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the RAH-66 Comanche vs. Ka-52 Hokum

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1. j e Running Fire e M p i e Diving Fire Mn l Method li LT ot targets i Lu ues re sweep the destroyed target and remove it The missiles Time Of iv T ay wil wi ll show the time until the next missile impact f m esignated if not and NO LOS is displayed then select the next target T EHI 1 z HE MA Pif e Road Convoys EM NN Vl e Parked vehicles at road junctions l x y i e Airbase SAMS using the HIGH Wd ity filter a Ff ana Ki af TW Lib i rh Armour Protection MI j ID UN Armoured vehicles particularly main battle tanks have varying degrees of armour protection The frontal surface of a tank is built to withstand enormous mind numbing amounts of kinetic energy Tanks may survive a direct hit from ypu ATGMS if hit in the front quarter All vehicles have damage modifier in each quadrant i e EU i j W i ni rm AU OLD attack such that the missile strikes the side or rear armour tic Weapon At Do P RS ERA RF pig k o z e X HORN E Th atd aal Js describe the motion of t EE EEEE EE EEE M he attack W ese m wil 910 0 9619 720 UIC MIOUOQTT OF UIC I N attack We will take a look at each one in turn Tat ee 7 e ntr made belov NT ransitional Lift TL speeds Any
2. k z I 1 H DLL y LE 5m ehic icle Tables gt Names Cruise Speed Cruise Alt Structure Points Ground Scan Range Air Scan Range Scan Interval Air Threat Ground Threat 110 600 5 000 5 000 5 000 110 40 600 5 000 5 000 5 000 10 100 40 500 5 000 5 000 5 000 10 90 40 650 5 000 5 000 5 000 10 85 40 650 5 000 5 000 5 000 10 80 40 650 5 000 5 000 5 000 10 15 600 5 000 4 500 3 000 10 600 3 000 0 0 10 15 600 5 000 4 000 3 000 10 15 600 5 000 4 000 3 000 10 50 600 3 000 0 10 40 750 3 000 0 10 40 750 5 000 10 40 800 3 000 10 40 800 5 000 10 800 3 000 0 10 1 000 3 000 0 10 850 6 000 5 000 5 000 10 850 6 000 5 000 5 000 10 700 10 000 10 000 10 000 10 700 10 000 10 000 10 000 10 700 6 000 5 000 5 000 10 700 6 000 5 000 5 000 10 700 10 000 10 000 10 000 10 700 10 000 10 000 10 000 10 850 3 000 0 0 10 850 3 000 0 0 10 850 3 000 0 0 10 850 3 000 0 0 10 ololololololololol2o 2lo o ojo Ol oo f olololol l l l l l l l lolol ol olol l lol l l Table 2 Ground Vehicles T Structure Recon Ground Scan Air Scan Scan Air Search Air Search Air Ground Speed ype Points Range Range Range Interval Min Max Threat Threat 0 Tracked 1 500 2 000 4000 2 000 1 000 0 333 20 Tracked 1 350 2 000 4000 2 000 15 10 1 000 0 333 20 Tracked 1 000 3 000 4000
3. Al er their mission target If they are on Combat Air Pi threat force then expect some form of response your intentions and respond if they are able to do so they my heli opters and start blasting at near point blank range ile has enough e o powe er to destroy two or three helicopters with one good hit If your cl ose they y vill be c caug jt in the blast Laser guided weapons work best these are difficult to spoof meee iss irme cm i i E n i je In Gui mfights iJ Helicopter cannons are mounted in such a way they shoot DOWN and have little positive travel in the vertical axis An enemy will find it much much harder to aim the cannon on a target above them In order to do so the pilot will be forced to raise the nose of the helicopter thus slowing the helicopter down bleeding energy and most likely gaining altitude risking exposure to surface to air threats A helicopter doing this can become a sitting duck buf it is oen the best __ defence against single fighters which will be discussed later advantage The victor will be the first who can ua a 2 i i respond but it should be already too late E fir o V ourc 19 ere onents will b In a head on engagement your opponent is loc ted between your 10 to 2 o clock position M you i within Pi 4 5km and are out in the open you should press the attack CHMEE
4. Lock On Before Launch The def ult um mode and should be the preferred launch mode The Hellfire owsa d sorejecion and requires the target be in range in the seekers field of view and be in line of This is indic ated by VALID LOCK in the head up display The missiles maximum effective range is T enis t i E iim x Id ages Mr kid P ae E ak j a p m Y j pm E i oe au cc i z Li y 1 Lock On After Launch The missile does not require line of sight for release This mode is used to fire a missile from a concealed position without exposing yourself to the target The firing helicopter can remain hidden throughout the entire duration of the missiles flight After launch the missile performs a zoom climb This is to clear any obstacles such as hills or buildings in front of you tow ever the climb during th ring the missiles motor burn period reduces e energy to missile and reduces it s lf the target is closer than 2 5 km when the S ges dpt to hunt for it s target the missile overshoot since it mw tude Bec rof hi un n mode should be reserved for situations where it is tactically prudent While radar dellfires are fire and forget in Enemy Engaged it is possible to switch targets while the missile y the zoom climb phase Once the missile noses over to begin its dive you can no longer change m s target This is something you should watch
5. In urban or built up areas in which there can be plenty of unwanted bridge or supply factory structures in the target list use the ee sett ing in conjunction with the sweep angle to confine your desired target area The Figure below shows the ground radar jpeing used such that the bridge structures on the right are not targeted by the scan volume Vy The need to use the eed angle will vary from situation to situation Many times it may not be required at all But the capabilities should be kept in mind especially with regard to the air radar and the long sweep period required for a 360 degree scan When retreating from an area in which an enemy air response that rear qua EIE on e ING Ti as ive it may be wise to set the air radar to sweep es a fighter can fly within weapons range lock Ur survival mand nissile attack against multiple air targets only i ee sweer Sep angle will be fast enough to remove downed air id Tire missile attacks are covered later in this chapter _ adam si i Jr E i ls 4 3 C ad E al A m Nac E i LE e gt AW z Su J m _ S E b 4 D y E acm ah i i rE pN J p iai r Fn Jj i i 10 0 OLD vi ctro op l jer Een USES and differences s iih Pm Sl j _eXO F vantages Over r Ra Radar Ac isition 2 occasions where the ground radar does not hav
6. gt nent in this de area rby airbas o Given your proximity to t this is wl what makes the area so gang vs t e radio ran ge oe it s me mela that additional air support is being readied at ase ast will have little time to get out of Dodge before reinforcements s In fact this zone can extend up to 32km from an gnemy airbase E Defensive Positioning and Air Combat Manoeuvring While fighters are formidable opponents the well iown attack helicopter is not defenceless The an R4 has a major turning advantage T errain feature that masks the helicopter From IQe If the terrain to more aggressive Manoeuvring he most dangerous place ees withi rfig approaches and closes to engage the e and manoeuvres you out of the lt Em blead too much speed while turning to track the passing and easy target while it is sitting in the air rn into the fighter and dive Try and maintain high forward air speed e Shoot em in the ass with cannon as they pass if possible 3 3 Infantry MANPADS Another threat you will have to deal with is the man portable air defence systems or MANPADS namely infantry with SAMs These are scattered all over around factories refineries power stations and in city streets They tend to be located near landmarks look out for small objects on the ground Use your helmet mounted display to try and pick them a DL
7. jm tew i Tyd i aif ri mg Et d Fs Bi H aei e UU jm tas a E E s E 1 m A LT 1 1 j L1 I E i X 1 i i 1 T Ny i j i a i S Fi L x l A L Y J i i E d a k m c ark r Lh EL Ai ZZ aja YX rera I ka E E T L3 p i E mis mulation Briefing miroriuctior aameplay Basics Golden Rules For Helicopter Combat survival Joystick Configurations Special Keys Real Apache Control Layout TB 1 1 Introduction UM _ Like it s predecessor Apache Havoc Comanche Hokum presents a live theatre of war populated by eittties each following their own set of orders and all interacting in complex and subtle ways Understanding the nuances of the campaign is ultimately rewarding This strategy guide does not assume familiarity with the previous Apache Havoc strategy guide but dods assume some knowledge of the basics of helicopter flight If more basic help is required then study of the Comanone Hokum manual is a good place to pon Toget the best flight experience froma helicopter simulation it is highly recommended you use a Joystick with a Md controller and rudder pedals This um d to Prae insights into how the campaign operates game mechanics tactics cheats and some information of how you can customise the simulation
8. 8 900 1000 o o o o o Q Aist Class 8 2 000 15 tt 000 ses QD a gw r Name a i M mem nm candi E H HU UO diid by ui Damage Soft Hard _ Objects are categorized as either soft or hard targets These values indicate the amount of damage they transfer to either soft or hard objects For example a Stinger will do 300 points of damage to a soft target such as a helicopter but no damage to a hard target such as a city block Guidance IR Passive Infra red Lsr Active Laser R s Radar semi active RC _ Radio Command Wg Wire Guided Table 4 Surface To Air Missiles SAMs Name Damage Soft Damage Hard Guidance Seeker FOV Weight Min Range Max Range Velocity G Max Burn Time Cruise Time Chaparral 8 0 R eJ op 500 5 000 5 437 3 004 ONS soo RT 80 500 _ 6sof 15 4281 5 055 JEET soo of R 12 of 500 30 000 850 10 8155 30 977 Sea Sparrow o O R 120 of 500 55000 850 10 8 155 60 389 SA 7 Grail o 9 Il o 0 o0 3200 510 15 3 126 4 558 SA 13 Gopher of f R 85 0 X 8500 5000 510 10 4689 7 230 USENET 1 40 0 RC 60 oj X 500 8000 890 15 5708 5974 SEMEN 1 835 of RC of O0 500 2400 X 952 10 9495 20871 SEMEN 400 0 RC 500 12 000 850 10 B 155 9 800 Table 5 Name
9. Damage Soft Damage Hard Guidance Seeker FOV Weight Min Range Max Range Velocity G Max Burn Time Cruise Time AIM 92 Stinger 850 _ 9 R 8 136 X 500 5000 X 680 15 4281 5055 A 1000 0j R X 8 of 500 18000 X 850 15 5437 18298 AINE 140 50 R X 90 of X 500 65000 1300 15 8495 45 589 PES SOF UOR 60 gj X 500 5200 X 850 15 5437 3 239 AA 8A Aphid AA 8B Aphid 500 15000 1000 15 6 456 1161t AA 10A Alamo 500 AA 10B Alamo 500 AA 11 Archer 500 30 000 850 15 5 437 32 416 Name AGM 114L Hellfire AGM 114K Hellfire Il AGM 65D Maverick AGM 65F Maverick Ataka Vikhr AT 5 Spandrel AT 6 Spiral AT 10 Stabber AT 11 Sniper AS 10 Karen AS 14 Kedge M220 Tow 2B Table 7 Name Hydra 70 M255 Hydra 70 M261 LAU 69 A S 5 S 8 S 13 sn sof of scot s000f Eep cof ame sem Lm sof ET EE 7p x o amp _3 103 Damage Soft Damage Hard Guidance Seeker FOV Weight Min Range Max Range Velocity G Max Burn Time Cruise Time 2 000 2 000 PB 8 000 442 10 3 996 15 876 i 2 000 20 000 500 8 000 442 3 996 15 acl a mln o mod ol see own NEM C AMMRO NRONNGNEEMC MATOMRAS NO OEC OEC C I 2o 209 mc 50 42s soo soo aoo 10 3568 12098 2500 2600 is 60 so sooo 4 0 35e 17993 eo o Re 15 10 4o0 3 5 5o 10360 L Re
10. The Comanche s main mission role is reconnaissance In the recon role the Comanche flies in a clean wingless configuration which greatly reduces the amount of radar energy it reflects but once tre gunship goes hot then it Lire much more vi ible You either have to keep quiet and then go for a surprise attack shoot amp scoot or retreat to a stand off position before arming and firing The act of arming weapons even the cannon results in the weapon bay opening and thus potentially giving away your presence Simulating Stealth To simulate the effects of stealth characteristics a lo observable platform is only visible to search radar s at closer ranges than other platforms The net effect is that the scan ranges of other vehicles are reduced i e a vehicle with a 10Km scan range will detect the Comanche at 1 5Km The stealt q value of the Con anche is based on its configura ation For eac 1 possible configuration there IS a cumulative i I ree ee Ar niet reducti ONT OF VISION Boh e a _ _ _ Pose NM Wren A Ml lll J A Yy ig mg J Jie HEAT EE md 410 increas ed visibility NAN inge L E m Ou Er JA Gear oes lam Bay Doors 50 fe m Range Modifier E Therefore if the Comanche is all tucked ihto bed with no radar or jammer emissions your radar signature will be reduced to a minimum of
11. 1596 Therefore a Mi 28N Havoc with a scan range of 6km will only detect the Comanche at 900 meters For a list of vehicle scan ranges see Chapter 5 All aircraft have 100 radar sig except the Comanche 4 2 Radar FCR Operation Vp AN The radar systems modelled for both the Blue and Red Force helicopters are near identical in functionality The only real difference being the maximum detection range There are subtle methods of oain the radar which enable special forms of missile attack and can increase the crews awareness and survivability E Simplification of the radar systems were made for the Enemy Engaged series for reasons of accessibility and balancing the gameplay between the two opposing forces The older Mi 28N Havoc does not have the luxury of shared electronic battlefield Jpformatiqn displays such zi ine Tactical Situation Display modes of the Apache and Comanche In multiplay tis possible to to share target information with human players but this is not possible with computer AI controlled entities 4 21 Radar Information Filters Part I Threat Priority and Comanche the Hokum and Havoc use similar an filter out certain object types In real life ed by a black b 0x due to the wavelength of the radar it can be i Euri the reflected energy This feature is modelled to a pneu FY if the object is a whee ed of tracked vehicle Also it can detect a turret structure
12. 4 e 600 7 000 040 10 2 950 18898 4 4 iw 20 100 soo 3 S 5097 19 94 Ll mdr uo m m of se ee so s sera amo essa 63s is 29 0 so 40 000 340 s 5912 114256 1017 liccc Unguided Rockets Damage Soft Damage Hard Weight MinRange MaxRange Velocity GMax Burn Time a Cruise Time 2 soo 170 ef 10 X sol X amp o so ere 443 poo e 10 sooo X so 0 78 443 9 9 o e 3 258 40s E EE REN ERR RR RR RR RR ATS ired per minute The Burst Duration is the length of time this Cally 3 secon 6 gt h jm i A Fr mm E ga i minute fired in a three second burst will fire 50 rounds of ammunition amount of hard or soft damage SSE 1 0 000 rou ds will deli iver Yu appr priat i 1 I Name 12 7mm Round M61A1 20mm Round M197 20mm Round GAU 12 U 25mm Round M242 25mm Round GAU 8 A 30mm Round M230 30mm Round M75 76mm Round M256 120mm Round M284 155mm Round M270 227mm Rocket 12 7mm Round 9 A 624 12 7mm Round 14 5mm Round GSh 23L 23mm Round GSh 301 30mm Round 2A38M 30mm Round 2A42 30mm Round 2A42 30mm HE Round 2A42 30mm AP Round 2A72 30mm Round AO 17A 30mm Round ADMG 630 30mm Round 76mm Round 100mm Round 2K23 100mm Round BM 21 122mm Rocket 2A46M1 125mm Round 2A65 152mm Round Chaff Fla
13. L 4 ui i a SS aa INTHISCHAPTER RAH 66 Comanche LO low observability Simulating Stealth Radar FCR Operation Radar Information Filters Part Threat Priority Radar Information Filters Part Il ENEMY Filter Radar Line Of Sight Hadar Sweep Periods Electro Optical Sensors Advantages Helmet Mounted Sight Advanced Gunnery LOAL LOB Rapid Fire Missile Attack Mode Target Persistence Ballistic Weapon Attack Modes Spoofing IR and Radar Guided Missiles 4 1 RAH 66 Comanche LO low observability It s generally thought that the RAH 66 is a stealth helicopter invisible to radar this is a common misconception Stealth is not magic bullet or piece of hardware it is really a set of specifications or low observable concepts which together reduce the visibility of the helicopter The Comanche s visibility to enemy radar depends on how clean the helicopter is Reflecting Radar From Source With gear down gun deployed and open weapon bay the Comanche is just as ae visible to enemy radar as any conventional helicopter SEE Wain did Most helicopters are naturally stealthy by their low flying nature and using the terrain to mask themselves No hi tech fuselage or radar absorbing material can match the stealth properties afforded by a large hill between a radar and an aircraft Incoming Radar Energy F u s E L A G E Radar Source Energy reflected away from source
14. advantage a turreted cannon can return fire throughout rounds at close range will bring down or severely L LU k n decreases the angle of turn required for the Hokum to In a HEAD ON Pass from right to left of the Ka 52 Minimise exposure and force enemy to turn Mii HU Turreted Ce cannon can track du E 2 Air To Air Combat Fast Movers T By far the most dangerous of air me is the enemy fighter Their high speed allows them to apbr ath engage and extend out of range of your air to air missile systems Your helicopters air search radar can take several seconds to conduct a full 360 sedoa sweep In that time the enemy aircraft can cover a maximum of 2km before you even know it s dr 7 SMS a a l n z HEAS y The best way to stay tay alive is 5 simply avoid direct confrontation with enemy fighters particularly air superiority fighters A single attack helicopter against a single fighter is a winnable situation engaging two fighters is pushing the odds however groups attack fighters are much more vulnerable han ait i Y or multi role fighter aircraft An engagemens against more than two fighters wit ym frien nits and you are seriously outgunned Face facts th inst six Mig 29s and Su 33s is one of them es O hot areas of enemy activity Examining trends can identify EN zd met p areas Killing zones around enemy airbases are erae frihis dar
15. attack made a hover the aircraft is less stable and subject to effects which fired weapons i causing aircraft movement In Enemy Engaged Comanche non shel ls in flight are not effected by wind or gravity effects Fi kogy m J LUV SM x r Ss s for r Hover Fire TA EA T 5 fer hold or cycli trim to maintain attitude or position ifthe threat and terrain Ee allow m with the wind don t make things harder by fighting to maintain a position if you don t have to d y e Adding collective will cause the aircraft to briefly yaw to the right reducing it will cause the aircraft to turn left This is something you can exploit for fine tuning your aim if rudder controls are too sensitive m Hover Fire Rocket attacks in the Havoc i is much more difficult since the Havoc s rocket pods are not elevated i Running or Diving Fire attacks are the r norm i d bil J L I ui i Running Fire with Rockets or cannon L Forward airspeed adds stability to the helicopter thus making rocket attacks more accurate Also the forward velocity of the aircraft is added to the rockets forward velocity thus extending its range The COT for a Running Fire attack is as follows Lp L J I e Select an Initial point IP about 8 to 10 kilometres from the target The IP should be an identifiable terrain feature or waypoint secu on the in flight map T
16. by hand 2 5 FARPs Forward Area Refuelling Points FARPS are easy pickings mostly consisting of soft vehicles mules and external power units that can be destroyed with the cannon Even better if you can catch them with aircraft on the ground Although a single ATGM Hellfire or Vikhr directed at the fuel supply will take out about half the FARP Locate a collection of small fuel tanks or a mule near a group of tents 2 6 Base Effici Each structure at a base structures such as tents trucks hangers mules etc contributes a certain amount towards the efficiency of the base Structures like control towers and hangars are more important than tent or sheds etc When buildings are destroyed the efficiency of the base drops and it reguests a repair task When the engineers arrive Via the transport aircraft the base slowly starts repairing and the efficiency rises accordingly If the efficiency falls below a certain threshold which just so happens to be 33 then the base is considered Out Of Action When this happens the rate at which missions from that base are assigned is significantly decreased so it becomes less useful to the war effort The efficiency level also determines the outcome of troop insertion missions against a base Not all troop insertion missions result in a successful capture Basically the lower the base efficiency the higher the probability of the base being captured A fully repaired base will always
17. manage to repel the invading forces whereas an Out Of Action base will nearly always be captured Troop Insertion missions are only generated against bases with low efficiency but of course the base can repair itself quite a bit while the assault helicopters are en route ed O ut Of Action it will require special Iibyery 1t depends on what has been damaged mount of tim L0 Lu es Repai to repair A tent or shed takes 2 minutes 1 Irs are fers one at a time A really badly damaged FARP K badly dam damaged airbase may take 1 or 2 hours a kb i 1 1 Ml mL TII T Tg I 2 7 Will D E S ii ee Ee 5 va mission Ius and ammo is removed from the base stores When a base value vit tcall al a Supply Mission el t these Repair Missions Once they have arrived oT d BN gin La arge transport a iircraft located at the ina SEN takeoff and drop supplies by parachute onto the base Supply fy _ drops may be either of fuel OR ammo not both A base may require two drops to fully restock Wi fy _ ff me y i CAUTION i Do not use APU 95 cold start switch when the ambient temperature is above 0 F C 18 C Use of this swi tch will reduce the power takeoff PTO clutch life drastically and could cause premature failure of the clutch duplex X bearing needle bearing as well as main transmission ed accessory gear case component failu
18. mission either planned or opportunity will generate a follow up strike mission or a BDA battle damage assessment mission secondly a follow up BDA recon mission must confirm target is inoperative Finally a TENIS Insertion mission is created Once the troops land in the base the installation is Large military airfields are sources of resupply and can bring a great deal of firepower down on any nearby FARPs you establish or capture Once BDA reconnaissance of a damaged base has been completed and it must be successful the capture mission will be scheduled Of course there must be the appropriate helicopter assets available for the Troop Insertion Red force will use Hinds Blue force require Blackhawks A scheduled Troop Insertion will remain unassigned until assets have been allocated AVAILABLE OOB TW TWT zi ES Imm ssigned 1 2x Troop insertion mdi T p r 4 Troop Insertion 4 x Troop Insertion 3 l Figure 2 4 Th O O B bar will show waiting Troop Insertion and other missions mm if any insertion missions have Bech scheduled on the map screen click the O O B button above the Mission Group selector and scroll down the list for Troop Insertion click on it to view the dust off and LZ points on the map or you can click on the lt gt ou mission purge rigat of the map and search for yourself Not all Troop Insertion missions ar
19. opportunities The entity Al and campaign flow logic i is also improved These improvements in logic and flow transfer to i as sane much bigger Apache Havoc campaigns giving them a new lease of life om of very specific objectives on the campaign map the SIT REP screen displays the status of these objectives Each objective requires the destruction or capture of the indicated base or facility Each campaign has i Apache Havoc campaigns are different these are mostly a war of attrition requiring enemy force levels to be pounded below specific levels and sectors captured by flying into them For more details on Apache Havoc campaigns see the Apache Havoc Strategy Guide Or t 100 KO f1 tle ofa Sg Vau ide di e du rectory on the simulation CD All campaigns have e estroyed replacement vehicles or aircraft are eques ld at special airbase buildings This is covered in accor ish a number of primary objectives which are different each time you rea specific enemy base or airstrip I LA LU d B ii i _ E i in HH NL amplie i i i We E r E 3 y I a j i iJ J L oL Map SIL HEP LOG I I OPTIONS SAVE Balance of Power Objectives Capture Miltary Base Incomplete d Capture Military Base Incomplete i E n Destroy Oil Refinery Incomplete 1 Capture Airbase Incomplete Capture Military Base Incomplete figu
20. out for Rapid Fire Missile Attack Mode Hellfire Vikhr and Attacka Rapid fire missile attack mode refers to a method of simultaneously guiding several missiles in flight Each missile in flight will track the same target However as each target is hit a new target is designated and all remaining missiles currently in flight will change course towards it It does require that there is enough spacing between missiles so they can steer towards their new targets Designation of targets can be done manually however it takes longer to steer and requires full concentration which can be difficult in a hover Narrowing the radar scan volume and using the priority filtering will automate the process assuming there is line of sight throughout the engagement Should line of sight be lost manual targeting will be required 2 r w4 LJ LI a ij Why should you want to perform such an attack Several reasons e Eliminates the time of flight for each missile e Greatly reduces enemy reaction time and response capability e Allows for earlier egress from your engagement position e Clustered vehicles are easy prey fig 4 8 Animation showing a Rapid Fire missile attack Both the Apache and Havoc air to ground missile systems are capable of performing this type of attack profile However this attack can not be performed using the Apache s LOAL mode when there is no line of sight Radar guid
21. replacement helicopters arriving at nearby FARPs and in turn help protect your ground forces They are typically found near the helicopter pads For location examples please refer to the recon photographs below yj PRIORITY TARGET GENERATOR BUILDING AIRCRAFT SERVICE HANGER cua de P Eeid af MF OLHA f cu ir cmm near the runways or parking apron They ircrait from the reserve pool Destroying these will hamper enems lelg le UE oan YS ANT I iar 119150291 fo ioli P The sector is the map grid co ordinate En i Li li XxCLAXSSIFIEDs x x RECON PHOTO AIRBASE SECTOR O15 035b Vehicle Garage e ATC TOWER T x Chopper Pads Helicopter Hanger 7 x Chopper Pads MAR LO e000 detee LOCAL Heading degs be 4e Pitch degs 25 b5 Roll degs 0 00 Helicopter Hanger Phe a MN E Tu ATC TOWER ae Generator Building Hardened Hangers eS Vehicle Garage MAR 07 2000 14 05 LOCAL Heading degs uB Pitch degs 29 07 Roll degs O 80 14 x Chopper Pads Kk AXCLARS IFIED RECON PHOTO AIRBASE SECTOR Djl Dld US AIRBASE 3 Helicopter Hanger T x Chopper Pads Vehicle Garage k x Hardened Hangers Em C MAR l1Ll 2000 15 40 LOCAL Heading degs 41 22 Pitch degs 22 35 Roll degs 0 00 The recon photos are standard screen shots colour desaturated with labels added
22. suchas d on tanks Us sing tr is infor mation the avionics automatically classify detected objects and assign vN z n a Dote eat priority valu iG y 1 m n j D a ijs yy E i rst symbol us a Hin t nemy Engaged is i result of this information Each detected object is assigned a LOW or HIGH i threat pri ori FN n Ym hyn E i High threat priority is given to anti aircraft vehicles such as mobile SAM launchers which are of immediate concern to the helicopter crew Medium is reserved for armoured vehicles such as tanks and personnel carriers e LOW is assigned to everything else basic trucks cars well defined structures Enemy Engaged permits the radar operator 0 set the threat priority level this will only display those targets that fall within the selected classification S dn m Figure 4 2 The n filter set to p dien only HIGH Pategory SAMs vehicles The priority filter reduces the time spent identifying and cycling through objects and can be used in conjunction with a T high re sweep rate to rapidly degrade enemy response at the beginning of an engagement Radar priority settings have no effect in optical sensor modes Radar Information Filters Part ll Air Radar ENEMY IFF Filter This filter only activated while the air radar is active only displays enemy air contacts on the display You could cons
23. 1 1 Turn off any compression in your dialup pro perties Comanche Hokum performs compression itself LL its possible your modem is creating more lag by buffering up data before sending it out 2 Instead of connecting via the Internet try a modem to modem connection This has even lsg lag than the Internet version 3 Improve your framerate if you re experiencing half a second of lag and you are the server you could do with upping your frame rate decrease resolution object detail terrain detail etc Technically in a MP game the server shouldn t have any lag at all just like a single player game 4 Try a different ISP Doesn t always make a difference but one of the things we believe is that Internet routers things responsible for getting the data from the modem to the other guys modem can drop packets and drop more the busier they are The faster your connection to the ISP the more tolgrant T dropped packsts you become ly p L H E i Li i EN m Hey be careful out Here nt 6 4 Credit Where It s Due Hawley with assistance from the jolly crew at and editor of the CombatHelo section at n software such as ShadowFactor s Battlecom has been tested and nd missed packets to the client After a player has Jonga a 3 i n Ly pi
24. 4 000 15 10 2 000 0 666 20 Tracked 1 000 3 000 4000 4 000 15 10 2 000 0 666 20 Tracked 1 000 2 000 5000 2 000 15 10 2 000 0 666 20 Tracked 800 2 000 2 000 15 10 1 000 0 333 20 Wheeled 800 2 000 2 000 15 10 1 000 0 333 20 Wheeled 650 1 000 0 0 0 0 0 20 Wheeled 650 1 000 2 000 15 10 2 000 0 333 20 Tracked 600 2 000 2 000 15 10 1 000 0 333 20 Tracked 600 1 000 2 000 15 10 1 000 0 333 20 Tracked 700 2 000 0 0 0 0 0 20 Wheeled 700 2 000 0 0 0 0 o 20 Wheeled 600 2 000 151 10 20 Tracked 600 6 000 15 10 20 Wheeled 600 4 000 15 10 20 Wheeled 600 4 000 15 10 20 Wheeled 600 3 000 15 10 20 Wheeled 350 1 000 20 Wheeled 350 1 000 20 Wheeled 350 1 000 20 Wheeled 300 1 000 20 Wheeled 300 1 000 20 Wheeled 300 1 000 o Foot 1 000 ojololololololojoljojoloioioiolololo ojo ojoo o o o Speed knots Structure Points Recon Range Air Scan Range Scan Interval Air Search Min Air Search Max Air Threat Ground Threat Tarawa Class 24 12 000 8o00 10 000 31 5 10 500 1 o Kiev Class 32 15 000 4 800 13000 15 170 X 95900 1 o Jems 29 8000 6000 1000 a5 10 X 500 o Krivak II Class 8a 80o0 amp ooof 1000 15 of sof a o Landing Craft Utility 8 39100 X 10 ogo 0 o0 X90 o o LCAC air cushion
25. E L TH ha r determine if an AI entity is engaging you switch to Player Target view look at the object text if you see Task Attacking and the noes of the aircraft is facing away from the screen then that is a sure sign the Al is coming for you This view always orients so that you are in dis middie of the screen inthe background and the target in front mm uem a zP i gH All cannon fire is shot in bursts of varying duration depending on the shooter It is aimed directly towards the target thus if a target helicopter is flying directly away or towards incoming fire from the shooters point moving A non moving target is very easy to hit nh cannon range of TS of view the target is not You can drastically reduce the Pk probability of kill by crossing the stream flying at or near perpe dicular to the incoming fire Speed is essential that puts air between where you ARE and where you WERE And ngoming cannon ae aimed at where you WERE lyf Y ji a er og a L apt T j j 1 h Tf et i E n a Fr Verses the Hokum Cross amp Close Flying aga jainst the Ka 50 52 presents another opportunity The Cannon is mounted on the starboard side and has limited tr er Therefore approaches on this side of the helicc ething which the Ka 50 52 can do rather s the same net effect as Crossing the Steam i gc sb iN m iffords an nother
26. Some of the information presented is duplicated in the Apache Havoc guide as the two simulations share basic elements However since this guide is more recent in the case of any discrepancies this guide should be considered overriding manche Hokum and the entities that inhabit it The mission and reactive meaning that an action by one entity will often result action bi y Mt entity Seed Inat ent actions by entities may in turn produce yet more actions This fact is eni itical for the successful completiol etion of campaign goals M Fere i is an example of this reactive AUAN Should an attack helicopter engage a group of enemy tanks those tanks will radio for assistance A nearby base will generate a retaliation mission for any available aircraft at that base Depending on what resources are available the mission may be assigned to attack helicopters or fighters Also should helicopters come under fire from SAMs a SEAD suppression of enemy air defences mission may generated indeed you may be tasked to fly a SEAD mission for a computer controlled flight IM lt tall h so It is very similar to its predecessor Apache Havoc role of the pilot some extent the lot in either the RAH 66 Comanche or the Ka 52 Hav ble to fly the AH 64D Apache and nbat Su rvival d s cit val n helic ODte lt a VEF R EVER fc ygt your c
27. ables a V Bor o me on ihe Sanah map It could be considered a poor mans skip feature if the flying ene passes you by and you want to get to the action soonest Run The Simulation in a Window cohokum exe fs 0 Some 3D video cards will run 3D applications ina desktop window While this simulation is not designed to be fully compatible with windowed operation you may find it useful for _ running the game while monitoring other desktop applications such as a contact manager or buddy list program To swap focus from the windowed game to the desktop press either the ALT TAB key or use the Window key then click on an empty area of the desktop 1 Connect To an Internet Game cohokum exe ipa 198 162 0 0 Will insert the bove IP address and set TCP IP for DirectPlay This can be used to a configure buddy programs like ICQ to launch Comanche Hokum as a Telephony program E and connect to t to their games semi automatically 6 3 Multiplayer Playing over the Internet or LAN with your friends is a truly great gaming experience In Enemy Engaged Comanche verses Hokum you can what is called hot join which means you can join a game that is already in progress E Ld Good multip ayer performance requires a Host with a fast connec tion ISDN or Cable modems can effectively host campi gn 5 a 28kbs modem can suffice although PING times regardless of Te oul ld use pl
28. and updates for Enemy Engaged Comanche verses Hokum can be downloaded from the Razorworks site at the following URL http www razorworks jcomipages patehes txt htm Codd M N 2 E T a J i At present no updates are ED E z i Ltd W D LL Y W f fi Td E E 1st Edition Manual Changes NICS in Apache Havoc IEEE E E z Ny HM IP gh IA y is 128x128 Lif is 32x32 EM E m Lu is 32x32 UR i is 8x8 a OE SS deus EY ee at E a i E Lm Lie es Bh zt m i s skins Ep s skins RUSSIANNCPG gy o revert tothe he origin Pw ith b ad E Lae JN NUS m sd E ad ze N T r mn gt flig fight n Te odel Ta ee sing the values of the text based DYN Cols dynamics files To restore E Ur a Enemy Engaged Comanche verses Hokum is customisable to some degree by the user Some flight model visual and most communication elements can be altered by passing command line parameters when launching the game This section includes a iull list Oi Some documented and undocumented ones which can now be considered documented os nn Mt MM MM Command Line parameters can be entered into a DOS box or program shortcut Several Windows shortcuts to this simulation with different options included in the Target field see figure 6 1 below can be made and renamed to switch between diffe
29. ap Eb e Never overfly dead targets The one you n D j Keep low and slow when expecting eng c dontact missed will get you L s e Leave the engagement area as soon as possible i a es are no good to you once you have been Shot down NE dai tie Once you initiate an attack at close range carry it though and prosecute the enemy as fast as s possible Seconds 1 really do count 1 4 Joystick Control Configurations E TheEnemy Engaged Comanche vs Hokum CD has a number of configurations for various kinds T joysticks and controllers These are not installed to your hard disk and remain in the JOYSTICK folder on the CD mu L Special Mem Or Programmable Joysticks Enemy Endet TAA che vs Hokum and Apache Havoc sensor mode keys use the six gray edit cluster keys some programmable joysticks have difficulty handling these Thrustmaster joysticks can Insert Home Y Up etc use press and release AN codes to handle these But to circumvent this problem duplicate sensor controls not marked on the keyboard overlay are available M m i parent 5 0 pom cC IIC Ju ap to coc pit view 1 ai k Ail 3 Snap to cockpit view 2 ALT N Snap to Sock view 3 _ i i i di J i f i Ss ticky Keys s Loss of Key Response ou seem t
30. ay the mini campaigns called Skirmishes these v ote m users with p owerful mes is cbar lt meters gt This extends the distance that ST com uter can ores te objects this is a permissible server model CLIENTS request aa that Esg In a campaign there can be anything up to 1 700 cao are I A ARIE o fe E back to the CLIENT The faster the PING the faster the response time Quality of connection will also play a role If a link is unreliable lost packets need to be resent causing additional delays When Connecting 0 campaign is ITAN ro oil alae InN CNIINKOC I anar Camna IIL tiie The number VOL scc ai Aa is the number of received packets When joining a game the o the client KS impaigns will require more data and longer wait times The Sword In The campaian may ta pak exa Skirmish may only require 50 This number also includes resent packets so the nun S ffu getting out rol date falling behind Once the player has Wr m cand m i 0 seconds to allow for correct synchronisation e 2 Rom WT YE iH i w im ul aw AA 1 11s nat tacility TAB 4 he k y sequence to send a message to all players Voice comms IT th this simulatior i So ne s po effectively there is no advantage for the HOST to connect faster than 33k speed There are ways in which you can improve your connection
31. by server default 110 00 lorin n number of times a client can re reguest the same packet Increase this for poor Switch drbs n drv n dra n drd n dtrd n dzd n Switch goto 1 vfm 1 comms packet timer comms_resend_timeout max_update_rate comms interpolate gunships comms_validate __connection comms_packet_throttle_limit Fr city _block_approximation_range full screen max frame rate no_render_to_texture Meaning dynamics_retreating_blade_stall dynamics_rudder_value dynamics rudder acceleration dynamics main rotor drag dynamics tail rotor drag dynamics cyclic dead zone Meaning planner_goto_button vector_flight_model player_start_rank no_sound player initial tour of duty 3d_reset directx_texture_management max time acceleration mg ha 2 a connections default 10 n time delay in seconds the comms will wait for a packet before re requesting it default 5s n time comms will wait before assuming re requested packets was lost default 2s n network frame rate for a server n a for a client default 2 5fps for TCP IP 15fps for IPX program will interpolate a players helicopter position for smoother visuals n O off default n 2 1 on removes dead player husks when client crashes n O off default n 2 1 on mainly for modems this one governs the flow rate of packets default 2 10 the amount of time to wait before removin
32. d loss of altitude wil make the missile nose into the ground as it ma an intercept point on of t ree seconds from launch This means that a flare launched to t out when the missile is five seconds away You should also be T lutter At altitudes of less than 40 feet AGL radars such as fa Surface To ZA Missiles SAMs na EE Air Missiles AIMs NN cum To Ground Missiles ATGMs T PAN ur Unguided Rockets We DN Le Ballistic Weapon Data yw Si 5 1 Vehicle amp Weapon Tables It is not necessary to understand or digest the tables in this chapter they are provided for rth can help exprain certain perceived behavior of entities within the campaign EN Knowing that Black Hawk helicopters cruise at 85 knots may aid you when escorting them or that the air radar detection range of the SA 19 is 8km and can t detect objects below 10m approx 40ft A study of curious and the data can reveal weaknesses which you can exploit during combat Sy a np i re E Vehicles Entities Entities will engage their greatest perceived threat LEE a a he ged by a Black Hawk Air Threat value of 0 8 will continue to until it is atte tacked by 2 in ever greater tt hreat such as an RAH 66 Comanche Air Threat yr Es i hter Aircraft Y Tal flicoptei ters and I All ranges in 1 Meters unless specified
33. e axis of the attack to reduce poss laTiltaVA of frio T D rspe ed of the ai rcraf t improves accuracy of a rocket attack Also you get a better rage of th e ta arget ts the hi Te y al ngle will reveal contacts that otherwise would remain partially u aae 4 ar a m Tn D E REA fue 5 E E T yB rr UU CENE 34 CC Gem I HO WILL light contro IS E di 2 u u mm AN mil a li S The pilot must plan the dive A in time to avoid abrupt recovery manoeuvres If an abrupt recovery is attempted at high airspeed mushing may occur When the pilot tries to recover from a dive the high rate of descent and high power setting cause the controls of the helicopter to become less responsive Mushing may prevent the pilot from ecovering ir fr om the dive The procedure for a Diving Fire attack is as follows AUI yn Fa bil Y e Establish entry altitude 1 500 feet AGL above ground level minimum 100 feet p e Establish entry airspeed 100 KIAS normal or 50 KIAS steep 10 KIAS KIAS knots indicated air speed i e_Establish a 12 to 15 degr e dive angle normal or a 30 degree dive angle steep 0 to 5 degrees Fi 5 st i i 3 j TT f e L ad a 1 ll mma T l NE e Maintain the res in trim Y e he crew begins engaging the target never exceed
34. e enough resolution or the correct angle on objects to detect In noisy places such as among iifecked vehicles or close to tree canopy the radar may fail to pick up a potential threat Optical sensors should be used to double check by placing the helicopter into a hover and manually swbep no the EO sensor crosshairs around any liv live objects ca can be picked up arget wil remain targe ted until it is re swept by the radar Num Fr lu i j it om Once you sweep your sensor over a target and the designator box flickers it has been entered into the target list and Can DY cycled though or locked up like any radar acquired target At ranges of less than 5km enough object detail is perceivable to enable manual target identification without having to wait for the CP G to identify them If your high action display indicates no LOS for a target in poor lighting conditions then smoke may be the culprit Black smoke from burning wreckage and purple smoke grenades will hide objects from your EO sensors if it s thick enough Helmet Mounted Sight IHADSS This targeting mode is very much tied to your internal cockpit view position it targets the closest object to the centre of your view automatically Generally it s good for really dumb close range target strafing and picking off the small vehicles at enemy FARPS and airbases Also once a target is killed it is removed from the target list immediat
35. e s ccedsfuj the difficulty of capture is determined by the base efficiency level The more damage done to a base the lower the efficiency See section 2 6 below for more details 2 4 Anatomy of an Airbase Damaging or capturing enemy air bases are vital for a successful campaign outcome Not only are airbases typically primary objectives but they are also the source of replacement aircraft supplies and ground vehicles junding SAM defences It is wise to set your radar priority filter T 5s ki ill all of them first You will hear search radar warning e ae ar sYa llaa Hi Jey 21 el Hy oc a a Y i Eu m at Fr JS e Hover Hold tc o STD mai LE up and down Tel cation if you m a throttle controller you can still operate this to Move it C ENTLY as excessive downward motion may not be correctable and E upward motion ma TM i much z altitude and cause you to panic and drop the throttle again 7 pausing a crash ere is another version of Hover Hold called Stable Hover Hold this overrides the throttle controller and maintains the altitude at moment it was engaged Both version can take a little while for the flight ae computer to dampen out any motion With EXPERT avionics they will only work when flying below 20 UN knots Personally prefer NOT to use the automatic flight assist modes but instead use the stick trim T and SHIFT T to maintain a stable hov
36. ed Hellfire s can not be redesignated mid flight in the LOAL mode but they can using the LOBL launch mode Once a radar Hellfire has been fired it can not be redirected to new targets unless fired in LOBL mode The campaign Al in Enemy Engaged Comanche verses Hokum is reactive so once you begin an attack a retaliatory strike will be assigned to available enemy resources So there may not be time to wait 11 seconds or so between each missi ituation is different it i YoU the pilotin command to determine the best and safest strategy Li t5 ET LJ 4 L ME LLL i Target Persistence Destroyed Targets can still appear on Radar Unlike other simulations when a target is destroyed and there is no direct line of sight it will still remain on the target list until there has been visual confirmation of it s destruction by re establishing line of sight when it is removed In this situation a radar guided Hellfire can be fired at a target that is unknowingly dead already Result waste of a good and expensive missile that could have been used against a more deserving target While the radar guided missile Hellfire is the only choice against targets without direct line of sight to you the laser Hellfire and the Attacka or Vikhr are best used in rapid attacks on large target clusters NR li There are three net lhods i n helicopter gunnery d 7 T a e Hover Fire fy
37. ely Should you have an awkward radar target that it says has no LOS switching to the helmet mode and looking at it should clear it All optical systems are effected by lighting and weather conditions At dawn or dusk using the HMS IHADSS will be ineffective unless the night vision mode is activated FLIR DTV DVO LLLTV PERISCOPE Most of these systems are near identical Differences being the default magnification and ability to handle poor weather conditions But they do offer an MFD view of whatever you are targeting even when using the radar you can cycle through the MFD pages and bring up the EO display The exception is the Hokum s full screen Periscope display This is a direct optics device and is not fitted with any night vision equipment Figure 4 5 Heads down MFD view clearly shows Figure 4 6 During attacks on airfields use the your missiles as fast moving points Very dramatic FLIR views to locate important structures 4 4 Advanced Gunnery Now we will use some of the techniques about radar line of sight and sweep rates and cover their use in various kinds of missile attack Comanche amp Apache Specific Launch lifferences in Hellfire missile launch m odes The Havoc does not have this capability SO alli ain aTa m aTa re aeaa N kd a JKL Tl elas al MAc T Welol eret i IN JU oi cheetah ml eee fidc eco eimi cierre acne ie LOBE pronounced or r m a Hr Y
38. er askable position a place you can duck down and N 2 i eed into the airbase perimeter o a r Yy UT hese special hangers serve to resupply the campaigns 3 VEN The campaigns resource pool is a finite number of specific aircraft as the portal between the aircraft pool and the 3D world M IP n s from the doors of these hangers reple ERU vehicles Jlacement helicopters emerge y from these AU ienerator T Building replacement fixed wing aircraft i Y d ield busting missions I Be oiNIm hd the pilot arm their helicopter with as many rocket pods as they can fit Rockets instead of air to ground guided missiles will do much more damage to an airfield The smaller buildings ca We damaged with just two standard Hydra rockets Although hardened hangers may require two or three Hellfire or Vike A Use your wingmen order them tc to Attagk specific Structures L SU PRIORITY TARGET VEHICLE GARAGE I HN h i I j W w Se as possible Once you have destroyed the 5 iicles may emerge while you are nearby E k up outside b efore driving off to join front line forces EW T j Im ES ES ann IP aig X i Fi d 0a s Pi j km 0 c T Als a 2 j Destroy this and you will stop
39. g dead player husks n O off default n 2 1 on Description n distance in meters that city blocks resolve from their simple form to complex form default 500 meters Switch for turning off the default FULL SCREEN video mode n Max visual frame rate defaults 30 Activates 32bit rendering if your video card supports it Turns off rendering to texture in case of visual problems with MFDs or TADS Description n floating point scaling factor for RBS effect default 1 0 n scaling factor for drag on tail rotation default 1 0 n scaling factor for tail rotation acceleration default 0 8 n scaling factor for drag caused by main rotor default 1 0 n scaling factor for drag caused by tail in forward flight default 1 0 n percentage deadzone for the cyclic default 0 0 Description Activates GOTO teleport button on the campaign map Activates viewer or UFO flight mode n Start rank for new pilots Bypass soundcard useful for tracking hardware conflicts Tour Of Duty start timer value Reset screen resolution to 640x480 Should fix unable to allocate hardware slot error The maximum multiplier allowed for time acceleration default 4 6 3 Command Line Examples hines is cbar lt meters gt This extends the distance that s This goes some way to eliminate necessary sty arano Cit f AIGO mere ale kum exe goto CENE E Tl TN m REL This en
40. he IP is selected primarily as a function of the desired route to the target e he helicopter departs the IP toward the target flying contour using terrain to mask the approach Approxir a ately 6 km from the target the pilot starts a climb to achieve LOS with the target Once the crew j PN 2 e eie Ul iasy cf alcmrsi go A L ilot lovaole Ifl ER nme e O de 2s e pilo starts a shallow 3 to 5 degree dive angle a am TT Il side ies m i m Bit n target t the pilot begins his break and uses terrain to cover his il a ie e The crew returns to re attack returns to the IP and holds Xt ema iaa raft ET NEVER overfly the target even it appears all targets have been destroyed At ranges of less than the aircraft becomes vulnerable to return cannon fire f If playing with a wingman you might consider multiple attacks by co ordinating staggered running fire attacks with rockets For maximum effect crews should commence their running fire attacks from different locations and directions eOO I h S 13 rocket pods S 8 rockets only have a range of 4 km The This will confuse the enemy and reduce the chance of possibly hidden targets remaining undetected SS Se ee All ships can continue to circle back to their IPs makin e target until the engagement is broken off Care shou ild be te nsure that ther ere is enc ag betweer ships down th
41. i Exam ple MANPAD locations B f Bc AE E m p7 Jaca P um i ae hab i iy j Ju Fay j i Hi OPE jl UTI i If 111117 TIN Ol ET f these guys i cockp it View Memory ulation allows you to occupy either crew position While there is no control functibiiatity advantage Kom be gained m occupyi ag a specific seat each position has independently configurable MFDs Moving Map display may be set to different ranges for the pilot and gunner The greatest advantage the dual cockpit system has to offer is that each position remembers your view mode So the rear seat may use a padlock view such as padlock waypoint while the front seat is for general use simply hitting the ESC key will toggle between the two views This also extends to F3 amp F4 zoomed MFD views You can use this view memory to quickly switch between forward and heads down 3 5 Padlock Waypoint Multipurpose When escorting a Ds the action or X waypoint will always be the escorted flight Use Padlock Waypoint X to quickly locate it adlock Waypoint to find your landing matt WARNING The pilot and CPG shall perform their armament safety check prior to entering the forward area refuelling point FARP Radio transmissions shall be limited to EMERGENCIES ONLY until refuelling has been completed sors Weapons amp mez asures
42. ider this as contacts which did not return an automatic response to a coded IFF Identify Friend or poo onc signal You c wen to activate this as part of your startup routine M NE vel peimporiant when using the radar pre or post missile attack IE irn will continue to display that target until it has been re swept by the r line of sight to the destroyed target before the system can remove it this l ar system and co o prol confirming d Unlike many other ack Co nsideration LOA AL missile attacks in the Lpngbop more difficult as it requires re E visual contact of the y fy damage assessment 3e a reason why there is a sweep angle ial reference cmm during rapid fire missile attacks a dl i UN a UE missiles using the radar as the targeting systems needs to be ney e AU VE AY ATA E Al dm E Tes y AY Figure 4 4 Narrow radar sweep for rapid L TR _ targeting updates during an attack CN When attacking a road convoy radar line of sight is another reason to narrow the sweep angle Vehicles can HIDE behind other vehicles A vehicle hit by a missile can be thrown several meters thus revealing another vehicle behind it A rapid radar sweep will detect new targets much faster Some ground vehicles have heavy calibre machine guns which can assault you as far out as 3 km It s not the detected threats that will kill you it s the undetected ones l 1
43. ighten your stick workload That is what it is there for real pilots use it you can too For reference here are the control positions of the real Apache AH 64A pilot controls if 1 T al S 1 Force Trim Release Switch 2 Weapons Action Switch momentary EN 3 Flight Mode Symbalogy Switch c n 4 Custom not used 5 Radio external intermal Rocker 6 Remote Transmitter Selector Switch FAS T Guarded Trigger Switch h 8 DASE Release Switch F J o M ME i LL 1 HL NA Z Jy m 4 P i VEL A number of joystick configurations are provided on the simulation CD 1 TADS Night Vision Selector Switch 2 AMS Boresight TADS Polarity Switch 3 searchlight On Stow 4 Stores Jettison CAUTION Windshield wipers should not be operated when canopies are dry Scratches may result E of an Airbase ER Recon Photos C FARPs ly SN Base Efficiency Damage amp Repair 204 Base Supply Levels i 2 1 Introduction AH amp CH Campaign Differences I There are three campaigns YS with Enemy Engaged Comanche verses Hokum and three more if Apache Havoc is installed L Hix 523 The new campaigns take place in smaller areas however the terrain mesh is more detailed allowing for more tactical masking
44. o experience a loss of key control when using programmable joysticks try increasing the rate at which the m o command in the program file The loss of keyboard response is due to the joystick BVttoh RELEASE code being quickly overwritten by a new key PRESS code So the keyboard can think that a modifier key such as SHIFT or EE or nt is still being held down Pressing and releasing these keys on the keyboard will restore normal keyboard nerates characters very quickly The lower the E Ti LL jive n that mos joysticks have some kind of HAT for view panning as of ips back to a target making it easier to use f en uif sr n p pinan aN rg M EI 7 a ay aay aay Tay day i uu il hancs CIL i na mE SS Sa and Ground Radar Modes HDs ode Y 1 1 _ Flares and or chaff NE clic Trim and Clear Trim WE O j Y CTRL and arrow key cockpit view stepping Y S IL 2 1 Hij ere are more but the above represents the basic flight and survival commands you will need If you can program a key series on one button then a single button that releases both a FLARE and CHAFF bundle will help you survive a lot longer a MM f gt ET i Cyclic Trim like in Apache Havoc does have it s uses it makes steady flying much easier Trim the input several times to adjust for wind roll or maintaining a hover helps l
45. or 500 feet AGL DOV ver to the ncrease y ymad E ag and increase the amount of cyclic authority An unorthodox quid out until the nose is level T ST md le but it seems to v NOI P a i 4 6 Spoofing IR Rar nd nd Radar Guided n Missiles lan Inanarea where enemy contact is expected keep one eye on my ASE as advanced warning Any with a connecting line means they ve locked on to you and wil most probably engage of seconds before impact e L a r tage of such an atia oki the E iof airspeed less time to line up the attack and retreating blade stall effects kick ha ard right pedal left pedal in the Havoc and reduce collective to 30 P i F When you get a launch warning the ASE or the Havoc s TWD will indicate the type of inbound missile and the number Tn m i L u L WD Apach C he Havoc has an op measure launching do not rely on this to save your hide By e auto counterr ihe task of manually turning on the jammers But rate will greatly increase faire yol rhe countermeasure it is chasing expires A EN y f i l m ji 1l oT Irecommend the following Dump a flare or chaff Sm every two to three Seconds e When a missile is less than three seconds away and still inbound launch doubles FY Ifthe missile is one second away kee
46. p hitting the dump key E Jink away from the missile should the missile detonate on your countermeasures while you are nearby you wil suffer damage from the Proximity of the blast E Do NOT feel you have to conserve Ghaff or flares you can t use them once you re dead It eae is x a matter of use them or loose them You will know when the missile has been spoofed as the countdown will vanish In the Havoc the countdown IS the _ light seguence as pictured in the manual Get familiar with the symbology if you are not already f 1 i i F i cr i i r jp a L2 TTE Nw r ges J Ll 1 Accuracy Hi li EN i ng a Travelling perpendicular to a tracking gun or missile will increase the angle of error This means a greater chance of it missing you since it reguires more lead ahead on the part of the tracking gun or missile seeker All guided missiles in this simulation compute intercept trajectories the further away from the computed intercept point you are with each fraction of a second the safer you are This ne biggest weakness of remote SAM emplacements if you are low a y a ei vithin car q ar nor range M lH m P ee a a cm a ees bern gc p eg JE WT e T VERE Y e Pursuit zn Inm zm simu orgion a lead pursuit trajectory A dangerous low level tactic can be employed to E EBIERIE ACOW level a rapi
47. re Smoke Granade Damage Soft Damage Hard Weight Min Range Max Range Muzzle Velocity Rate Of Fire Burst Duration 190 1 of o 1 200 1080 210 3 pf t 45 0o aoo 7 65 8 esal 634 0 0 400 247 o o 8 09 0 09 1460 X 600 1 000 0 10 2 o 0 1600 80 100 8 so oof of 200 31500 sof 3 3 8 SC 1 500 100 10 3 8 1 105 0 _ jo 1 500 1 000 40 o 0 o 400 118 JA20 1 o 60 6 o D o 400 178 o 60 6o 0 _ o 400 198 21 __n 140 140 X 0 X 520 X 3000 542 1 90 688 6s8 o of 4000 289 ooo o 1 548 1 548 of ol 24 000 485 1 o 0 o o o o J9 9 o s 9 0 0 X 0 09 25 3 o Oo olo olo olo 45 Hokum Ejection Debris Damage All ejected elements from a Hokum ejection will do 550 points of soft damage 4A i Feu li Updates amp Patches S HEIN ge ES fanual Che anges I j PN I l N Command Line Parameters BS E 2 Command Line Examples NN Ve Multiplayer NA rj E Author Credit fof LI Ta C LL yi ft l ff Y i F T i r E 6 1 Updates Patches amp Undocumented Features ams All international patches
48. re A ee i ae RT M Md Dp d NIL yL IP gh Sse e aa i EIL f F I F RE ny T nal Awareness Air To Air Ce ombat Helicopters Air To Air Combat Fast Movers Infant y Manpads Dual Cockpit View Memory IM adock Waypoint Multipurpose Air Combat Helicopters Success in helicopter air to air combat requires putting your nose and hence weapon sy iams onto the target while E denying the enemy the same privilege Helicopters are not very fast and don t have the speed to run away from fights once they have begun Either you use available terrain to mask an escape or you stand and fight There are basic rules to keep in mind when engaging in air to air combat Some of which are covered in this chapter Remember The best attack position is above and behind on the six o clock i a r a Ambush your toe wherever possible the terrain of Enemy Engaged allows a pilot to exploit landscape features such as small depressions dried up riverbeds gullies and saddles You can hide in such locations and wait for enemy helicopters to pass by Once an enemy exposes their rear unmask lock on with the helmet mounted sight HMS close to within 0 5km from above and use the cannon That is the ideal situation and terribly sneaky hence satisfying for a combat helo pilot
49. re 2 1 Campaign Objectives and Force Balance p cking on an objective will switch to the map display so you can identify its location On the jampaion map Objectives are marked by black border lines see the following example Y A f A X Figure 2 2 Typical Objective Icon mc PP T ee You won find gi nd gettir ng to some of theo objectives easy The large airbases are often heavily defended by surrounding military bases and deep inside enemy territory Concentrate on nibbling away at perimeter defences this clears the way for follow up missio Capturing surrounding FARPs can be beneficial as this can help establish a foothold from which to launch deeper probes into enemy territory But avoid capturing non essential Military Bases this can take valuable time and needlessly use up vital assets through combat losses which could be used on more pressing targets FARPs and driving towards the most heavily sert based Sword In The Sand ir defences AMs and Overall priority should be given to eliminating 2 defended ok mf r N O uf lw i MT a Al Valid A Quar In Tha Can ry F n m C DIIS lal Figure z o oword in iNe oana Blue Force pusn This shows the main Blue Force thrust a succession of FARPs are captured closing toward the target airbase deep in enemy territory 2 3 Capturing A Base Capturing a base requires three things The base is attacked and severely damaged A successful strike
50. rent options General Shortcut 8 Enemy Engaged HA amp HBB Comanche Vs FA 52 Hokum Target type Application T arget location cahakum Target cR azonworksseohokumhscohokum exe char 1000 Start in Shortcut key None Hun Normal window Find Target Change Icon figure 6 1 Shortcut Properties command line switches in Target box As an alternative to using command line or shortcuts options you can specify the commands you want with the APACHE_HAVOC environment variable and SET command For example iU P ea HE LE m SET APACHE HAV C cgs 1 cig 1 cbar 1000 For more information on using command lines and environment variables please refer to your computers disk operating system manual or Windows95 user manual witch E Meaning Description ipa n ip address n TCP IP address to connect to A HOST can leave out the value ccrs n comms_connection_receive_size n Initial guess of campaign data size If campaign data is larger then this can slow things i down default 200k cdrs n cpbs n cgs 1 crls n comms_ data record size comms pack buffer size comms guaranteed send comms_resend_list_size similar to above similar to above Force the comms to use DirectPlay guaranteed send instead of its own n 1 turn on n O turn off default n Packet history list size increase if client keeps getting kicked out

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