home *** CD-ROM | disk | FTP | other *** search
Text File | 2003-06-11 | 62.1 KB | 1,660 lines |
-
-
-
-
-
-
-
-
-
- A - 10
-
- TANK KILLER
-
-
-
-
-
-
-
-
- -----------------------------------------------------------------------------
-
- Dynamix
-
- P R E S E N T S
-
-
-
- A - 10
-
- TANK KILLER
-
-
- Contents:
-
- Table of Contents 3 Briefing/Debriefing 16
- Credits 4-5 Mission Summary 17
- Technical 6 Weapons Load 18
- Trouble Shooting 7 The Simulation 19
- Controls 8-9 Simulation Systems 24
- Game Overview 10 A-10 Pilot's Manual 29
- Menu Controls 12 A-10 Pilot Interview 41
- Main Select Menu 13 Design Notes 43
- Mission Select Menu 15
-
-
- -3-
- -----------------------------------------------------------------------------
-
- CREDITS
- =======
-
- A-10 Tank Killer
-
- Director...........................Damon Slye
- Programming........................Lincol Hutton
- With...............................David McClurg
- Art Director.......................Kobi Miller
- 3D Art and Animation...............Mark Brenneman
- Cyrus Kanga
- Dir. of Image Production...........Randy Dersham
- Casting/Costuming..................Sher Alltucker
- Mission Design.....................David Selle
- Damon Slye
- Sound Effects and
- Musical Editing....................Bryce Morsello
- Musical Score......................Alan McKean
- Design.............................Damon Slye
- Jerry Luttrell
- Executive Producer.................Jeff Tunnell
-
-
- Technical Support
-
- Virtual Machine....................Mike Edwards
- EGA and VGA graphics...............Peter Lukaszuk
- 3Space (tm)........................David McClurg
- Software Tools.....................Richard Rayl
- Darek Lukaszuk
- Peter Lukaszuk
- Lincoln Hutton
- David McClurg
- Audio Support System...............Bryce Morsello
- Smart Start (tm)...................Richard Rayl
- David McClurg
- Peter Lukaszuk
-
-
- -4-
-
- -----------------------------------------------------------------------------
-
- CREDITS
- =======
- Cast
-
- Rich Scheeland as Commander Cord
- Dave Shew as Captain Buck Ryan
- Brian Hahn as Lieutenant Jake Styles
-
-
- Additional Support
-
- Hardware Support...................Marc Von Ahn
- Administrative Support.............Tony Reyneke
- Karen Peal
- Playtesters........................Mike Westrick
- Dan Hinds
- Package Illustration...............Roger Smith
- Package Design.....................Jerry Luttrell
- Kobi Miller
- Documentation......................Jerry Luttrell
- David Selle
- Damon Slye
- Director of Marketing..............Jerry Luttrell
-
-
-
- Special Thanks
-
- Maj. Chuck "Hollywood" Temple, USMCR
- Oregon Air National Guard
- Flightcraft
- 23rd Tactical Fighter Wing
- Greg Dean
-
- -5-
-
- -----------------------------------------------------------------------------
-
- TECHNICAL
- =========
-
- Smart Start (tm)
-
- At Dynamix, we were tired of being asked what kind of graphics and clock speed
- our computer system had every time we wanted to play a game. So, we invented
- Smart Start. As opposed to the "dumbstart" system used by most games, Smart
- Start will automatically determine the graphics, sound, input devices and
- speed capabilities of your computer system and optimize game characteristics.
- Smart Start will also take you step-by-step through the process of installing
- your game on a hard drive and also making back-up copies. Don't be
- intimidated, just jump in and try it!
-
-
- Copying A-10 Tank Killer to a Hard Drive:
- -----------------------------------------
- 1. After booting, insert disk 1 in Drive A:
- 2. Type A: <ENTER>
- 3. Type INSTALL <ENTER>
- 4. Select "Copy A10 to Hard Drive" from Smart Start menu.
- 5. Follow on screen instructions.
-
-
- Setting Preferences
- -------------------
- Smart Start will do its best deciding what type of computer equipment you
- have, but sometimes it may make a mistake or you may wish to try other
- graphics modes, sound configurations, etc. To modify Smart Start preference,
- follow these steps:
-
- 1. After booting, insert disk 1 in Drive A:
- 2. Type A: <ENTER>
- 3. Type INSTALL <ENTER>
- 4. Select "Change Graphics" or "Change Sounds/Music" from the Smart Start
- menu.
- 5. Follow on screen instructions.
-
-
- Making a Backup Copy
- --------------------
- A-10 is not copy protected and it is recommended that you do not play from the
- original disks. Smart Start has a built in facility for helping you to create
- a back up.
-
- 1. After booting, insert disk 1 in drive A:
- 2. Type A: <ENTER>
- 3. Type INSTALL <ENTER>
- 4. Select "Create backup copy of A-10" from the Smart Start menu.
- 5. Follow on screen instructions.
-
-
- -6-
-
- -----------------------------------------------------------------------------
-
- Trouble Shooting
- ================
-
-
- Problem: My computer has at least 512k of memory, but A-10 won't run.
-
- Possible Solution: Your computer may be running a "pop up" (TSR) program such
- as sidekick or it may be connected to a device such as a LAN that uses a
- portion of the memory.
-
-
- Problem: The joystick is not working properly.
-
- Possible Solution: Press ALT C to center the joystick.
-
-
- Problem: When playing from the keyboard strange things happen such as the
- cursor moving all around the screen.
-
- Possible Solution: Press ALT J to turn off the joystick.
-
-
- Problem: Constantly playing music bugs me, but I still want to hear sound
- effects.
-
- Possible Solution: Press ALT M to turn off music.
-
-
- Problem: Graphics appear in a mode that I don't want.
-
- Possible Solution: Type INSTALL <ENTER> then use Smart Start to select the
- type of graphics you desire.
-
-
- Problem: I have MCGA graphics and A-10 won't run.
-
- Possible Solution: You probably have a computer system with only 512k.
- Because MCGA graphics take up a great deal of memory, 512k won't be enough.
- You'll have to force A-10 into CGA graphics. Type INSTALL <ENTER> then use
- Smart Start to select CGA graphics.
-
-
-
- If you have a problem that is not addressed by this troubleshooting list,
- CALL US!
-
-
- Dynamix HELP LINE: (503) 687-8690
-
- Dynamix, Inc | P.O. Box 11806 | Eugene, Oregon 97440
-
-
- -7-
-
- -----------------------------------------------------------------------------
-
- CONTROLS
- ========
-
-
- Flight Control
- --------------
-
-
- DIVE
- +-+
- |8|
- +-+
-
- ^
- +-+ | +-+
- LEFT |4| <--+--> |6| RIGHT
- +-+ | +-+
- v
-
- +-+
- |2|
- +-+
- CLIMB
-
-
- Fire Buttons
- ------------
-
- Keyboard Joystick
- -------- --------
- Avenger Cannon = Space Bar Button #2 = Selected Weapon
- Selected Weapon= ENTER Button #1 = Avenger Cannon
-
-
-
- A-10 Views
- ----------
-
- Cockpit Views Outside Views
- (Function Keys) (Function Keys)
- --------------- ---------------
- F1 - Look Forward F4 - Front View
- F2 - Look Left F5 - Left Side View
- F3 - Look Right F6 - Right Side View
- F7 - Rear View
- F8 - Weapon Attack View
- F9 - Engagement View
- F10 - Reverse Angle Engagement View
-
-
- -8-
-
- -----------------------------------------------------------------------------
-
- CONTROLS
- ========
-
-
- Active Keyboard Keys
- --------------------
- SPACE BAR Fire Avenger 30mm cannon
- ENTER Fire Selected Weapon
- TAB Toggles next target for HUD and TID
- ESC Brings up Control Panel, pauses game
- P Pause Game
- M Display Strategic Map
- Q Brings up Quit Menu
- + Select next active weapon
- - Select previous active weapon
- H Select Maverick
- J Select LGB
- K Select Rockeye
- L Select Durandal
- ; Select Sidewinder
- < Left Rudder
- > Right Rudder
- Numeric 1-9 Throttle: 1=no throttle, 9=full throttle.
- F Release Flare
- C Release Chaff
- R In MAP SCREEN: On/Off switch for SAM range on Stategic Map
- S In SIMULATION: Brings up Status Screen.
- D Display Message Log.
-
- MENU SCREENS
- ------------
- SPACE BAR Choose current menu selection
- TAB Next menu selection
- ESC Skips Briefing
-
-
- -9-
-
- -----------------------------------------------------------------------------
-
- GAME OVERVIEW
- =============
-
- Welcome to A-10 Tank Killer. To make learning the game as quick and easy as
- possible,the following overview is offered. It is a quick guide to the
- menuing system and game play. An in depth description follows this
- introduction which provides a detailed description of each screen.
-
- +-----------------+
- +-|Fly One Mission |-+
- | +-----------------+ |
- | +-----------------+ | +--------+
- +-|Start Campaign |-+---|Briefing|
- | +-----------------+ | +--------+
- | +-----------------+ | |
- +-|Continue Campaign|-+ +------------+ +-------------+
- | +-----------------+ |Weapons Load| +-|VCR Interface|
- +----------------+-->+ +------------+ | +-------------+
- |Main Select Menu| | |
- +----------------+-->+ +------------+ | +-------------+
- | | +-----------------+ | Simulation |--+-|Multiple View|
- | +-|Best Campaigns | +------------+ | +-------------+
- | | +-----------------+ | |
- | | +-----------------+ +------------+ | +-------------+
- | +-|Best Missions | | Quitting | +-|Status Screen|
- | | +-----------------+ +------------+ | +-------------+
- | | +-----------------+ | |
- | +-|Vehicle Preview | +------------+ | +-------------+
- | +-----------------+ | Debriefing | +-|Strategic Map|
- | +------------+ +-------------+
- v |
- +----+ +---------------+
- |Quit| |Mission Summary|
- +----+ +---------------+
-
-
- -10- & -11-
-
- -----------------------------------------------------------------------------
-
- MENU CONTROLS
- =============
-
- The menuing system for A-10 Tank Killer was designed to be intuitive and easy
- to use for both novice and advanced users. Following are a few simple tips
- and instructions that explain basic menu use.
-
-
- +------------------------+ +----------+ +-----------------------+
- |o MISSION SELECT o| | HOT PADS | |o MAIN SELECT o|
- | | +----------+ | |
- | +---------------+ +---+| | | +-------------------+ |
- | |TRAINING | | ^ ||<---+ | +--->| | FLY ONE MISSION | |
- | |BRIDGE BUSTING | | | || | | | | +-------------------+ |
- | |SAM SLAM | +---+| +----+-----+ | +-------------------+ |
- | |MOTHER HEN | +---+| | | | | BEST MISSIONS | |
- | |THE CITY | | | ||<---+ | | +-------------------+ |
- | |DEEP STRIKE | | v || | | | +-------------------+ |
- | +---------------+ +---+| | | | | START CAMPAIGN | |
- | +---------------+ | | | | +-------------------+ |
- | | THREAT LEVEL | +---+| | | | +-------------------+ |
- | |+-------------+| | X ||<---+ | | | CONTINUE CAMPAIGN | |
- | || MILD || | X || | | | +-------------------+ |
- | |+-------------+| +---+| | | | +-------------------+ |
- | +---------------+ | | | | | BEST CAMPAIGNS | |
- | +---------------+ | | | | +-------------------+ |
- | | AMMUNITION | +---+| | | | +-------------------+ |
- | |+-------------+| | X ||<---+ | | | VECHICLE PREVIEW | |
- | || LIMITED || | X || | | | +-------------------+ |
- | |+-------------+| +---+| | | | +-------------------+ |
- | +---------------+ | | +--->| | QUIT FOR NOW | |
- | +---------------+ | | | +-------------------+ |
- | | DAMAGE | +---+| | | |
- | |+-------------+| | X ||<---+ |o o|
- | || NORMAL A10 || | X || +-----------------------+
- | |+-------------+| +---+|
- | +---------------+ |
- | | +----------------------------------+
- | +---+ | | The GO! Key |
- | |-->| | | |
- | |GO!|<------------|------| The GO! Key is a special Hot Pad |
- | +---+ | | that enters any changes you have |
- |o o| | made and exits the menu |
- +------------------------+ +----------------------------------+
-
-
-
- Mouse, Joystick or Keyboard Control
-
- The on screen arrow can be moved by mouse, joystick or keyboard
-
-
- MOUSE
- -----
- Select Hot Pad: Move mose to position arrow on Hot Pad and press either mouse
- button to select.
-
- JOYSTICK
- --------
- Select Hot Pad: Move joystick to position arrow on Hot Pad and press either
- joystick button to select.
-
- KEYBOARD
- --------
- Select Hot Pad: Press the "TAB" key to move the arrow from one Hot Pad to
- another. Press the "SPACE BAR" to select.
-
-
- -12-
-
- -----------------------------------------------------------------------------
-
- MAIN SELECT MENU
- ================
-
- The first menu screen is Main Select. It is the starting point from which you
- enter the game.
-
-
- Mission or Campaign?
- --------------------
- Among the seven menu choices in Main Select Menu are Fly One Mission and Start
- Campaign. These are two modes of game play that A-10 Tank Killer offers.
-
-
- Fly One Mission allows you to individually select which mission to fly. Each
- mission will include a Briefing/Debriefing, Weapons Select and Mission
- Summary. When a mission is completed or exited, you will be returned to the
- Main Select Menu.
-
- Start Campaign enters you into a preset "tour of duty." You will start at
- mission #1 and continue until you have either completed all of the missions,
- are shot down or lose the war. A key element of Campaign Mode is that goals,
- objectives and key players are carried over from one mission to the next. In
- Campaign mode, if you do poorly in the first mission, it may come back to
- haunt you. Also important in Campaign Mode is that Campaigns can be saved for
- later continuation. When beginning a campaign, you will enter a character
- name. The campaign will be saved under this name and can later be viewed or
- continued.
-
- -13-
-
- -----------------------------------------------------------------------------
-
- Also available from the Main Select Menu
- ========================================
-
-
- Continue Campaign
- -----------------
- Gives you the option of continuing a saved campaign.
-
- Best Campaign
- -------------
- Allows you to view the best performances of all Campaign Mode players.
-
- Best Mission
- ------------
- Displays a "Hall of Fame" for best performances on a single mission.
-
- Vehicle Preview
- ---------------
- Allows you to preview the weapons and vehicles used by both friendly and enemy
- forces.
-
- Quit
- ----
- Quits the game and exits to DOS.
-
-
- -14-
-
- -----------------------------------------------------------------------------
-
- Mission Select Menu
- ===================
-
- Under the Mission Select Menu, you will be able to select a single mission and
- tailor its difficulty and game play parameters. These include:
-
-
- Threat Level
- ------------
- You can individually tailor the degree of difficulty in each mission.
- Mild = Wimp Mode
- Moderate = Pretty Mean Suckers
- Aggresive = Major Bad News
-
-
- Ammunition
- ----------
- You may select a "limited" or "unlimited" ammunition supply.
-
-
- Damage
- ------
- You may select a "normal" or "invincible" A-10.
- A setting of "normal" means that your A-10 can be damaged.
- A setting of "invincivle" means that your A-10 can not be damaged.
-
-
- +-------------------------------------------------------------------+
- | NOTE: |
- | |
- | Scores achieved with selection of either "unlimited" ammunitio or |
- | "invincible" damage WILL NOT be recorded into the hall of fame. |
- +-------------------------------------------------------------------+
-
- -15-
-
- -----------------------------------------------------------------------------
-
- BRIEFING/DEBRIEFING
- ===================
-
-
- Meet Commander Cord, your commanding officer. He's full of advice, wisdom and
- orders. You will meet him before and after each mission. In the Briefing, he
- will instruct you as to the current situation and give you your orders. Of
- course, once airborne, you and your co-pilot are free to do as you wish. BUT,
- assuming you make it back alive, you'll have to answer to Cord in Debriefing.
-
- -16-
-
- -----------------------------------------------------------------------------
-
- MISSION SUMMARY
- ===============
-
-
- Mission Summary
- ---------------
- After each mission Debriefing, you will receive a Mission Summary. Mission
- summaries contain all data on your latest performance. You will be given the
- overall result of the mission and your tactical score (a point system based
- upon number and type of kills).
-
- Campaign Summary
- ----------------
- In Campaign Mode, you will reveive both a Mission Summary and a Campaign
- Summary. The Campaign Summary contains a cumulative tactical score (compiled
- from all missions played). Following the Campaign Summary screen will be the
- Campaign Decision screen. This will be the point at which you decide to
- Receive Next Assignment or Return To Main Select Menu. Choosing Receive Next
- Assignment will place you into the next mission of the campaign. Choosing
- Return To Main Select Menu will save your place in the current campaign and
- return you to the Main Select Menu. Once saved, a campaign can be restarted
- at any time from the Continue Campaign section of the Main Select Menu.
-
- -17-
-
- -----------------------------------------------------------------------------
-
- WEAPONS LOAD
- ============
-
- The final screen you will encounter before entering the simulation will be
- Weapons Load. You will be presented with a choice of 5 preset weapon loads,
- one of which will be designated as the Recommended selection. The recommended
- load is based upon the specific goals of each mission and will, for the most
- part, prove effective. However as you play each mission and develop your own
- strategy, you may find that selections other than those recommended are more
- useful.
-
- (See Weapon Systems: Page 30)
-
-
-
- Select the proper type to use against the target.
- -------------------------------------------------
-
- Against Tanks: Select Avenger 30mm cannon, or select a MAVerick.
-
- Against Other Vehicles: Select Avenger, MAVerick, or ROCKeye cluster bomb
- especially if there are several vehicles close together.
-
- Against Bridges, Bunkers, Buildings, or Installations: Select LGB.
-
- Against Airstrips: Select DURandal.
-
- Against Aircraft: Select SIDewinder.
-
- -18-
-
- -----------------------------------------------------------------------------
-
- THE SIMULATION
- ==============
-
- Every care has been taken to make the simulation of the A-10 Thunderbolt II as
- realistic as possible while not bogging the game down with unnecessarily
- complicated controls. What you get is a very accurate representation of the
- feeling of A-10 flight without the burden of intricate flight knowledge.
- Flying the A-10 is as simple as grabbing the joystick and throttling up. And,
- with the VCR Interface, you are given complete control over 3-D definition,
- window size and mission difficulty levels.
- (See: VCR Interface: Page 27).
-
- -19-
-
- -----------------------------------------------------------------------------
-
- HEADS UP DISPLAY (HUD)
- ======================
-
-
- Gunsight: Position target within the cross-hairs to line up the GAU-8 Avenger
- cannon.
-
- Airspeed Indicator: Displays airspeed in knots.
-
- Active Weapon: The active weapon display on the HUD indicates the currently
- selected weapon: (For information on Active Weapons See: Weapon Systems: page
- 30.)
-
- MAV = AGM-65 Maverick
- LGB = Paveway LGB
- ROC = Rockeye II CBU
- DUR = Durandal
- SID = AIM 9L Sidewinder
-
- Heading: Shows the A-10s current heading in degrees.
-
- NOTE: For heading North is 000 degrees
- South is 180 degrees
- East is 090 degrees
- West is 270 degrees
-
- Target Box: Indicates current target for the Tactical Information Display
- (TID).
-
- Destination Marker: Indicated direction to current destination. To find your
- way to the currently selected target on the Strategic Map, center the
- Destination Marker in the HUD (a small triangle at the bottom of the HUD) and
- keep it there. (See Strategic Map: pg 24.)
-
- Altimeter: Displays the current altitude in feet.
-
- Pitch Indicator: Indicates the A-10s pitch in degrees.
-
- -20-
-
- -----------------------------------------------------------------------------
-
- THREAT INDICATORS
- =================
-
- This pair of LEDs mounted above the Radar Warning Reveiver (RWR) warns the
- A-10 pilot when an infra-red (IR) or radar guided SAM has locked onto his
- aircraft. The left LED indicates an IR missile has locked onto the A-10. The
- right LED indicates a radar missile threat. (See Defensive Weapons Systems:
- pg. 35)
-
-
- Radar Warning Receiver (RWR)
- ----------------------------
-
- The RWR senses Surface-to-Air missiles (SAM) and aircraft and displays a dot
- representing each of these threats on the RWR console. A red dot indicates a
- SAM threat, a blue dot indicates an air threat, and a white dot indicates an
- incoming missile. These dots blink when you have successfully jammed a target
- with the Automatic Jamming equipment that is standard on your A-10 Thunderbolt
- II. (See Defensive Weapons Systems: pg. 35)
-
- -21-
-
- -----------------------------------------------------------------------------
-
- TACTICAL MAP
- ============
-
- The tactical map displays all terrainin a 40km X 30km area around the A-10.
- The A-10s current grid position is displayed at the bottom center of the
- tactical map.
-
-
- Collision Warning Indicator
- ---------------------------
-
- This LED warns the pilot of an imminent crash with the ground.
-
- -22-
-
- -----------------------------------------------------------------------------
-
- Vertical Velocity Indicator
- ===========================
-
- The Vertical Velocity Indicator gauge displays how quickly the A-10 is gaining
- or losing altitude. It points directly to the left in level flight.
-
-
- Tactical Information Display (TID)
- ----------------------------------
-
- The TID displays the current target the Weapons System is locked onto. If a
- weapon is fired, it will engage the displayed target. The TID provides range,
- target identification and IFF (Identify Friendly or Foe) information with
- hostile targets displayed in Red text and friendly targets displayed in White
- text. (See Vehicle Descriptions: pg. 32)
-
- IMPORTANT NOTE!
-
- o Always check the TID before firing!
- Wasting friendlies isn't usually considered a good thing.
-
- -23-
-
- -----------------------------------------------------------------------------
-
- SIMULATIONS SYSTEMS
- ===================
-
- Along with the main cockpit and its instruments, there are several screens and
- menus that are available from the simulation mode that will prove very
- beneficial to a successful mission. (See Game Overview: pg.10)
-
-
- Strategic Map
- -------------
-
- Pressing "M" during the simulation brings up the strategic map. This is the
- main source of information on the flow of the battle during the course of each
- mission. Each target shown on the map can be selected by toggling the current
- target box until it is placed over the desired target. Toggling of the target
- box can be done in two ways:
-
- 1) By clicking the arrows in the lower right of the screen.
- 2) By clicking on the desired target with the on-screen cursor.
-
- Once a target is selected, the Strategic Map will provide a description of the
- designated target. This description includes:
-
- o Target Type
- o Target Location (in Grid Coordinates)
- o Target Heading
- o Target's Estimated Speed
- o Target's Bearing relative to the A-10s current position
- o Target's Distance relative to the A-10s current position
- o Intelligence Reports (if any) on the target.
-
- All enemy targets are displayed in Red while Friendly Units are shown in blue.
-
-
- Strategic Map Icons
- -------------------
-
- The Strategic Map uses several different types of icons to represent a variety
- of targets. Following is a listing of all icons used and their meaning.
-
-
- | \ /
- | SAM (Surface-to-Air Missile) \/ Ground Unit, truck patrol,
- | /\ Convoy
- ----- / \
-
-
- ----- |
- | | | |
- | | Installation (Base, Bridge, ---+--- Player (A-10)
- | | Building) | |
- ----- |
-
- | |
- | |
- ----- Aircraft (Helicopter or ---+--- Truck Convoy
- | Plane) |
- | |
-
-
- -24-
-
- -----------------------------------------------------------------------------
-
- IMPORTANT:
- ==========
-
- The currently selected target becomes a directional guide for the Destination
- Marker on the HUD. Following the Destination Marker will directly to the last
- target selected on the Strategic Map. (See Destination Marker: pg. 20).
-
-
- NOTE:
- -----
- Pressing "S" in the Strategic Map toggles the display of the SAM ranges on and
- off. (See Controls: pg. 8).
-
- -25-
-
- -----------------------------------------------------------------------------
-
- STATUS SCREEN
- =============
-
- "S" Brings up the A-10 Status Screen. This screen graphically displays the
- amount of damage sustained by the A-10 and shows its remaining armaments, gun
- ammunition, chaff and flare salvos. (For reference See: Weapons Systems: pg.
- 30)
-
-
- IMPORTANT:
- ----------
- If the A-10 loses a wing, all the weapons on the wing are lost with it.
-
-
- MULTIPLE VIEWS
- --------------
- Along with 3 internal cockpit views, A-10 Tank Killer is capable of displaying
- 7 external views, including Victim and Engagement Views. (See Controls: pg.
- 9)
-
- Victim View is an external camera that moves to constantly keep a fired weapon
- and its target in view.
-
- Engagement View is an external camera that pans to keep the enemy and A-10
- both in view.
-
- -26-
-
- -----------------------------------------------------------------------------
-
- VCR INTERFACE
- =============
-
- In a constant effort to make our games more enjoyable and less frustrating, we
- have developed a new type of game control called the VCR Interface. In
- essence, the VCR Interface is a menu that is accessible at any time during
- simulation play which allows you to control vital elements of game play. The
- interface will have different appearances in different games but the function
- will always be the same: to give the user as much control as possible over
- game functions and flow. In A-10 Tank Killer, the VCR Interface is seen in
- several places. The Interface is accessible while in the Mission Select Menu
- and in the Control Menu (see below). In the Mission Select Menu it allows you
- to customize the difficulty of each mission. In the Control Menu, it gives
- you in-game control over the detail of the 3-D world, the size of the viewing
- window, the length of time that messages are displayed on screen and basics
- such as game sound. The Control Menu can be accessed at any time by pressing
- the "ESC" key.
- (See: Controls: pg.8 See Also: Menu Controls: pg.12)
-
-
- WORLD AND WINDOW DETAIL SLIDER BARS
- -----------------------------------
-
- What they do: Because A-10 Tank Killer uses a highly advanced 3-Dimensional
- modeling system called 3Space, older computers may have some difficulty
- handling the complex mathematical equations that are necessary to drive the
- detailed 3-D worlds. The Detail Slider Bars allow you to customize the detail
- of the game to fit the speed of your computer. By using the Slider Bars, you
- can "adjust" the amount of detail in the cockpit or in the 3-D world. (See:
- Controls: pg.8 See Also: Menu Controls: pg.12)
-
-
- NOTE:
- -----
- Whenever any of the Simulation System screens are called up, the game is
- paused.
-
- -27-
-
- -----------------------------------------------------------------------------
-
- THE QUIT MENU
- =============
-
- At any time during game play, if the "Q" key is pressed the Quit Menu will
- appear. This menu presents you with two options: Return To Base or Continue
- Flying. Selecting Return To Base will place you directly into your Mission
- Debriefing. Selecting Continue Flying will re-enter the simulation.
-
-
- IMPORTANT:
- ----------
- There are two ways to quit the simulation: with the battle Complete or
- Incomplete. Quitting an Incomplete mission will leave any remaining Allied
- troops open to attack. If this happens your Mission Evaluation may suffer.
- (See Summary: pg.17)
-
- -28-
-
- -----------------------------------------------------------------------------
-
- A-10 PILOT'S MANUAL
- ===================
-
- A-10 Warthog Specifications
- ---------------------------
-
- Manufacturer: Fairchild Republic Co.
-
- Primary Mission: Sustained close air support
-
- Powerplant: Two General Electric TF34-GE-100
- turbofan engines, each developing
- approximately 9,000 lbs (4,082 kg) of thrust.
-
- Length: 53 feet, 4 inches (16.25m)
-
- Height: 14 feet, 8 inches (17.53m)
-
- Internal Fuel Capacity: 10,700 lbs (4,853 kg)
-
- Operating Weight: 25,000 lbs (11,340 kg)
-
- Max Gross Weight: 50,000 lbs (22,680 kg)
-
- Ammunition Capacity: 5,000 rounds: Mixed HE and depleted Uranium
-
- Armament: One 30mm General Electric GAU-8 Avenger
- seven barrel cannon
-
- Firing Rate: 2100/4200 rounds per minute
-
- Ordnance Capacity: Up to 16,000 lbs (7,257 kg) of mixed ordnance on ten
- underwing pylon stations with partial fuel
-
- Ferry Range: 2,173 nautical miles (4,026 km)
-
- Combat Radius w/
- typical weapon load: 250nm
-
- Max Speed (clean): 450 kt.
-
- Combat Speed w/
- typical weapon load: 380 kt.
-
- -29-
-
- -----------------------------------------------------------------------------
-
- OVERVIEW OF THE A-10 AND ITS ROLE
- =================================
-
- The A-10 is a Close Air Support attack aircraft. It assists ground troops by
- eliminating threats such as hostile tanks, tank destroyers, and other armor.
- Its extensive weapon load enables it to take out larger targets such as
- bridges, airstrips, and buildings.
-
- In Viet Nam it was found that an aircraft must be able to survive several SAM
- hits. The A-10 is built with redundant structural parts so that it can take a
- lot of damage. In fact, an A-10 can fly with one engine and half a wing blown
- off! The engines are placed high on the aircraft to protect them from
- missiles. The bath tub of armor around the cockpit can withstand 20mm rounds.
-
- The most striking feature of the A-10 is its 30mm cannon, the Avenger. It
- fires shells the size of milk bottles at a rate of 4200/minute! The shells
- can rip through the armor of any tank in service. The A-10 hits very hard
- indeed.
-
-
- WEAPONS SYSTEMS
- ===============
-
- Avenger 30mm Cannon:
- --------------------
- Effective Against: Tanks, Vehicles
-
- The GAU-8 "Avenger" is the largest most powerful gun ever mounted on an
- aircraft. It can fire 2.5 lb depleted uranium shells at a rate of 4,200
- rounds / minute into a target 4,000 feet away with 80% accuracy. The energy
- of these rounds fired is enough to rip through the armor of any Main Battle
- Tank currently in service
-
- o Anything that moves on the battlefield can be annihilated by
- the firepower of this awesome weapon.
-
-
- Maverick (MAV):
- ---------------
- Effective Against: Tanks, Vehicles
-
- The Hughes Aircraft AGM-65D IIR (Imaging InfraRed) Maverick is a fire and
- forget air-to-ground missile system capable of engaging targets at ranges of
- up to five miles under ideal conditions. The Maverick's infrared heat seeker
- locks onto the heat emitted by the target vehicle; this enables it to home in
- on a target without guidance from the aircraft once it is launched. The
- Maverick's charged warhead can vaporize the armor of any tank currently
- fielded by the Warsaw Pact. Operationally, the Maverick is a very lethal
- system, obtaining an 85% kill probability in weapons trials. Any vehicle or
- grounded aircraft can be taken out with Mavericks.
-
- -30-
-
- -----------------------------------------------------------------------------
-
- Paveway Laser Guided Bombs (LGB):
- ---------------------------------
- Effective Against: Bridges, Bunkers, Buildings, Installations
-
- Another precision munition carried by the A-10 is the Texas Instruments
- GBU-10E Paveway II Mk 84 laser-guided 2,000lb bomb. The Paveway is basically
- an 'iron bomb' with a laser seeker and control surfaces added. A typical
- attack profile is as follows: The pilot locks onto a target illuminated by a
- ground or air based laser using the A-10s Pave Penny acquisition pod. Then he
- releases the weapon which glides to the target on its own, making mid-flight
- corrections as needed. Paveway is most effective against hard targets such as
- bridges, hardened aircraft revetments, and large buildings.
-
-
- Honeywell Mk 20 Rockeye II Cluster Bomb (ROC):
- ----------------------------------------------
- Effective Against: Vehicles
-
- Despite the addition of a laser seeker on the newest versions, Rockeye is not
- considered a precision munition. The Rockeye relies on the 'scatter effect'
- of up to 150 armor piercing and high explosive bomblets to destroy its target.
- Anything within its lethal radius (about 500 feet) is certain to be damaged,
- and stands a fair chance of being totally destroyed. The Rockeye is most
- effective against lightly armored vehicles, (BRDM 3s, ACRVs, Mobile SAM
- launchers, grounded aircraft) but a luck hit can kill a tank.
-
-
- Matra Durandal Anti-Runway Penetration Bomb (DUR):
- --------------------------------------------------
- Effective Against: Airstrips
-
- The Durandal is a very specialized weapon that is devastatingly effective
- against certain types of ground targets. It consists of a large HE (High
- Explosive) warhead encased in a very hard steel jacket attached to a rocket
- motor. After launch, the ordnance releases a drag chute and falls until it is
- pointing straight down. Then the rocket motor fires, driving the Durandal
- deep into the target where it detonates. This explosion causes a huge 'heave
- effect' which can shatter reinforced concrete and make a runway unusable with
- only a single hit. In addition to runways, the Durandal is particularly
- effective against bunkers and underground fuel tanks.
-
-
- AIM 9L Sidewinder (SID):
- ------------------------
- Effective Against: Aircraft
-
- The AIM 9L Sidewinder is an air-to-air heat seeking missile with all-aspect
- tracking capability; this enables the missile to lock onto an enemy plane even
- if it's nose-to-nose with the A-10. The effective range for a sidewinder is
- about 5 miles.
-
- -31-
-
- -----------------------------------------------------------------------------
-
- VEHICLE DESCRIPTIONS
- ====================
-
-
- Hostile Units (See Tactical Information Display: pg.23)
- -------------------------------------------------------
-
- T-72, T-80 Main Battle Tank
- ---------------------------
- Primary armament: 125mm cannon
- Top Speed: 60km/h
- Threat to the A-10: none
- The T-80 is a threat to anything on the ground. Its powerful 125mm cannon can
- take out other tanks, tank destroyers, SAM launchers, and buildings. The
- Avenger and Mavericks are the best way to engage it, although a Rockeye will
- sometimes destroy it. The A-10 'Tank Killer' was designed to take out tanks
- like the T-80
-
-
- BMP-2 Infantry Fighting Vehicle
- -------------------------------
- Primary armament: 30mm cannon
- Top Speed: 63km/h
- Threat to the A-10: none
- The BMP-2 is a lightly armored, tracked vehicle. It is designed to carry
- troops on the battlefield. It's small cannon allows it engage lightly armored
- vehicles like trucks, but it's no match for a tank. Engage it with the
- Avenger, a Rockeye, or a Maverick.
-
-
- ACRV-2 Command Vehicle
- ----------------------
- Primary armament: none
- Top speed: 58km/h
- Threat to the A-10: none
- The ACRV-2 is a lightly armored, track vehicle designed to serve as a mobile
- command post. It is unarmed. Engage it with the Avenger, a Maverick, or a
- Rockeye.
-
-
- BRDM-3 Tank Destroyer
- ---------------------
- Primary armament: Anti-tank missile
- Top speed: 90km/h
- Threat to the A-10: none
- The BRDM-3 presents a great threat to any friendly tanks. Its weapon range is
- greater than that of the M1 Abrams. Engage it with the Avenger, a Maverick,
- or a Rockeye.
-
- -32-
-
- -----------------------------------------------------------------------------
-
- Zil-157 Truck
- -------------
- Top speed: 90km/h
- Threat to the A-10: none
- The Zil-157 is the standard Soviet truck. It's used to transport troops,
- supplies, ammunition, and equipment.
-
-
- SA-6 Gainful, SA-11 Gadfly SAM Launchers
- ----------------------------------------
- Primary armament: Surface-to-Air Radar-Guided Missiles
- Top speed: 58km/h
- Threat to the A-10: GREAT
- The SA-6 and SA-11 are mobile surface-to-air missile launchers. The missiles
- track the A-10 with a radar guidance system. The system can sometimes be
- fooled by dropping chaff which distracts the missile away from the A-10. The
- missiles do great damage to the A-10. The SA-11 has a much greater range than
- the SA-6. Engaging a SAM with the A-10 is dangerous, but can be done with the
- Avenger, a Maverick, or a Rockeye.
- (For more information See: Defensive Weapons Systems: p.35 and Tactics Against
- SAMs: p.40)
-
-
- SA-9 Gaskin, SA-13 Gopher SAM Launchers
- ---------------------------------------
- Primary armament: Surface-to-Air Infrared-Homing Missiles
- Top speed: 90km/h
- Threat to the A-10: GREAT
- The SA-9 and SA-13 are mobile surface-to-air missile launchers. The missiles
- home-in on the A-10 with an infrared heat-seeking system. They can sometimes
- be distracted by dropping a flare. These systems have a smaller range than
- their radar-guided counterparts (the SA-6 and SA-11). Engaging a SAM with the
- A-10 is dangerous, but can be done with the Avenger, a Maverick, or a Rockeye.
- (For more information See: Defensive Weapons Systems: p.35 and Tactics Against
- SAMs: p.40).
-
-
- Mi-24 Hind Assault Helicopter
- -----------------------------
- Primary armament: Anti-tank missiles
- Top speed: 320km/h
- Threat to the A-10: none
- The Hind is a fast, assault helicopter. It presents a great danger to your
- friendly gound forces. It is particulary effective against the M1 Abrams. It
- can be engaged with a Sidewinder, and skilled A-10 pilots can shoot it down
- with the Avenger.
-
- -33-
-
- -----------------------------------------------------------------------------
-
- MiG-27 Foxbat Strike Fighter
- ----------------------------
- Primary armament: A variety of weapons mounted on the wings, including
- anti-aircraft missiles and bombs.
- Top speed: 800 knots
- Threat to the A-10: GREAT
- The Foxbat can engage anything on the battlefield or in the air. Its
- anti-aircraft missiles can damage the A-10. It can be engaged with a
- Sidewinder, and a lucky Avenger shot could damage it.
-
-
-
- FRIENDLIES
- ==========
-
-
- M1 Abrams Main Battle Tank
- --------------------------
- Primary armament: 120mm cannon
- Top speed: 70km/h
- The M1 Abrams is effective against most ground targets. The A-10 should
- provide close-air support for the M1, especially when there are tank
- destroyers or Hind helicopters in the area.
-
-
- M2 Bradely Infantry Fighting Vehicle
- ------------------------------------
- Primary armament: 25mm chaingun
- Top speed: 65km/h
- The M2 is the US counterpart of the BMP-2. It can engage lightly armored
- targets, but should avoid one-on-one confrontations with tanks.
-
-
- M48 Chaparral SAM Launcher
- --------------------------
- Primary armament: Surface-to-air Infrared-homing missile
- Top speed: 60km/h
- The M48 is the standard air defense weapon system of the US. It can take out
- Hind helicopters and the MiG-27 Foxbats. When the A-10 is threatened by a
- MiG, ducking beneath the 'umbrella' of an M48 is a smart move.
-
-
- Farms
- -----
- Farms are considered neutral civilian targets, and should not be attacked.
-
- -34-
-
- -----------------------------------------------------------------------------
-
- Bridges, Buildings, Supply Dumps, Bases, etc.
- ---------------------------------------------
- Structures such as these can be engaged with the Paveway LGB. However, before
- dropping an LGB on one, make sure that the mission objectives call for it to
- be destroyed. Taking out a bridge which US forces plan on crossing is not a
- smart tactic.
-
-
- Airstrips
- ---------
- Airstrips controlled by the enemy can be destroyed with the Durandal.
-
-
-
- DEFENSIVE WEAPONS SYSTEMS
- =========================
-
- ALQ-119 ECM Jamming pod: This pod hangs on the outside pylon of the left wing
- of the A-10. It has jammers which can temporarily confuse the radar
- acquisition systems on SAM launchers. This gives the A-10 pilot a little
- extra time before hostile SAMs launch. Jammed launchers are indicated by a
- blinking dot on the RWR.
-
- Flare: This is a small heat-emitting decoy that the A-10 pilot can release.
- It will sometimes fool an incoming infrared-homing SAM into tracking it
- instead of the A-10. It's useful against the SA-9 and SA-13.
-
- Chaff: This is a cartridge which releases a cloud of small tin foil strips.
- The cloud will reflect enemy radar and blind it for a few seconds. This will
- sometimes give the A-10 enough time to escape an incoming radar-guided SAM
- (such as the SA-6 and SA-11).
-
- (See Radar Warning Receiver: pg.21)
-
- -35-
-
- -----------------------------------------------------------------------------
-
- FLIGHT INSTRUCTIONS
- ===================
- (See Controls: pg. 8)
-
-
-
- ---The Take Off---
-
- In most of the missions you will start off on the runway. Taking off is
- simple: Give the A-10 full throttle, and pull back on the stick. When you
- have enough speed, you'll lift off. With less than full throttle, you may run
- out of runway. Even this is rarely fatal. Recently an A-10 of the 81st
- Tactical Fighter Wing missed its takeoff and crashed into a beet field. The
- A-10 sustained very little damage.
-
-
- ---Landing---
-
- It is not necessary to land in A-10 Tank Killer. You may quit at any time by
- pressing Q. This will end the mission and return you to base safely.
-
- If you want to experience a landing, here's how. Line up about 4000 meters
- from the runway, flying in parallel toward the runway. Use the rudder to make
- small adjustments to your heading to get lined up exactly. Bring your
- throttle down to 4. Come to an altitude of about 100 feet and guide the A-10
- in. Your copilot will automatically drop the flaps and landing gear for you.
- Once you set down, bring throttle down to 1.
-
-
- ---Taxing---
-
- If you land, and the mission isn't over you'll want to take off again. To do
- this, you'll need to turn the A-10 around so you have enough runway. To taxi
- use a little throttle. For convience, you can guide the A-10 on the ground
- with the rudder or alieron controls.
-
-
- ---Flight---
-
- Aircraft are guided by control surfaces on the wings and tail, and by the
- amount of thrust generated by the engines. Ailerons on the wings control the
- roll of the A-10, and indirectly the heading. The tail controls the pitch,
- and the rudder controls the heading.
-
- Climbing and Diving
- -------------------
- To gain altitude, go into a climb. Just pull back on the stick until the A-10
- is oriented upward (positive pitch). Continue climbing until you reach the
- altitude you want. A dive is just the opposite. Push forward on the stick to
- lose altitude.
-
- -36-
-
- -----------------------------------------------------------------------------
-
- Turning
- -------
- There are several ways to execute a turn. The simplest way to turn is to move
- the stick left (or right). This will bank the A-10 slightly and will begin a
- turn. The more you bank, the more the A-10 will turn. When you've almost
- reached the heading you want, level the A-10 off.
-
- A faster turn can be executed by moving the stick to the left (or right), and
- then pulling it back. This is the fastest way of changing heading. However
- it's very easy to overshoot the heading you want, unless the A-10 was rolled
- exactly 90 degrees, you will also change your pitch.
-
- Small adjustments to the heading can be made with the rudder. Using the
- rudder is the slowest way to turn, but it doesn't affect the pitch and it's
- the most precise. Usually you'll want to start a turn by moving the stick
- left (or right), get close to the heading you want, level the A-10 off, and
- then make the final adjustments to heading with the rudder.
-
- Speed and Stalls
- ----------------
- Speed is controlled by the throttle. Full throttle, Full speed. A stall
- happens when the plane is moving through the air to slowly. Lift is lost and
- the control surfaces don't work properly. The A-10 will nose down until the
- air speed is greater than the stall speed. To avoid stalls, keep the throttle
- at 4 or higher. Don't stall at low altitude unless you enjoy crashing.
-
-
- COMBAT TACTICS
- ==============
-
- The A-10 is a special kind of aircraft -- it's a combat aircraft armed to the
- teeth.
-
-
- Finding the Target
- ------------------
- Find the target you want on the Strategic Map, and then select it (See pg. 24)
- You can select it either by positioning the arrow over it and clicking on it,
- or by sequencing through all the targets with the arrow buttons. The selected
- target will be highlighted on the map by a black square around it. The
- information display on the right will give you the bearing and distance of the
- target from your current position.
-
- Return to the front cockpit view (F1). The destination indicator above the
- compass tape on the HUD will guide you to the target (See pg.20). Just change
- your heading until the destination indicator (a small triangle) is centered on
- the tape. You are now heading directly towards the target. Stay low, and go
- full throttle and you'll reach the target. When you get near the target, it
- should appear in the TID screen. (See pg.23)
-
- -37-
-
- -----------------------------------------------------------------------------
-
- Attack Tactics
- --------------
- When you're about 7000 meters from the target, slow down to attack speed - a
- throttle setting of 3 or 4. This will give you enough time to line up on the
- target.
-
- Select the proper weapon type to use against the target.
-
- o Against Tanks: Select Avenger 30mm cannon, or select a MAVerick.
-
- o Against Other Vechicles: Select Avenger, MAVerick, or ROCkeye cluster
- bomb (especially if there are several close together).
-
- o Against Bridges, Bunkers, Buildings, or Installations: Select LGB.
-
- o Against Airstrips: Select DURandal.
-
- o Against Aircraft: Select SIDewinder.
-
-
- An Avenger Attack Run
- ---------------------
- The Avenger is an unguided weapon, it's fixed to the fuselage of the A-10.
- You must position the sight over the target and fire. To set up a run, stay
- low (about 150 feet) and come in at slow speed. Line up on the target. Use
- the rudder to get lined up exactly on the target. Stay lined up, and at about
- 3000m, pitch the plane so that the cross hair is exactly over the target.
- FIRE!
-
- If there are several targets before you, use the rudder to spread the Avenger
- fire across them. Often you can eliminate an entire tank platoon in seconds!
-
- Another useful tactic to score a is 'Walking the Fire' across the target.
- When the cross hairs are below the target, begin firing. Pull the impact
- point of the shells across the target by pulling back on the stick.
-
- If you miss some of the targets on the first run, take a second run. Fly past
- the targets at full throttle for about 7 seconds. Throttle back down to a
- slower speed, and whell the A-10 about with either a quick turn or a loop and
- half-roll. Line up again and finish off the target!
-
-
- Other Weapons
- -------------
- The other weapons are simpler to score a hit with. Keep the target in the
- HUD. Sequence through all the targets on the HUD until the one you want is
- displayed in the TID and is selected on the HUD. Make sure the proper weapon
- type is selected. When the target is within range, a LOCKED will appear on
- the HUD next to the weapon type.
-
- -38-
-
- -----------------------------------------------------------------------------
-
- To see the full force of the attack switch to one of the cinematic views (F8,
- F9 or F10). (See A-10 Views. pg.8)
-
- The LGB and Rockeye are guided bombs, whereas the Maverick and Sidewinder are
- missiles. With the LGB and Rockeye, the lock on range is smaller.
-
-
- Avenger vs. Maverick
- --------------------
- Both weapons have the same purpose: To Kill Tanks. You'll have to decide
- which to use on each attack run. The Maverick is easier to use. Select the
- target you want on the TID, wait for LOCKED, and fire. The guidance system
- will ensure the Maverick hits the target. The Maverick has greater range than
- the Avenger cannon, however, you have fewer Mavericks than Avenger bursts.
-
- If you pop up over a hill and there's a SAM staring at you, it's better to
- take it out with the Avenger. Avenger shells are faster than a Maverick, and
- in quick draws like this the Avenger comes out on top. Trying to quick draw
- on a SAM with a Maverick is risky at best.
-
- The Avenger is the most cost effective way to kill tanks. An Avenger burst
- costs a fraction of a Maverick missile.
-
-
- Dogfights
- ---------
- Although the A-10 was not designed for dogfighting, A-10 pilots do not
- consider MiGs an unconquerable threat. At high altitudes the A-10 is at a
- distinct disadvantage, but at low altitudes a MiG has a hard time manuevering.
-
- When you spot a MiG, keep him in front of you. If you have a sidewinder, fire
- it as soon as you achieve lock-on. At close ranges, you can try to hit the
- MiG with an Avenger burst -- but this is very difficult. If you're out of
- Sidewinder, mister you're in trouble. Your best chance is to stay low, drop
- flares when necessary, and run toward the 'umbrella' of a friendly SAM. If
- the MiG follows you into the 'umbrella', there's a good chance it will be shot
- down.
-
- The A-10 can clean up against Hind helicopters. The Hind was not designed for
- air-to-air combat. You can use Sidewinders against a Hind, or just the
- Avenger. The Hind is much slower than a MiG, and with practice a good pilot
- can take out a Hind quickly with the Avenger.
-
- -39-
-
- -----------------------------------------------------------------------------
-
- Defensive Tactics Against SAMs
- ------------------------------
- Stay low. The lower you fly, the greater the chance that the terrain will
- hide you from SAM launchers. Use the Strategic Map to stay outside the range
- of SAM launchers. Monitor the RWR to see what SAM threats are out there.
-
- When a SAM is coming at you, there are some tactics to try. If there's a hill
- nearby, duck behind it. If the SAM is radar guided (indicated by the right
- most light abot the blinking RWR), drop some chaff to distract it. If it has
- Infra Red homing (indicated by the left most light above the blinking RWR),
- then drop a flare or two. As a last resort, attempt to out-turn the SAM.
- This is very difficult.
-
- If you find yourself in a quick draw with a SAM launcher, you can try and take
- it out with the Avenger before it launches.
-
-
- MISSION PLAN
- ============
- In the briefing Commander Cord will let you know what your mission objectives
- are, and what the priorities are. Once you're in the A-10, review the
- Strategic Map. It will familiarize you with the battle. Make a Flight Plan.
- However, due to the dynamic nature of land battles, you'll probably have to
- alter your Flight Plan several times. You will be receiving new orders and
- distress calls over the radio during the mission. Stay alert and stay
- flexible. Always keep your objectives in mind.
-
- -40-
-
- -----------------------------------------------------------------------------
-
- A-10 PILOT INTERVIEW
- ====================
-
-
- What Tactics are employed when a SAM is launched at the A-10?
-
- "In the first place, stay low to avoid SAM operators from acquiring the A-10.
- Once a SAM is launched, make a 3-D break away from the SAM. Additionally,
- flares can be dropped to decoy IR seeking missiles, and chaff are used on
- radar guided missiles."
-
-
- What tactics are used when an enemy fighter, say a MiG, is spotted?
-
- "Keep him in front of you. Don't let him on your tail. You can engage the
- fighter with sidewinders. Two sidewinders can be loaded on either outside
- pylon. The gun, although not very effective in shooting down aircraft, is
- very effective in making the enemy fighter take a defensive stance."
-
-
- In actual combat, how low would you fly?
-
- "Between 100 and 400 feet."
-
-
- What's the role of the A-10?
-
- "Close Air Support, we call it CAS. We support ground troops in close
- proximity, which is defined as operating within 1000 yards of friendly forces.
-
-
- What's the difference between the role of the A-10, and the role of an attack
- helicopter?
-
- "The roles are identical. Both aircraft provide Close Air Support. However,
- the capabilities of an attack helicopter are different."
-
-
- In what way?
-
- "Hiding for example. A helicopter hides by hovering low behind some trees, or
- by actuall landing in an open field. The A-10, since it must keep moving,
- would hide by flying low behind a ridge or hill. Helicopters are not as
- survivable as the A-10. One or two hits on a helicopter will generally
- cripple it, whereas the A-10 was designed to take hits. In Viet Nam, aircraft
- were hit quite a bit, so survivability was an important factor. Also, the
- A-10 can carry more ordnance. Helicopters carry about 2,000 lbs. The A-10
- can carry 15,000 lbs."
-
-
- The F16 is a ground attack aircraft, what's the difference between the A-10's
- role and the F16's role?
-
- "The F16 is a fast aircraft. It is used for deep interdiction strikes into
- enemy territory -- taking out a bridge behind enemy lines, for example. It
- can get in, strike, and get out. The A-10 can fly much slower than the F16.
- This is essential for Close Air Support. A-10 pilots can operate in a dynamic
- environment, where targets are moving rapidly and are well camouflaged. An
- A-10 pilot can spot a ground unit, identify it, wheel about, and destroy it.
- An F16 wouldn't even know it was there.
-
- -41-
-
- -----------------------------------------------------------------------------
-
- What would a typical mission consist of?
-
- "In an actual war, say in Central Europe, an A-10 pilot would go out and fly
- low to a contact point. At the contact point,the pilot would talk to a ground
- commander, who might say 'Four enemy tanks were spotted in the open moving
- south bound at XX coordinates, and travelling at a speed of Y. You're cleared
- to go ahead and engage them.' The contact would also let the pilot know what
- SAM threats are in the area, and what friendlies he should expect to see."
-
-
- What's it like to fire the gun?
-
- "The gun is very loud. It shakes the entire aircraft. You never get used to
- it."
-
-
- What about firing a Maverick?
-
- "What's nice about a Maverick is that you hear nothing. It releases and moves
- out in front of you. You can see the engine and the smoke. Whereas the gun
- is an audio experience, the Maverick is visual."
-
- -42-
-
- -----------------------------------------------------------------------------
-
- DESIGN NOTES
- ============
-
- Our motivation for doing this product was the A-10 itself. It is perfec
- material for a high paced challenging simulation. The A-10 is designed to
- fight in a high threat environment, where the fronts of two armies meet. In
- the midst of all this chaos, an A-10 pilot has to make snap tactical decisions
- and adjust his plans according to the dynamics of the battlefield situation.
-
- The A-10 has a lot of personality. Officially it's called the Thunderbolt II,
- but fliers call it the Warthog. A-10 pilots are called 'Hog-drivers'. Ground
- troops refer to the A-10 as the Devil's Cross. Due to it's shape, tank
- commanders have a hard time telling if it's flying away or approaching. It's
- no wonder that this makes them nervous....the Avenger cannon can rip a tank
- apart in seconds.
-
- In building A-10 Tank Killer, we wanted to create an experience that captured
- the personality and feel of the A-10. We especially wanted to create an
- experience that FELT LIKE THE REAL THING. We did extensive research on the
- plane itself (flight specifications, weapon data, etc.) to get the simulation
- accurate. But numbers don't tell you what it's like to really fly an A-10.
- So, we interviewed A-10 pilots to get a human perspective on the experience.
- One pilot remarked "Flying the A-10 is fun. Can you get that across in your
- simulation?" We'll leave that question up to you.
-
- We wanted A-10 Tank Killer to be entertaining. That's why we choose to
- compress time. It keeps the pace high. All the dull moments spent ferrying
- back and forth to the front are squeezed out with time compression. We also
- choose to go with a two seater A-10. There aren't very many of them in
- service, but we felt that it was important to have that colorful talk that you
- get from your co-pilot.
-
- In order to pull this product off properly, we had to overcome a lot of
- challenges. We optimized our 3-D graphics for the fifth time in four years.
- We wrote several 256-color drawing routines which were faster than out
- 16-color drawing routines. And, we developed a digitizing process involving a
- photo-lab, real actors, costumes, and on-location photo-shoots. This last bit
- of technology was necessary because we knew that the hand-drawn, cartoonish
- look seen in most 16-color games wouldn't carry our desire to make A-10 Tank
- Killer FEEL LIKE THE REAL THING. Our graphics had to look real, especially
- when we were going to be supporting 256 color VGA systems.
-
- We think all of this effort was worth it and we hope that you enjoy playing
- A-10 Tank Killer as much as we enjoyed building it.
-
- Here's to flying low and hitting hard.
-
- -43-
-
- -----------------------------------------------------------------------------
-
-
- Brought to you By
- Lord Delos
- of GreyHaven
-
- 708 - 551 - 9461
-
- EveryOne Welcome
-