographical 3-D. Promotion
- decorations and glory await you!
-
- --------------------------------------------------------------------------
- END
-
-
- SEE FULL GUNSHIP DOCS FOR GREETZ........
-