home *** CD-ROM | disk | FTP | other *** search
- Subject: Hellcats/Leyte FAQ, Version 2.5
- Date: Wed, 18 May 94 09:42:15 -0700
- From: Jack Repenning <jackr@dblues.wpd.sgi.com>
-
- Here's a new edition of the Hellcats/Leyte Gulf FAQ. This version
- adds a pointer to the updaters to fix the sound problems on AV and
- newer Macs.
-
- It should replace the old one in game/com/hellcats-faq.txt.
-
-
-
- Hellcats Over the Pacific FAQ/Tips
-
- FTP from: /info-mac/game/com/hellcats-faq.txt
- Posted to comp.sys.mac.games and the Info-Mac Digest
-
- Jack Repenning
- jackr@sgi.com
-
- Version 2.5 UPDATE May 18, 1994 by Jack Repenning
- (Patches for broken sound on certain Macs)
-
- ------------
-
- This file's organized as follows, for easy reference. Sections I through VI
- contain both Q&A's and general tips.
-
- I. AIR COMBAT MANEUVERING
- I.I Leyte Gulf
- II. GROUND ATTACK
- II.I Leyte Gulf
- III. GROUND DEFENSES
- III.I Leyte Gulf
- IV. TAKING OFF, LANDING, AND GROUND MANEUVERING
- V. SCENARIO-SPECIFIC TIPS
- V.I Leyte Gulf
- VI. SCORING/GENERAL GAME
- VII. COMMON PURCHASING/MACHINE REQUIREMENT QUESTIONS
- VIII. EXERCISES
- IX. FTP ARCHIVE
- IX. CREDITS
- IX.I Leyte Gulf
- X. CHEATS
- X.I Leyte Gulf
- XI. FAQ BACKGROUND
-
- Note that a lot of the following is bona fide "spoiler" material. Read
- this only if you're REALLY stumped, or have "played the game out," and
- are looking for things to do.
-
-
- I. AIR COMBAT MANEUVERING (ACM)
- (including air-to-sea tactics)
-
- Tip 1: To register a kill, try to shoot when the Zero is still
- relatively small. There is a bug, such that even if one's immediately
- behind a Zero, pouring one's guns into him, he won't die. In real
- life, a Zero would be torn to shreds in a similar situation. So you do
- want to be behind him, but not TOO close (having the airplane fill the
- screen is too close; having it span the cross-hairs is probably about
- right).
-
- Head-on attacks or side attacks are more successful/damaging, when up-
- close. Usually, though, he's shooting at you at the same time, so it's
- not a good idea to make a habit of this.
-
- Tip 2: When dog-fighting, always try to get behind the Zeros. Try not
- to let them get behind you.
-
- Tip 3: When dog-fighting, it is usually better to come in low, a
- little off to the side, and start turning BEFORE the enemy fighter
- flies past you. Put the flaps in the up position so you can turn
- faster, and if you're about to crash, use your rudders to pull you up
- without having to roll out (actually, this rudder technique works for
- all turns). If you do this, you come up behind the enemy, relatively
- close, and you just have to shoot at him until he gets hit. Make sure
- you don't go too fast and fly past him (or worse, crash into him if
- you're not careful).
-
- Tip 4: A technique to use when dog-fighting is a "skidding turn." In
- World War II, a consistent trait of American aces was their willingness
- to "abuse" the airplane; the Japanese pilots, in comparison, were very
- good, but tended to fly "coordinated" too much. Liberal use of the
- rudder--man handling the airplane to your will--can give you the winning
- edge.
-
- Tip 5: Getting someone off your tail:
-
- Plan A: start a tight turn, drop the gear, reduce power, and kick in
- the flaps.
-
- Plan B: build up as much airspeed as you can, go level, kick the flaps
- in and pull up into a vertical position.
-
- (Plan B may not be a good thing to try with a sick engine).
-
- Tip 6: Make liberal use of the rudder controls. With these you can out-
- turn the Zeros. In fact, with good airspeed you can turn faster with the
- rudders than by banking. They also provide excellent attitude control
- when you are on your side in a turn. I find this very useful when turning
- close to the ground. They can be used to do snap rolls. When flying slowly,
- bank one direction, then hold hard opposite rudder. This takes a little
- fooling around. The most important use of rudders is to line up a
- target, either on the ground or in the air. (Use Caps Lock so you don't
- have to use the shift key all the time.)
-
- Tip 7: To keep from overtaking your target (aircraft), simply reduce
- throttle while holding your attitude. If that doesn't work (closure rate
- too fast), try gear, and flaps, in that order, giving time to get a trend
- rate from each attempt. To counteract the upward pitching moment of the
- flaps, anticipate it, and command pitch-down slightly, to keep the target
- in sight. If this still doesn't work, climb, but keep the Zero in sight.
- If you get really close, the Zeroes will turn, so take a guess and turn
- in that direction. If you guessed wrong, just complete the circle and pick
- your victim up again.
-
- Tip 8: Lower the gear to slightly decrease your speed. Flaps may be used
- for more effect.
-
- Tip 9: You rarely (if ever) need a full tank of gas, and the difference
- in performance is amazing. No mission really needs more than 30% to
- be completed in a reasonable amount of time; an extra 25% would be a good
- reserve.
-
- Tip 10: If your mission doesn't need them, leave bombs behind. They are
- heavy and decrease performance. Take as little fuel as possible for
- the same reason. A full tank is 1500 pounds and is good for 3 hours
- at 70% throttle.
-
- Tip 11: Don't waste ammunition! You've only got so much. If you see
- flames, instantly break of the attack and move to another target; don't
- be morbid and wait for the splash.
-
- Tip 12: Lots and lots of quick bursts are better than a couple of long
- ones.
-
- Tip 13: To judge the altitude of bogies, keep in mind that if they're
- BENEATH the horizon, they're below you; if above the horizon, they're
- above you. In general, by the time you see them (straight and level), if
- they're in your field of view, they're no more than 1500' above or below
- you.
-
- Tip 14: Taking on the whole flock: When you have several enemies
- coming against you all at once, you need more than good offensive
- moves: you need something that keeps one from nailing you while
- you're chasing another. Here are two "one for all" techniques:
-
- Aerobee effect: This is kind of a yo-yo while in a tight
- circle. The basic posture is a tight, level circle - this gets
- them all chasing you, and usually herds them all into a tight
- little knot, more or less opposite you on the circle. Now, you
- need to work them around into your sights. Since you're
- turning hard, you're already banked into the turn; bank out/up
- a bit, while keeping the stick way back: you open the circle a
- bit, and climb. Now, roll back over and down. As you return
- to your base altitude, you gain speed around the circle,
- catching up with the trailing zeke. Get it right, and he falls
- right into your sights - smoke him!
-
- Divide and conquer: if they're all in a fur-ball, going every
- way from Sunday, drive through taking pot-shots and ducking.
- One or the other of two things will happen: either one of them
- will latch onto your tail, in which case you go to the "getting
- them off your tail" maneuvers - fast! Or, more desirably, one
- of them will turn tail and run away. Don't be fooled: this is
- not cowardice, it's group fighting, but you can use it anyway.
- While you're chasing this one, two bad things are happening:
- you're leaving the scene, where you're probably trying to
- protect something or other, and one of the others is probably
- latching onto your tail. So don't chase the decoy very long,
- and watch your tail closely, but you'll probably get one or two
- good shots in at him. Make them count, and he'll be bleeding
- too much to play in the rest of the fight. Then, wade back in
- and cut the odds down some more.
-
- ** On Using a Mouse for flight control **
-
- Tip 15: Some people like using the keyboard with Hellcats. There is
- nothing wrong with that. However, a lot of folk use the mouse. Using
- the mouse is easiest for most Hellcat pilots. When you use the mouse, make
- sure that your Mouse Control Panel Device is set at its lowest tracking
- speed. If tracking is set high, your control over the aircraft will
- be near zero and your maneuvers will seem choppy and erratic. If your
- mouse CDEV has a 'tablet' setting, this is preferred. Above all,
- experiment and adjust. There are pilots out there who are very
- proficient with the mouse set at its highest setting.
-
- Another thing about the mouse: the idea is that you hold the mouse
- in a particular position - a bit to the right to roll right, or a
- bit back to pull the nose up - *not* that you move the mouse
- momentarily to make a change. This sometimes confusing to people
- who've used the keyboard to fly, where you usually tap a key to
- change the control surfaces. The farther you move the mouse, the
- more the control surfaces move.
-
- If you have your tracking set high, then a small mouse motion
- makes a large control surface motion. Sounds good, huh? But a
- fast motion makes a bigger change than a slow one: if you twitch
- the mouse away from the center, then move it back to the center
- more slowly, the control surfaces will *not* return to center
- position. This is the basic reason why you should turn the
- tracking down.
-
- It is normal, depending on air speed and whether you have the
- flaps down or not, for the "neutral" position (where you hold the
- mouse to fly straight and level, or to continue some turn) to
- change: if you're going slow, for example, you not only have to
- hold the nose higher to maintain altitude, you need to pull back
- farther on the stick - er, mouse - to keep it there. If you
- neutral point drifts uncomfortably, or you get too close to the
- edge of the mouse pad, just lift the mouse and reposition it
- nearer the center - but not actually *at* the center: try to put
- it in the spot you expect it to be for what you're doing at that
- moment, or you'll just fall off the other side of the pad a moment
- later.
-
- Q: Just because I see something on radar, does it see me? Will they
- immediately come after me, or do I have some time to pursue my mission
- before I worry about the Zeros?
-
- A: Maybe, maybe not. Most likely yes. Unless you are in 'Scramble' or
- 'Flying Fortress,' you can take your time. Usually Zeros are easy
- points and it is fine to try and take them out. You *DO* need to
- worry about the Zeros in 'Scramble' and 'Flying Fortress' as your
- objective in those missions is to protect.
-
-
- Q: Is it possible to collide with another plane?
-
- A: Yes. If you slam into a plane, you will explode and die.
- This is another danger of using the autopilot.
-
-
- Q: Is it possible to shoot down the pilot after he bails out?
-
- A: No. Don't even waste your ammunition. This feature was not
- provided, due to "humanitarian reasons."
-
-
- Q: Is it possible to collide with the pilot after he bails out?
-
- A: Yes! Colliding with a parachute, as discussed before, or the pilot,
- or the lines, will result in immediate death.
-
-
- Q: If I try to dogfight with another pilot using the autopilot key,
- half the time the autopilot drives me into the ground. Am I doing
- something wrong?
-
- A: Yes. Your autopilot is not smart enough to know when you are too
- close to the ground. Watch your altimeter. If you are getting down to
- 300 or so feet and are above 180 knots, get the hell out of dodge!
- Pull up on the stick or make a steep climbing bank. If you don't, you
- will auger into the ground and will go home in a pine box.
-
-
- Q: What's wrong with my plane? The Zeros run circles around me!
-
- A: If you try turning with your flaps down, you'll find that you can
- keep up with the Zeroes. But watch your airspeed!
-
-
- Q: Why does the plane seem to over react to stick movements?
-
- A: Your mouse speed is set too fast. Use the control panel and set mouse
- speed to "tablet".
-
-
- Q: I can't get the hang of getting behind the Zeros, how can I
- improve...is there a quick way to learn?
-
- A: Just lots of practice. Practice tight turns using your flaps, gear,
- and (if necessary) decreased throttle. Don't be afraid to make "out of
- plane" maneuvers (for example, instead of a level turn, at constant
- altitude, lower (or raise) the nose, and turn in a tighter, smaller,
- cone). You can also use the autopilot, but that's a really miserable
- cheat. :-)
-
-
- Q: How can I out maneuver a Zero that's behind me?
-
- A: You can use the flaps ('f' key) as an air brake to slow your plane.
- Then you can do a tight turn to the opposite heading from your
- original heading. When your heading is where you want it, then retract
- your flaps and gear (if down) and increase the throttle fully. It will
- probably not be able to follow you, and you'll be behind it soon!
-
-
- Q: Why, in frontal passes, do the Zeros seem to always damage the
- Hellcat engine, contrary to actual experience?
-
- A: Try evasive maneuvers when you are approaching the Zeros. If your
- radar is scanning in '1 mile' mode, and you are one square away from
- the Zero, use your rudder and weave to the Zero. Contrary to real life,
- it helps to come up from below, and slightly slow, on first contact--given
- the limitations of the display, what matters here is YOU seeing THEM first,
- and just accept that they'll probably see you, no matter what you do. Fire
- short bursts, head-on, break, and turn as fast as possible to re-acquire
- them.
-
- I.I LEYTE GULF
-
- Tip 1: To sink both cruisers and the aircraft carrier. There are a
- couple of hints. First, torpedoes are definitely sensitive to attitude
- as well as altitude and speed. You don't have to be very far out or
- level for the torpedo to fail. You can use an alternate view (rear, chase,
- ...) to see the torpedo hit the water. If you don't see it 'running'
- after hitting, then you failed to drop it properly. Go back around and
- try again.
-
- Tip 2: When dropping torpedoes, *try* to maintain an altitude of
- 250 or *less*. Also, keep your air speed to below 140 knots. Also, if
- your airspeed is too slow, the torpedoes will explode on impact.
- Try to stay above 80 knots. Sometimes at 100 knots your torpedoes
- will explode. When approaching a target, remember to sight the
- ship...find out in what direction the ship is traveling. Approach the
- target oriented to the bow. Aim slightly ahead. AAA gunners are
- deadly, try not to travel in a straight line, use your rudder and
- zig-zag to the target. Try not to shoot back, maintain your
- concentration on the target.
-
- Tip 3: The other difficult thing about torpedoes is that it is very hard
- to lead in formation to the enemy ships. The F6-F with a torpedo goes
- much slower than the Corsair, it appears. This makes it easy to make
- your lead too short. But if you fly straight out from your carrier,
- (scenario) you should hit either the enemy carrier or the nearest
- escort. Of course, once the ship is stopped by a torpedo or bomb,
- torpedoes are easy to deliver and very effective.
-
- Tip 4: The problem with torpedoes is simple mechanics:
-
-
-
- CARRIER ----------->Explosion at t=t0 + delta
- ^ (at t=t0 v=37 knots)
- |
- |
- |
- |
- |
- |
- F6-F Hellcat
-
- (dropping torpedo at t=t0)
- (v<200 knots)
-
- A simpler approach is to aim in "collision" course against the target,
- with a narrow angle and small lead. It is really much safer then using
- bombs, because we are not so exposed to AAA fire (and those Japanese
- gunners did quite an improvement in 2 years of war ;-)
-
- TORPEDO BUG: In "Deep Trouble" sometimes you hit a sub with a
- torpedo, you can see the explosion of the torpedo on the sub
- (<ctrl - I> confirmed) but sometimes you never get credit for it.
- Good old 500 lb bombs are much more reliable against submarines.
-
-
-
- Tip 4: The only mission where enemy ships are of any concern is
- 'Lighting Strike' - unless you count the gun boats in 'Bridge Out'...
- don't bother with torpedoes until you've got a carrier at full stop, like
- some big, fat, sitting duck. If you take bombs for your first run against
- an enemy task force, you can take out both cruisers with one pass - yes,
- it can be done - and thus eliminate 50% of the AAA fire.
-
- While you're headed back to base, take out all the Zeros and
- Franks you can. If there's still a live P-38 at the end of the dogfight,
- he'll plant a bomb on the carrier for you. Then you've got that
- aforementioned sitting duck...
-
- The hardest part about a torpedo run is that, after you've dropped both
- fish in the water, it is hard to leave until you get to watch the
- detonations. The carrier's still got live AAA! Zeros will be popping
- up occasionally - so if you're a bit sadistic, and want to stick around to
- watch the carrier's crew take a bath, keep an eye on the scope, and
- watch your distance to the carrier.
-
- Tip 5: Submarines are the easiest target in Hellcats (Leyte Gulf)--
- they don't fire back!!
-
- Tip 6: Reading the original F6 owner manual in HellCats. the Guns shoot
- like this:
- .
- . . point A
- . .
- . . point B
- . .
- -----^----- Guns location
-
- The bullets converging on point A; if you get real close to AAA,
- (something like point B) bullets will hit around the AAA's. Same
- thing is true about *dog fights*.
-
- Tip 7: If you've got the time, do some climbing while flying away from
- the target. It avoids triggering additional air-cover takeoffs.
-
- Tip 8: The fastest way to gain altitude, especially after takeoff
- is to open the throttle wide and raise the nose enough so you're
- going about 140 knots. If you use the flaps while you're doing
- this, you'll be able to keep the nose low enough to see where
- you're going, but the optimum speed is still 140 knots. If you're
- moving faster than 140 knots when you decide to climb, pull way
- back on the stick and "zoom" up, trading your speed for immediate
- altitude. As you approach 140 knots, let the nose fall until you
- hold steady at 140 knots. Don't do it this way if you're within
- shooting range of an enemy, though: 140 knots makes you a sitting
- duck!
-
- Tip 9: If you need a desperation kill for a fighter or bomber, launch
- more than one pair of missiles. When launching four or six, the
- chance of one of them hitting is pretty high. And considering you
- only need one hit to kill any plane, it may be worth it.
-
- Tip 10: When firing rockets, don't get too close to the explosion.
- Pilots have had PLANES not only lose engines, but some actually blow
- up because of the explosions. It is very dangerous firing missiles at
- planes that are only a few hundred yards in front of you--almost
- guaranteed death.
-
- Tip 11: When dog fighting with a wingman, go after any smoking
- Japanese plane, even if the wingman was responsible for the damage.
- By "scoring" the last hits on the Japanese plane (or better yet flaming
- it), you can get full credit for a very easy kill.
-
- Tip 12: When initially approaching the Japanese fighters, do so
- completely head on - when you are approximately 1/4 of a mile away,
- launch a couple of missiles. It is relatively easy to get one smoking in
- this fashion. A very useful technique with the Franks.
-
-
- II. GROUND ATTACK QUESTIONS
-
- Tip 1: Make only one pass, hit 'em hard and accurately, and get out of
- there.
-
- Tip 2: If you drop a bomb while flying level it will have forward
- momentum and will be VERY inaccurate. That is why we use the
- technique of dive bombing. The manual suggest you climb to 8 to 12
- thousand feet. This is about right, as any lower any you will get shot
- up by flack (AAA fire) and it will be hard to line up the shot. The
- ideal angle of a dive is 60 to 80 degrees. A good technique is to
- make sure you're level and look straight down. The field should be
- about 1/3 the way down the screen (this only works if you are level).
- To look down hit the down arrow twice. If the "Pan Cockpit View"
- option is checked the view will sweep the area, if not the change is
- instant. I keep it on. You should drop the bomb between 1 and 2
- thousand feet to 500 to 800 feet. Any higher is inaccurate, any lower
- is too dangerous.
-
- Tip 3: The Setup: To get a direct hit on a pinpoint target (as in the
- test target in the training mission) fly at the point you want to hit
- low (500 feet or less) and fast (200 knots IAS as target is likely to
- be HOT as in Battleships). Zoom straight down when target goes below
- your panel view.
-
- Tip 4: The Hammerhead Stall: When target appears at the edge of your
- view, pull up sharply until you are vertical, climb until you are about
- to stall and pull over so that as you stall, your plane flips over and
- you are pointing straight down at the target.
-
- Tip 5: Timing the Drop: Watch your shadow on the ground. Give this a
- couple of tries on the training mission target to get a feel for how
- the shadow indicates your position and the time to drop your
- ordinance.
-
- Tip 6: Pulling Out (or Popping your Rivets)
-
- A: BETTER OFF DEAD METHOD: After the drop, cut the engine,
- continue to fall until you hit 500 feet, put down your flaps and
- simultaneously pull back hard. Immediately re-throttle. You'll
- scrape the ground and bounce up to around 600 feet again.
-
- B: MOMMA, I WANNA GO HOME METHOD: Hit the flaps the moment you
- drop the bombs and pull back to a steep dive. Hold this
- attitude till you reach 200 feet and then pull level and retract
- the flaps. You'll be out of AAA range quickly.
-
- WARNING! WARNING! WARNING! Never attempt this bombing maneuver
- when there are enemy fighters (smoking or not) around. They
- WILL hit you when you slow down for the stall.
-
- Tip 7: When attacking enemy targets, try to hit them as you fly over
- them length wise. This way, you don't have to time your bombs exactly
- to hit if you're coming in to your target on a perpendicular angle.
- This is also very good because many times, you can sink an enemy
- carrier with only 2 bombs if they hit near the middle of the carrier.
-
- Tip 8 There is a small village in the south-east of Henderson
- Field--three houses and a small lake--try these out for target
- practice.
-
- Tip 9: South of Henderson field there is a bridge that can be "sunk."
-
- Tip 10: You can actually sink a carrier with one bomb! If you can
- manage to drop the bomb in such a way that it goes under the flight
- deck and explodes on the main deck (under the flight deck), then the
- carrier will sink. It looks great in instant replay because after the
- bomb explodes within the carrier, you see debris fly all over the
- place.
-
- Tip 11: Another trick when going after a carrier is to dive at the
- red-dot on the deck. Go up to around 8-10K feet, cut power to 60-70%,
- and head directly for the nice red dot on the deck. At about
- 1000-1500 feet (a higher percentage hit occurs at 500-800 feet...but
- the chances of being shot down are higher) drop both (or one) bomb,
- break away from the escort (if there is one), and go to full power
- like a bat out of hell!
-
- Tip 12: Desperate kill : If your engine is out or you are out of fuel
- after the first pass of a carrier (with two hits) and you are too low
- for expecting going back home (or whatever), try to crash you plane
- into the carrier (and don't forget to jump before and high enough).
- That way you can kill the carrier and you have a reasonable chance of
- being rescued (anyway it has worked several times with me). Anyway, you
- won't get a medal for your mission as you lost the aircraft.
-
- Tip 13: In most of the scenarios, you most likely don't require a full
- tank of gas--half at most. Take what you need, but not more! If you
- don't need bombs, don't take them. In some of the scenarios, if you
- do a good job of protecting the carrier, you can land back on the
- carrier and rearm, this time with a bomb load.
-
-
- Q: How can I sink a enemy carrier?
-
- A: You must put 3 bombs on it. One method is to fly very low on the
- same heading as the ship. Use rudders to fly in a zig-zag pattern when
- approaching the ship to escape the AAA (Anti-Aircraft Artillery) fire.
- Another method is to climb to 9,000 feet and dive bomb the carrier or
- ship.
-
-
- Q: Why don't I get credit for bombing the enemy's runway? I know I
- dropped the bomb right on it!
-
- A: You probably dropped the bomb on the Japanese flag, which is a
- decoration between two runways. You need to make sure you drop a
- bomb right in the middle of the runway. Try to drop the bomb in
- the center (width) and the middle (length) of the runway. Once
- you get the hang of it, you will be able to plant the bomb
- anywhere on the runway.
-
- II.I Leyte Gulf
-
- Tip 1: You get a warning for firing at friendly units when you land
- if you try using rockets at the enemy while AAA is active. (What
- goes up, must come down....especially if your orientation is 90
- degrees or less (toward the ground)). Good advice is, do not kill enemy
- bombers with rockets when your own flack is active. But it is ok
- to do it to get another 50 points when over enemy area.
-
- Tip 2: The rockets tend to have a greater rate of decent than bombs(!);
- shoot high, even in rocket-bombing runs. Whereas, in a 80-degree
- dive-bombing run, you want to release with the sights set just under
- the target, when dive-rocketing, aim just over.
-
- Tip 3: In most surface-attack scenarios, you can clean out all the
- enemy air cover in one or two flights. You can then take your time
- with the bombing, "only" worrying about the AAA. Approach well
- above 10,000 feet, dive sharply, drop at about 1000 feet, and then get
- your tail up above 5000 and outta town, and you should be fine.
-
- Tip 4: When using rockets, make sure you aim "above" your target.
- The farther you are, the higher you aim. This is because gravity has
- a terrible effect on rockets.
-
- Tip 5: Always carry missiles around. They are the most versatile of
- your weapons. You can use them to kill subs and gun boats, planes,
- tanks, buildings, enemy torpedoes, etc.
-
-
- III. GROUND DEFENSES
-
- Tip 1: Dodging AA:
-
- Never under value the view from behind, from this vantage point you
- can see the AAA machine gun fire before it crosses your plane, and
- thereby dodge potentially mission ending bullets.
-
- Tip 2: When attacking any target that shoots back, other than fighters,
- their shots always seem to go in bursts. Just stay out of the stream
- when the burst starts, and then get back to business. This is
- especially helpful against that stupid bomber.
-
-
- III.I Leyte Gulf Ground Defenses
-
- Tip 1: When coming in for an attack, especially if making a torpedo
- run, stay VERY VERY low (i.e. less than 100 feet). This is because
- a) flak gunners can't fire at less than 1000 feet
- b) the AA gunners keep shooting above you if your low. It's actually
- pretty neat in replay. It seems your almost skimming the sea. Be
- careful not to get too low though, because bad things can happen if
- you hit the water at such a high speed. (this works with both hellcats).
-
- Tip 2: When firing rockets, it is sometimes better to launch them
- when your Hellcat is sideways (i.e. wings point up and down). This
- tends to spread your missiles farther so they kill two targets, rather
- than overkilling one target. It is especially useful in killing narrow
- targets as well, such as the bridge or enemy subs and torpedoes.
-
- Tip 3: When attacking a sub or torpedo, you don't have to hit exactly
- on target. Hitting anywhere near the front of the wake will kill a
- torpedo, and hitting anywhere in front or in back of the conning
- tower will kill a sub. So, if you have a decent shot, but not a bull's
- eye, fire anyway. Odds are you'll hit.
-
- Tip 4: Hellcats Leyte Gulf missions provides you with some snappy
- new targets to shoot at. When bombing tanks you can actually take
- out more than one target with a single bomb. By placing your weapon
- between two fairly close tanks, both of them explode! Be careful not to
- get too far away though, or you won't destroy either of them! My
- secret is to approach the two tanks by either lining them up (so I'm
- pretty sure of nailing at least one of them if not both) or approaching
- directly perpendicularly to the line formed by the two tanks (so I can
- come in high, drop down on the center point between the two tanks
- with more accuracy.)
-
- Tip 5: When bombing surface contacts (the safe and sane way),
- approach high (>10K) and fast (>200mph), no flaps, looking down
- between your knees (one tap down-arrow). Hold the horizon just
- about even with the top of the screen (you'll be climbing around
- 500fpm, and can cruise at around 230 mph wide open). When the
- target disappears off the bottom of the screen, you're nearly over
- it. Push forward hard on the stick, return to cockpit view, and
- dive down with the cross-hairs just before the target. Don't
- forget to dodge left and right a bit with the rudder! Around 2000
- feet (by which time, you'll be moving maybe 400mph!), drop your
- load. Drop bombs a little short; rockets a little long. Then,
- yank back on the stick and drop the flaps, with maybe a little
- evasive left-or-right; retract the flaps when your nose rises
- above the horizon; get back up above 5000 feet as quickly as you
- can without slowing much below 150 - and watch out for air cover
- while you're going so slow.
-
- IV. TAKING OFF, LANDING, AND GROUND MANEUVERING QUESTIONS.
-
- Tip 1: To take off go to full throttle by holding down the "+" key.
- Around 50 knots, start pushing down on the nose, such that you're level
- with the horizon. Unlike P-51, you needn't worry about prop
- strike. Around 80 knots, ease back slightly on the stick. Hold your
- attitude, with the horizon about 1" beneath the cross-hairs, and wings
- level. Flaps are not necessary for takeoff, but help one after taking
- off from a carrier, if one didn't use the entire available runway for
- takeoff (such as a sloppy landing, then starting a takeoff mid-point
- on the carrier deck).
-
- Tip 2: To land normally on any surface, the idea's to maintain a constant
- attitude, keep wings level, modest sink rate (vertical-speed indicator
- unstuck), and maneuver as little a possible. Lower gear and flaps when
- the runway's still less than a centimeter large; don't rush things.
- Reduce power to 30-40%, and aim for a touchdown airspeed of 80 knots.
- Keeping the nose about an inch above the horizon will do this for you.
- Use pitch to control the rate of descent, adding not more than 20% power,
- as necessary. Right before touchdown, hit the "M" button, to kill your
- engine (unless you have engine damage--you might not be able to restart for
- a go-around). After touchdown, lower the nose until it's level with the
- horizon, and hit the space bar for braking.
-
- "Tactical" landings (under fire, Zeros behind you) require a bit more
- skill, but can be done flaps-up, abeam the carrier, in a circling
- approach. Work at it!
-
- Tip 3: Use the rudder to line yourself up with the runway, when
- landing, rather than ailerons. This will keep your plane level but still
- allow you to move left and right. If you have a Gravis Mousestick, try
- the setting the other two buttons to control the rudder. Note that,
- unlike a real airplane, the rudder in Hellcats doesn't raise the
- leeward wing any.
-
- Tip 4: To land on a carrier you must catch an arresting wire. They are
- on the back half of the carrier. That is the side with the numbers.
- The tower should be on the right. Using flaps will give a steeper
- decent. If you miss the wires, gun the throttle and try again. Don't
- land on a damaged carrier. If you do, reload quickly, and take off
- quickly or you will go down with the ship!
-
- Tip 5: How to land on a listing carrier: Land like you usually do, but
- keep the Hellcat on a horizontal plane *with* the listing carrier and
- use the rudders to maintain your heading and position relative to the
- horizontal plane of the carrier.
-
- Tip 6: If you are damaged you have 3 options in landing. You can
- attempt a disabled landing, a ditch (water landing- make sure gear is
- up), or bail out. Landing is the preferred option since you will keep
- the plane and get mission credit. Bailing out loses the plane, and
- mission credit. Also if you successfully land, you are much more
- likely to live than the other two options. Bailing out is the most
- risky.
-
- Tip 7: You can't ditch w/ your gear down.
-
- Tip 8: If you're screwing up the approach, don't despair: full power,
- clean up (gear up), raise the nose, and go around.
-
-
- Q: I can't turn around tight enough, especially after landing on a
- carrier.
-
- A: Hit the down-arrow once, so you can see where you're going. Then,
- hold down the brakes and apply full power. Steer with the rudder keys.
- When you're headed in the right direction, release the brakes, pick
- up 10-15 knots, and cut the engine again.
-
-
- Q: Can you land on the bridge in 'Bomb Base?'
-
- A: Yes. It has been done. However, watch out. The bridge is in enemy
- territory. Many pilots report that if they come to complete stop on
- the bridge or near it, then they are captured by the Japanese.
-
-
- Q: Why is it so easy to crash on landing contrary to what films show
- of actual landings from WWII?
-
- A: PC Flight simulators, no matter how good they are, are not very good
- "visual" simulators. They have lousy input devices, and lousy displays.
- You lose virtually all the cues that are normally available to the pilot
- (ground texture, grass, nearby structures, sounds, motion), and are look-
- ing out a window with a 90 degree peripheral field of view, without chang-
- ing views--45 degrees on both side of the centerline (compared to around
- 180 degrees in a real airplane). So there's a significant difference in
- HOW the airplanes are flown; comparing this to the real thing just won't
- work. But note that Hellcats has one of the best "in-envelope" flight
- control models around; if you're consistently landing, best look up the
- landing sections in the manual, or work through the FS 4.0 tutorials.
- The "tail-dragger" aspect of Hellcats has little to do with effectively
- landing the airplane.
-
- In a nutshell, make sure you are straight and level when you land the
- plane. Make sure your Artificial Horizon instrument indicates that you
- are parallel to the ground. Once you get the hang of it, it is pretty
- easy. Fly--don't mush--onto the ground.
-
-
-
- V. SCENARIO-SPECIFIC TIPS
-
- Tip 1: In 'Flattop' where you take off from a field and try to sink a
- carrier, I've found that the most effective technique is as follows:
-
- 1. Fly directly north (? or whatever the direction the
- runway is pointed) at 50-100 ft. altitude till you get to
- the ocean.
-
- 2. Turn left and fly directly at the midsection of the
- carrier (again as low as possible about 50 ft.).
-
- 3. Fire the machine guns constantly, spraying the carrier
- as you approach.
-
- 4. At the last second, release the two bombs and pull up
- sharply to avoid slamming into the side of the carrier.
-
- 5. Get the hell out of Dodge.
-
- 6. Gun down the Japanese plane while returning to base.
-
- Tip 2: In 'Flattop,' the enemy fighter is going after your cruiser.
- Kill it before you attack the enemy carrier, it's an easy 500 points.
-
- Tip 3: In 'Bomb Base' and 'Capture Island,' after bombing the runway
- its possible to take out the AAA batteries on either end of the enemy
- runway, after which you can strafe the airfield to your heart's
- content.
-
- Tip 4: In Bomb Base you get credit for shooting the planes that are on
- the ground.
-
- Tip 5: In 'The Duel,' Try to hit one or both of the leading Zeroes as
- you go into them head on, and even if you miss, go after them
- immediately, otherwise they'll ignore you and go straight for the
- carrier.
-
- Tip 6: In 'The Duel,' after you've shot down all the Zeroes, follow
- the other Hellcat to the enemy ships, and wait for him to bomb them,
- after which you can finish them off.
-
- Tip 7: In 'Divine Wind,' keep an eye on long range radar after the
- fourth or fifth Zero...if there is no others in sight, land and reload
- as quickly as possible, as a whole bunch more will show up, and you'll
- need the ammo.
-
- Tip 8: Another fun HotP thing to do: In "Flying Fortress" mission,
- when returning, let the B-17 get well ahead of you (10 miles or so) and
- configure your Hellcat to fly strait-and-level. Then use the "e" cheat
- to see what the "enemy" sees. What you will see is the bomber base and
- final approach and landing! Keep swapping back-and-forth to be sure
- that your Hellcat is doing what you think it's doing. Then, you can
- land, refuel, and take off and go try to sink both ships that where
- near the island!
-
- Tip 9:In 'Flying Fortress,' fly ahead of the B-17 on the way there,
- and behind it on the way back.
-
- Tip 10: Engage the enemy bomber in "Scramble" from above and to the
- front. You can usually get him smoking on the head-on run.
-
- Tip 11: In 'Scramble,' one way to minimize exposure to the gunners is
- to attack in a steep dive from 4 or six o'clock--there is a gap in the
- coverage there.
-
- Tip 12: Another approach to the bomber in scramble is to fly very fast
- at about 100 feet until almost (<1/3 mile) directly under it, then
- pull up and roll around. You'll be approaching it from slightly
- behind and almost directly below it, giving you about 10 seconds of
- good shot time and putting you directly behind it after the maneuver.
-
- V.I Leyte Gulf Scenarios
-
- Tip 1: In 'Scramble 2', there's one Frank practically on top of you as
- you take off; make an honest effort to tag him once (try a fast 180 to
- the left off the runway tip, underneath the Lightning), but be quick
- to leave him to the Lightning as you race south-south-east to catch
- the bombers.
-
- They have a close-cover Frank as well; if you fly in the treetops, he
- may not notice you (unless you've spent too much time playing
- with the first Frank, or unless that one follows you radioing your
- position!). Stay down with the squirrels until you pass under the
- two bombers, then pop up in a no-flaps Immelmann. You'll be
- right on the bombers' tails, and the escorts will be way ahead and out
- of the action for a fair time. If you're good with rockets, especialy
- from an inverted firing posture, you might be able to drop both
- bombers while the Frank is turning back!
-
- Tip 2: When there are lots of enemy planes (like in Texas Tea), keep
- flying in circles and fire at all enemy planes. Don't try to go after one
- plane unless there are no other enemy planes nearby, because as soon
- as you get in a straight path, the other planes will get behind you and
- kill you. Just fly around and smoke most of the planes before you start
- going after individuals.
-
- Tip 3: In the Lightning Strike scenario, you can score a lot of kills by
- ignoring the Japanese carrier and escort - instead, focus on downing
- all the Zeros and Franks that come after you. I've downed 6-8 Japanese
- fighters in this scenario using this carrier avoidance technique.
-
- Tip 4: In "Texas Tea": East of that airfield, just north of a mountain,
- there is a small enemy encampment(?) at one end of a road - some
- buildings but no AAA. Refueled, returned, and rocketed the buildings
- then followed the road at treetop level. It wound north for several
- miles. Saw no traffic on the road :( but did encounter 2 Zeros :). Not
- sure where their base is. Flamed them and kept following the road. It
- ended up veering west and running to the coast and ended in another - you
- guessed it - unarmed encampment!
-
-
-
- VI. SCORING/GENERAL GAME QUESTIONS.
-
- Tip 1: Make sure the "Triple Time" setting is turned off if you are
- trying to attack targets.
-
- Tip 2: The first time you play a new copy of Hellcats it will take
- about a minute to "build instrument panel". This needs to be done
- only once, but makes the file bigger. If you decide to play a game
- with a different number of colors, or a different screen size, it
- will also construct the instrument panel and get bigger.
-
- Tip 3: If your Hellcat is on fire and you have no control, *bail out*!
-
- Tip 4: Command T is the triple time option. It makes the game go 3
- times as fast when you are over 500 feet. It is good for long trips
- to bomb a base.
-
- Tip 5: You have enough ammo to fire for 45 *continuous* seconds. It is
- best to fire in short bursts. The manual suggests 2 to 3 seconds.
- You can re-arm and refuel when you land. You must be at a full stop
- (brake with space bar), and your engines must be off (hit "m").
-
- Tip 6: Be careful using the autopilot down close to the deck. If
- you've damaged the Zero, and there aren't any more in range, the
- autopilot will release when it crashes. If you happen to have the
- controls "hard over" in some way, you could crash yourself before you
- realize what's happening.
-
- Tip 7: Change the Gravis joystick's settings so that instead of the
- gear and flaps on the base's buttons, place the throttle controls
- there. It makes the plane a lot easier to fly with the speed controls
- handy. If you are right handed, the flaps and gear are easily
- accessible on the left side of the keyboard.
-
- Tip 8: The biggest mistake people make in all flying games is to simply
- cruise around with the throttle wide open all the time. Use your
- throttle wisely. Drop down to about 80% once you get behind the bogey
- and shoot that sucker out of the sky!
-
- Tip 9: When your machine crashes during a landing, or your aircraft
- gets flamed or something like that, just hit <Esc> and end (or is it
- abort) mission. You will then survive keeping the points from previous
- missions, plus what you have added to your permanent score on the
- current mission. This does not work if you get hit direct by a bullet
- though. Then you're dead immediately.
-
- Tip 10: The north west quadrant there are several strange, small,
- islands and a field right in the middle of the sea.
-
- Tip 11: Most of the Missions (except "Divine Wind") are of short
- duration, compared to your fuel capacity. Especially in the carrier
- missions you should keep your fuel at half and only make one pass at
- the target. Once you have eliminated fighter support, you can always
- land, refuel and rearm. This works great with "Bomb Base" and "The
- Duel". I keep my fuel at just over half for both and my takeoffs are
- easier. "Flattop" is also a good example. You should lower your fuel
- levels each time you fly a mission and see how close you come to
- "dead-stick"/BINGO landings.
-
- Tip 12: Use "tablet" mode (from the Mouse control panel) for more mouse
- control.
-
-
- Q: Is it possible to fly under the bridge?
-
- A: Yes. It has been done. Upside down, and some have landed on the
- bridge.
-
-
- Q: What's in the "off limits" area to the west in "Flight School"?
-
- A: A lake with two sailboats enjoying a relaxing afternoon.
-
-
- Q: What happens if you shoot or bomb your own carrier, base, other
- Hellcat, etc?
-
- A: You usually get a warning that you destroyed a friendly unit when you
- land. After two more occurrences, you are discharged. In "The Duel"
- someone shot down Lt. Cmdr Herbert *and* sunk the carrier, then bailed
- out of my plane. He was given a court martial and executed.
-
-
- Q: What is the highest score anybody has made?
-
- A: The sky is the limit. That has not been recorded as of yet. That
- would be a little trivia. If you are a 'net-person' you could find
- out in comp.sys.mac.games.
-
-
- Q: Has anybody successfully completed all of the missions without
- cheating, i.e., without using ResEdit to resurrect a dead pilot?
-
- A: Yes. Many have.
-
-
- Q: Are the planes in the training mission SUPPOSED to be shot down?
-
- A: Yes. Please feel free to do so. You should decide to either
- practice bombing or downing the drones. The drones are good practice
- for attack angles. They are not that good in evasive situations and
- do not attack you. When you first load up with bombs in the training
- mission, you get six! You will only get two if you reload after that.
-
-
- Q: Why, if you pause the Flying Fortress mission when the Hellcat is
- still in the hangar, does the B-17 still take off? This makes it a
- little difficult to catch up and protect it.
-
- A: Well, you are pausing it for you. If you pause the game in
- 'Scramble' and pay attention to your radar, it does move. If you
- pause, it is wise not to pause that long. Pausing in the air seems to
- not have this same effect for some reason. It is best to have all
- your settings as you want them before you begin and saved.
-
-
- Q: How does the collision detection work? Only in the middle?
-
- A: This author is not 100% sure. But, it seems to be the way it works
- with naval objects. If it is the ground, then the first contact of
- your plane and the ground usually results in an explosion.
-
-
- Q: Sometime in the play back, after crashing, it seems that the Hellcat
- literally falls in the sea the last few meters. What happens ?
-
- A: Refer to the question above. The water seems to be treated as a
- transparent object to a certain depth. (sort of like what happens in
- REAL water) When you hit a certain depth after penetrating the water,
- the Hellcat will always explode.
-
-
- Q: How is it possible to have enough fuel to go in the extreme
- north-west of the map (and see the north directional arrow)?
-
- A: Don't forget the previously mention 'cheat' key. (ctrl-s) Also,
- this author has been able to do this on a full tank of gas at 70%
- throttle at Triple speed. However, I run out of fuel and cannot get
- back to a base. You can also Island hop. Pause the game, do
- command-m for map, and look for the nearest airfield. Most are
- friendly. You can fill-up, take off and reach an island closer to the
- directional arrow, then take-off again with full tanks, then return to
- that nearest island and fill up again!
-
-
- Q: What happens if you jump and a plane hits you? Does the plane
- explode? Are you killed?
-
- A: Well, when a plane hits, it has only happened to a few pilots as of
- this date, you die. The plane explodes. The same thing happens if you
- run into a parachute from a Japanese pilot.
-
-
- Q: Where is the second F6F Hellcat going in 'The Duel?'
-
- A: The other pilot is heading toward the carrier. He usually runs into
- other Japanese pilots and they end up in a dog fight. If you follow
- your wing-man, then you are bound to end up in a dog fight.
-
-
- Q: How much time has elapsed if you resume a mission after loosing the
- first Hellcat?
-
- A: It depends. If you live, and are close to your base, not long. It
- is hard to tell since there is not clock or game timer which is
- visible. In 'Scramble,' if you lose your plane and you are close to
- the base and are found, it is not very long. You can usually see the
- other planes on radar when you are in your new plane.
-
-
- Q: Can I hide from the radar from the Zeros or the Japanese ships?
-
- A: Yes. You have to stay very low; you can see the effect when you
- fired on a Zero and somehow it disappeared from your radar at some
- point in it's fall. You just need to do the same. Stay up off the
- trees around 200-300 feet! You can do this if you are short of ammo
- and there are still Zeros around. Just make sure the Zeros are not in
- sight. Chances are that they can see you if you can see them.
-
-
- Q: Why is my Hellcats program growing in size?
-
- A: Each time you use it on a new size of monitor or 1/2 or 1/3 size,
- then Hellcats generates a picture of the cockpit and other stuff to
- match this size, and stores it in the program for faster redraws. So,
- for example, using it on a 21" monitor may add significantly to the
- program size.
-
-
- Q: How can I visit or look around the Hellcats scenarios real quick?
-
- A: There is a hidden command that put you in the 'Superman chair' and
- allows you to move all around at a great speed. Just type 'Control S'
- while playing. Your plane is now immobile, you can move it around with
- the key pad. for example, '7' to go up, '8' to go forward, '5' to stop.
- You can press repeatedly on the keys to accelerate, but be careful
- with the speed, it will lead you outside the game ! You can fire when
- in this mode, but the point will not be added to your score. if you
- try to bomb, that bomb will fall when you resume the game. Be careful
- when resuming the game, the plane will be nose DOWN and the engines
- will be OFF ! so remember to gain a lot of altitude! (ctrl-s will get
- you back).
-
-
-
- VII. COMMON PURCHASING/MACHINE REQUIREMENT QUESTIONS.
-
- Q: What is the current version?*
- *(As of April, 1994)
-
- A: Hellcats: 1.0.4.
- Leyte Gulf: 1.0.2.
-
- These versions incorporate the fix for the sound on AV and
- newer Macs. Updaters are available for older versions:
-
- ftp://ftp.hawaii.edu/mirrors/info-mac/game/com/
- hellcats-102-to-104-update.hqx
- leyte-101-to-102-updt.hqx
-
-
- Q: Are there any scenery disks available?
-
- A: "Missions at Leyte Gulf" should be released sometime in November.
- It will include additional enemy fighter types, different Hellcat
- weaponry, and additional scenery.
-
-
- Q: What does HOtP stand for?
-
- A: Well, it is the acronym for the game Hellcats Over the Pacific.
-
-
- Q: What is the "ultra" cheat key?
-
- A: Well, it depends on how you want to cheat. The 'e' key will give you
- the enemy's viewpoint. 'a' is the autopilot key, as you already know.
- 'crtl-s', as you again know, is the speed key to travel all over the
- scenario at high speeds.
-
-
- Q: How do I resurrect a dead pilot & modify other scores 'n' stuff?
-
- A: There is a utility called 'Hellcats Rescue.' It will resurrect
- your pilot from his death. You may also edit your copy of Hellcats
- with Res-edit. See the section following, explaining how to do that.
- Don't use res-edit unless you have done so before and know how to use it
- correctly.
-
- In order to really appreciate this game and earn rank ethically, most
- Hellcats pilots do *not* cheat.
-
-
- Q: What hardware is needed to run Hellcats?
-
- A: You need 2megs of RAM, system 6.0 or higher, and a microprocessor of
- 68020 or higher. The best machine to run this on is a Quaddra, fx, or
- a ci. It will work on others, but these are best. It runs much
- faster if installed on a hard drive. If you are using system 7, do
- *not* increase your virtual memory above 50% of what the real memory
- is or the game will be sluggish.
-
-
- Q: Does it use color?
-
- A: Once you use color, you will never want to go back to B&W. It is
- better to use color because you have *MUCH* better visibility.
-
-
- Q: Is the flight simulation fairly accurate?
-
- A: It is not perfect. Like most games, it is an approximation of a
- flight model, and this model is one of the most pleasant-feeling,
- "realistic" of any simulator on the market. However, there are
- artificial limits to the program: one cannot, for instance, stall the
- airplane (it always sorts of "mushes out"; nor is the ground model
- highly realistic (one can't lift off a carrier until one flies off the
- end, even if one has an abundance of airspeed). In some ways, it's a
- "fly-by-wire" aircraft, providing coordinated controls with a single
- input mechanism (the mouse). The rudder controls, by the author's own
- admission, were a last-minute addition, and aren't properly
- represented by the flight model.
-
-
- Q: Does Hellcats run under System 7?
-
- A: Yes.
-
-
- Q: Can two or more people play using networked Macs?
-
- A: No. The current version of Hellcats does not allow this. There is a
- new version *expected* to be released next summer that may incorporate
- network flying and combat.
-
-
- Q: Does it support the creation of general mayhem on the ground, or can
- you only shoot down other planes?
-
- A: Oh yes. You can take out AAA batteries, other aircraft, bomb
- hangars, and other ships. Many people report completing a mission and
- getting their mission award and resuming the mission to go back and
- take out the AAA batteries and any planes on the ground. The air combat
- maneuvering (ACM) component of Hellcats is MUCH better than any other
- PC-based combat simulator, including Falcon (2.2 OR 3.0).
-
-
- Q: What kind of alternate input devices are available?
-
- A: The Gravis MouseStick is the most popular input device. However,
- many users have found that the mouse is just as satisfactory, given the
- control model; others have found the ergonomics of the MouseStick to be
- unsatisfactory (it's more of a fingertip-device, than a grab-it device;
- thus, given the height of the stick,it's difficult to command full stick-
- back--which one's almost always doing in ACM).
-
- VII.I Leyte Gulf
-
- Recently I got a device called "MACFLY". It is a gamestick for the
- Macintosh. The device plugs into one of the serial ports and doesen't
- require unhooking the mouse, in fact the mouse is still active. It has 2
- trim wheels, two fire buttons, with the aid of a mode button it has
- multiple programmable settings , and best of all the stick feels like a
- real control stick. I should also note that the stick will also center
- itself. I like it much more than the Gravis stick and it has given me many
- hours of flying fun.
-
- IZU Products Co.
- Rt. 2 Box 3985
- Lufkin, TX 75901
- Phone (409) 824-3332
- FAX (409) 824-3303
-
- They will take your order by phone and I spoke to them by phone and they
- said it was OK to post their address. I have no financial interest in this
- product. I enjoy it a great deal and wanted to pass the info along.
- (provided by: z_smarttpl@ccsvax.sfasu.edu)
-
-
- VIII. EXERCISES
-
- All of the following have been done.
-
- * Try to ditch and take off after a loooooong slide.
-
- * Try to land on a enemy carrier.
-
- * Fly and dogfight upside down.
-
- * Try to follow one Zero without killing it. (very good practice)
-
- * Try to land on the mountain, or a wounded carrier.
-
- * Bomb everything in flight training.
-
- * Place a bomb on the top of the control tower in flight training.
-
- * Bomb all the bases (friendly or enemy) on your map after completing
- 'Scramble.'
-
- * In 'Scramble,' take off with bombs and kill one Zero and the Beatty.
- Let the other Zero go. Stay a good distance away and follow it on
- radar. See where it goes!
-
- * Fly upside down at 200 feet when flying over the runway at Henderson
- Field. Buzz the control tower!
-
- * Fly your plane, fully loaded with fuel and bombs, straight into your
- carrier or friendly ship. Bail out at 200 feet! See what happens!
-
- * Fly by the bunkers in 'Capture Island.' (The bunkers are the
- buildings on the beach, being shelled by the cruiser you have to
- fly around to get to your target.) See if you can see the doors.
-
- * In 'Capture Island,' try to get a bomb to hit the doors on the bunkers.
- [use replay as soon as you know your bomb hit so you can see how it
- went].
-
- * Try to get right over the Beatty in 'Scramble.' When you are
- maintaining the same speed as the Beatty, try to maintain a height of
- about 100 feet above it. Push your down arrow twice to get a bottom
- view. You can sit there and watch as the Zeros try to shoot you
- down....they will put their machine gun fire into the Beatty! Also,
- if you are at LEAST 100 feet above the Beatty, you can drop a bomb
- right on top of it. As soon as you release the bomb, lower the flaps
- and go to full throttle and go vertical. By the time the bomb hits
- the Beatty, you should have climbed at LEAST 400-500 feet.
-
- * Fly under the bridge--inverted.
-
- * Land on the bridge.
-
- * Do a touch-and-go on the dock.
-
- * Land on the carrier the wrong way.
-
- * Miss the arresting wire, and complete a landing on the carrier.
-
- * See how little runway it REALLY takes to take off from the carrier.
- You'd be surprised.
-
- * Kill a Zero with a bomb.
-
- * You can land just as well on a carrier in either direction. In fact, it
- may even be a little easier to land in the wrong direction since the
- arresting wires are now at the far end instead of the near.
-
- * When landing either on the ground or on a carrier, it is easiest
- to make a fairly high speed, low altitude approach. Not only do you
- have more control, but since it happens faster, you have less chance
- of making a boredom mistake.
-
- * If you fly up to around 30,000 feet, the altimeter starts misbehaving
- - it registers negative feet! If you do a high speed dive from this
- altitude (full throttle), the plane will instantly reverse its
- direction and head straight up once you have gained enough speed.
-
- IX. FTP ARCHIVE
-
- There is an archive of movies of amazing Hellcats stunts that you may
- be able reach via anonymous FTP. Connect to chemotaxis.biology.utah.edu,
- log in as "ftp", provide your email address as the "password". You'll
- already be in the "/Public" folder; look down into Hellcats_Feats/QT
- and see what you find. The site also has permission from Graphic
- Simulations to include movies of the soon-to-be-released F/A-18
- follow-on to HellCats, and several beta testers have contributed.
- And, you'll find several Hellcat/Leyte-related applications there as
- well.
-
- Below is a directory of
- chemotaxis.biology.utah.edu/Public/Hellcats_Feats/QT
-
- AquaTank.cpt by smills@umaxc.weeg.uiowa.edu
- Hilarious montage of Island Storm tanks driving out onto the sea.
-
- Bombicide.cpt by smills@umaxc.weeg.uiowa.edu
- Hellcat kills self by dropping a bomb on itself.
-
- BombRun.sea by Brian Williams (darkstar)
- Two bombs being dropped on the deck of a carrier.
-
- BombTheBomber.cpt by Tom Morrison (Tempest)
- Two bombs being dropped on a bomber.
-
- CarrierLanding.cpt by Tom Morrison (Tempest)
- Hellcat landing on a Japanese Carrier.
-
- Chappy takes 3 to Tango.CPT by Jonathan Chapman (Chappy)
- Inverted plane passing under deck of carrier to drop a bomb and sinking
- the carrier upon dropping two more in the same spot.
-
- ChappyGetsADrink.cpt by Jonathan Chapman (Chappy)
- Plane passing sideways under water tower.
-
- Chappy_Under_The_Bridge.cpt by Jonathan Chapman (Chappy)
- Plane passing upside down under a dock.
-
- FA18_buzz.cpt by anonymous
- FA18 buzzing some buildings.
-
- Hammerhead.cpt by smills@umaxc.weeg.uiowa.edu
- Hellcat performing a hammerhead stall maneuver.
-
- Inverted Bomb.cpt by smills@umaxc.weeg.uiowa.edu
- An inverted bombing run on the training mission airfield.
-
- LongMissileLead.sit by Earl Williams (earl@cognet.ucla.edu)
- Missles destroying a Frank.
-
- Me&MyBomber.sit by Earl Williams (earl@cognet.ucla.edu)
- Hellcat flying in unusual formations with a bomber.
-
- NiceTryFrank.sit by Earl Williams (earl@cognet.ucla.edu)
- Frank near-crash into a grounded Hellcat.
-
- Scrape.cpt by schneide@ponder.csci.unt.edu
- Hellcat buzzing the training airfield, scrapes the ground on its pass.
-
- ShipRunAground.cpt by smills@news.weeg.uiowa.edu (MuffinHead)
- Hellcat takes out a land cruiser.
-
- StripDeck.cpt by Tom Morrison
- Rockets stripping a carrier deck of all AA.
-
- ThreadNeedle.cpt by Tom Morrison (Tempest)
- Plane dropping bomb while passing under carrier deck.
-
- UnderCarrier.sea by Brian Williams (darkstar)
- An inverted plane flying under deck of carrier.
-
- WhatWentWrong.cpt by Tom Morrison (Tempest)
- You get to guess what went wrong with this landing.
-
-
- X. CREDITS (For Hellcats FAQ/Hints by Ted Wagner)
-
- Below are the names of about everyone who contributed. If you did
- contribute and your name is not below, your item was a repeat and I
- apologize. I used the first of each suggestion. I do wish to thank
- EVERYONE on the net who contributed either with wish-lists, suggestions,
- or just undying support to see the finished product.
-
- I want to thank all of you. Without your help, this project would have
- taken several longer weeks than it has. Without all of your contributions,
- this never would have come about.
-
- If I misspelled anyone's name, I apologize. I just cut and pasted names
- so they are spelled just the way they were when they were cut from the mail
- messages that were sent.
-
- Howard Berkey
- Wile E.
- Babak Gohari
- John Hirsch
- Erik Hoel
- Jim Hogue
- Thomas A. Kephart
- Steven John Knezevich
- Mathieu Lafourcade
- Charles Lamonte
- Bob Lesser
- Derek LeLash
- Jim Melton
- Joe Mac
- michel@segin.com
- "Mike"
- Peter Newton
- Povl H. Pedersen
- Michel Pollet
- Jon Pugh
- Peter Rigsbee
- Ramiro Sarmiento
- James Stricerz
- Mike Tanner
- Brad Ward
-
- X.I LEYTE GULF CREDITS
-
- I hope I have everybody credited that provided information to make
- the Leyte Gulf additions a reality. I may have missed someone, and
- if I have, please send me e-mail and I will update the credits section.
- I am appending the version statements to the end of this document
- but leaving the current version of the document at the beginning.
-
- I did pool some comments and suggestions into one tip where
- someone's comments supplemented another's comments. For
- those that I e-mailed for your permission to reprint your usenet
- comments, that is usually what happened (some of you didn't
- recall what you said). So, many of your comments were all pooled
- together and some smoothed out the edges of others.
-
- In version 2.0, I tried to take the first person 'I' out. I may have
- missed some as this is becoming quite a document.
-
- Subsets will continue to be a part of this Hellcats FAQ for Leyte Gulf.
- However, if there are more and more contributions as there were
- for Hellcats, a separate document will be created.
-
- Contributors:
-
- Ron Guest
- Eric Lucas
- Jose Antonio Basto
- James Preston
- Dan Walkowski
- Ty Willis
- Povl H. Pedersen
- Stephen W. Evans
- fischer1@student.msu.edu (Patch tip)
- Homayoon Akhiani
- Glenn Schneider (Patch tip)
- Babak Gohari
- David Magagnosc
- Erik (hoel@cs.umd.edu)
- Chuck Welsh
- Jack Repenning
- LOMBARDI@steffi.uncg.edu
- Jose Luis Beine
- Michel Pollet (Patch Tip)
-
- XI. CHEATS
-
- It is hard to 'cheat' per se. We have already discussed the 'e,' 'a,'
- 'ctrl-s,' and 'command-t' keys. We are now getting into more sophisticated
- cheating. Most game pilots don't do this. Please be warned again, if you
- have *NOT* used Res-edit before, please do not try this stuff. If you still
- want to try, MAKE SURE YOU MAKE A BACKUP COPY AND EXPERIMENT ON YOUR BACKUP
- COPY!
-
- To resurrect a pilot:
-
- For the ResEdit-headed, the 'HEL1' resource contains the pilot data. The
- first resource ('HEL1') is unrelated to the second one (I forget the ID's,
- but they do have names).
-
- In any event, the HEL1 resource containing the pilot data is a list of 20
- records 64 bytes each. The first 32 bytes seem to be reserved for the
- pilot's name. These are Pascal-style strings with a preceding length-byte.
- The 32 bytes of data following the space reserved for the name appear to be
- shorts (integers of 2 bytes in length each). The first word is whether you
- are alive or dead (0=alive, 1=dead). Changing this to 0 can resurrect the
- dead pilot.
-
- The integers that follow are rank, # of fighters downed, bombers, etc. There
- are a few bytes in there that appear to do nothing. Some seem to increase
- your score but have no mention of how or why (perhaps reserved for subs and
- other targets in future scenarios). The rank can go from 0-5, the others
- don't appear to have a cap. Explore, have fun.
-
- The score is not stored in the resource - instead it appears to be calculated
- on the fly based upon # of various targets you've downed. Rank, however is
- not calculated.
-
- (Information from by John Calhoun)
-
-
- Q: Is there a Hellcats patch?
-
- A: Yep. However, this author does not support patches ethically. Again,
- this is a first rate game. It is worth buying. You won't be sorry if you
- do. I know some do not want to wait for their unlock code and still want
- it for that reason. What's the big deal with waiting 2 weeks? It *is* a
- pain. But, I think if we get high quality games like this one, we should
- support the efforts of the programmer and his company or distributor.
-
- X.I Leyte Gulf Cheats
-
- Tip 1: If you want up to 255 missiles in the new Leyte Gulf module of
- Hellcats over the Pacific, the following must be done:
-
- Using a sector editor open up the "Leyte Gulf" application and search
- for the following (in HEX):
-
- 48E7 0080 7006 and replace the last 4 HEX (the 7006 part) with 70FF
-
- WARNING: The FF says you want 255 missiles, one can also use any
- other number, such as 20, 3F, 60, 1F, etc.. Notice it was "06" to begin
- thus you were given (before patching) 6 missiles. The *risk* you take is
- that Hellcats subtracts mass from your airplane every time you fire a
- missile, lose fuel, or drop bombs. So, after launching about 70 missiles,
- your plane's mass will become near zero, and funky stuff starts to
- happen. My advice is set it so that you start with the ability to shoot
- 40 missiles or so. The only problem with this patch seems to be that
- one needs to have their preferences configured so that the "Rockets(6)"
- button is turned off when one is prompted with the dialog containing it.
- Then, turn it on and the patch becomes functional.
-
- Tip 2: You can make a patch for missiles with Res-Edit:
-
- 1) open Leyte gulf (a copy) with resedit.
- 2) open the "code's" resource.
- 3) open code id=4.
- 4) at location 000F08 is the hex string 48E7 0080 7006. The patch is to
- change the 06 to anything between 00 & FF.
- 5) save and quit.
-
-
- Be careful with large amounts of missiles. I added 40 rockets to my
- arsenal and couldn't take off from the carrier in DEEP TROUBLE. I was
- able to take off with sixteen, but the rocket indicator goes off so one
- never really knows how many rockets are left. (Glenn Schneider)
-
- Tip 3:
-
- I tried the patches above and they have the drawback that you don't
- really know if you have those missiles or not.. I change that patch,
- and now the check box is 'real' ;-)
-
- The original patch was
-
- CODE id 4, offset 0xF08 : change 48e7 0080 7006
- with // // 70xx where xx is the right
- number.
-
- If you also change
- offset 0xEE0 : change 7000 0080 7006
- with // // 70xx same xx as before :-)
-
- the check box will works all the time. (Michel Pollet)
-
-
-
- ***** DISCLAIMER ON PATCHES *****
-
- In no way does the author of this FAQ condone the use of patches
- to change the original composition of the program. All patches
- above are provided at the request of readers and of contributors.
- The use of patches alters the intended content of the program
- and is ethically questionable to a growing sector of game players
- and programmers.
-
- If you use a patch, do so at your own risk. If you don't know how
- to use editing programs correctly, you could permanently damage
- or ruin your copy of Hellcats and/or Leyte Gulf.
-
- This disclaimer is provided after a few concerns were raised by
- contributors and readers of the FAQ. The inclusion of patches
- in future FAQ's is in doubt at the present time. Out of respect
- of Eric Parker, the Hellcats creator, all patches may be eliminated
- in future versions of this FAQ.
-
-
- XII. FAQ BACKGROUND (By Ted Wagner)
-
- I saw a lot of questions on this game and felt that a FAQ/Tip document would
- be useful. This document is not intended to replace the manuals. It is
- meant to enhance the novice HOtP gamer's pleasure and skill in the game.
-
- I fully support all efforts to complete the missions without cheating and to
- buy this product from Graphic Simulations or a software retailer or
- mail order company.
-
- Hellcats Over the Pacific FAQ/Tips was created with the HOtP
- enthusiast in mind. It is my hope to expand this document in the
- future to accommodate the new scenarios to be released in a few months
- and the new Hellcats version next summer. This document will include
- FAQ's, Tips and Hints while playing this game, easy 'cheat' methods,
- neat stuff to try or see, and an appendix with a list of all the gracious
- people who were instrumental in the completion of this document. A couple
- people had sent some reproductions of the HOtP manual typed by hand. Thank
- you for your contribution, however, I cannot print what is in the HOtP
- manual without permission from the author. (And besides, as I will mention
- many times, this is a game worth buying...if you buy the game, you have
- the manuals.)
-
- I hope this document is useful to everyone who reads it. If you have
- any suggestions for changes to this document, please e-mail me at the
- address above.
-
- I tried to get everything in here that everyone sent. This will grow
- in the future, there is no doubt about that! Some of these look like
- redundant questions. Some of the hints, tips, and FAQs do look the
- same...but are subtly different. I left it that way because of the way
- people read and understand things. Some things click for some people,
- some other things click for other people.
-
- This was a rather rushed job as I completed this while on vacation here
- between August 13-August 26, 1992. The updated version which will be released
- this fall will promise to be a bit more organized with sub-categories
- beneath sections. This should make it much easier to find things.
-
- If you get the new scenarios or just have some stuff to add that is
- not included in this document, please e-mail me at the address at the top
- of this page.
-
-
- Technical Notes: (Added by Robert Dorsett)
-
- 1. It's not possible to out-turn the Zeros *in plane*, per se--merely
- *out-maneuver* them. It's an important difference. Due to the control
- logic, they don't react quite like a real pilot should, when one tries
- out-of-plane maneuvers.
-
- 2. On bombing, you don't need to be much below 2000' to both release and
- climb out, even if you're 90 degrees down, and have got the airspeed
- indicator pegged. It is suicide to try to slow down after dropping: use
- your excess airspeed to get away from the ack-ack batteries as fast as
- possible, or climb beyond their effective range (fast!), and come in for
- another run.
-
-
- *************************IMPORTANT NOTICES*******************************
-
- **Contributions**
- For those pilots who are consistent at winning in Leyte Gulf OR feel
- comfortable about making suggestions, please send in your contributions
- to me at your own speed. Leyte Gulf hints will be added to this document.
- At a later date, OR if there are a deluge of contributions, a separate
- FAQ/Hint document will be created solely for Leyte Gulf.
-
- **Future additions and versions of Hellcats**
- If you can write to Graphic Simulations or Eric Parker, please do so!!
- This game has terrific potential for expansion in several directions.
- Please support both parties in possible upgrades of this game. Who
- knows, if we are loud enough and supportive enough, Hellcats may feature
- several scenarios, many different aircraft to choose from, and
- internet and/or AppleTalk networking capabilities!
-
-
- _______________
-
- Version Notes:
-
- Version 2.4 UPDATE Sept 28, 1993 (Two maneuvers to use against
- multiple opponents)
- Version 2.3 UPDATE May 31, 1993 (HellCats Feats FTP archive, basic mouse use)
- Version 2.2 UPDATE April 27, 1993 by Ted Wagner
- (Leyte Gulf additions, Disclaimer on Patches, addition to
- notices)
- Version 2.1 UPDATE April 6, 1993 by Ted Wagner (Leyte Gulf additions)
- Version 2.0 UPDATE March 15, 1993 by Ted Wagner (New Leyte Gulf version)
- Version 1.5 UPDATE January 7, 1993 by Ted Wagner (Note on Leyte Gulf)
- Version 1.4 UPDATE December 13, 1992 by Ted Wagner
- Version 1.3 UPDATE November 7, 1992 by Robert Dorsett
- Version 1.2 UPDATE September 1,1992 by Robert Dorsett
-
-
-
-
-