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-
-
- HIND
- Version 1.2
-
- Patch release: February 1997
- Win95 version
-
- INSTALLATION:
- This patch is only for the Win95 version!
- Copy the executable Hind file over the one currently installed; that's
- all there is to it. The other files are for programmable joysticks;
- see below.
-
-
- [-- Enhancements offered: ---------------------------------------------]
-
- + New WSO operation modes
- + Audible undercarriage
- + Optional 'wimp mode' landing cushion
- + Description of crash-land cause
- + Provision of R-60's for two-player flights
- + Keyboard control for collective was always overridden by a connected
- throttle stick - not any more.
-
- [-- Bugs fixed: -------------------------------------------------------]
-
- + Option to reverse collective control from preferences now
- functions.
- + Debug Fatal removed from 3D Visual code
- + CTRL-4 (message to wingman) no longer crashes the game.
- + Problem causing occasional crashes at the final Afghanistan campaign
- animation fixed
- + Bug causing occasional crashes after clicking 'Okay' button on
- situation screen removed
- + *All* models of Thrustmaster sticks now technically supported
-
-
- [-- Enhancement details: ----------------------------------------------]
-
- --+ New WSO operation modes -------------------------------------------
-
- There has been much debate over the Hind's Silicon Gunner, the WSO,
- ranging from topics such as his method of prioritising to whether he
- actually functions 'properly' at all.
-
- The WSO has been tested extensively and *has* been found to work
- consistently, *within the original design specifications*. The WSO is
- not intended to be an equivalent to an Apache's targeting computer - it
- is a human officer selecting targets by sight and through knowledge of
- their offensive capabilities.
-
- However, thanks mainly to the efforts of American gamers, several areas
- have been highlighted where the WSO could be improved without detriment
- to the realism of the simulation.
-
- The WSO now functions as follows:
-
- Activation and de-activation remains the same. The 'S' key toggles the
- WSO on and off, as described in your manual.
-
- An addition key now takes effect. Press key 'W' to toggle through three
- modes of WSO operation: "Automatic Selection"; "Free Fire", and "Mission
- Objectives", which are described just below. Note that toggling WSO
- mode does not automatically activate the gunner, and that, if de-
- activated, the current mode of operation will remain in effect when the
- WSO is brought back into play.
-
- -Automatic Selection
- This the default mode of operation in which the WSO starts each
- mission. 'Automatic Selection' mode is the equivalent of the standard
- method of targeting as in the original Hind release version.
-
- This mode is denoted in your cockpit display by the message:
- WSO MODE AUTO
-
- In this mode, the Silicon Gunner will assign highest priority to
- waypoint and mission objects, *if any are present in his field of
- view*. If he sees no waypoint or mission objectives, he will fall
- back to targeting enemies of highest priority.
-
- Not that an objective is not as specific in the WSO's eyes as you
- might think. If an objective is to bomb a building, then when within
- range of the objective the WSO will begin to highlight buildings. If
- you know that his target is not relevant, zero-in on ine which is and
- instruct the WSO to re-lock (BACKSPACE key).
-
- -Free Fire
- The first of the two new modes takes its methodology from one half of
- Automatic Selection.
-
- "Free Fire" mode is denoted in your cockpit display by the message:
- WSO MODE FREE
-
- Use this mode to instruct the WSO to concentrate targeting on enemies
- of highest priority, whether there are primary objectives nearby or
- not. Using 'Free Fire' will not stop the WSO targeting an objective
- if a) it is the last remaining target in sight, and thus b) it is of
- higher priority than other remaining targets.
-
- -Mission Objectives
- The second of the two new modes takes the role of the remaining half
- of Automatic Selection.
-
- "Mission Objectives" mode is denoted in your cockpit display by the
- message:
- WSO MODE MISSION
-
- Use this mode to instruct the WSO to concentrate targeting only on
- targets corresponding to the type of waypoint or mission objective of
- which the Hind is currently in range. In this mode, the WSO will
- disregard targets normally of a higher priority in favour of those
- necessary to complete the mission, even when instructed to re-scan.
-
-
- --+ Audible undercarriage ---------------------------------------------
-
- An audible sound effect has been added to the game, which is triggered
- when the landing gear is raised or lowered. The effect will be heard
- as a reasonably soft 'whirr', terminating in a solid 'clunk'. As a
- check, you should hear the effect as your helicopter is set up when you
- begin a mission, just before the rotors start.
-
- The landing gear itself still functions the same way, ie, it changes
- state when you press 'U', not when the sound effect terminates.
-
-
- --+ Optional 'wimp mode' landing cushion ------------------------------
-
- It has been reported that some users find the crash-land tolerance of
- the Hind to be too low for them. Help has been provided for those whose
- landings fall outside the release version's acceptable limits.
-
- A 'landing cushion' can be activated by holding down the LEFT SHIFT key
- on the keyboard as the Hind touches down.
-
- The landing cushion effectively doubles the crash-land tolerance. You
- will still almost certainly crash if your pitch or roll are too wild,
- but excesses of forward, lateral and vertical speed are forgiven more.
-
-
- --+ Description of crash-land cause -----------------------------------
-
- In previous versions, crash-landing the Hind resulted in a simple
- message stating the fact. This has been augmented to display a short
- sentence describing the factors contributing to your crash.
-
- Viewed simply, there are five factors that are cumulatively polled to
- determine whether a crash has occurred: forward speed; lateral speed;
- vertical speed; pitch; and roll.
-
- Allowances are made in each of these factors, but if any are in excess
- they are now reported in the debrief.
-
-
- --+ Provision of R-60's for two-player flights ------------------------
-
- A simple update; R-60's are now provided on the Hind wingtips when
- flying two-player games.
-
-
-
- Notes and Manual Eratta:
-
-
- Installation
- ------------
-
- Disc space required:
-
- Minimum: 25MB
- Medium: 50MB
- Maximum: 65MB
-
- The Hind CD-ROM must be in the CD-ROM drive to run Hind after
- installation.
-
-
- System configuration
- --------------------
-
- When in the preference screen, choose the sound card and music first,
- then calibrate the joystick.
-
-
- For users of the FLCS and TQS combination the following download files
- are provided. The functionality of these devices is documented in the files
- below, and the FLCS configuration differs from the FLCS+WCS2 configuration
- printed in the manual.
-
- HIND_T.B50
- HIND_T.M50
-
-
- Note that there is an error in the Installation manual regarding available
- screen resolutions during flight. Only the 640x480 screen resolution is
- supported in Hind - There is no 320x240 mode.
-
-
- FlightStick Pro Problems
- --------------------------
-
- There has been a known problem with the FlightStick Pro and other makes of
- joysticks for which we have recently discovered some kind of workaround:
-
- The problem was that the coolie hat of the stick would not function correctly,
- and the problem seems to lie with Microsoft's joystick calibration control
- panel and their DirectX interface. To fix the problem, we un-calibrated the
- coolie hat's up-direction within the Windows 95 Joystick control panel (only
- the up-direction seems to cause problems), then set it up as normal in Hind.
-
- You can un-calibrate the up-direction of the hat by running the Joystick
- control panel and calibrating the stick as normal, except that, when calibrating
- the hat, don't press it up when you're told to. Ie, leave the hat alone, then
- press Enter. Calibrate the other three directions as normal.
-
-
- Training Missions
- ---------------------
- The following Training mission cannot be completed as "outstanding".
-
- Navigation and Reconnaissance Exercise
- Weapons Training - FAB250 250Kg Bombs
- Weapons Training - 500Kg Bombs
- Weapons Training - 250Kg Fragmentation Bombs
- Weapons Training - 500Kg Fuel-Air Bombs
- Weapons Training - KMGU-2 Mine Dispenser
- Operational Training - Laser Designation
- Operational Training - Troop Deployment
- Operational Training - Troop Evacuation
- Operational Training - Evacuation of Casualties
- Operational Training - Formation Flying
-
-
- Network Games
- ---------------
-
- 1: With Network play, in Deathmatch and Capture the flag modes, for best
- results, start the server first. Players should wait in the 'network lobby'
- until all players are present. Weapons are reloaded and damage mended by
- landing.
-
- 2: Capture the Flag operates thus:- Each team must land within 200 feet of
- the oppositions flag, ie 'Capture' it. The flag is indestructable so don't
- waste ammunition on it. If a player is destroyed he is started at a mid point
- between the flags. Weapons are reloaded and damage mended by landing.
- The game ends when the Flag is Captured.
-
-
- Tips
- -----
-
- 1: In Kazakstan and Korea warzones, stay as low as possible at all times.
- The higher you fly, the more attention (and fire) you attract.
- In Afghanistan, where the enemy have no really long-range weapons,you can
- safely fly higher and enjoy a better view.
-
- 2: You will probably be safer trailing your wingmen rather than leading
- from the front.
-
- 3: Having trouble with heavily-armoured aircraft like the Hind, Apache,
- Su-25, A-10? If the R60 air-to-air missile isn't killing them, try your
- 9M114 Sturm (aka AT-6 Spiral) anti-tank missiles. They're designed to
- penetrate tank armour, and they're guided by your gunner so they shouldn't
- be decoyed by flares. Just don't try to use them against fast jet aircraft
- unless the target is flying directly towards or away from you.
-
- 4: If you land to deploy troops, but the troops won't get out when you open
- the doors, the reason is that you're too far away from the planned landing
- zone. To avoid this problem you should make a point of zooming in on the
- Mission Planner map to see exactly where you are supposed to land. These
- points should normally be located on or near some identifiable feature like
- a road junction.
-
- 5: Don't attempt to use the Realistic flight model (selected on Preferences
- screen) without an analogue joystick and rudder pedals at least.
- An analogue throttle-type control for the collective is also highly
- recommended.
-
- 6: If you're having trouble with landing and feel that you need a better
- view, try shifting your viewpoint to the front (gunner's) cockpit. This
- gives a better view forward and down over the nose.
-
- 7: If you're shot down repeatedly by heavy ground defences, it may be time
- to review your tactics. If you make a habit of slowing down to attack,
- perhaps you should think again. Opinions differ on this point, but the
- writer has obtained good results from 'slashing attacks' made at high speed.
- You may find it harder to lock onto targets, and you will have less time to
- shoot on each pass, but AAA fire will also be far less accurate, especially
- if you make an effort to avoid flying in predictable stright lines.
-
- 8: Real-world pilots used to Western helicopters should note that the Hind's
- rotor turns the opposite way compared with what you would expect. If you
- don't want to reverse your habitual patterns of yaw-pedal use, the rotor
- direction can be reversed by means of a switch on the preferences screen
-
- 9: If you spot targets that your silicon gunner has missed, turn the aircraft
- as necessary to line up the HUD centre datum (the fixed cross in the middle)
- with the target you want, and press T. This should lock onto the target which
- is closest to the centre of the HUD.
-
-
- Hind vs Apache
- -------------------------------------------------
-
- To play Hind vs the Dos version of Apache, you must upgrade Apache
- to the latest version. The latest update is available from our webpage.
- If you have the Apache for Win95 CD-ROM, this does not apply; you already
- have everything needed for Hind vs. Apache play.
-
-
- What we need to know if you contact technical support
- -----------------------------------------------------
-
- 1) Version Number
-
- Hind has a version number displayed after you run the program. This is
- given as a time and date. If you contact technical support please quote
- this time and date.
-
- 2) Memory
-
- Since Hind is dependant on lots of memory, please tell us how
- much RAM and hard disk space you have before you tell us the problem.
- Hind needs XMS memory, rather than EMS - if you are having a problem,
- check this first by typing "mem" at a dos prompt. If the words
- "Extended (XMS)" are followed by an asterisk, you need to edit your
- config.sys and change the EMM386 line so that the word RAM is replaced
- by NOEMS.
-
- 3) Machine Type
-
- The name and type of your machine is very useful.
-
- 4) Machine Configuration
-
- We may also ask for other information including:
-
- DOS version
- Installed Software
- Sound Card Brand and Model
- Contents of your CONFIG.SYS
- Contents of your AUTOEXEC.BAT
-
-
- Our Technical support professionals can be reached by calling:
- 919.461.0948
-
- The latest patches for Hind, and our other games are always available
- at our website. The URL is:
-
- http://www.imagicgames.com