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- MICROPROSE GUNSHIP
-
- Taken from an ST SEWER SOFTWARE docs disk. Edited by Parasite.
-
- Gunship uses the following keys:
- ABORT MISSION = Esc
- PAUSE = Tab
- PORT ENGINE ON/OFF = 1
- STARBOARD ENGINE ON/OFF = 2
- ROTOR ENGAGE/DISENGAGE = 3
- LOCK/NEXT TADS = Backspace
- JETTISON WEAPON = Alt 4-6
- DAMAGE REPORT = D
- MAP = M
- STORES = S
-
- VIEWS = Arrow keys
- ROTATE FROM HOVER = ( & /
- STOP ROTATION = )
- CHANGE CRT = Space bar
- COLLECTIVE UP FAST = *
- COLLECTIVE UP = -
- COLLECTIVE DOWN = +
- COLLECTIVE DOWN FAST = Enter
-
- Weapon select keys are:
- AIM-9L SIDEWINDER = 4
- 2.75" FFAR = 5
- AGM-114A HELLFIRE = 6
- 30mm CANNON = 7
- DROP CHAFF = 8
- RADAR JAMMER = 9
- INFRA RED JAMMER = 0
- DROP FLARE = -
-
- The passwords & countersigns are:
- PASSWORD COUNTERSIGN
- ACCENT TRAMPOLINE
- BILLBOARD KICKBACK
- CROMAGNON MELODRAMA
- DAKOTA ONSTAGE
- ELECTRA VERTICAL
- FOOTHOLD INSOLENT
- GRENADIER NOCTURNE
- HEDGEHOG LOCKSMITH
- IVORY WILLOW
- KNOCKOUT PUREBREAD
- LOZENGE ROMANTIC
- MAZURKA YELLOW
- NEBULA QUAKER
- OVATION UPSTAGE
- PENTHOUSE SYMPHONY
- QUARTZ ZEBRA
-
- EXAMPLE: If a US Base gives the password IVORY then you would
- reply willow.
-
- THE FLIGHT INSTRUMENTS ARE FROM LEFT TO RIGHT AS FOLLOWS:
- TOP OF DISPLAY:
- FUEL GAUGE FOR LEFT AND RIGHT TANKS
- AIRSPEED INDICATOR
- CRT DISPLAY
- ALTIMETER
-
- RADAR & INFRA RED WARNING AND JAMMER INDICATORS
- BOTTOM OF DISPLAY:
- ENGINE AND ROTOR RPM
- TORQUE GAUGE
- ATTITUDE & ARTIFICIAL HORIZON
- WEAPONS SELECT & STATUS
- VERTICAL SPEED INDICATOR
- THREAT DISPLAY
- BOTTOM LEFT HAND CORNER:
- INERTIAL NAVIGATION SYSTEM
- TAKE OFF AND LANDING
-
- First of all after boot up pick the Training in the USA option because you
- don't want to worry about nasty things like FLAK and SAMs.Turn on both
- engines (keys 1 & 2) and engage the rotors (key 3).When the rotor speed
- reaches about 80% hit the collective up fast key (*) until the readout
- shows about 75-80%.At this time the chopper should leave the ground (the
- collective key alters the pitch of the rotors to produce vertical momentum).
- You will notice that the airspeed still reads zero so push forward
- gently on the stick till you start to pick up speed then slowly reduce the
- collective until you attain level flight.You can use the collective to
- maintain a climb or dive without a loss or gain of speed or you can use
- the control stick to produce a climb or dive with a corresponding loss or
- gain of speed.At speeds of less than 50 knots you can use the rotate left
- and right keys to produce a change of direction without a loss or gain in
- height.A helicopter is inherently unstable and as such requires constant
- adjustments to keep height and course constant.Climb to 1000 feet and
- practice turning and climbing and diving using the collective to keep a
- constant speed.To go into a hover (very important when landing) gently
- pull the nose up while reducing or increasing the collective until you
- are no longer climbing or diving. Slowly toggle the collective still
- further until your speed begins to drop towards zero,then let your speed
- drop past zero until you are flying backwards.Slowly increasing the
- collective will bring you to a hover. I'll just have a quick read of the
- manual then I will tell you how to land.
- Before landing line the chopper up with your base (the large white square
- on the map) and dive to 200 feet and reduce forward speed to below 100
- knots.Close to within 1.5 miles of the base then slowly adjust the collective
- until you can maintain a shallow descent,and a slow reduction in speed.
- When height is below 100 feet,pull the nose up slightly while still
- maintaining a descent.Don't worry about landing directly on the chopper
- pad for the moment,anywhere within about half a mile is fine because you
- can make short hops to the base.Once within about 100-200 yards of the pad
- and on the ground you can shut down both engines (keys 1 & 2),and
- disengage the rotors (key 3).
-
- COMBAT
- The first thing you need to know in combat is the capabilities of your
- weapons, it is no good firing a Hellfire at an enemy chopper for
- instance.Just above the CRT display in the centre of the screen is a small
- box which will inform you when the on board computer detects a possible
- target.Pressing the fire button once will show the target in the CRT
- display.Friendly targets will show green while enemy targets will
- show red.Pressing Backspace will toggle through all possible targets
- and the zero key on the keypad will clear the CRT.When a target is
- displayed in the CRT you will notice in the top left hand corner a set of
- figures, this is the range to target. The figure in the top right corner is
- the magnification of the camera scanning the target and is as far as
- I know,mainly for decoration. When you have a target displayed on your CRT,
- you will notice a small box will have appeared in the upper cockpit window.
- This is known as your TADS (Target acquisition & designation system).TADS
- will track the target as long as it stays in your field of view. The
- weapons of your chopper are listed as follows with their ranges and uses:
- The 30mm Chain Gun.This weapon is situated directly under the nose of
- the chopper.It is not aimed manually, and will automatically track any
- target found by your TADS.It has a maximum range of 1.5 miles but its
- effective range is about half that. The further from your line of flight
- it tracks the less accurate it becomes.It is a good all round weapon
- and can be used with varying degrees of success against most targets.
- AGM-114A Hellfire Anti-Tank Missile. The Hellfire can only be used against
- 'hard' targets (tanks and bunkers),it is totally ineffective against men
- choppers and AA guns.It has a maximum range of 6 miles and range does not
- effect accuracy as it has to be guided by laser,which means that the chopper
- has to stay exposed until the missile finds its target.
- 2.75" Folding Fin Aerial Rocket.The FFAR rockets are an old weapon,dating
- back some 30 years and as such they have no guidance system.They fire
- straight ahead so need to be aimed by the pilot pointing the nose of the
- chopper straight at the enemy.The warhead of the FFAR is High Explosive
- so it is good against all soft skinned targets,but only marginally effective
- against armour.It has a range of perhaps 4 miles.Range does effect
- accuracy.
-
- AIM-9L Sidewinder Air to Air Missile. The sidewinder is only effective
- against air targets.It has a range of about 14 miles and uses an infra red
- homing system so is of the 'fire and forget' type.
- Defensive Systems :
- Chaff (small strips of metal used to jam radar) and your Radar jammer (key
- 9) are effective against Radar Homing missiles,while flares and the IR
- jammer (key 0) are effective against heat seeking missiles.If these fail to
- shake a missile,it is possible to outfly them as both types of missile
- have a HUGE turning circle.The only counter measure against FLAK is to
- avoid it or to shoot up the guns.When flying against enemy choppers YOU
- have the advantage as their guns are fixed to fire forward and because of
- their size and weight you are very much more maneuverable.One other
- thing I've just remembered,when you've ECMed a missile,don't just assume
- that it won't hit you, as they continue to fly in the direction they
- were going when ECMed.