Longbow 2 1997, 1998
LONGBOW 2 Written by Tuesday Frase and Chris McCubbin Additional writing by Jennifer Spohrer Edited by David Ladyman Design and Layout by ORIGIN Creative Services © 1997, 1998 ORIGIN Systems, Inc. Origin is a trademark or registered trademark of ORIGIN Systems, Inc. Electronic Arts and We Make Sims by the Book are trademarks or registered trademarks of Electronic Arts in the U.S. and/or other countries. All rights reserved. ORIGIN is an Electronic Arts company.
0: INTRODUCTION HOW TO USE This manual is subdivided into eight chapters. Some (0, 1 and 2) describe how to play the game, others (3, 6, 7 and Appendices) contain reference information, and others (4 and 5) contain both. At the beginning of each chapter, you’ll find a detailed table of contents. Page references include the chapter and page number — p. 3.12, for example, refers to Chapter 3, page 12.
LONGBOW 2 AH-64D Targeting and Sight Systems (p. 2.46) talks about the Longbow’s main systems — the Fire-Control Radar (FCR), Target Acquisition and Designation Sight (TADS), and Pilot’s Night Vision System (PNVS). Co-Pilot/Gunner Cockpit (p. 2.51) describes the frontseat cockpit and the Optical Relay Tube (ORT) Unit. Black Hawk Analog Cockpit (p. 2.54) contains information and diagrams of instruments on the Black Hawk dashboard. View Controls (p. 2.56) lists all of the in-flight camera views. 3.
0: INTRODUCTION 7. JANE’S Jane’s Specifications (p. 7.1) lists actual specifications and photographs from Jane’s Information Group for all three flyable helicopters, their weapons and major avionic systems. APPENDICES Appendices provide useful lists and glossary information: Appendix A Longbow vs. Longbow 2 (p. A.1) gives veteran players an idea of what new, major features to expect in Longbow 2, and describes where to find specifics on each element. Appendix B Acronyms (p. B.
LONGBOW 2 0. INTRODUCTION / IN A HURRY? IN A HURRY? ......................................0.12 Flight Basics .....................................................0.13 Starting the Game ............................................0.12 Basic Flight Controls...................................0.13 Instant Action Mission Parameters.....................0.12 Takeoff Keys..............................................0.13 Navigation Keys.........................................0.14 Targeting Keys.............
0: INTRODUCTION 2. COCKPIT/SYSTEMS Game vs. Reality ...............................................2.1 How to Use This Chapter ....................................2.2 AIRCRAFT OVERVIEW ...........................2.3 Longbow Apache.........................................2.3 Kiowa Warrior ............................................2.3 Black Hawk ................................................2.3 In-Flight System Keys ........................................2.3 Game Options ...............................
LONGBOW 2 3. GROUND SCHOOL LIFT FORCE ...........................................3.1 HORIZONTAL MOTION ..........................3.9 Generating Lift ..................................................3.2 Translational Lift................................................3.9 Bernoulli’s Principle.....................................3.2 Drag.........................................................3.10 Angle of Attack ...........................................3.3 Asymmetry of Lift......................
0: INTRODUCTION 5. COMBAT STAYING ALIVE .....................................5.2 WINGMEN AND BACKUP .....................5.24 Aircraft Survivability Equipment.........................5.2 Wingman Commands .......................................5.24 Evading Missiles.................................................5.3 Giving Your Wingman Targets....................5.24 DAMAGE...............................................5.4 Getting Your Wingman’s Targets ................5.25 TACTICAL MISSIONS.......
LONGBOW 2 6. CAMPAIGNS CAMPAIGNS .........................................6.1 IRAN, AZERBAIJAN AND THE US...............6.2 Fear Drives Caucasian Policy ..............................6.2 Iran Warns USA To “Think Twice” About An Attack ................................................6.3 Iran Strives To Regain Military Might; Rearmament Drive Aims to Restore Gulf Balance......................................................6.4 Baku and Tehran, Renewed Tensions ..................6.
0: INTRODUCTION 7. SPECIFICATIONS DEFINITIONS..................................................7.2 MILITARY AIRCRAFT, ROTARY WING AH-64D Longbow Apache...................................7.4 UH-60A/L Blackhawk (Sikorsky S-70A) .............7.7 OH-58D Kiowa Warrior ....................................7.10 WEAPONRY AIM-92 Stinger................................................7.13 Folding Fin Aerial Rocket .................................7.14 Hellfire Missile.................................................
LONGBOW 2 IN A HURRY? This section assumes that you selected a CASUAL installation. If you selected EXPERT, you can change the game’s settings in the OPTION menu. 1. Press a O 2. Select CONTROLS, then CASUAL. Press ACCEPT. 3. Select GAMEPLAY, then ARCADE. Press ACCEPT twice to close the options screen. This section is for new pilots who want a basic introduction to the game, as well as for seasoned pilots who only want enough information to get the game started.
0: INTRODUCTION ♦ Forces. You’ll face a slew of random air and ground enemies — SAMs, helicopters, anti-aircraft guns, tanks, trucks, etc. Some will be friendly, so you may want to spend some time watching the ground battles below. Keeping your targets straight won’t be a problem — you aren’t allowed to target friendlies with this control type. To track target positions, use the in-flight mission planner map (aN). Flight Basics (pp. 4.
LONGBOW 2 Navigation Keys (p. 2.44, p. 4.5) A Activate autopilot (key cycles through MAINTAIN HEADING (AP1), FOLLOW WAYPOINTS (AP2) and OFF (NONE). H Activate hover hold (must be flying slower than 15 knots, or be in autopilot mode) t Cycle through time compression (2x, 4x, 8x) st Restore normal time aN Open mission planner Targeting Keys (pp. 5.10-12) In the Longbow Apache, the square multi-function display (MFD) on the right side of the dashboard is your Tactical Situation Display (TSD).
0: INTRODUCTION Weapon Keys (pp. 5.13-19) Target Reticle Rocket I-Beam Constraint ATA Constraint Hellfire Constraint The weapon constraint indicator is a square, circle or I-beam, depending on the active weapon and helicopter type. Line it up with the target reticle (small, dashed cross hairs that appear over a target in view). When the constraint border turns from dashed to solid, you have a VALID LOCK and can fire.
LONGBOW 2 Useful Hints ♦ In all three helicopter types, stay low to avoid detection. Follow the terrain, flying at a low altitude and speed (below 70 knots). Most importantly, try to mask your position as long as possible by hiding behind hills or structures, or in valleys. Only pop up when you absolutely need to. ♦ When SAMs approach your aircraft, reduce altitude as quickly as you can without hitting the ground. This will help decrease your chances of being hit.
1 On the Base
LONGBOW 2 1. ON THE BASE READ JANE’S ........................................1.1 BUNKHOUSE .........................................1.2 Creating a New Pilot ..........................................1.3 Pilot Careers......................................................1.4 Deleting a Pilot..................................................1.4 Switching the Active Pilot ...................................1.4 TRAINING BUILDING .............................1.5 INSTANT MISSION HELICOPTER .............1.
1: ON THE BASE The first thing you see when you start the game is an overhead view of the complex. Each building performs one or more different functions. To see what action spots are available, right-click anywhere on the screen. To access a particular building, move the cursor over it and left-click. Once you’ve finished exploring the Base, proceed to Training Building, p. 1.5, or Flight Training, Chapter 4.
LONGBOW 2 Each tabbed section contains information about items in that category. ♦ To activate, highlight the red Jane’s book, then left-click. Aircraft Displays information on helicopters and airplanes in the game. Armour Displays information on armored vehicles in the game. Vehicles Displays information on unarmored ground vehicles in the game. Air Defense Displays information on AA guns and SAM sites in the game.
1: ON THE BASE Creating a New Pilot A locker with a flight bag or helmet indicates an active pilot. A locker with a folded flag means that the pilot is inactive (either missing or killed in action). To replace a dead pilot with a new one, select the dead pilot and change the name. This will replace the pilot with a newly created one. CHANGE UNIT Highlight the space at the top of the spiral notebook and leftclick to change your unit affiliation.
LONGBOW 2 play the type of helicopter flown on your most recent mission), an efficiency rating for the team, total number of kills for the team, and total flight time logged. Each pilot created is assigned a squadron of computergenerated characters upon creation. This page keeps track only of information about that computer-generated squad. It will not reflect any information about any live players you may fly with during multi-player missions.
1: ON THE BASE TRAINING BUILDING Tutorial/Training appears when this building is highlighted. Before you head for the flight area, you may want to hone your piloting skills. The Training Building offers a complete, interactive tutorial that introduces you to the Longbow Apache, Kiowa Warrior, Black Hawk and helicopter flight in general.
LONGBOW 2 INSTANT MISSION HELICOPTER Instant Action appears when this helicopter is highlighted. Instant Action missions are for players who want to get up in the air quickly and destroy targets. Left click on the grounded helicopter to start an Instant Action Mission (single-player) or Death Match (multi-player). For details, see In a Hurry? on p. 0.12. MULTI-PLAYER MISSION BUILDING Commo Building appears when this building is highlighted.
1: FORCE ADVANTAGE ON THE BASE You can give one side or the other a situational advantage. Select FRIENDLY ADVANTAGE, ENEMY ADVANTAGE, NEUTRAL or RANDOM. The remaining parameters can be set independently for both both teams. MISSION TYPES Set the mission objective.
LONGBOW 2 CAMPAIGN MISSION BUILDING Campaign Missions appears when this building is highlighted. When you left-click on this building, a plaque displays with both FALLEN CRESCENT and AZURE RUNE options. The Azure Rune training campaign has two variants. In the Friend vs. Enemy campaign, the opposing force uses authentic international arms, while in the Friend vs. Friend campaign both sides have American armaments (thereby providing a realistic context for a multiplayer, head-to-head campaign).
1: ON THE BASE LIMIT RADAR LONGBOWS If this toggle is set to ON, destroyed Longbows will not be replaced immediately. LIMIT OTHER If this toggle is set to ON, destroyed Kiowas, Longbows without radars and Black Hawks will not be replaced immediately HELICOPTERS LIMIT MISSILES If this toggle is set to ON, expended Hellfires and Stingers will not be replaced immediately. LIMIT ROCKETS If this toggle is set to ON, expended rockets will not be replaced immediately.
LONGBOW 2 MOBILE MISSION PLANNING CELL (MMPC) The MMPC is a tent or truck-mounted system used for tactical mission planning in the field. Left-clicking on either the Campaign or Single Mission Building will take you to the MMPC. When you left-click on the notebook (after entering from the Single Mission Building) you are given a menu of pre-generated missions from which to select.
1: ON THE BASE Mission Planner ♦ Left-click on the mission planning computer on the desk to view the Mission Planner display. You can use this interface to add/delete waypoints (planned navigation points), view intelligence reports on what to expect during the mission, arm and assign your squad’s helicopters, view in detail the map of the mission area, and more. You also get your briefing here (in text form).
LONGBOW 2 System. This bar contains only three options, one of which is found only in multiplayer games. Exit. Closes the Mission Planner and returns you to the Mission Planning center. This option is identical in function to the red power button. Restore All Defaults. Erases all changes to the Mission Planner and restores the computer’s original defaults. Transmit FARP Data. (multi-player only, see Multi-Player Guide) Transmits Overlays.
1: ON THE BASE Waypoints. This menu allows you to toggle the waypoints for each of the four flights on and off. Flight 1. When this option is selected, waypoints for Flight 1 are displayed. Flight 2. When this option is selected, waypoints for Flight 2 are displayed. Flight 3. When this option is selected, waypoints for Flight 3 are displayed. Flight 4. When this option is selected, waypoints for Flight 4 are displayed. All. This option selects all flights and displays their waypoints. None.
LONGBOW 2 Arming. Each team window contains a graphic of the team’s helicopters and all currently available armaments for those helicopters. In most missions the helicopters will be fully loaded with a computer-selected default loadout. The weapons appear as brightly colored icons on the graphic. Left-click on the “-” box in the inventory to de-select a weapon of that type. Once a space has been opened, you can left-click on the “+” box of the desired weapon on the weapons list to load a new weapon.
1: ON THE BASE Left-click on this button to activate the profiling tool, then left-click on any point on the map, drag to any other point and release. This will create a green line connecting the two points. A box will open, displaying the vertical contour of the land along that line. To close the profile box, left-click on the close button. You can then either draw another profile line, or left-click on the Profiler button to deactivate the profiler tool. Rehearse.
LONGBOW 2 Waypoint Symbology If the assigned action at a waypoint involves another unit — e.g., engaging an enemy unit, or rendezvous with a friendly — a line appears connecting the waypoint with that unit. Moving, Adding and Deleting Waypoints The most important function of the map, other than its informational content, is its ability move, add or delete waypoints. ♦ You cannot move, add or delete the first waypoint, or delete the last, numbered waypoint.
1: ON THE BASE Waypoint Information Window Not only does the Waypoint Information Window display useful info, it also allows you to assign new orders to new or pre-existing waypoints. Waypoint Type. This is, broadly speaking, the reason for the waypoint’s existence. The type is determined by the nature of the action assigned to the waypoint. Checkpoint. This is simply an arbitrary geographical point at which the flight can wait, change course, or begin a new action. Battle Point.
LONGBOW 2 Cruise. Flying above terrain obstacles at full cruise speed. Alt. Recommended altitude along the route. Speed. Recommended speed of approach. ToT. Time on Target. Estimated arrival time at this waypoint in minutes and seconds from the start of the mission. Loiter. This is the time the flight is expected to hover above the waypoint before moving on. Loiter time in minutes and seconds can be set by leftclicking the “-“ and “+” buttons. Each left-click changes the loiter time by 10 seconds.
1: ON THE BASE Fly Mission Left-click on the flight helmet to fly the mission you’ve configured (with your newly loaded helicopter). For information on the basics of flight, see Flight Training, Chapter 4. Mission Planner Jane’s Book Fly Mission Trash Mission Trash Mission Left-click the wastebasket (or box) to abort the mission and return to the main screen for the overhead view of the Base.
LONGBOW 2 ENDING A MISSION If you successfully complete your mission objectives, you can end the mission by landing at your final waypoint, or by meeting one of the following conditions: ♦ You land at a Forward Air Refueling Point (FARP). ♦ You press aQ (quit mission). ♦ Your helicopter takes too much damage and explodes. ♦ You crash and are rescued or captured. ♦ You crash and die.
1: ON THE BASE The acronyms on the chalkboard represent target types, and the numbers beside each indicate how many targets of that type were eliminated during the mission. Your score appears on the board, and accumulates during your pilot’s career. Important Note: If you activate INVULNERABLE or UNLIMITED AMMO options during a mission, the current mission score will not be added to your total score.
LONGBOW 2 Crashing and Surviving Your mission ends if you crash or get shot down. If you crash during a battle and survive, you’ll see your helicopter crash. Dying When you are shot down or collide with something at high speed (either terrain or another aircraft), you’ll see your helicopter crashing. Afterward, you’ll find yourself in the Debriefing Room. You’ll still get a debriefing and mission success/failure message (and might become a posthumous war hero).
2 Cockpits
LONGBOW 2 2. COCKPIT/SYSTEMS Game vs. Reality ...............................................2.1 How to Use This Chapter ....................................2.2 AIRCRAFT OVERVIEW ...........................2.3 Longbow Apache.........................................2.3 Kiowa Warrior.............................................2.3 Black Hawk ................................................2.3 In-Flight System Keys ........................................2.3 Game Options .....................................
2: COCKPITS As systems and weapons technology grow increasingly complex, flying a helicopter becomes a more difficult task. Pilots constantly have to scan 360° for threats while keeping both hands and feet on the controls at all times. And over the last few years, targeting, night vision and display systems have added new gauges, switches, displays and controls. The size of the helicopter cockpit and its panels hasn’t increased much to accommodate these new avionic systems.
LONGBOW 2 How to Use This Chapter This chapter covers the cockpit and system features of all three flyable helicopters — the Longbow, Kiowa Warrior and Black Hawk. If a particular section applies to a specific helicopter, you’ll see its name in bold letters, between horizontal lines like this. Aircraft Overview, below, gives a description of the cockpits, IHADSS, MFDs, master modes and other cockpit items in the three aircraft of Longbow 2. Integrated Helmet Display and Sight System, p. 2.
2: COCKPITS AIRCRAFT OVERVIEW Longbow Apache The AH-64D cockpit has three primary information display systems. The first is the large, green display (IHADSS, or Integrated Helmet and Display Sight System) overlaid on your forward view. The second consists of two small screens (MFDs, or Multi-Function Displays) embedded in the cockpit. All the information you need to fly and engage enemies is displayed in these two systems. The last system, the Upfront display, gives damage and target information.
LONGBOW 2 Pausing/Ending the Mission aP Pause the game Left-click OK or press e to resume play. aQ Quit the mission If you have not achieved your objectives, you fail the mission, but have the option to re-fly it. aX Exit to Windows 95 Keep in mind that the current mission will not be saved if you exit from in-flight. Note: In multi-player games, only slave players can exit the game without ending it. If the host player exits or quits, the game ends for all players.
2: COCKPITS What is a Mode? The term mode is used several times in this manual, and has different meanings in different contexts. However, it always refers to modes of operation. Take care not to confuse the different mode types. The following items are detailed later in this chapter.
LONGBOW 2 Overview: Multi-Function Displays (MFDs) Longbow, Black Hawk, Kiowa The green-and-black cathode-ray tube (CRT) displays found in the cockpits of all three helicopters are Multi-Function Displays (MFDs). Each displays a “page” of information you access by pressing a key. You can access nine different pages in the Longbow Apache. All available pages can be displayed in any MFD. The Longbow has two MFD screens in the pilot’s position, and two more in the CP/G cockpit.
2: COCKPITS MFDs Sorted by Aircraft MFD TSD System Comms ASE Radar TADS Weapons Engine Flight VSD MMS Longbow Apache ♦ ♦ ♦ ♦ ♦ ♦ ♦ ♦ ♦ Black Hawk ♦ ♦ ♦ Kiowa ♦ ♦ ♦ ♦ ♦ ♦ Overview: Targeting Systems What is TADS? Longbow TADS stands for Target Acquisition and Designation Sight, the basic sighting and imaging system of the AH-64D. Essentially, it is a targeting system that uses lasers, low-light optics and an infrared camera to identify and track targets.
LONGBOW 2 What is FCR? Longbow FCR stands for Fire-Control Radar, a second type of target acquisition system found only in the Longbow. When you bob-up from behind a hill, the bulbous Longbow radar dome on top of the helicopter automatically scans either a 90° pie-shaped arc (for ground threats ) or a 360° circle (for air threats) and “memorizes” targets. The beauty of the FCR system is that you can store multiple targets and then fire off missiles in quick succession.
2: COCKPITS MASTER MODES Longbow, Kiowa You can switch your various modes, displays and sensors individually, or you can use master mode keys to switch your systems to predetermined settings. Each master mode activates a specific combination of MFDs, sensor system, missile launch mode and IHADSS (Longbow). In the Kiowa, the master mode key changes the MFDs and missile launch modes. Master modes are useful because you can easily activate all the items you need for a certain situation with a single command.
LONGBOW 2 Kiowa Master Mode Left MFD Page Right MFD Page NAV ASE TSD DIRECT MMS VSD INDIRECT MMS VSD ATA MMS VSD Upfront Display Longbow This is the digital display in the top right section of your cockpit that gives information, such as system failures and a mission clock. (See p. 5.21 for additional targeting information using the UPFRONT display.
2: COCKPITS Longbow Fire Warning Lights The left side of the Longbow cockpit has three lights, that indicate engine fires. Engine 1 Fire APU Fire Engine 2 Fire Engine 1 Fire Your port (left) engine is on fire. APU Fire Your auxiliary power unit (APU) is on fire. Engine 2 Fire Your starboard (right) engine is on fire. In case of a fire, use your fire extinguisher (available only once per mission), or shut down the engine that is on fire.
LONGBOW 2 Altimeter. Dial gauge giving the helicopter’s altitude in feet above sea level (not height above ground level). Each clock-wise revolution of the needle indicates +1000 feet of altitude, and each counter-clockwise revolution indicates -1000 feet. The counter in the center of the dial increments or decrements one digit for each revolution. Artificial Horizon. Dial gauge using a horizontal line to display the helicopter’s attitude relative to the horizon.
2: COCKPITS The following keys switch to an IHADSS mode immediately, and are useful if you’re programming a joystick with multiple buttons. s5 Activate Hover IHADSS mode (use when hovering) s6 Activate Bob-Up IHADSS mode (use when popping out/firing from a masked position) s7 Activate Transition IHADSS mode (use when taking off, landing, or going from a hover to forward flight) s8 Activate Cruise IHADSS mode (use during forward flight) Reading IHADSS information.
LONGBOW 2 IHADSS FLIGHT SYMBOLOGY Longbow The Integrated Helmet and Display Sighting System projects assorted navigational and targeting information onto a display. It also displays symbols generated by the Target Acquisition and Designation Sight system and uses an infrared nighttime display (the Pilot Night Vision System). Information from the flight instruments, navigational system and weapons system is overlaid on this video display and appears in a small reticule mounted on the helmet.
2: COCKPITS 4 Magnetic Heading Tape. Scrolling tick marks on the top of the display show the four compass directions — N, S, W and E. Other indicators (the command heading and the FCR radar heading) are overlaid on the tape. A, S Use the cyclic to change headings — the tape scrolls accordingly. (At speeds below 60 knots, use the rudder pedals — [ or ].) 5 Command Heading. This small open carat on the magnetic heading tape (4) shows the compass heading of the next programmed waypoint.
LONGBOW 2 9 Navigation Waypoint Information Readout. This readout gives the currently selected waypoint number (such as W06) and the remaining distance in kilometers. A time to arrival also appears (in Cruise and Transition IHADSS modes). When you specify a new waypoint, navigation information changes. Your current waypoint appears as a flashing circle in the TSD MFD (see p. 2.24), and as a number in the IHADSS display.
2: COCKPITS Advanced Hover IHADSS Mode Elements 11 Alternate Sensor Bearing. The alternate sensor bearing is a small, solid chevron that displays along the bottom of the heading tape (4). This symbol indicates the direction of the TADS sensor relative to the line of travel of the helicopter. The field of view marker (16) inside the field of regard box (15) moves to reflect this position, which can move +30° to -60° vertically and 220° horizontally.
LONGBOW 2 15 Field of Regard Box. The large rectangle centered along the bottom section of the IHADSS display is the field-of-regard box. It represents the 220° x 90° field of view of the TADS camera. When you pan the TADS camera left or right, the small rectangle inside this box (the field of view marker) moves accordingly. (See Alternate Sensor Bearing (11) for camera slew commands.) 16 Field of View Marker.
2: COCKPITS Bob-Up IHADSS Mode 22 Bob-Up Command Heading Hover Position Box 21 s6 Activate Bob-Up IHADSS mode (use when you’re hidden and need to bob-up to fire) This IHADSS mode includes all items that appear in Hover IHADSS mode, but also incorporates the hover position box and a second command heading. 21 Hover Position Box. This octagonal box originates at the center of the viewscreen and gives an “overhead” view of approximately an 8' x 8' area of ground.
LONGBOW 2 Transition IHADSS Mode 24 Flight Path Indicator Horizon Line s7 23 Activate Transition IHADSS mode (use when landing or moving from a hover into forward flight) The Transition IHADSS mode displays all the information in Hover IHADSS mode, along with two additional items — the horizon line and flight path indicator. The estimated time to arrival for the current waypoint also appears to the left of the High Action Display (10). 23 Horizon Line.
2: COCKPITS Cruise IHADSS Mode 27 Bank Angle Indicator Barometric Altitude 25 Weapon Constraint (varies between weapon types) Pitch Ladder 26 s8 Activate Cruise IHADSS mode (use when cruising in forward flight) In Cruise IHADSS mode, the IHADSS displays all the information found in Transition IHADSS mode, except that the horizon line (23) disappears. Instead, there are three additional readouts — barometric altitude, pitch ladder and bank angle indicator.
LONGBOW 2 Weapon-Specific Items Longbow See Kiowa Pilot Display Unit, p. 2.48, for information on weapon constraints in the Kiowa. Whenever you’re using certain weapons, additional items are added to the IHADSS display. It doesn’t matter which IHADSS mode is currently active — these elements are dependent on the current weapon type.
2: COCKPITS Rocket Steering Cursor. Specific to 2.75-inch Folding Fin Aerial Rockets, this I-beam shows what direction the helicopter needs to move to meet the constraints for firing FFARs. The rocket constraint only displays if this rocket type is active, and its operation is similar to that of the Hellfire missile constraint box. The steering cursor’s purpose is to help the crew members look/steer toward the target and bring it into view for a lock.
LONGBOW 2 MULTI-FUNCTION DISPLAYS (MFDS) All three helicopters use MFDs — each description lists the appropriate helicopters that use that display. One of the defining features of the current generation of combat helicopter is the addition of MFD displays in the cockpit. In the Longbow, two CRT screens exist, and both can independently display nine different pages of information (see MFD Types, p. 2.6). Tactical Situation Display (TSD) (p. 2.24) Aircraft Survivability Equipment (ASE) (p. 2.
2: EXAMPLE 2 Threat Range Current Target COCKPITS Current Target Acquisition System Declutter Status Scanning Limits Although the Black Hawk does not have a targeting system, it can still receive TSD information through its communications system from other helicopters and the ABCCC. Since the Black Hawk has no cockpit-controlled weaponry, the targeting functions of the TSD are fairly useless, although the targeting readouts on the MFD are still useful for recognizing and avoiding threats.
LONGBOW 2 Each category of threat has its own symbol. When REALISTIC FOR SYMBOLOGY is active, the symbols change. See p. 2.30 for realistic FCR symbols. Light Structure Heavy Structure Light Armor Heavy Armor Light Wheeled Vehicle Heavy Wheeled Vehicle Light Artillery Heavy Artillery Airplane Helicopter Ground Threat (ASE) Out-of-Range Target Range to Target. The range in kilometers to the locked target appears in the bottom right corner of the display. Waypoints.
2: COCKPITS Adjusting TSD Items In the TSD display, you can adjust scale, designate targets, and declutter symbology. Range to Target. This is the distance to the current target in kilometers and appears in a box in the bottom right corner. y Cycle through TSD ranges Alternatively, left-click (L) on the current range in the MFD to increase TSD range, right-click to decrease it Declutter Status.
LONGBOW 2 Priority Fire Zones (PFZs) It is useful to select certain zones as target priorities. These zones let you fire up to 16 Hellfire missiles (your entire bank) one after the other. Each missile tracks a single target, allowing you to simultaneously engage 16 targets. By creating a PFZ, you instruct your targeting system to acquire targets in this area first. You can trade PFZ information with your wingman, or assign your wingman to different areas (see Wingman Commands, p. 5.24).
2: COCKPITS Radar MFD Longbow AIR MODE GROUND MODE Radar Range Threat Heading Tape Current Target Scanning Limits The Radar MFD reflects raw returns from the helicopter’s radar and displays target information from either the TADS or FCR targeting system (whichever is active). It operates in two modes — air or ground — and has different ranges. Use air radar mode to find air targets, and ground radar mode to sweep for ground targets.
LONGBOW 2 Realistic FCR Options You have more control over the radar if REALISTIC FOR OPERATION is active in the OPTIONS MENU under Gameplay/Realism/Custom. This controls how the FCR operates and changes the appearance of the TSD MFD (as well as the Radar MFD).
2: COCKPITS Realistic FCR Operation Commands If FCR is the active target acquisition system, and REALISTIC FCR OPERATION is selected, you can control your Fire-Control Radar scan as follows. Numpad 4, 6 Control direction of Fire-Control Radar scan (left or right) Numpad 8, 2 Increase, decrease arc size of FCR scan (up to 90 degrees) Reducing the arc of the scan reduces your visibility on enemy radar detection systems and gives you quicker updates.
LONGBOW 2 Target Acquisition and Designation Sight (TADS) MFD Longbow The TADS MFD displays camera images gathered by the TADS sensor package. From the co-pilot/gunner cockpit (front seat), you can display the TADS MFD as a full-screen view. (See Co-Pilot/Gunner (Front Seat) Cockpit, p. 2.51, for details.) Numpad . Toggle full-screen, Head-Down Display of TADS MFD (or Radar MFD, if FCR is active). Press again for normal cockpit view. You must be in the CP/G (front-seat) cockpit to use this view.
2: COCKPITS FLIR. This monochrome image has been improved, and you now have “white-hot” and “black-hot” options. White-hot displays white objects on a black background, while black-hot displays black objects against a white background. Numpad 7 Toggle between white-hot/black-hot FLIR imagery DTV. The Daytime TV camera gives you a good visual of a target at the Narrow zoom level setting. Use this to identify targets at fairly long range. DVO.
LONGBOW b 2 Cycle through weapon types (highlighted box is active weapon) z Fire active weapon e Fire cannon h Switch target acquisition system (TADS or FCR) Master Arm Indicator. This safety measure toggles weapons between ARM and SAFE states. Keep it on SAFE until you’re ready for battle. cM Switch between ARM and SAFE Weapons Display. Shows how many weapons/countermeasures remain of each type. This display uses an aircraft symbol with boxes that represent weapon hardpoints.
2: COCKPITS Chaff Pods. The number to the right of the chaff indicator (C:) shows how many chaff cartridges remain. C Release chaff Rocket Salvo. The number to the right of RKT tells how many rockets are launched when you issue a fire command.
LONGBOW 2 Radius of Attack. The radius of attack for ground threats, or the area within which you’re vulnerable to their fire. Circles in the MFD indicate the attack limits of a particular enemy ground gun or SAM site. Stay outside these arcs to avoid their fire. The arcs change appearance according to the enemy’s actions: Dotted arc Threat is searching with radar. Solid arc Threat is tracking with radar. Flashing arc Threat has launched a guided missile.
2: COCKPITS ASE Autopage You can automatically instruct the ASE page to appear whenever you’re engaged by a SAM or AAA gun by pressing sA. (This key toggles the function on/off — it’s on by default.) The ASE Autopage function is useful during combat and saves you from paging through MFDs while you’re taking fire. When the battle is over, the ASE doesn’t disappear — you must manually deactivate it.
LONGBOW 2 System MFD Longbow, Kiowa, Black Hawk LONGBOW Components Status Fuel Components. The helicopter’s components are listed inside the MFD. (The Kiowa and Black Hawk System MFDs differ slightly, but the status names are the same.) The System MFD shows how badly your helicopter has been damaged by displaying the status of each important system as follows: OK System is operational. MARG System has marginal damage. INOP/FAIL System is inoperative.
2: COCKPITS The torque bars increase in height when you add collective, and decrease when you reduce collective. Try to keep the torque level at or below the solid circle marker at the top of the bar display — it marks the desirable torque setting. = Add collective (increases torque) - Decrease collective (decreases torque) Interpreting the Symbols Symbols beside the bars describe minimum, maximum and safe operational ranges. Max level of operation. Ideal level of operation.
LONGBOW 2 Flight MFD Longbow This MFD page displays important IHADSS information — the pitch ladder, slip ball, current waypoint and distance to it, altitude, airspeed, heading and torque. (Refer to Cruise IHADSS Mode, p. 2.21, to learn how to interpret this display.
2: COCKPITS Vertical System Display (VSD) MFD Kiowa This versatile MFD, unique to the Kiowa Warrior, is basically three MFDs in one, combining many of the functions of the Longbow’s Flight and Weapons MFD pages. Which one displays depends on a) whether or not the Master Arm function is on or off, and b) what weapon is active. See IHADSS Flight Symbology, p. 2.14, for details on items in this display. Master Arm OFF (see p. 2.
LONGBOW 2 Range to Target. The range in kilometers to the locked target appears in the bottom right corner of the display. Waypoints. The box in the lower left corner gives navigation information — the selected waypoint (such as W03) and the distance in kilometers. Time to Arrival also appears. Target Box. Once you have a target in your field of view, a small diamond appears on the VSD. If the target moves out of view, the diamond moves in that direction.
2: COCKPITS Mast-Mounted Sight (MMS) MFD Kiowa This MFD performs basically the same function for the Kiowa as the TADS MFD performs for the Longbow. Although the organization of the information is a bit different, the functionality of the MFD is the same. Heading Tape Target Gates Weapon Inhibit Field Active Camera Type Target. This is a camera image of the currently selected target. Heading Tape. The helicopter’s heading tape lines the top of the MFD.
LONGBOW 2 IN-FLIGHT NAVIGATION SYSTEM See Mobile Mission Planning Cell, p. 1.10, for more details on this map. The game has an in-flight navigation system that looks and feels very similar to the Mission Planning screen. The map’s main purpose is to display the current, real-time position of your helicopter, as well as all helicopters in other flights.
2: COCKPITS Contour Map. The contour map (see p. 1.12) appears behind this MFD, and scrolls as you fly over the terrain. The lighter contour, the higher the terrain. Low, flat areas appear as a darker shade of green. The top of the map is always north. To toggle the background map, left-click MAP OFF (it then changes to MAP ON). Grid Lines/Map Coordinates. The map is segmented into 1-kilometer squares by thin, green grid lines, as well as into 5-kilometer squares marked by bold, green grid lines.
LONGBOW 2 TARGETING AND SIGHT SYSTEMS The AH-64D Longbow and Kiowa Warrior have several systems that aid in acquiring and identifying targets. Both have night vision systems that aid pilots at night and during bad weather. The Longbow has a Fire-Control Radar (FCR), Target Acquisition and Designation Sight (TADS), and Pilot Night Vision System (PNVS). The Kiowa has a MastMounted Sight (MMS), Pilot Display Unit (PDU), and ANVIS night vision system (similar to PNVS).
2: COCKPITS Target Acquisition and Designation Sight (TADS) Longbow The second target acquisition system in the AH-64D Longbow is the Target Acquisition and Designation Sight. Like the FCR, it allows the crew to identify and target enemy aircraft or ground vehicles from the air. (However, it can only lock onto targets in a 220° arc in front of the helicopter.
LONGBOW 2 Pilot Night Vision System (PNVS) / ANVIS Longbow, Kiowa Another camera (just above the TADS cameras) is the Pilot Night Vision System (PNVS). It receives thermal images from an infrared camera and lets the pilot fly the helicopter at night or in bad weather/smoky situations. This camera creates a picture of the terrain and ground objects by monitoring the amount of heat emitted from them. In the day, buildings and objects absorb heat and radiation from the sun.
2: COCKPITS Kiowa Weapon Constraints Additional weapon-specific items are added to the PDU display when you use your weapons. It doesn’t matter which master mode is currently active — it all depends on the current weapon type. To tell which weapon is active, look at the VSD MFD — an icon appears for whichever weapon you’re using.
LONGBOW 2 Rocket Steering Cursor. When rockets are active in the Kiowa, two separate weapon constraint items appear on the PDU. These constraints apply only to multi-purpose submunition (MPSM) rockets — FFARs do not require a lock. The rocket constraints only display if rockets are active, and both constraints must be met to gain a lock. The first constraint is an I-beam, which shows what direction the helicopter needs to move horizontally to bring the target into weapon constraints.
2: COCKPITS CO-PILOT/GUNNER COCKPIT Longbow, Kiowa Both the Longbow and the Kiowa feature a separate cockpit for the co-pilot/gunner (CP/G). In the Kiowa, the two seats are virtually identical. In the Longbow you can perform most of the same tasks in the front (CP/G) seat as you can in the pilot’s seat — the main difference is that the CP/G seat has an Optical Relay Tube (ORT) Unit.
LONGBOW 2 Longbow’s Front Seat (CP/G) The full-screen view of the ORT, called the Head-Down Display (HDD), shows TADS or Radar MFD image (whichever is active) with target information superimposed on top of it. This screen is repeated in a small, cockpit dash display known as the Head-Out Display (HOD) – a monochrome image that duplicates the HDD. Numpad 0 Toggle between front-seat (CP/G) and pilot’s cockpit Numpad .
2: COCKPITS Optical Relay Tube (ORT) Unit Longbow In addition to two regular MFDs, the Longbow’s CP/G cockpit has an ORT unit that shows either the TADS or Radar MFD. The CP/G performs his targeting functions by either looking through the HDD (an eyepiece mounted in the middle of the cockpit dash) or at the HOD (small dash display). Head-Down Display (HDD) Head-Out Display (HOD) The Head-Out Display emulates either the TADS or Radar MFD, depending on which acquisition mode is active.
LONGBOW 2 BLACK HAWK ANALOG COCKPIT Black Hawk The cockpits of the Longbow and Kiowa are almost entirely digital, with all important flight-status information appearing in the MFDs or Upfront display. The Black Hawk, however, has far fewer digital readouts, and relies far more on traditional analog aircraft instrumentation.
2: COCKPITS Horizontal Situation Indicator. This gauge indicates how far off course you might be at any given moment. The outer ring of the HSI has a compass, while the line bisecting the inner ring represents the direct path of your assigned course. A deviation bar shows (in relative terms) how far you are from your course. If the course bar is perfectly vertical, and your deviation bar exactly overlays the course line, then you are on course. Torque Readout.
LONGBOW 2 VIEW CONTROLS Longbow, Black Hawk, Kiowa During flight, you have access to a number of useful views. You can “look” in any direction, watch your missile as it strikes a target, slew your TADS helmet view, pan around your aircraft, and more. Alternate views are both useful and entertaining. All game objects are highly detailed (down to their rotating turrets) and are active even while you’re occupied elsewhere. You can even hear their sound effects in exterior camera views.
2: COCKPITS Inside Cockpit Views Note: The “no cockpit” views listed below keep the IHADSS display in your view at all times. 1 Front cockpit view. Looks out the front of the cockpit. s1 Front view, no cockpit. Removes cockpit/MFDs and shows only IHADSS. You can pan this view without affecting the TADS sensor/cannon position. (See View Panning, above, for controls.) 2 Left cockpit view. Looks out the left side of the cockpit and displays IHADSS information. s2 Left view, no cockpit.
LONGBOW 2 Target Views The next six views cycle through a current target list (a list of targets identified by the FCR, TADS or CP/G). This list varies, depending on which system you’re using to find targets, and whether or not you’ve established any Priority Fire Zones (PFZs). ♦ Switching targets in view (by pressing T) transfers the current lock to that target instead. ♦ If you’re using FCR target acquisition and have designated PFZs, the view cycles through targets in that zone.
3 Ground School
LONGBOW 2 3. GROUND SCHOOL LIFT FORCE ...........................................3.1 HORIZONTAL MOTION ..........................3.9 Generating Lift ..................................................3.2 Translational Lift................................................3.9 Bernoulli’s Principle.....................................3.2 Drag.........................................................3.10 Angle of Attack ...........................................3.3 Asymmetry of Lift......................
3: GROUND SCHOOL Although records of experiments in rotary flight date back to the 15th century, it wasn’t until after World War II that a full-size model of a helicopter capable of consistently flying more than a few hundred feet was developed. Early attempts at helicopter design were thwarted by a lack of understanding of the physics of rotary flight and the special problems it created. This chapter describes the forces that govern rotary-wing flight.
LONGBOW 2 Generating Lift The design of an aircraft’s airfoils (wings or blades) enables them to generate lift. Airfoils are designed differently for each application — rotary-wing airfoils are built to take advantage of both forward flight and rotary motion. The geometric design of the blade helps the craft adapt to variable flight conditions. Two physical principles, Bernoulli’s principle and angle of attack, explain how the design of an airfoil creates lift.
3: GROUND SCHOOL Angle of Attack When a helicopter powers up, its blades are parallel to the ground. Once they’re spinning fast enough, the pilot angles the blades. When the blades cut through the air at an angle, they generate lift. The angle at which the blade hits the air is called the angle of attack. This angle changes as the pilot changes the angle of the blades with his flight controls and as the direction of the air moving over the blades changes (as, for example, in gusty wind conditions).
LONGBOW 2 Angle of Incidence Angle of incidence Rotor disc plane of rotation Angle of incidence is unaffected by airflow Angle of incidence refers to the angle of the blades with respect to the plane of rotation of the rotor disc. This angle is strictly mechanical and is not affected by differences in airflow. This is the angle that the pilot alters with flight controls. The collective alters the angle of incidence of all of the blades to the same degree at the same time.
3: GROUND SCHOOL ROTATIONAL MOTION As stated earlier, lift is an upward force created as an airfoil cuts through the air. In a helicopter, the airfoils (blades) move through the air in three directions — horizontally, vertically and circularly. The interaction between forces generated by these planes of motion determines how the helicopter moves. The speed of the blades as they rotate around a central point is called angular or rotational velocity or blade speed.
LONGBOW 2 Compressibility of Air It makes sense that the faster the blades spin, the more lift can be created. This holds true until the blade speed nears the speed of sound. Air compresses around the blades and produces a shock wave on the bottom surface at blade speeds between Mach 0.5 and 0.6, and on the top surface at blades speeds near Mach 0.9. This phenomenon is called compressibility of air. A helicopter’s blades are not designed to go through this shock wave and the resulting pitch force. Mach 0.
3: GROUND SCHOOL Ground Effect in a Hover When a helicopter hovers within a rotor length of the ground, downwash pushes down against the surface. An artificial cushion is then created as the air “bounces” off the terrain and back up into the rotor blades. This is called ground effect. In the game, you’ll notice ground effect when you’re flying within 50 feet or so of ground level.
LONGBOW 2 CHAPTER 3 Torque A bizarre function of early helicopter models frustrated designers for centuries. Whenever a model took off, it would keel over in one direction or spin and hop uncontrollably. This behavior was later understood to be the result of a torque force: the rotor shaft was spinning in one direction, while the rest of the craft was twisting in the opposite direction.
3: GROUND SCHOOL HORIZONTAL MOTION Unlike a fixed-wing aircraft, which is propelled forward by thrust from the engines, a helicopter moves forward (or backward, or sideways) by tilting the lift force. To move forward, a pilot adjusts his cyclic control (see Cyclic Total lift Stick, p. 4.3), which adjust the angles of the individual blades as they rotate so that the entire Hover rotor disc (the plane of rotation of the rotor and blades) remains Total lift Vertical lift tilted downward (see diagram).
LONGBOW 2 Drag Commonly known as air resistance, drag is the force that counteracts an object moving through air. As an airfoil moves through the air, the air resists the surface of the airfoil, pushing against it. The upward component of this force produces lift. The backward force, however, is a drag force that works against the forward motion of the blades. This drag force increases as angle of attack increases. (See Angle of Attack, p. 3.3.) Drag produced by angle of attack is called induced drag.
3: GROUND SCHOOL The other blade moves from the rear of the aircraft toward the front (from the 6 o’clock position to 3 o’clock). It is the advancing blade because it is traveling “forward,” or in the same direction as the helicopter’s motion. The advancing blade is moving in the same direction as the helicopter (forward), so the speed of the air passing over the blade is the sum of these two speeds (150 + 400 = 550 mph).
LONGBOW 2 Retreating Blade Stall As the forward speed of the helicopter increases, the airspeed around its retreating blade decreases, which means the lift generated on the retreating blades decreases. In order to compensate for the reduction of lift, the angle of attack of the retreating blades must be increased in order to equalize the lift on both left and right side of the rotor disc. (The pilot does this by moving the cyclic control toward the side where the lift is greatest.
4 Flight Training
LONGBOW 2 4. FLIGHT TRAINING HELICOPTER CONTROLS.........................4.1 PRACTICE FLIGHT (NON-COMBAT) .........4.8 Rotor.................................................................4.1 Startup..............................................................4.9 Collective Stick...................................................4.2 Takeoff ...........................................................4.10 Advanced Collective Controls........................4.2 In-Flight ............................
4: FLIGHT TRAINING This chapter describes the basic controls of the helicopter and the mechanics of taking off, climbing, diving, turning and landing. ♦ See In a Hurry?, p. 0.12, for a short overview of the basic instruments and keystrokes you need to fly Longbow 2. ♦ See Weapons Systems, pp. 5.9-5.23, for details on how to use the onboard weapon systems, acquire targets, and arm/fire all of the Longbow’s weapons.
LONGBOW 2 Collective Stick The collective controls lift (and thus altitude) by altering the pitch of all four main rotor blades simultaneously. Use the following keystrokes to simulate the collective stick if you’re using the keyboard to fly. If you’re using a joystick with an active throttle wheel, you can also use the wheel to control collective.
4: FLIGHT TRAINING Cyclic Stick The cyclic controls pitch and bank. Your joystick (or keyboard, if it’s the active flight device) acts as the cyclic stick. W, Z Pitch the aircraft down, up A, S Bank the aircraft left, right Cyclic: Pitch/Bank How Cyclic Works The cyclic affects the angle of individual rotor blades at different points in a 360° revolution. The individual blade angles are increased during half of the revolution, and decreased during the other half.
LONGBOW 2 Directional Control Pedals Directional control pedals tail rotor control heading by increasing or decreasing the pitch of the tail rotor blades. You can use pedals or keystrokes to “push” the helicopter’s tail left or right, which yaws the nose in that direction. (This is most effective at low speeds.) [ Yaw the nose left ] Yaw the nose right How Directional Control Pedals Work The tail rotor controls the direction in which the nose is pointed.
4: FLIGHT TRAINING Adjusting Realism and Difficulty If you selected CASUAL settings during installation, the flight settings will be simple. You can set more realistic options in the Options Menu. See the Install Guide for details. See Options Menu in the Install Guide for details on each option. 1. Open the OPTIONS menu (press q (in-flight) or aO (otherwise)). 2. Select CUSTOM. The REALISM options have let you control enemy skill, copilot/gunner involvement and flight dynamics.
LONGBOW A (3x) 2 Deactivate autopilot Autopilot disengages automatically when you press A a third time, or when you move your joystick or adjust collective using normal controls. It will also disengage if you’ve reached your final waypoint. (At that point, it simply stops flying forward and hovers at a constant altitude.) If autopilot is active in the Longbow, AP1 or AP2 appears in the top right corner of the IHADSS display. In the Black Hawk, this is an indicator light (see Black Hawk Analog Cockpit, p.
4: FLIGHT TRAINING Hover Hold All helicopters tend to drift and rotate during a hover. If you’re hovering and need to stay put, activate this auxiliary autopilot function. You must be flying slower than 15 knots (including any sideways velocity, or “side-slip”). With hover hold active, the helicopter assumes the current altitude and attitude. H Toggle hover hold mode on/off In the Longbow, HOV appears in the upper right corner of the IHADSS. In the Black Hawk, this is an indicator light.
LONGBOW 2 PRACTICE FLIGHT (NON-COMBAT) This section covers the basics of non-combat flight — how to take off, navigate, hover and land. A keystroke at the beginning of a line indicates which key you should press to perform the listed action. A key in parentheses indicates a keystroke you’ll need in the future (but don’t need to press now). You can practice flight techniques in the Free Flight training mission. (Left-click on the Training Building in the overhead Base view, then on the Free Flight book.
4: FLIGHT TRAINING Startup To interpret cockpit items, see Integrated Helmet and Display Sight System, p. 2.12, and Multi-Function Displays, p. 2.24. Selecting the Instant Action tower places you in the cockpit of an AH-64D Longbow Apache. The following steps will teach you how to perform basic maneuvers and help familiarize you with the cockpit. Note: The following step, disengaging the rotor brake, is not necessary for Instant Action Missions.
LONGBOW 2 Takeoff = Increase collective. You need to increase rotor speed by adding collective until the helicopter starts to rise. (The more collective you add, the more torque is produced. To see the percentage of torque, look at the reading in the upper left corner of the IHADSS display. Be careful not to exceed 100% torque — if you do, the rotor may become overloaded.) = Climb. As you continue to add collective, you progressively tilt the angle of each rotor blade.
4: FLIGHT TRAINING In-Flight W Move cyclic forward. To deactivate hover hold, use the cyclic. You can now gain forward speed by using the cyclic to tilt the rotor forward. As you gently push the cyclic stick forward, the nose of the helicopter drops slightly. Don’t apply cyclic too quickly — the helicopter’s controls take a moment to produce tangible movements, making it easy to overcontrol. =, W Climb to cruise altitude.
LONGBOW 2 Landing Once you’ve visited all your waypoints, perform the following steps to transition into a hover and land. Note: You can make landings easier by activating the IN-FLIGHT OPTIONS menu and selecting EASY LANDINGS or NO CRASHES. (See Install Guide for details.) Z Reduce forward velocity. When you’re within a mile or so of the LZ, ease back on the cyclic to reduce your speed to approximately 70 knots. At the same time, reduce the collective to shave off altitude.
4: FLIGHT TRAINING [, ] Maintain heading. You should be correctly aligned at this point. However, wind or other adverse conditions may require you to make slight heading adjustments. Steer using the pedals, not the cyclic. (Remember, the directional control pedals are used to turn at low speeds.) - Descend and touch down. When your heading is correct and steady, reduce the collective enough to descend to a few feet above the ground, then gently ease up to drop the final few feet.
LONGBOW 2 Autorotational Landing Note: One of the tutorial missions (FREE FLIGHT) explains how to perform an autorotational landing. See Training Building, p.1.5, for details. In the case of engine failure, landing safely becomes a dangerous process. Fortunately, helicopters are able to autorotate, or use the blade surfaces as “wings” to glide in for a survivable landing. As long the helicopter has forward speed (around 60 knots), you can land it with minimal damage and injury.
5 Combat
LONGBOW 2 5. COMBAT STAYING ALIVE .....................................5.2 Laser Operation...............................................5.22 Aircraft Survivability Equipment.........................5.2 Realistic TADS and the Laser ......................5.23 Evading Missiles.................................................5.3 Using the Laser with Laser Hellfires ...........5.23 DAMAGE...............................................5.4 WINGMEN AND BACKUP .....................5.24 TACTICAL MISSIONS..
5: COMBAT The mobility of rotary craft has radically changed military strategy — not only can helicopters transport troops and arms into critical areas without airstrips, but they can also cross any type of terrain at low altitude. They have a maneuverability advantage over faster fixed-wing fighters in that they can fly close to the earth and shift from forward flight into a hover at a moment’s notice. Their only limiting factor is their top speed.
LONGBOW 2 STAYING ALIVE Today’s helicopters face increasingly dangerous ground and air threats — weapons that target by remote laser, missiles that employ active and semi-active radar-homing, and more sensitive, all-aspect IR (infrared, or heat-seeking) missiles. Several Longbow Apache features counteract these threats. A longer, leaner profile with minimized vertical surfaces presents a smaller radar target.
5: COMBAT You can, at any time, manually control your ASE. I Manually toggle IR jammer on/off J Manually toggle radar jammer on/off D Increase/decrease ASE range sA Toggle ASE autopage on/off When the ASE autopage feature is off, the ASE page will not pop up automatically when you are engaged. Turning autopage off does not turn off the voice warning system.
LONGBOW 2 DAMAGE Longbow, Black Hawk, Kiowa ♦ Systems can be damaged on your helicopter. However, all three helicopters have damage control options (such as a fire extinguisher). If one or both engines catch fire, you can manually extinguish the blaze from the cockpit. (The extinguisher works on either engine in the Longbow). You can only activate a fire extinguisher once per mission.
5: COMBAT SCAS FAIL Stability Control Augmentation System Failure. Digital flight control system is damaged/destroyed. You cannot auto-hover or autopilot, and the helicopter’s flight characteristics suffer. APU FAIL Auxiliary Power Unit Failure. APU is damaged/destroyed, and you cannot restart the engines if they are shut down. “APU is on fire” message sounds. BUCS FAIL Back-Up Control System Failure. Back-Up Control System is damaged/destroyed. “BUCS has failed” message sounds.
LONGBOW 2 TACTICAL MISSIONS Each of the three helicopters modeled in Longbow 2 fills a significant and unique battlefield function. Since you’re the one who will be deciding which aircraft to send on a given mission (see Mission Planning, p. 1.11), it is necessary to understand the functional differences between the aircraft in your arsenal. The Longbow is an AH — Attack Helicopter. The Kiowa is an OH — Observation Helicopter, and the Black Hawk is a UH — Utility Helicopter.
5: COMBAT OH-58D Kiowa Warrior The OH-58D Kiowa Warrior is strictly a scout/recon helicopter — a totally unarmed, peek-and-run spy aircraft. The Kiowa Warrior, however, adds a light but effective offensive package to the mix, making it remarkably versatile. As a recon helicopter, the Kiowa has imaging and communications capabilities that are, in many ways, superior to the Longbow Apache’s.
LONGBOW 2 UH-60L Black Hawk The Black Hawk is an airborne utility truck, the spiritual descendent of the faithful Army mule. Black Hawks do not do tricks. The Black Hawk exists to fly straight into hell, take on or put off its cargo, and fly right back out again with maximum efficiency. While the Apache and Kiowa can sit back behind a ridgeline, pop up and unload at their leisure, then high-tail it home when their ammo runs out, the Black Hawk has to be ready to go all the way down the enemy’s throat.
5: COMBAT WEAPONS SYSTEMS In order to successfully carry out missions, you must accurately find, engage and destroy targets. To do this, you have to know how to use your sensor and weapons systems (described in this section). Finding the Enemy If you want to destroy them, you’ve got to know where they are .... Visual Tracking Longbow, Black Hawk, Kiowa In all helicopters, you can use the 4 virtual cockpit to get a visual on your targets.
LONGBOW 2 AH-64D Longbow Apache. The Longbow Apache features another sensor system, the Westinghouse Millimeter-Wave Fire Control Radar. It has a 360° air mode and a 90° ground mode; raw data for both modes can be displayed on the Radar MFD. Additionally, the FCR can “memorize” contacts — you can bob-up to acquire contacts and then return to cover in order to view this data. Stored radar data is displayed on the TSD MFD. The FCR has a 50km range and illuminates targets for radar-active Hellfires.
5: COMBAT TADS/MMS Target Acquisition Mode Longbow, Kiowa In this mode, your CP/G (Co-Pilot/Gunner) provides you with a target list. The TADS/CPG list can prioritize targets — taking into account distance, angle, weapon constraints, threat perception, etc. — and distinguishes between friendly and enemy targets. The list does not “remember” targets — once a target is out of Line Of Sight (LOS), Field Of View (FOV) or range, it is removed from the list.
LONGBOW 2 Selecting a PFZ. Left-click on the PFZ label (PFZ 1, PFZ 2, etc.) or cycle through the PFZs with Q and sQ. Selecting a PFZ activates the target list for that PFZ: when you call for a target, it will come from this active list. L Left-click on label to select PFZ Q Select next PFZ sQ Select previous PFZ If you have a PFZ active, it remains active, even if it is no longer visible on the TSD, until you select another PFZ or use your cursor to select a single target.
5: COMBAT Getting Best Missile Targets When in TADS target acquisition mode, you can ask your CP/G to sort targets in order of “best” missile target. Your CP/G decides which is “best” based on range to target, aspect angle, threat perception, etc. This command is not available with FCR and PFZ lists. After your list is re-sorted, cycle through your targets with the above target keys.
LONGBOW 2 M230 Chain Gun Cannon Longbow Your cannon is useful against “soft” targets, such as infantry and unarmored trucks. It has an effective range of less than 1km (although you can still destroy things up to about 3km, provided you shoot at them long enough). If you have a target selected, the gun is automatically aimed so that the calculated impact point coincides with the target’s anticipated movement.
5: COMBAT Black Hawk Door Guns Black Hawk The UH-60L Black Hawks modeled in Longbow 2 do not have any cockpitcontrolled armament, but they do have a pair of pintle-mounted door-guns, one on each side of the aircraft. The primary purpose of these guns is to clear a landing zone and provide covering fire while taking on or putting off cargo or passengers. However, they can also be used for in-flight aircraft defense, or even close air support against infantry and unarmed targets.
LONGBOW 2 Stinger Infrared-Guided Missile (AIM-92) Longbow, Kiowa Stingers are fired against air targets, using an IR seeker head to track the target’s heat source. When the seeker locks on to its target, it emits a shrill tone, signaling you to fire. A Stinger’s range is about 4.5km, and it is extremely fast. To engage an air target with Stingers: 1. Switch to ATA master mode with s4. 2. Select a target.
5: COMBAT Folding Fin Aerial Rocket (FFAR) Longbow, Kiowa FFARs can be used against lightly armored targets, such as troops, trucks and support vehicles. These rockets are unguided; you must aim them directly at the target to fire. You have two types to choose from — HE rockets (designated as RC in the Weapons MFD) or multiple-projectile submunition rockets (designated as MPSM). Line the I-beam up with the cross hairs over your target.
LONGBOW 2 Engaging Targets with Hellfires Longbow, Kiowa Longbow IHADSS Missile Launch Mode Kiowa VSD Hellfires are used against heavier armored targets, such as tanks. There are two types of Hellfires — laser-guided and radar-guided (RF, or RadioFrequency). The Longbow carries both types, while the Kiowa only carries laser-guided. Laser- and radar-guided Hellfire missiles behave differently, depending on which target list and launch mode you have active. All Hellfires must be within range to fire.
5: COMBAT With FCR Target Acquisition Mode (Longbow only) Targets out of line of sight (LOS) cannot be engaged in LOBL because a valid lock is required for launch. In the Longbow’s FCR target acquisition mode, the missile is aimed at your current FCR target, unless a PFZ is active. (If so, see below.) LOAL Missile Launch Mode ♦ The Hellfire launches straight ahead with a high launch profile that puts the missile in a downward dive approximately 1km ahead of your aircraft.
LONGBOW 2 Troubleshooting — Getting a Valid Lock Longbow, Kiowa For Hellfires, getting and keeping a valid lock essentially means keeping the missile’s seeker head pointed in a direction that allows it to find its target. When you choose Hellfires, a target box appears on your IHADSS. If you are in LOAL missile launch mode, this box is much larger than it is in LOBL missile launch mode. The box marks the seeker’s field of view.
5: COMBAT MIN RANGE You’re too close: the current target is closer than the minimum range of your weapon. Engage with cannon if target is under 1km away, or with FFARs if it is under 3km away. Failing this, choose another target, or put more distance between you and your current target. Hellfire and Stinger minimum range is approximately .5 km. SKR LIMIT (Seeker limit) The current target is outside of the field of view (FOV) of the current weapon.
LONGBOW 2 Laser Operation The game models the Longbow and Kiowa’s external laser sensor, which guides laser Hellfire missiles and (in the Longbow) provides accurate range-to-target information for your chain gun. The laser activates automatically in most cases, but you can take manual control of it if you select REALISTIC TADS OPERATION in the OPTION menu (next page). Note that the REALISTIC TADS OPERATION option also activates manual laser operation in the Kiowa using the MMS.
5: COMBAT Realistic TADS and the Laser Longbow Before you can activate the laser, you must select a TADS target. Also, before you can manually toggle the laser on/off, you must select the REALISTIC TADS OPERAZTION option in the OPTIONS menu (under the Gameplay/Realism submenu). See the Install Guide for details. Numpad e Toggle laser on/off (with TADS as active target acquisition mode) You can activate the laser when you’re using your chain gun. This is highly recommended, as it increases accuracy.
LONGBOW 2 WINGMEN AND BACKUP Your wingman has the same mission you do, and is a valuable aid in remaining alive and achieving mission objectives. You control what weapons he carries, and you direct him to use these weapons as you see fit. His default orders are to protect you. Beyond that, you must direct his actions. Wingman Commands ♦ You can radio orders to your wingman by pressing the wingman command keys.
5: COMBAT Getting Your Wingman’s Targets c4 Pop up and scan area Your wingman will pop up to about 200 feet, acquire targets, and return to formation. The targets he identifies automatically show up in your TSD. You can be in either TADS or FCR mode for this to happen. Other Wingman Commands c5 Weapons hold Wingman will hold fire. This is his default status. He will not engage unless you command him to, or an enemy aircraft attacks you.
LONGBOW c= 2 Cover me This command places your wingman in protective mode. He’ll hold his fire unless something directly threatens you, at which point he’ll attack. Any other wingman command cancels this one. cb Hand off targets You can give your wingman this command to give him a target, but he won’t attack it. He’ll automatically go into Weapons Hold mode and won’t fire until you give him the Weapons Free command. When you do, he’ll attack that specific target first.
5: COMBAT COMBAT TACTICS Longbow, Kiowa To survive in the air and on the battlefield, pilots must employ both instinct and skill. The next sections discuss offensive and evasive tactics useful when flying under combat conditions. The Longbow and Kiowa can perform these manuevers — however, the Black Hawk is too large and bulky for many evasive actions. Air-to-Ground Tactics The helicopter conducts a variety of ground missions, from low-altitude ambushes to anti-aircraft fire suppression.
LONGBOW 2 Terrain Masking One of the helicopter pilot’s priorities when flying in enemy territory is to avoid being spotted. Evading detection is not always easy, considering the recent strides made in radar and infrared scanning systems. A popular method of hiding as long as possible is the use of terrain as natural cover. Also called Nap-of-the-Earth (NOE) flight, terrain masking involves following the contour of the surrounding terrain.
5: COMBAT NOE flight, in contrast, is not linear and drops the craft’s speed to approximately 50 knots. This type of flight path offers the best protection against overhead fighters, radar and infrared devices. At the same time, airspeed is quite low and makes the craft vulnerable to ground troops and rocket fire. Contour-chasing offers a compromise between cruising flight and NOE flying.
LONGBOW 2 In the AH-64D, the active Fire Control Radar system on the mast above the rotors reads enemy positions during these bob-ups and marks targets on the TSD display. Up to 250 targets can be stored simultaneously and uploaded via a data link to command posts or other friendly craft. When a forward observer has designated such a target, or when the co-pilot/ gunner is ready to fire off a missile, the helicopter simply rises a dozen feet or so, acquires a visual, fires off its weapons and descends.
5: COMBAT Against Fighters Rarely will a helicopter and a fighter engage in combat — their strengths and weaknesses oppose each other, and neither has a decided advantage in battle. The helicopter boasts superior maneuverability over the fighter, and its ability to hover among ground cover gives it a chameleon-like edge. At the same time, the fighter maintains a speed advantage and usually carries a more powerful arsenal of ATA weapons.
LONGBOW 2 Against Helicopters The most obvious effective countermeasure for an attacking helicopter is another helicopter. Once the machines are evenly matched, the contest becomes a matter of piloting skill, not a test of speed vs. maneuverability. And because helicopters are slow and inherently evasive, the engagement is not likely to end quickly. To date, few helicopter-helicopter battles have been recorded, and air-to-air combat consists largely of unproven theory.
5: COMBAT High Yo-Yo The high yo-yo is a recovery method used to regain the six o’clock high position after an overshoot. When you attack a target from the stern position, keep your helicopter slightly behind and to one side of your opponent. As you make a run toward the enemy, he will almost always turn into your attack in an attempt to cut you off and limit his time in your sights. If this happens: Z and = 1. Pull the nose high to climb sharply. A and [ or S and ] 2.
LONGBOW 2 Horizontal Scissors When you and a threat are flying in the same direction and approaching from an angle, try the horizontal scissors maneuver. This tactic consists of a series of hard, weaving turns intended to bring the target across your weapons envelope (the area covered by your guns). If you make the first attack: 1. Make your first side run toward the enemy and release fire. [ and A or ] and S 2. Then, turn hard back toward your opponent.
5: COMBAT Side Flare Quick Stop The side flare is a defensive maneuver developed to stave off an attacker at close range. At the same time, it places you in an offensive position. If you find yourself taking fire to your rear, this move can help you shake the threat by reducing your speed and providing altitude. Z 1. First pull back on the cyclic stick to curtail your forward speed. [ or ], then A or S 2. Then, kick the tail slightly outside and swivel into a banking turn.
LONGBOW 5.
6 Campaigns
LONGBOW 2 6. CAMPAIGNS CAMPAIGNS .........................................6.1 IRAN, AZERBAIJAN AND THE US ...........6.2 Fear Drives Caucasian Policy .......................6.2 Iran Warns USA To “Think Twice” About An Attack..........................................6.3 Iran Strives To Regain Military Might; Rearmament Drive Aims to Restore Gulf Balance ...............................................6.4 Baku and Tehran, Renewed Tensions............6.6 Azeris Want New Look at Tashkent Accord ...6.
6: CAMPAIGNS This chapter is a compilation of articles from magazines published by Jane’s Information Group, including Jane’s Intelligence Review, International Defense Review, Jane’s Defence Weekly, Foreign Report and Jane’s Sentinel. All text appears in its original form, although some articles have been abridged due to space constraints. 6.
LONGBOW 2 IRAN, AZERBAIJAN AND THE US General Background Gives insight from Jane’s suite of magazines into the conflicts and current happenings in Iran, Azerbaijan and the United States. Jane’s Sentinel – Iran Background information and regional relations/disputes between Iran and its neighbours. Jane’s Sentinel – Azerbaijan Background information on Azerbaijan and current regional tensions.
6: CAMPAIGNS “As yet, we have had no signs of a pan-Turkish movement in Iranian Azerbaijan, although some groups in Ankara and Baku are doing their best to incite one,” says Dr Sadegh Zibakalam, a commentator at Tehran University. “This emboldens the government to take risks in the Caucasus. There are also lesser frictions, for example over the exclusion of Iran from the Caspian oil fields of Azerbaijan.
LONGBOW 2 Iran Strives To Regain Military Might; Rearmament Drive Aims to Restore Gulf Balance Publication International Defense Review Date 1996 July 01 Volume/Issue 029/007 Section Strategic & Security Issues By Line Anoushiravan Ehteshami As the Cold War drew to a close, Iran entered into a military relationship with the Soviet Union.
6: CAMPAIGNS Two sticking points remain, however, in Iran’s rearmament drive: ♦ the deployment of three Russian Kilo-class submarines, the largest submarine capability in the Middle East (with 2,500t surface displacement).
LONGBOW 2 Baku and Tehran, Renewed Tensions Publication Jane’s Intelligence Review - Pointer Date 1996 Nov 01 Volume/Issue 003/011 Section Europe/CIS By Line Felix Corley The always turbulent relations between the governments of Azerbaijan and Iran have become rockier of late, with a number of issues bringing latent tensions to the surface once more.
6: CAMPAIGNS relations. Hasanov also met Iranian Foreign Minister Velayati and discussed a forthcoming meeting of foreign ministers of the Caspian littoral states. This will propose a new ruling on the division of the Caspian. During the visit, the Iranian parliamentary speaker, Ali Akber Nateq-Nuri, expressed his anger at hostile Azerbaijani media coverage of Iran.
LONGBOW 2 Azeris Want New Look at Tashkent Accord Publication Jane’s Defence Weekly Date 1996 Dec 18 Volume/Issue 026/025 Section Briefing By Line Tony Banks Azerbaijan’s armed forces would like to renegotiate the Tashkent Agreement for the sharing of former Soviet weaponry, but not at the expense of Russia gaining more materiel, a senior army officer told Jane’s Defence Weekly.
6: CAMPAIGNS The Jane’s Interview: National Training Center Publication Jane’s Defence Weekly Date 1994 June 04 Volume/Issue 021/022 By Line Joris Janssen Lok First impressions from the US Army’s advanced warfighting experiment indicate that the service’s Aviation Restructure Initiative is on the right track. Maj Gen Dave Robinson, Commander, US Army Aviation Center, spoke to Joris Janssen Lok.
LONGBOW 2 JANE’S SENTINEL — THE GULF STATES — IRAN Defence Production Publication Sentinel - The Gulf States Country Iran Date 1995 Dec 20 Section Defence Production Iran now claims self-sufficiency in a number of important sectors. There are at least 10 battlefield missile development programmes in progress and first exports were expected to begin in 1993, under the auspices of the Defence Industries Organisation (DIO).
6: CAMPAIGNS Historical Overview Publication Sentinel – The Gulf States Country Iran Date 1995 Dec 20 Section History / Historical Overview Iran is an ancient country with a history dating to the empire of Cyrus the Great, founder of the Persian Empire in the 6th Century bc. For much of its history Iran has been a monarchy, with the Shia clergy playing a prominent political role. In 1906 the first Imperial Constitution established an elected parliament (Majlis).
LONGBOW 2 Iran cannot guarantee the security of its northern borders. Iran lost a C-130 transport aircraft in February 1994, shot down in error by Armenian forces who thought the Moscow-Tehran flight was engaged in a spying mission. Iran has expressed intense concern at the possible spill-over of the Armenian-Azerbaijan conflict. According to Washington, the threat of a nuclear-armed Iran is the one which causes it most concern.
6: CAMPAIGNS ♦ Iran has occupied the Abu Musa and Tunb island groups in contravention of international law and its treaty obligations with the United Arab Emirates; ♦ Iran is building ballistic missiles, researching chemical weapons and developing other weapons of mass destruction, possibly with North Korea, another US bete noire. In general terms, the USA is concerned that Iran’s current political regime is oppressive and imperialistic.
LONGBOW 2 JANE’S SENTINEL — RUSSIA AND THE CIS — AZERBAIJAN Risk Pointers Publication Jane’s Sentinel - Russia and the CIS - Azerbaijan Country Azerbaijan Date 1996 Section Executive Summary Risk Pointer 1 Azerbaijan is still resisting Russian pressure for a greater economic and military role. The ongoing dispute over the rights to exploit the Caspian Sea’s massive oil resources has tarnished Azeri relations with Moscow.
6: CAMPAIGNS Azerbaijan’s Oil to Flow Publication Foreign Report Date 1996 Sep 26 Volume/Issue 000/2417 The so-called “Contract of the Century,” a $10-billion scheme to bring oil from beneath Azerbaijan’s bit of the Caspian Sea to western markets, will start soon. When going at full speed, it will alter the world’s energy map and help to make Azerbaijan and Georgia financially independent of Russia. The idea is to start to pump “early oil,” which is easy to exploit, by next summer.
LONGBOW 2 GAME CAMPAIGN BACKGROUND Longbow 2 has two separate campaigns – one set in Iran, and the other at the National Training Center in Fort Irwin, California. You can fly both campaigns in either single-player mode or in multi-player mode. In multi-player play, another player can control your helicopter’s pilot or CP/G functions, fly as your wingman, or pilot a second wing. (See the Multi-Player Guide for additional details.
6: CAMPAIGNS Iran: Operation Fallen Crescent The dynamic campaign generator behind the Iranian missions is a battlefield simulation system designed to create unique scenarios each time you replay the game. (See Game Campaign, p. 6.16, for more information.) Within each battle, you act as the ABC, or Air Battle Captain.
LONGBOW 2 In spite of this instability, the oil consortium already has plans to extract and pump oil through existing pipelines to Novorossiysk and the Russian Black Sea. Later, construction is scheduled to begin on additional pipelines through Georgia and Turkey. It is hoped that these pipelines through areas with more political solidity and access to open sea will minimize conflicts in the region. CAMPAIGN SCENARIO.
6: CAMPAIGNS DYNAMIC CAMPAIGN Overview At the heart of the campaign is the dynamic mission generator (DMG), which tracks all friendly and enemy units on the battlefield. This system keeps a running tally on what priority targets have been destroyed, how many friendly casualties have occurred, how many weapon and aircraft resources remain, and what areas have been secured. All of your actions during a mission affect the outcome, as well as everything that happens thereafter.
LONGBOW 2 Real Success: The Ground War The most important feature of the DMG system is that the flow of the campaign isn’t just based on how many targets you destroy or how well you conserve firepower — it also depends heavily on the success and failure of the friendly ground forces you’re supporting. All ground forces have an independent artificial intelligence system and fight their own battles below.
6: CAMPAIGNS Criteria for an Offensive Advance It is true that the ground forces depend on you for support. But before you’re asked to provide Close Air Support to any advancing ground forces, you’ll get several missions that will help ensure that they can transition into an offensive posture. These missions — mostly based on supplying front-line forces — help meet the following “advance” criteria: (1) Supply. First, ground forces must have sufficient ammunition and/or fuel supplies.
LONGBOW 2 Resource Management During the campaign, you serve as the task force commander, both directing actions and allocating resources. Wise management of your helicopter and ordnance assets plays a large role in how successful you are in the campaign. You won’t always be able to take the best weapons available — instead, you’ll need to make careful assessments and informed decisions and carry the minimum ordnance needed to accomplish the mission.
7 Specifications
LONGBOW 2 7. SPECIFICATIONS DEFINITIONS..................................................7.2 MILITARY AIRCRAFT, ROTARY WING AH-64D Longbow Apache...................................7.4 UH-60A/L Black Hawk (Sikorsky S-70A)............7.7 OH-58D Kiowa Warrior ....................................7.10 WEAPONRY AIM-92 Stinger................................................7.13 Folding Fin Aerial Rocket .................................7.14 Hellfire Missile.................................................7.
7: SPECIFICATIONS This section lists Jane’s specifications for the major armament and avionic systems for flyable player helicopters in the game, as well as their major weapons and avionic components. These entries originate from the 1995-96 versions of Jane’s Air Launched Weapons, Jane’s Avionics, Jane’s Armour And Artillery Upgrades, Jane’s Electro-Optic Systems and Jane’s Infantry Weapons. The Mast Mounted Radar entry comes from the 1996-97 edition of Jane’s Radar and Electronic Warfare Systems.
LONGBOW 2 DEFINITIONS The following specs are given for each entry, where appropriate and available. Armament. For tanks and armoured vehicles, number and types of weapons mounted on vehicle. ATGW. Anti-Tank Guided Weapon. Body diameter. Of a missile, given in metres at the widest point. Calibre. For artillery and guns, interior diameter of the barrel given in millimetres. For ammunition, designates which artillery the ammunition can be used with. Combat radius.
7: SPECIFICATIONS Max T-O weight. Limit to which an aircraft can be loaded and still take off. Min range. For missiles, minimum distance from target required for missile to effectively maneuver towards target, given in metres. Nautical Miles (nm). A unit of distance fore sea and air navigation (1,852m). Never-exceed speed (VNE). For aircraft, aerodynamic or structural speed limit in knots. Propulsion. For missiles, method or material by which the missile is propelled. Rate of fire.
LONGBOW 2 MILITARY AIRCRAFT, ROTARY WING AH-64D Longbow Apache SECTION Aircraft – Rotary-Wing – Military COUNTRY USA TITLE McDonnell Douglas Apache Upgrades for AH-64A, C and D (US Army); Petan or “Cobra” (Israel Defence Force). TYPE Day/night twin-engined attack helicopter upgrade.
7: SPECIFICATIONS VARIANTS AH-64A. Production for US Army and export. All to be upgraded to AH-64D; last in 2010. Retrofit from 1993 with Sincgars secure radios and GPS; first installed in Apaches of 5-501 Aviation Regiment on deployment to Camp Eagle, South Korea, from March 1994, as first AH-64s in Korea. AH-64B. Cancelled in 1992.
LONGBOW 2 Further modification include “manprint” cockpit with large displays, air-to-air missiles, digital autostabiliser, integrated GPS/Doppler/INS/air data/laser/radar altimeter navigation system, digitial communications, faster target handoff system, and enhanced fault detection with data transfer and recording. AH-64D No.1 made first Hellfire launch on 21 May 1993; first demonstration of digital air-to-ground data communications with Synmetrics Industries improved data modem, 8 December 1993.
7: SPECIFICATIONS UH-60A/L Black Hawk (Sikorsky S-70A) PUBLICATION Jane’s All The World’s Aircraft 1995-96 SECTION Aircraft – Rotary Wing – Military COUNTRY USA COMPANY Sikorsky TITLE Sikorsky S-70A DESIGNATIONS UH-60A, UH-60L and UH-60Q Black Hawk, AH-60L, EH-60A, MH-60A, MH-60K and MH-60L (US Army); UH-60A, HH-60G, MH-60G Pave Hawk (US Air Force); VH-60N (US Marine Corps); Yanshuf (Owl) (Israel Defence Force). TYPE Infantry squad transport helicopter; also adapted for other roles.
LONGBOW 2 UH-60L. Replaced UH-60A in production for US Army from October 1989 (aircraft 89-26179 onwards); prototype (84-23953) first flight 22 March 1988; first delivery 7 November 1989 to Texas ArNG. Powered by T700-GE-701C engines with uprated 2535 kW transmission. Current production aircraft fitted with hover infrared suppression system (HIRSS) to cool exhaust in hover as well as forward flight; older UH-60s retrofitted.
7: SPECIFICATIONS Self-defence. Baseline UH-60 Black Hawk has E-Systems Melpar/Memcor AN/APR-39(V)1 RWR, Sanders AN/ALQ-144 IR countermeasures set and Tracor M-130 chaff/flare dispenser.
LONGBOW 2 OH-58D Kiowa Warrior PUBLICATION Aircraft – Rotary-Wing – Military COUNTRY USA COMPANY Bell TITLE Bell 406 (AHIP) DESIGNATIONS OH-58D Kiowa and Kiowa Warrior (US Army). TYPE Two-seat scout and attack helicopter. VARIANTS Prime Chance. Fifteen special armed OH-58Ds (86-8908 to -8922) modified from September 1987 under Operation Prime Chance for use against Iranian highspeed boats in Gulf; delivery started after 98 days, in December 1987; firing clearance for Stinger, Hellfire, 0.
7: SPECIFICATIONS DESIGN FEATURES Four-blade Bell soft in plane rotor with carbon composites yoke, elastomeric bearings and composites blades. Main rotor rpm 395; tail rotor rpm 2381.
LONGBOW 2 SPECIFICATIONS DIMENSIONS, EXTERNAL Main rotor diameter Length overall, rotors turning fuselage (pitot to skid) fin tilted for air transport Height overall for air transport (MPLH) 10.67m 12.85m 10.48m 10.29m 3.93m 2.73m WEIGHTS AND LOADINGS Max T-O and landing weight K KW 2,041kg 2,495kg WEIGHTS AND LOADINGS Max level speed at 1,220m K KW Max rate of climb at S/L, ISA at 1,220m, 35˚C (95˚F) 7.
7: SPECIFICATIONS WEAPONRY AIM-92 Stinger PUBLICATION Jane’s Air Launched Weapons 1995-96 SECTION Air-To-Air Missiles TITLE AIM-92 Stinger TYPE Short range IR air-to-air missile COMPANIES Hughes Missile Systems, (prime contractor) Raytheon, Bedford, Massachusetts (second source) DEVELOPMENT The Air-To-Air Stinger (ATAS) programme provides a sensitive lightweight IR missile for use at short range against low flying aircraft and helicopter targets.
LONGBOW 2 Folding Fin Aerial Rocket PUBLICATION Jane’s Air Launched Weapons 1995-96 SECTION Air-Launched Rockets TITLE Hydra 70 Rocket System (FFARs) TYPE 70mm unguided aircraft rockets COMPANY BEI Defense Systems Company, Euless, Texas (prime contractor). DEVELOPMENT By far the most common aircraft launched rockets used by the United States armed forces are the 70mm (2.75in) which over the years have been manufactured by various companies to almost a common design.
7: SPECIFICATIONS (a) The M151 HE is an anti-personnel, anti-material high explosive warhead made of modular maleable cast iron.On detonation the warhead bursts into thousands of small, high velocity fragments. (b) The M255 is a flechette warhead designed for air-to-air, air-to-surface, surfaceto-air, and surface-to-surface applications.
LONGBOW 2 Hellfire Missile PUBLICATION Jane’s Armour And Artillery Upgrades 1995-96 SECTION Vehicle-Mounted Anti-Tank Guided Weapons TITLE Rockwell Hellfire Modular Missile System COMPANIES Rockwell International, Tactical Systems Division Martin Marietta Orlando Aerospace. DESCRIPTION The AGM-114 Hellfire modular multipurpose missile system is currently in service in several semi-active laser guided configurations with the US armed forces and several other nations.
7: SPECIFICATIONS (f) AGM-114K Hellfire II – US Army and Marine Corps version with digital autopilot, improved semi-active laser seeker (that is, hardened against electro-optical jammers) and tandem warhead designed to defeat explosive reactive armour. The main 178 mm shaped charge warhead is similar to earlier models but has a different primary ignition charge to cater for the Magnavox electronic safety and arming unit. The comparatively large 100 mm precursor warhead is fitted with a molybdenum liner.
LONGBOW 2 FN 0.50 Browning M2 Heavy Barrel Machine Gun Note: This gun has recently been adapted for airborne use on helicopters. Specifications do not yet exist for the helicopter-mounted version. PUBLICATION Jane’s Infantry Weapons 1995-96 SECTION Machine Guns COUNTRY Belgium TITLE FN 0.50 Browning M2 heavy barrel machine gun DESCRIPTION The FN 0.50 M2HB Browning machine gun is similar in design and operation to other types of Browning M2 machine gun, being a recoil-operated, air-cooled, belt-fed weapon.
7: SPECIFICATIONS M134 7.62mm Minigun Machine Gun PUBLICATION Jane’s Infantry Weapons 1995-96 SECTION Machine Guns TITLE 7.62mm M134 Minigun machine gun DESCRIPTION The 7.62mm M134 Minigun machine gun is based on the Gatling gun principle in which a high rate of fire is achieved by having a number of rotating barrels which fire in turn when the 12 o’clock position is reached.
LONGBOW 2 M230 Chain Gun Cannon PUBLICATION Jane’s Air Launched Weapons 1995-96 SECTION Guns, Pods And Mountings PUBLICATION Jane’s Avionics 1995-96 SECTION Electro-Optics TITLE M230 Chain Cannon – AH-64A Apache Helicopter Armament System TYPE 30mm chain cannon for aircraft COMPANY McDonnell Douglas Helicopter Company, Mesa (prime contractor) DEVELOPMENT In early 1972, Hughes Helicopters, now McDonnell Douglas Helicopters Company (MDHC) began an independent research and development programme to manufactur
7: SPECIFICATIONS M60D 7.62mm Machine Gun PUBLICATION Jane’s Air Launched Weapons 1995-96 SECTION Guns, Pods And Mountings COUNTRY United States Of America TITLE M60D 7.62mm Machine Gun TYPE 7.62mm machine gun. DEVELOPMENT The M60 family 7.62mm machine guns were originally developed in the late 1940s. They were originally designed for use by ground forces, as a lightweight machine gun that could be adapted for several uses.
LONGBOW 2 AVIONICS AN/ALQ-144 Infrared Countermeasures Set PUBLICATION Jane’s Avionics 1995-96 SECTION Electronic Warfare TITLE Airborne IRCM system COMPANY Lockheed Sanders Inc. DESCRIPTION The AN/ALQ-144 is an electrically powered ICRM (infra-red countermeasures) set which provides medium-sized helicopters and small fixed-wing aircraft with protection against heat-seeking missiles.
7: SPECIFICATIONS AN/APR-39A Threat Warning System PUBLICATION Jane’s Avionics 1995-96 SECTION Electronic Warfare TITLE AN/APR-39A Threat Warning Sytem TYPE Airborne and shipboard radar warning system for helicopters, light fixed-wing aircraft and naval vessels. COMPANY Loral Electronic Systems, Yonkers, New York. DESCRIPTION (V)1 The AN/APR-39A(V)1 is an upgrade of the earlier analogue AN/APR-39(V)1 radar warning system.
LONGBOW 2 AN/AVR-2 Laser Detecting Set PUBLICATION Jane’s Radar And Electronic Warfare Systems 1995-96 SECTION Airborne ECM Systems COUNTRY United States of America TITLE AN/AVR-2 Laser Detecting Set TYPE Airborne laser detecting set. DESCRIPTION The AN/AVR-2 laser detecting set detects, identifies and characterises optical signals over 360° around the aircraft, and provides warning and identification of laser threats to the crew.
7: SPECIFICATIONS ANVIS/HUD System PUBLICATION Jane’s Avionics 1995-96 SECTION Head-Up Displays And Weapon Aiming Sights COUNTRY United States Of America TITLE ANVIS/HUD System DESCRIPTION The ANVIS/HUD system displays flight critical and advisory information collimated with the external view through the night vision goggles, eliminating the necessity for looking inside the cockpit. It is easily mounted on NVGs and does not interfere with the NVG image.
LONGBOW 2 Longbow Radar PUBLICATION Jane’s Avionics 1995-96 SECTION Radar TITLE Longbow Radar COMPANIES Lockheed Martin Electronics and Missiles Group; Northrop Grumman Corporation, Electronic Sensors and Systems Division DESCRIPTION Longbow radar forms part of the Longbow fire-and-forget anti-armour system which is being fitted to AH-64D Apache battlefield attack helicopters.
7: SPECIFICATIONS MMS Mast Mounted Sight PUBLICATION Jane’s Electro-Optic Systems 1995-96 SECTION Ground Attack – Integrated Systems – Helicopter TITLE McDonnell Douglas MMS Mast Mounted Sight TYPE Integrated systems – helicopter DESCRIPTION The MMS consists of three subsystems; the sensor head, the control panel and the onboard electronics. The system is cooled with a self-contained glycol mixture system and is linked by a Military Standard 1553B databus.
LONGBOW 2 Target Acquisition Designation Sight/Pilot Night Vision Sensor PUBLICATION Jane’s Avionics 1995-96 SECTION Electro-Optics TITLE Target Acquisition Designation Sight/ Pilot Night Vision Sensor COMPANY Martin Marietta DESCRIPTION Martin Marietta’s Target Acquisition Designation Sight/Pilot Night Vision Sensor (TADS/PNVS) is designed to provide day, night and limited adverse weather target information and navigation capability for the US Army AH-64A Apache attack helicopter.
7: SPECIFICATIONS 7.
Appendices
LONGBOW 2 APPENDICES GAME COMPARISONS ...........................A.1 Longbow vs. Longbow 2 ..............................A.1 Autorotational Descent Charts ............................D.4 ACRONYMS ..........................................B.1 Kiowa Warrior...................................................D.5 GLOSSARY ............................................C.1 Black Hawk.......................................................D.6 FLIGHT CHARTS ....................................D.
A: GAME COMPARISON AH-64D LONGBOW VS. LONGBOW 2 Besides being Windows-95 native, Longbow 2 has an array of new capabilities — while preserving elements you know and love from the first Longbow. Many added features are a direct result of feedback from sim players who have spent hours analyzing the game.
LONGBOW 2 Mission Planner The Mission Planner now has extra functionality and a totally new look and feel. In it, you can assign pilot and CP/G duties, outfit and arm up to four flights (eight helicopters), set up multi-player tasking assignments, adjust waypoints and delay times, rehearse missions for timing, and check terrain altitudes. You also have control over limited weapon and helicopter resources during campaigns. See Mission Planner, p. 1.11, for Mission Planner modifications.
B: ACRONYMS ACRONYMS AAA Anti-aircraft artillery AAC Army Air Corps AAH Advanced Attack Helicopter AFCS Automatic Flight Control System Controls both the autopilot and auto-hover mechanisms. AFV Armored Fighting Vehicle Used in front line combat, essentially a tank with tires instead of treads. AGM Air-to-Ground Missile AH-xx Attack Helicopter U.S. military designation. APC Armored Personnel Carrier Armed, rough-terrain vehicle with tracks or wheels used to transport troops.
LONGBOW FARP Forward Arming & Refueling Point FFAR Folding Fin Aerial Rocket FLIR Forward-Looking Infrared device Displays the heat signatures of nearby objects. FLOT Forward Line, Own Troops Current designation for the front line closest to the enemy. FOR Field Of Regard Total extent to which a camera or missile seeker head can pivot or “look.” FOV Field Of View Extent a camera or missile seeker head can “see” in a given position.
B: ACRONYMS NATO North Atlantic Treaty Organization A mutual defense treaty that includes 16 nations. They are all European based with the exceptions of the United States and Canada. NOE Nap-of-the-Earth Flight at very low altitudes, using terrain for cover. OH-xx Observation Helicopter U.S. military designation. PDU Pilot Display Unit PNVS Pilot’s Night Vision Sensor Uses infrared data to enhance object viewing at night.
LONGBOW 2 GLOSSARY Advancing blade. Blade during the half of its revolution in which it travels in the same direction as the aircraft. Airfoil. Curved wing or blade surface that produces lift when air passes over it. Airframe. Basic structure of an aircraft (doors, landing gear, seats, cabin, etc.). Angle of attack. Angle between the chord of a rotor blade and the direction of air passing over it. Angle of incidence. Angle between the chord of a rotor blade and the plane of rotation of the rotor disc.
C: GLOSSARY Ground effect. Air “cushion” produced when a helicopter hovers at low altitude. Gunship. Slang for an armed attack helicopter, or an armed, non-fighter plane. Helicopter. Rotary-winged aircraft that flies horizontally and vertically using lift created by a powered rotor system. Helmet Reticle. Small circular “glass” positioned over the pilot’s right eye that superimposes important combat and flight information over a camera image of the outside world. Hover hold.
LONGBOW 2 FLIGHT CHARTS Cruise Charts Cruise charts depict how helicopters perform when flying at different airspeeds and total weights. All helicopters have a cruise chart specific to that aircraft. To use a cruise chart, find your airspeed and weight on the chart, then read across to determine the torque load on each engine and your fuel flow. Optimal performance occurs between the MAX RANGE and MAX RATE OF CLIMB points.
D: FLIGHT CHARTS OH-58D Kiowa Warrior KIOWA WARRIOR CRUISE PRESSURE ALTITUDE - SEA LEVEL FUEL FLOW - LB/HOUR 80 100 120 140 160 180 200 120 130 110 120 100 110 100 90 80 80 70 GW -LB 70 50 60 2800 2000 60 3200 2400 50 MAX R/C OR MAX END 40 CONT XMSN LIM TRUE AIRSPEED - (KNOTS) 90 INDICATED AIRSPEED - (KNOTS) 130 30 40 30 20 0 10 20 30 40 50 60 70 80 90 100 TORQUE - (%Q) D.
LONGBOW 2 UH-60L Black Hawk UH-60 BLACK HAWK CRUISE PRESSURE ALTITUDE - SEA LEVEL, 40˚C TOTAL FUEL FLOW - LB/HR 5 6 7 8 9 10 11 12 13 14 170 160 180 170 150 160 150 130 140 120 130 110 120 110 Max Range 100 90 100 80 90 70 80 Max End and R/C 60 70 50 60 40 50 30 40 20 GW ~ 1000 LB 10 30 20 10 0 0 0 10 20 30 40 50 60 INDICATED TORQUE PER ENGINE (%) D.
D: FLIGHT CHARTS Autorotational Descent Charts One of the most terror-filled periods of pilot training is practicing emergency landing procedures. An autorotational landing is an emergency landing made without power to either engine. In this type of landing, the rotor is disengaged from the engine, and air moves through the rotor disc as the helicopter keeps its forward momentum. This keeps the blades revolving, even without power.
LONGBOW 2 OH-58D Kiowa Warrior OH-58D KIOWA WARRIOR AUTOROTATIONAL DESCENT POWER OFF 2100 RATE OF DESCENT - (FEET PER MINUTE) 2000 Maximum Glide Distance Airspeed 1900 1800 1700 1600 1500 1400 1300 Minimum Rate of Descent or Maximum Time to Descend 5 GLIDE RATIO, (FEET/FEET) 4 Glide ratio is horizontal distance in feet divided by vertical distance in feet. 3 2 30 40 50 60 INDICATED AIRSPEED -(KNOTS) D.
D: FLIGHT UH-60L Black Hawk UH-60 BLACK HAWK AUTORATIONAL DESCENT CLEAN CONFIGURATION 100% RPM R ZERO WIND .75 .70 .65 .60 .55 AIRSPEED FOR MAXIMUM GLIDE 110 KIAS .
LONGBOW 2 BIBLIOGRAPHY Adcock, Al. AH-64 Apache in Action. Squadron/Signal Publications, Inc., Carollton, Texas (1989). Angelucci, Enzo (Ed.); P. Matricardi. The Rand McNally Encyclopedia of Military Aircraft: 1914 to the Present. The Military Press, New York, New York (1990). Ashkenos, I.; Graham, D.; McRuer, D.; Aircraft Dynamics and Automatic Control. Princeton University Press, Princeton, New Jersey (1973). Atkinson, Rick. Crusade: The Untold Story of the Persian Gulf War.
E: BIBLIOGRAPHY Hiro, Dilip. Desert Shield to Desert Storm: The Second Gulf War. Routledge Publishing, London (1992). Howell, Ross A (Ed.). Wings. Thomasson-Grant, Inc., Charlottesville, Virginia (1989). Jane’s CD-ROM Reference Manual. Jane’s Information Group, Ltd. Coulsdon, Surrey, UK (1995, 1996, 1997). Jane’s Defence Magazine Library on Disk. Jane’s Information Group, Ltd. Johnson, Wayne. Helicopter Theory. Dover Publications, Inc., New York, New York (1994). Lumsden, Alec; Munson, Kenneth.
MULTI-PLAYER GAMES MULTI-PLAYER GAMES Longbow 2 supports multi-player play, allowing you to match up your piloting skills against other human pilots. You can fly as a pilot or co-pilot/gunner — either teaming up with a friend in the same cockpit, or flying separate aircraft. Specifically, you can play cooperatively in Random, Death Match (Instant Action), NTC campaign and Iranian campaign missions, or head-to-head in Death Match (Instant Action) and NTC campaign missions.
LONGBOW 2 Detailed Connect Steps Step 1 — Multi-Player Connection screen (p. 4) Step 2 — Connection Setup screens 2A — Network or TCP/IP (p. 6) 2B — Modem (p. 10) 2C — Direct cable (serial) (p. 11) Step 3 — Multi-Player Mission Options (Death Match/Single missions only) (p. 12) Step 4 — Base screen (p. 13) Step 5 — Mission Planner screen (p.
MULTI-PLAYER GAMES Troubleshooting If you have problems connecting with another player, contact your network supervisor, or consult your hardware / modem documentation. You can also get information by going to the Windows 95 clicking HELP. START menu and left- • Left-click on the Contents tab, then double-left-click • For help with network connections, double-left-click USE A NETWORK. • For help with modem setup, double-left-click SET SETTING UP A MODEM. HOW TO.
LONGBOW 2 STEP 1 — MULTI-PLAYER CONNECTION SCREEN LAN, TCP/IP, Modem To initiate a multi-player game, left-click on the Communications Building in the Base screen. (Commo Building (Multi-player) appears when you move your mouse over the building.) Selecting this building displays the Multi-Player Connection screen.
MULTI-PLAYER ANSWER VIA MODEM GAMES Wait for a modem call from the Master player. SERIAL CONNECTION ANSWER VIA Wait for a direct cable (serial) connection. CONNECT VIA MODEM Initiate a modem call to the Slave player. Type in a phone number, then left-click DIAL (or CANCEL). To enter this card into SERIAL CONNECTION your rotary card file, left-click ADD NUMBER TO ROLODEX. CONNECT VIA Initiate a direct cable connection to the Slave player. CANCEL Close the dialog box.
LONGBOW 2 STEP 2A — NETWORK OR TCP/IP GAME LAN Connection From the Multi-Player Connection screen, left-click the folder. “Connect on a Network” appears when you move your mouse over the folder. This takes you to the Multi-Player Game Setup screen, whether you’re the Master player or a Slave player. Here, you can create or join network (LAN) or Internet (TCP/IP) games.
MULTI-PLAYER GAMES Multi-Player Game Setup Screen LAN / TCP/IP Connection This step describes how to set up a Local Area Network (LAN) game. The left side of the screen lists available games, while the top right side of the screen lists individual players for the currently selected game. Once the Master creates a game, it appears on the left side of the screen, and other players can join it. The options on the left side of the folder are different for the Master and Slave players.
LONGBOW 2 To decrease available player slots: 1. Left-click CLOSE next to the last empty player name slot. This makes the slot unavailable to players who wish to join the game. To re-open a closed slot, left-click OPEN. To reject connected players: 1. Left-click REJECT next to the player’s name. To close game / begin play: • Left-click on • Left-click ABORT GAME PLAY GAME to delete the currently selected game. to continue.
MULTI-PLAYER GAMES To disconnect from a game: 1. Left-click ABORT OUT OF GAME. (You can then re-join, or join a different game.) Once you have successfully joined the game, your name appears on the right side of the screen. Even after you join, however, the Master can REJECT you. General Options (Master and Slaves) Slave players who have joined the currently selected game. Clicking another game on left side of the folder changes the names listed here. Information about connected players.
LONGBOW 2 STEP 2B — MODEM GAME Modem Connection A modem game involves a Master player (the player that dials) and a Slave player (the player that answers). Master. To initiate a modem call from the Multi-Player Connection screen, left-click on the telephone and select CONNECT VIA MODEM. Or, left-click on a card in the rotary file. Slave. Left-click the telephone in the Multi-Player Connection screen, then select ANSWER VIA MODEM to wait for a call from the Master player.
MULTI-PLAYER GAMES To call another player (Master): 1. Flip to the correct card using the thumbwheel. 2. Left-click on the card. 3. Left-click on DIAL. To answer a call (Slave): 1. Left-click the telephone. 2. Left-click ANSWER VIA MODEM to wait for a call from the Master player. (Left-click CANCEL to quit waiting.) When the Master calls the Slave, the modems automatically connect. After this happens, both players will see the Base screen. Continue with Step 3 — Multi-Player Mission Options, p.
LONGBOW 2 STEP 3 — MULTI-PLAYER MISSION OPTIONS All connection types — Death Match and Single missions only Once all the players are connected, the Master must select a mission type. If the Master selects a Death Match (Instant Action) or Single mission, a multi-player option dialog box appears on top of the Base screen. The Master player changes individual options by left-clicking on the right-hand column (the text cycles through the options listed below).
MULTI-PLAYER GAMES STEP 4 — BASE SCREEN All connection types After your multi-player game (network, TCP/IP, modem or serial) is set up, continue just as you would for a normal, single-player game. Players can fly cooperatively in most mission types (except for in the Tutorial training missions, which are only single-player), and head-to-head in the NTC campaign and Death Match (Instant Action) modes.
LONGBOW 2 Chat Window All multi-player games have a chat function. Once you reach the Base screen after connecting, the Chat Window appears near the top of the screen. This is how you communicate with other players who are connected to your game. Anyone that joined the game can talk to everyone else in that game. Chatting works identically on the base and when you’re in flight. To chat: 1. Press l. This opens up a communications channel. 2. Type your message and then press e.
MULTI-PLAYER GAMES Colors The color of text in the Chat Window varies as follows: White Text that you type, or a message from wingman or cockpit crewmate (pilot or CP/G you’re flying with) Blue Message from friendly Red Message from enemy You can change any of the above colors by adjusting the RGB (red, green, blue) values in CHATMACROS.TXT. 0,0,0 represents black, and 255,255,255 white. Changing any of the three numbers will change the color of your text.
LONGBOW 2 STEP 5 — MISSION PLANNER SCREEN All Connection Types Note: This section does not apply to Death Match mode (Instant Action). As soon as the Master selects a mission type, he or she may select the Mission Planner. The Mission Planner options in a multi-player game are almost identical to those of a single-player game, but several options are specific to multi-player play. This section discusses only the multi-player options — for details on the other options, see p. 1.10 in the Reference Manual.
MULTI-PLAYER GAMES Assigning Mission Planning Tasks The Master is in charge of hosting a multi-player game, but has only limited control over mission planning. Instead, all responsibilities of mission planning are divided up by team (if it’s a head-to-head mission), then by FARP (cooperative missions). The following sections detail duties for both types of play. Cooperative Play Master Player.
LONGBOW 2 General Notes • The Master player is the only one who can close the Mission Planner. • If the Master player closes the Mission Planner before all leaders TRANSMIT FARP the last data that the master received from each FARP will be saved. Any other changes that were not transmitted will be lost. DATA, • Information for a FARP with at least one human player can only be modified by the lead pilot for that FARP.
MULTI-PLAYER GAMES Tasking Window Players use this panel (shown on facing page) to change their FARP and seating assignments. See Function Buttons on p. 1.13 of the Reference Manual. FARP Each FARP has a leader. The Master player leads one FARP. Other players are sequentially assigned to remaining FARPs. If two human players are assigned to the same FARP, then one is in the lead pilot’s slot, and the other is in the pilot’s seat of the secondary helicopter. Players can move to and from different FARPs.
LONGBOW 2 System Menu TRANSMIT FARP DATA (Team / FARP leaders) Left-click this option to send your FARP information to other players. EXIT (Master) Left-click to end planning and return to the Mission Planning Center. Do not do so until all text in the summary panel appears black. (This indicates that you have the most current information, and that no discrepancies exist.) Submitting FARP Information The summary panel text turns red once a FARP leader starts editing information.
MULTI-PLAYER GAMES FRIEND/ENEMY TEAM SETUP Campaign Games Only If the Master Player selects the Campaign hangar and selects an NTC campaign mission, a screen appears that lists all joined players. All players are initially listed as members of the Friend team. The Master player has (M) after his or her team name (Friend or Enemy), as does the Team leader for the opposing side. To move players between teams: 1. Left-click on FRIEND next to the player’s name. (Friend is the team name.
LONGBOW 2 IN-FLIGHT MULTI-PLAYER INFO Before the game starts, please ensure that all players have the same terrain map decompressed. This process can take a while, and players with different maps can slow down the mission load time. To see which map each connected player has loaded, look at the Multi-Player Game Setup screen. If all players have the same map loaded, the Master can select PLAY GAME to start the mission. Note: You cannot use time compression in multi-player games.
MULTI-PLAYER GAMES PFZs PFZs work identically in single-player and multi-player missions, but the labeling differs slightly. Now, each PFZ is identified by a player number, followed by the zone number. PF2-3, for instance, was created by Player 2 and was the third PFZ to be created in that mission. If Player 1 then creates another PFZ, it will be labeled PF1-4. To see the callsign and player number of each connected player, use your COM MFD. The player numbers and names appear at the top of the MFD.
LONGBOW 2 EXITING / DISCONNECTING Anyone in a multi-player game can exit using the keys listed below. Slave players can disconnect at any time without disrupting the game. However, if the host (Master) player exits, the game ends for all players. 24 aD Disconnect from a game that you’ve joined (only works before takeoff) aQ Quit the mission aX Exit to Operating System • You cannot pause a multi-player game.
Cockpit Targeting/Weapons Magnetic Heading Tape T Target next enemy object b Switch active weapon to Hellfires/FFARs/Stingers Manuever the helicopter so that the weapon constraint is directly over the target — when the constraint border turns solid, fire.