USER MANUAL ®
TABLE OF CONTENTS Introduction ............................................................................... iii Credits ........................................................................................ v Boeing Sikorsky RAH-66 Comanche .......................................... vii Installation & Setup .................................................................... 1 Quick Start .................................................................................. 5 A. Easy Flight Model .........
INTRODUCTION “Only Comanche has the ability to conduct lethal deep, close, and rear operations and survive while providing critical data, protection, and flexibility to forward-deployed maneuver forces.” The Honorable Togo West, Secretary of the Army Thank you for purchasing Comanche® Gold, the latest helicopter simulation from NovaLogic, Inc. Those of you familiar with our other Comanche products will immediately notice some significant improvements in this simulation.
These expanded “worlds” give you plenty of room to maneuver. That’s a good thing too. Comanche Gold’s multi-player gaming option makes things a bit crowded up there. You can fly with up to nine other players and that’s enough to give any air traffic controller nightmares. The chat mode feature lets you send text messages back and forth. You can now strategize with friends or use this option to taunt your opponents.
CREDITS Game Design Kyle Freeman Technical Consulting Simon Bradley Andy Johnson Major Allen Sakcriska, U.S.
Music Composed by James Donnellan Scott Gilman Tom Hays Rik Schaffer Voices Valerie M. Arem CWO Keith Bauer Shawn Burke Sgt. Oscar Galvin, USMC-R Cpt. Denise D. Howard Tim Knight Tony Kotelenets CWO Howard Lewis Mike Maza Capt. Christopher McCarthy, USMC CW2 Jamie Tardif 1Lt. Miguel Torrente CWO James T.
BOEING SIKORSKY RAH-66 COMANCHE As a member of the Army’s elite Griffon Squadron, you’re expected to know your Comanche inside and out. The following overview should be considered “required reading” for new pilots. The Boeing Sikorsky RAH-66 is the U.S. Army’s concept of what a 21st century reconnaissance/attack helicopter should be. It is fast, light-weight, and packs a powerful punch. The Comanche is also quiet, hard to spot visually, and nearly invisible to enemy radar.
Another principle means of detection is radar. The Comanche presents a very small radar cross-section because of its precisely shaped fuselage. Its radar return is estimated to be 600 times smaller than that of the Apache. Weapons are stored internally so that the Comanche presents a smooth external appearance. This allows the Comanche to deflect radar waves away from it rather than reflect them back to a radar receiver. It is equally hard to detect through infrared means.
CHAPTER 1 INSTALLATION & SETUP Welcome to Comanche Gold. This chapter will help you get the program installed on your computer, and will walk you through the configuration of your system. The last part of this chapter is a Quick Start section for those of you with significant flight sim experience, or for those who want to jump right in and learn by doing. INSTALLING COMANCHE AND STARTING PLAY In order to play Comanche Gold, you must first install the game files onto your computer’s hard drive.
CHAPTER 1 Start Mission Editor—Select this option to run Comanche Gold Mission Editor. You will first have to install the game on your hard drive. Install Armored Fist 2 Demo— Click here to have a demo version of Armored Fist 2 installed on your hard drive. Install F-22 Raptor Demo— Click here to have a demo version of F-22 Raptor installed on your hard drive. Explore CD— This CD also contains additional data and program files not accessible through the Autorun screen.
THE JOYSTICK You will need to calibrate your joystick in Windows® 95 for it to work properly in Comanche Gold. Follow these steps: 1. Click on the Start button at the far left of the Taskbar at the bottom of the screen. 2. Highlight Settings, then select Control Panel from the menu. 3. Double-click on the Game Controllers icon. 4. Select your joystick from the list of game controllers you have installed, then follow the on-screen instructions to calibrate your joystick. STARTING THE GAME 1.
CHAPTER 1 Options The options menu allows you to choose between the Easy and Advanced Flight Models as well as enable or disable certain individual Comanche flight characteristics. Detail The detail menu contains options for controlling the graphical detail and volume settings in the game. Most of the options in this menu have variable settings. To change the settings for an option, highlight it using the “up” and “down” keys, then press the “+” or “-” keys to increase or decrease the setting level.
For those players who want to jump right in and start flying, this portion of the manual is for you. It’s designed to get you into the game quickly yet alleviate your frustration when things start happening and you can’t figure out why. Comanche Gold comes with two separate flight modes: an Easy Flight Model and an Advanced Flight Model (which is as close as most of us will ever come to flying the real thing). This chapter contains a detailed discussion of both.
CHAPTER 2 Using this feature makes it difficult, if not impossible, to fly laterally (sideways). Because it automatically links your tail rotor to your cyclic, this option will cause your helicopter to turn rather than maintain its heading and fly sideways. Weigh this negative carefully when deciding whether or not to use this option. 2. LIMIT CYCLIC RANGE ( ƒ ) TOGGLE Your Comanche is capable of some pretty radical maneuvers but as a new pilot you should probably refrain from performing them.
2. HOVERHOLD ( J ) Helicopters are blessed with the ability to hover and fly vertically which has enormous battlefield practicality. This ability to hover, or maintain a stationary position, allows helicopters to perform tasks that require precise maneuvering. They can take-off and land within confined areas that would otherwise be prohibited to fixed-wing aircraft. It also comes in handy when masking themselves behind cover. Helicopters are able to pop-up and attack targets at just the right moment.
CHAPTER 2 on or off from the Options menu. Keep in mind that the following description always applies in the Easy Flight Model, but only when V-STAB is enabled in the Advanced Flight Model. Without V-STAB, you have direct control of the Comanche’s collective. Increasing collective increases lift, decreasing it decreases lift. Without VSTAB, in order to maintain a constant altitude, you must constantly adjust your collective to compensate for other factors which affect it such as pitch and ground effect.
also noted on your mission map as waypoints. Sometimes these waypoints will just be used as navigation aids, other times that will be used to mark the location of specific objects. TRAINING MISSION 1: FORT RUCKER 1) As this training mission begins, you are seated in the front seat of your Comanche RAH-66. Listen as the soothing voice of your flight instructor welcomes you to Fort Rucker. He’ll be seated in the CP/G’s (Co-Pilot/ Gunner) seat behind you throughout the flight.
CHAPTER 2 7) The collective is set to No collective at the beginning of the mission. No collective is set by pressing the ~ key. Direct your attention to the engine torque indicator symbology in the lower left corner of your Helmet Mounted Display (HMD). You’ll see that even with a setting of No collective, the engine is producing a torque indication of 20. Keep an eye on this gauge. The relationship between collective and engine torque is important to your understanding of flying a helicopter.
15) Your instructor asks that you proceed to the mission start point. The start point for this mission is waypoint 1. Waypoint 1 is located approximately 2900 meters away, bearing 225º. (In the upper left corner of the HMD you’ll see the waypoint indicator and distance to waypoint readout.) 17) There is an inverted V symbol halfway between the 22 and 23 on the magnetic heading indicator. This inverted V is known as a waypoint caret.
CHAPTER 2 23) In order to hit the fuel tanks you must first target them using your Target Acquisition and Designation System (TADS). To target an object, press the © key. If there is a clear line-of-sight (LOS) between you and the target, a Target Designator (TD) box symbol will be superimposed around the object (in this case a fuel tank). 24) Now that you have a TD box around one of the fuel tanks, you can “open up” on it. To ready the cannon for firing, press the Z key.
31) Place your rockets “in priority” by pressing the X key. You’ll see a new I-beam symbol appear. This is the aiming pipper used with rockets. This symbol is actually known as the Rocket Steering Cue but we'll refer to it as the Ibeam aiming pipper while you are in training. 33) Once you have destroyed some of the ammo dump targets, your first training mission is complete. Press the ß key when prompted to end the mission and receive a debriefing.
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ROSTER SCREENS & PLAYER OPTIONS The Pilot Roster is your launching point into the simulation. Think of it as Griffon Squadron’s “ready-room”. The Pilot Roster has space for up to ten (10) different pilots. They stay there undisturbed until you call upon them to perform a mission. By separating your pilots in this manner, Comanche Gold allows you to have multiple careers going on at the same time.
Note that because the Pilot Roster only has slots for ten pilot names, it may be necessary for you to delete an existing pilot if there are no empty slots available. B. THE DUTY ROSTER CHAPTER 3 1. SELECTING A DUTY ROSTER OPTION A pilot’s Duty Roster is designed to help you manage that pilot’s career throughout the game. As soon as a pilot name is added to the Pilot Roster, that pilot is immediately issued his or her own personalized Duty Roster.
Operation: Gallant Venture Operation: Frozen Friendship Griffon Squadron has been sent to a lonely group of Forward Operating Bases (FOBs) deep inside Siberia. Rebel insurgents have seized a number of Russian military bases north of Vladivostock. Along with scores of armored vehicles and tons of supplies, these rebel forces have also captured several nuclear warheads. Griffon Squadron is to assist friendly forces belonging to the Russia Federation in putting down the rebellion and recapturing these bases.
have been sent to a remote base inside Saudi Arabia near the Jordanian border. Here you will immediately begin flying missions designed to evict Iraqi troops from the Hashemite Kingdom. c) Gold Operations CHAPTER 3 Operation: Swift Justice Cambodia’s democratic leadership has been ousted. A military junta seized power in a bloody coup promising to improve economic conditions throughout the country.
they have established a jointly owned commercial space port on the island. Taking advantage of this era of rampant growth, terrorist elements have subverted part of the less populated southern region of Sakhalin. Within this area they have established some manufacturing facilities, which intelligence believes they are using to manufacture chemical and biological weapons.
f) Multi-Player War Games This multi-player aspect of Comanche Gold is covered in the B: MultiPlayer Missions section of Chapter 6: Playing the Simulation. Consult this chapter for complete information concerning the functionality of the multiplayer options. CHAPTER 3 g) Comanche Overview Receive a technical specification and performance summary of your Comanche. Note that the facts and figures shown here reflect ideal operating conditions.
1. GAME The menu options under this topic give you a quick way of getting in and out of the simulation. a) Exit Menu Selecting this option removes the menu bar and is the same as pressing ESC. b) Restart Mission c) Mission Playback The first few minutes of each Comanche mission are recorded for posterity. If you would like to see this replay, select this option. Mission Playback recordings are not saved however. Once you start a new mission, the old recording is erased.
2. CONTROL The options in the Control Menu let you select different methods of controlling your helicopter. Set these options according to the hardware you have available and your preferences. a) No Joystick CHAPTER 3 Selecting this disables joystick input completely. When selected, all other joystick options in the Control menu will also become disabled. b) Windows Primary Joystick Selecting this option enables the joystick currently configured in Windows through the “Game Controllers” control panel.
h) Hatswitch Controls Collective / Fantail This option applies only to players who are using a joystick with a hatswitch. When selected, the hatswitch controls collective and fantail according to the following table. When unselected, the hatswitch controls the directions of view.
CHAPTER 3 The Comanche is 6 times more effective in finding targets than current helicopters.
FLYING THE COMANCHE There’s an old saying among helicopter vets that goes something like, “helicopters don’t really fly, they just beat the air into submission”. Helicopters are not easy things to fly. Most pilots consider them to be more difficult to manage than fixed-wing aircraft. For some, the change to rotary aircraft can be disorienting. It’s like learning to drive a standard transmission after years of driving an automatic.
setting for general flight operations is 50. You can instantly set the collective to 50 by pressing either the 5 or the * key on the keypad. This setting approximates what you’ll need to perform an Out Of Ground Effect (OGE) hover. a) Enable Throttle (Collective) option CHAPTER 4 To better simulate the Comanche’s actual collective, use a throttle device (like the CH ProTM Throttle or ThrustMaster WCSTM) instead of pressing keys on the keyboard. You may set up your throttle by pressing the ß key.
You’ll notice that it is possible to over-torque the engine and exceed an indication of 100. While it is useful to over-torque in emergencies, it places stress on the engines. Eventually, the accumulation of stress will cause damage. The torque indicator will begin to flash red if an overtorque situation is getting ready to damage the engines. In addition to the flashing red symbology, you will also get a simultaneous audio alert. Once you get these warnings you have only seconds to act.
forward but it does not necessarily mean that the helicopter will climb. The helicopter will begin to climb only if your collective is set to produce enough lift to overcome its weight. In the case of backward (or reverse) flight, the plane of the main rotor is directing thrust and lift above and behind the helicopter. This causes the helicopter itself to move backward. Ò‰¨Î Cyclic control is simulated by the use of a standard joystick. Moving the joystick left or right banks the helicopter accordingly.
Instead of using the keyboard commands, players with foot pedals may utilize them to control the tail rotor instead. To activate your foot pedals, select the Enable Twisting Stick or Foot Pedals option on the menu bar Control pull-down menu. 4. IN GROUND EFFECT (IGE) One of the nice things you’ll discover when flying the Comanche is the magic of IGE or In Ground Effect. When helicopters operate near ground level, the force of their rotor downwash cannot be fully dissipated.
a) Press the åE key to start your engines, if they are not already turned On. You’ll hear the engine crank up and begin turning the main and tail rotors. (This is known as spooling.) b) Allow time for the rotor to spool up to its proper operating speed. You’ll see the engine torque begin to increase on the torque indicator. c) To take off, slowly add collective. Press the 5 key. This will cause the collective to produce slightly more lift than is necessary for an OGE hover.
c) The more your helicopter blades are pitched forward, the more thrust they direct behind the helicopter. As more thrust is directed to the rear, the faster the helicopter is able fly. To maintain level flight, find the proper mix of pitch angle and collective input. Being able to balance the collective and cyclic controls is the secret to flying helicopters. It is this com-bination that allows you to control the forward speed of the helicopter.
CHAPTER 4 4. LATERAL FLIGHT Another unique thing about helicopters is their ability to fly sideways (try doing this in an F-16!). Flying sideways opens up a whole new range of tactical possibilities. Consider the utility of masking yourself by flying sideways along the crest of a ridgeline. Better yet: think of how devastating you would be flying sideways down a course parallel to a column of enemy vehicles. You could rake the entire column in a single pass.
5. LANDING Because every good mission must come to an end it’s a good idea to know how to land. Like everything else about flying a helicopter, landing is tricky and takes concentration. A common error novice pilots make when trying to land is touching down too soon, before they’re ready. Be sure that you have total control of the aircraft before setting down. a) The most important part of landing is remembering to extend your landing gear.
As you approach the landing site, a small square box (dashed lines) appears on your HMD with a larger (solid line) circle surrounding it. The box represents the dimensions of the landing site, while the circle represents your distance from its exact center. The closer you get to the center of the landing site, the smaller the circle becomes. It will equal the rectangle in size just about the time your helicopter reaches the outer edge of the landing site.
Full Screen View ™ : The Full Screen View removes the cockpit obstructions from the Forward Cockpit View. Your HMD symbology is superimposed over a forward looking view of the terrain. You can rotate this view by simultaneously holding down the ç key and a Ò‰¨Î key. Left Cockpit View £ : The Left Cockpit View shows the view of the pilot when looking out of the cockpit to the left. Right Cockpit View ¢ : The Right Cockpit View shows the view of the pilot when looking out of the cockpit to the right.
Full Screen Left View å£ : The Full Screen Left View gives you a full screen size Left Cockpit View. Full Screen Right View å¢ : The Full Screen Right View gives you a full screen size Right Cockpit View. Drop CAM View å∞ : The Drop Camera View gives you an external view of your helicopter from the perspective of a camera that is placed on the ground in front of you. External Front CAM å§ : The External Front View looks at the outside of your Comanche from a position directly in front (i.e.
the key, the collective returns to its previous setting. Cyclic Control Ò‰¨Î : These keys are used to pitch and bank your helicopter. They are the equivalent of using a joystick to input cyclic commands. Tail Rotor Left A : This key causes the nose of the helicopter to yaw to the left by decreasing the amount of thrust being produced by the tail rotor. It is the keyboard equivalent of foot pedal input.
Momentary Minimum Collective - (key pad) : This key is used to decrease your collective setting to zero for as long as it is held down. Once you release the key, the collective returns to its previous setting. Cyclic Control »¨÷ ‰«Î¿Ò (key pad) : These keys are used to pitch and bank your helicopter. They are the equivalent of using a joystick to input cyclic commands. Tail Rotor Left ® (keypad): This key causes the nose of the helicopter to yaw to the left.
6. TARGETING CONTROLS The following keys are used to activate the various modes of targeting. General information concerning targeting and target modes is contained in the Targeting Procedures section of chapter 5: Flight Avionics. Cycle Targets ©¬ : Either of these keys allows you to designate a target for your weapon systems (i.e place a TD box around a target). Pressing this key additional times will cycle through a complete list of eligible targets.
battery. Designate a target, press this key, then sit back and watch the rounds begin to fall. Team Mate Targeting N : This key allows you to send targeting hand-off commands to your Team Mate (wingman). See the Using your Team Mate section in chapter 5 for details. Team Mate Orders Team Mate. M : Press this key to specify standing orders for your 8. MULTI-PLAYER MODE CHAPTER 4 Cycle View of Other Players åU : Press this key to cycle through the current views of the other players.
FLIGHT AVIONICS In the preceding chapter you learned a little about flying the Comanche. Now that you are somewhat familiar with its handling, the next step in your training program is to learn about its avionics and weaponry. In other words, now that you know how to fly, it’s time to learn how to fight. This chapter begins with a detailed look at your Helmet Mounted Display (HMD) and Multi-function Displays (MFDs).
CHAPTER 5 a) Gunsight Pipper: The gunsight pipper is the aiming point in space for your 20 mm gun. If nothing is currently targeted, the gun automatically aims directly forward so that the pipper symbol overlaps the pitch indicator. b) Pitch Indicator: The Pitch Indicator shows where the nose of your helicopter is pointing relative to the horizon. c) Waypoint Stakes: Waypoint stakes are visual references indicating the location of your navigational waypoints.
g) System Damage Indicator: The Comanche is equipped with a system that constantly monitors the helicopter looking for damage. If any of your flight systems have sustained damage, the word MALFUNCTION appears in this spot on the HMD. For more specific information on damage, refer to the MFD Systems Damage display. h) Bay Door/Landing Gear Indicators: The word BAY appears in the lower right corner of the HMD when your bay doors are open. The word GEAR appears when your landing gear is extended.
l) Analog AGL Altimeter: This unmarked vertical scale in the lower left corner of the HMD displays your altitude above ground level (AGL) in increments of 100 feet. The bottom of the scale represents 0 feet (i.e. ground level). The top of the scale represents 500 feet. Altitudes higher than 500 feet do not register on this scale. CHAPTER 5 m) Threat Display: The Threat Display is situated in the upper right corner of the HMD.
or radar), the Threat Display draws a red target designation line between you and that enemy object. The enemy will attack you as soon as you come within range of its weapons. In addition to the red target designation line, a flashing red circle will appear inside the Threat Display. Along with these visual cues, you will also receive an audio warning whenever you are being designated by an enemy object.
upper edge of your HMD. Think of it as a linear compass which is able to scroll left and right. The tick marks indicate the compass direction in which you are currently looking. Each tick mark represents a change of 10º. The final zero has been left off so that an indication of 27 actually means that you are looking directly west (270º). A reading of 6 indicates a compass direction of 60º.
t) Groundspeed Indicator: The Groundspeed Indicator shows how fast your helicopter is traveling over ground: forward, backward, or sideways. The indicator displays your speed in knots or nautical miles per hour. (A nautical mile is equal to 6,076 feet.) All values are positive, so you must know your direction of travel. Flying backwards or sideways still registers as a positive number.
RIGHT MFD • Tactical Situation Display LEFT MFD • Engine Start Up Mode • System Damage Mode • TADS Mode (1) Elevation Mode (2) Topographic Mode (3) Mixed Mode ¶ 1. VIEWING • THE MULTI-FUNCTION DISPLAYS CHAPTER 5 To view the MFDs, press the ¡ key to access the Forward Cockpit View. The MFDs are the two monitors situated side-by-side on the cockpit console. You can view your MFDs from this vantage point but they are small and sometimes hard to read when a lot of action is going on.
Partial damage Component systems which have suffered partial damage are displayed in yellow. These systems continue to operate at full capacity. However, they are easily destroyed if forced to sustain additional damage in the future. Critical damage Systems which have sustained critical damage are displayed in red. These systems will only function intermittently or not at all.
a) Tactical Situation Display Modes The TSD is divided into three separate mapping modes: Elevation Mode, Topographic Mode, and Mixed Mode. You can cycle between the modes using the I key. (1) Elevation Mode Elevation Mode is a three-color representation of the terrain surrounding your helicopter. The main purpose of this map is to keep you from running into the ground during periods of low (or no) visibility.
(1) TSD Symbols ------------: represents a direct path to your currently selected waypoints : a waypoint, number indicates the waypoint’s position in the mission sequence : represents static structures and objects which do not constitute a threat to your helicopter. Naval vessels are also represented by this symbol. While they do pose a threat, they are easy to distinguish. Few other structures represented by this symbol float. : represents an armored vehicle such as the M1A2, T-80, or BMP.
target detection are the “God’s Eye” Threat Display (with its LOS and JSTARS object spotting) and the Tactical Situation Display information (shown on your MFD). Enemy objects appear as colored dots on the Threat Display and as individualized symbols on the TSD. • Target Designation Now that you know enemy targets are out there– the next step is to designate them (i.e. point them out) for your weapon systems.
b) TRGT Priority TRGT Priority seeks to redress the targeting liabilities of the previous mode. Instead of using proximity as a means of determining danger, TRGT Priority actually takes in to account the target’s ability to threaten the Comanche. Like TRGT Hold, TRGT Priority Mode has the ability to designate all objects (both friendly and enemy) that lie within a 90° arc originating at the TADS sensors in the nose of your helicopter. You can switch to TRGT Priority by pressing the Q key.
Once you have your targets designated using TRGT Hold, their positions are constantly updated. You know where all of the targets are at all times. Even if “held” targets mask themselves behind a terrain obstacle, TRGT Hold keeps the object in memory and instantly updates the TD box when a direct LOS to the target is re-established. You can cycle through the entire group of “held” targets simply by pressing the © or ¬ keys.
d) TRGT Hold symbology TM-Hold Mode uses the same TD box symbology as the other modes. One new symbol is added to indicate those targets which are not currently being designated but instead are being stored in TRGT Hold memory. You cannot fire at targets with phantom TD boxes around them. All this symbol means is the TADS is keeping an eye on this target for you. (Refer back to the TRGT Hold section of this chapter for more information.
To use the cannon, you must first place it “in priority” by pressing the Z key. The word CANNON will now appear on the WIP indicator. This lets you know that your cannon is ready. When the cannon is “in priority” but not currently targeted on an object, the gunsight pipper is positioned directly over the pitch indicator (i.e. aimed directly forward). You could, if you wanted to, fire the cannon right away without first having a designated target. You’d just be wasting ammunition, however. Try it once.
This engagement rectangle represents the gimbal limits of your laser designator. In other words, your laser designator is only able to designate targets which are located within the confines of this rectangle. You’ll notice when using Hellfires that the TD box will only change to a solid-square shoot cue when the target lies within this engagement rectangle. Besides outlining your targeting envelope, the engagement rectangle has one other important feature– a distance to target (DOT) indicator.
To launch a Stinger missile press the C key so that the word STINGER appears in the WIP Indicator. (The number of Stingers you have remaining will appear in the box below.) Remember that to have any hope of hitting anything you must first have a target designated within a Target Designator box. Once the target is inside a TD box, make sure it is within range then press the Fire Weapon or pull the joystick trigger.
Griffon 27’s standard operating procedure (SOP) is to follow behind you at a respectable distance. He usually travels somewhat slower than you because he must anticipate your moves. When you are in contact with the enemy, he will take up a position on your flank. He’ll engage targets on his own, unless ordered not to by the player. You can specify different standing orders for your teammate using the M key. This is described in detail in the following section.
2 ENGAGE AIR A variant of “Follow and Engage” with directives only to engage air targets. 3 ENGAGE GROUND Another variant of “Follow and Engage” with directives this time only to engage ground targets. 4 FOLLOW AND EVADE Your teammate will fly along with you but will try to avoid conflict, taking evasive action or retreating from battle if attacked. Use these orders when it is important that direct conflict be avoided or when you want to “save” your firepower for another target.
PLAYING THE SIMULATION Now that you’ve taken the time to read through the tedious portion of the manual, the part which describes what all the buttons and knobs do, it’s time to go fly this thing and have some fun. The first section in this chapter deals with playing the simulation as a single player (i.e. mano-a-mano against the computer). It explains the campaign structure, the mission structure and mission briefing routines.
Even though all missions in an operation are inter-related, you may fly the first seven missions in any order you desire. In order to fly the final mission of the campaign, however, you must already have successfully completed the first seven. When a mission is successfully completed, it will turn "blue" in the menus. At the conclusion of every mission, your skill as a pilot is evaluated in a postmission de-briefing which lists your performance statistics.
whether you’ll be flying over a smooth desert floor or through narrow mountain canyons. The map also shows vegetation. You’ll be able to distinguish the difference between flat-tilled farm land and dense forest. In addition to terrain, the mission map contains a number of different symbols used to indicate the presence of friendly, enemy, and neutral objects. Your waypoints and flight path are also superimposed on this map. You'll be able to trace your route in relation to the location of these objects.
You can add or remove the EFAMS by clicking on the “EFAMS” button in the lower left area of the display. If you add EFAMS, the additional hardpoints will appear intially empty and ready to be loaded. Likewise, if you turn off the EFAMS, any weapons currently loaded on them will be removed from the loadout. Keep in mind that the ability to carry the additional weapons does not come without cost.
or buildings, you fly around them. Because your primary concern is safety, NOE is the slowest of all three profiles. When flying NOE, remember the 30-30 rule. Stay below 30 feet and under 30 knots. ❸ ❷ ❶ ∑ Contour flight is used when you are flying in an area where contact with the enemy is possible but not expected. You are still flying relatively close to the ground but not so low that you have to weave in and around ground obstacles.
d) Bounding Overwatch Bounding Overwatch is the name of a fire-and-movement technique that you and a Team Mate can use when playing in multi-player mode. It is a method of moving from one point to another by a series of leaps and bounds that allows both of you to provide cover for the other. The beauty of this maneuver is that you and your Team Mate can continue moving even in the face of enemy opposition but it’s a slow, methodical process. Sometimes it’s your only choice.
new target, you quickly designate another. The third missile will now steer for it. This method of cycling forward through targets while your missiles are actually in the air allows you to fire your missiles in rapid succession; hence the term ripple fire. See the Diagram on page 80. f) Artillery Barrages Artillery is one of the most deadly weapons you have at your disposal. It’s even more deadly than the Hellfire missile.
Note: Comanche Gold is not compatible with Comanche 3 via multi-player. You can only play with other gamers who have Comanche Gold. a) NovaWorld Comanche Gold works with the NovaWorld online gaming site to match you with other Comanche Gold players from around the world. Select NovaWorld from the Multi-player war games menu, then choose either Browser or NovaWorld Client to enter the NovaWorld matchmaking site.
The player designated to call should select a phone number from the phonebook list. If the number desired is not already listed in the phonebook, select a “slot” for it, press ˇ to erase any existing entry, type the phone number to be called and then press ©. To dial the selected number, press “Enter”.
Head 2 Head Melee games pit you against the other players in a wild freefor-all slogging match. You better be fast and you better be good because while you are out to get them, they are all out to get you. The object of a Head 2 Head Melee mission is to shoot down as many other players as you can within the prescribed time limit. Of course, you must try to avoid getting shot down yourself. You can land and rearm at any FARP. If you happen to get shot down, you restart the mission on a randomly chosen FARP.
TECHNICAL SPECIFICATIONS This appendix is a general reference detailing the various fixed and rotary winged aircraft you will encounter in the game. Use the accompanying line drawing profiles to aid you in recognizing these aircraft when you see them on the battlefield. These representations are not drawn to scale. A. FRIENDLY AIRCRAFT The friendly aircraft listed below will sometimes be tasked to aid you in accomplishing your mission; other times they will be involved in peripheral missions of their own.
The SuperCobra is powered by two GE-T700-GE-401 turboshafts. These engines (1723 horsepower each) drive a twin-bladed main rotor/ twin-bladed tail rotor combination. This gives the SuperCobra a maximum level speed of approximately 155 kts. at sea level. Count on these aircraft to use their speed and agility to overcome their more powerful counterparts. Their biggest advantage over other aircraft is their small size and narrow fuselage. With a fuselage width of less than 8 ft.
They give the Warthog a normal mission speed (with combat load) of approximately 350 knots. The usual combat radius (including a two hour loiter) is about 250 miles. Of course, all these figures are averages and depend entirely upon the type and weight of the ordnance carried. Although the A-10 is made to carry heavy loads on Low-Low-Low flight profiles, these missions do take their toll. The A-10 is the perfect companion to helicopter operations.
itself ordered sixteen CSH-2s from Atlas in 1994, enough to equip two full squadrons. The Rooivalk features two stepped, tandem cockpits with the pilot occupying the rear seat. Both cockpits have redundant flight controls so that either crew member can fly the aircraft in case the other becomes incapacitated. Only the pilot’s cockpit features a moving navigation map. This helicopter is well equipped to carry out Close Air Support missions.
+ Mi-24P Hind F The Mi-24 Hind was a shock to Western intelligence analysts when it first appeared in the mid 1970s. The Soviet Union had managed to field what looked to be a “flying Mi-24P Hind-F tank.” It scared the US military silly and touched off a minor arms race. U.S. helicopter manufacturers scrambled to close this supposed “helicopter gap”. Known to Russian pilots as Gorbach (“hunchback”), the early Mi-24s (models A, B, and C) boasted thick belts of armor.
The design philosophies between the Comanche and the Havoc are noticeably different. The Mi-28 pilot is seated above and behind the front seat nav/gunner. The Havoc’s cockpit arrangement gives a clear delineation of duties between pilot and gunner. Rather than having access to identical systems as in the Comanche, only the pilot is equipped with a HUD and monitor for LLTV. The main gun and guided weapons are controlled by the front seat CP/Gunner.
C. THE AIR DEFENSE THREAT Although your Comanche has been designed with an emphasis on survivability, the threat posed by enemy air defenses in this simulation is very great. Dealing with the enemy in this game will take a combination of knowledge, skill, and luck. You will definitely survive longer if you rely on finesse rather than force. The following section provides a brief description of what you can expect.
You will encounter both fixed and mobile triple-A guns. A good common sense rule to follow is the more important a target is, the heavier and more dangerous the ground fire will be. Count T-80 on fixed sites being positioned near important targets like air bases, SAM sites, naval facilities, etc. These guns are extremely deadly and should be avoided wherever possible. Not only are these guns radar guided in many cases, most have a high rate of fire despite their size.
mm Close In Weapon System and a “Bass Tilt” fire control radar system. They also carry lots of the SA-N-4 Gecko surface-to-air missiles. Heck, crewmembers can even fire shoulder-launched SA-9s at you from the deck. It’s best to keep your distance whenever possible. + 9K31 Strela-1 (NATO designation: SA-9 Gaskin) The 9K31 Strela-1 is a Russian-built, selfpropelled, surface-to-air missile system.
targets. Once a target is detected, it is passed to the J-band fire control radar situated on the vehicle’s turret. Normally, two missiles will be launched at a target to ensure complete destruction. This missile has a relatively large warhead (9 kg.) for its size (2.6 meters in length). The warhead utilizes a proximity fuze which detonates when the missile comes within 5 meters of the target. The SA-19 is particularly effective against low flying aircraft and helicopters.
INDEX A F Acceleration Cue ....................... 45 Adding and Deleting Pilots ....... 15 Advanced Flight Model ............... 6 AGM-114C Hellfire ................... 56 AIM-92 Stinger ......................... 57 Analog AGL Altimeter ............... 44 Artillery ..................................... 58 ASL (Above Sea Level) altimeter 47 Auto Run ..................................... 1 AWACS (Airborne Early Warning and Control System) ........ 44 FANTAIL® .................................
L T Landing .................................... 33 Lateral Flight ............................. 32 Level 0 HMD Symbology .......... 41 Level 1 HMD Symbology .......... 41 Level 2 HMD Symbology .......... 43 Level 3 HMD Symbology .......... 45 Limit Collective to Avoid Overtorque ............... 6 Limit Cyclic Range ...................... 6 Link Active ................................ 59 Loadout .................................... 63 Lollipops ...................................
NOVALOGIC TECHNICAL SUPPORT The entire staff at NovaLogic, Inc. would like to thank you for purchasing this copy of Comanche® Gold, the latest addition to our series of helicopter flight simulations. NovaLogic is committed to creating quality entertainment software that pushes the technological envelope. This commitment doesn’t end when you purchase our games however– it’s only just begun. NovaLogic’s technical support staff is ready to assist you.
© 1998 NovaLogic, Inc. In the United States and other countries Comanche, RAH66, Voxel Space and NovaLogic are registered trademarks and NovaWorld is a trademark of NovaLogic, Inc. All registered trademarks of NovaLogic are trademarks in other countries. Windows is a registered trademark of Microsoft Corporation. Intel and Pentium are registered trademarks and MMX is a trademark of Intel Corporation.
NovaLogic’s Limited Ninety-Day Warranty and License Provisions IMPORTANT: By breaking the seal on the software, you agree to be irrevocably bound to the following terms and conditions. If you do not wish to be bound, promptly return this product in its entirety with the software seal intact and proof of purchase to NovaLogic, Inc., 26010 Mureau Road, Suite 200, Calabasas, California 91302, and a full refund will be made. Limited Warranty on Media NovaLogic, Inc.
U.S. MILITARY AIRCRAFT DESIGNATIONS The U.S. military uses a common system of designation which applies to all military aircraft. Most of us know that the "F" in F-22 stands for fighter. Here is a complete list of designations that probably aren't so familar.