ENEMY ENGAGED - RAH-66 COMANCHE VERSUS KA-52 HOKUM
www.empireflight.com
USG-COHOKCDRUK
USER GUIDE
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ENEMY ENGAGED - RAH-66 COMANCHE VERSUS KA-52 HOKUM
. PUBLISHED BY EMPIRE INTERACTIVE. DOLBY AND THE DOUBLE D SYMBOL ARE
DOLBY LABORATORIES LICENSING CORPORATION.
AND EMPIRE ARE
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TECHNICAL SUPPORT
If you experience any technical problems with this or any other Empire product, please
contact our technical support staff.
When you call, it helps if you have the following information to hand: computer type,
available hard disk space, total RAM, type of video card and a list of the options you choose
when you installed the game. If possible be at your computer when you call.
TECHNICAL SUPPORT: (0)20 8343 9143 10am-6pm
If you prefer to write to us, be sure to enclose the same details.
Empire Interactive
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The Spires, 677 High Road,
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Throughout this manual the game title is abbreviated to ‘Comanche Hokum’.
Comanche Hokum is a combat flight simulator showcasing two state-of-the-art helicopters;
the American RAH-66 Comanche and the Russian Ka-52 Hokum B.
Both of these formidable gunships are capable of day, night and all weather missions and
able to operate away from base for extended periods at the front line.
Comanche Hokum provides an accurate simulation of both helicopters including realistic
flight dynamics, authentic weapons systems and detailed cockpits, displays and
instruments. You can fly as both pilot and co-pilot/gunner and the crew are fully animated
to increase the immersion.
There are options to configure the game for both novice and accomplished players. A ‘Quick
Start’ keyboard guide has also been included.
Comanche Hokum features three diverse, real world combat zones, accurately modelled
from digital data. The landscapes have rugged terrain ideally suited to low-level helicopter
combat and making ‘line of sight’ tactics a real part of the game play. Each campaign can
be played from either standpoint and in multiplayer games you can fly co-operatively or
competitively with other players.
The campaign ‘engine’ is fully dynamic and reactive. There are no scripted events or
outcomes. The war rages continuously, even when you are at a base re-arming and refuelling. You fly realistic missions with your wingmen and can co-ordinate attacks via radio
messages. Your skill and judgement will determine success or failure.
Comanche Hokum features in excess of 60 different aircraft and vehicles all of which are
highly detailed and articulated and have realistic payloads and physics.
If you have Apache Havoc installed then Comanche Hokum will allow you to play the Apache
Havoc campaigns and to fly the Apache and Havoc gunships.
Getting Started
Installation
Insert your Comanche Hokum CD into your drive. If ‘Autorun’ is enabled on your system, the
Setup program will start automatically. If Autorun is not enabled, from Windows Explorer,
click on the autorun.exe icon on the Comanche Hokum CD.
Follow the on-screen instructions. Once all of the files have been copied on to your hard
drive, the installation process will create a shortcut for you.
Please note that a Direct3D compatible graphics accelerator card is required to run
Comanche Hokum.
INTRODUCTION
Starting
Comanche Hokum requires the full resources of your computer so terminate all other
running applications before starting.
The program requires the Comanche Hokum CD in your drive at all times during use.
To start the game, click on the Comanche Hokum shortcut created by the installation program.
If you experience any difficulty running Comanche Hokum then refer to the ‘Trouble
Shooting’ section in the Appendices.
Exiting
To exit Comanche Hokum return to the Main screen and click on the ‘EXIT’ button.
Alternatively, press l+X at any time.
Quick Start
To get in the air quickly then follow these steps:-
1. On the Main screen select ‘Combat’
2. On the Combat screen select ‘Free Flight’
3. On the Session screen select a scenario then ‘OK’
4. On the Gunship screen select a gunship then ‘SELECT’
You will be transferred to a base and placed in the cockpit of your gunship. You have infinite
weapons and fuel and are invulnerable to crashes. The enemy will not fire at you. These
options may be changed on the Session screen after selecting the scenario.
Refer to the ‘In-Flight’ chapter ‘Basic Handling’ section for the take-off and flight
procedures. Use the ‘Quick Start’ keyboard guide.
Press h to view the map. Press l+ Q to quit.
1.2
Strategy Guide
On the Comanche Hokum CD is a Strategy Guide containing useful game play tactics and
much more. This is a HTML document and requires a web browser to read it.
Look in the ‘Strategy Guides\Comanche Hokum Guide’ folder.
Updates
Check www.razorworks.com for latest information and updates.
INTRODUCTION
1.3
Compatibility With Apache Havoc
If you have Apache Havoc installed then Comanche Hokum will allow you to play the Apache
Havoc campaigns and to fly the Apache and Havoc gunships. Effectively giving Comanche
Hokum 6 combat zones and 4 different gunships to fly.
The installed version of Apache Havoc is not upgraded by Comanche Hokum and cannot
play the new campaigns.
For full compatibility you must upgrade the installed version of Apache Havoc to version
1.1E. The upgrade patches are supplied on the Comanche Hokum CD in the ‘Apache Havoc
Patches v1_1e’ folder. Simply launch the patch.exe within the language folder that matches
your version of Apache Havoc. Then run Apache Havoc once to apply the changes.
Conversion Training From Apache Havoc
If you are familiar with Apache Havoc then Comanche Hokum should be straight forward to
get used to. However, you should at least read chapter 2 ‘Menu Screens’ and chapter 3 ‘InFlight’ in this manual.
The Comanche Hokum keyboard layout is nearly identical to the Apache Havoc keyboard
layout. The ‘select object to view’ keys s to v have been changed. The cockpits are now
fully virtual and there are some key changes. The new keys are documented in the ‘In-Flight’
chapter.
If you fly the Apache or Havoc gunships from within Comanche Hokum, their cockpits are
the same as in Apache Havoc and only the pilot’s seat is modelled.
An incoming laser guided missile warning has been added to the Apache Aircraft
Survivability Equipment (ASE) MFD page and to the Havoc Threat Warning Display (TWD).
The Havoc TWD uses the right most lamp to indicate a laser guided missile warning. This
was previously documented as an early warning radar (EWR) lamp.
The new ‘altitude hold‘ function g+H does not apply to the Apache or Havoc gunships.
The Havoc ‘Toggle HUD size’ key has been changed from g+K to l+ K
Comanche Hokum cannot read the Apache Havoc pilot logs.
MENUSCREENS
2. MENU SCREENS
MENU SCREENS
2.1
Use the mouse to make selections unless stated otherwise. You can click on ‘live’ text – that
is text which changes colour as you move the mouse over it.
Main Screen
Combat
Choose this option to advance to the Combat screen to select a game type.
Pilots
Choose this option to advance to the Pilots screen where you can select and create pilots
and view their logs and medals.
Options
Select this option to change the game settings.
EXIT
Exit the game.
Pilots Screen
Pilot Roster
The pilot roster allows you to Add, Rename and Delete pilots.
Select a pilot by clicking on his name.
Blue Force
Choose Blue Force to display the selected pilot’s logs and medals for flying the Comanche
(and Apache if Apache Havoc is installed).
Red Force
Choose Red Force to display the selected pilot’s logs and medals for flying the Hokum (and
Havoc if Apache Havoc is installed).
Medals
Choose Medals to view the selected pilot’s medals.
Weapons Log
Choose Weapons Log to view the selected pilot’s weapons log.
Flight Log
Choose Flight Log to view the selected pilot’s log.
MENU SCREENS
Rank
The selected pilot’s rank and date commissioned are displayed.
OK
Return to the Main screen.
Options Screen
Controls
Ensure that you have calibrated your game controllers before launching Comanche Hokum
(from the Start menu select Settings then Control Panel then Game Controllers).
Cyclic
Select Keyboard or Joystick for the cyclic stick.
Collective
Select Keyboard or Throttle for the collective lever.
Pedals
Select Keyboard or Rudder Pedals for the pedals.
Device
Cycle through the available game controllers to select the required device.
2.2
Reverse Throttle
A collective lever works in the reverse sense to a jet aircraft throttle. Setting this option to
on makes the collective work in the same sense as the throttle.
Multiplayer
To create (host) or join multiplayer games you will need to select a service provider
(connection method). Some service providers will require additional properties to be
entered.
You can join multiplayer games at any time as long as you have chosen an identical service
provider to the host.
When connecting to another player via a modem connection, the player who answers the
call is automatically assigned the host status. The host must wait in the Multiplayer screen
in order to connect to an incoming call.
Connection
Cycle through the connection options (Internet TCP/IP, Modem, Serial, IPX, etc.) to select
the required service provider and then enter the required parameters.
MENU SCREENS
2.3
Dynamics
The options marked with an asterisk (*) are explained fully in chapter 6 ‘Ground School’.
*Blade Stall
Set retreating blade stall effect on or off. The imbalance of lift created by this effect will
cause the helicopter to roll and the pilot to apply constant cyclic corrections. Novice pilots
should turn this effect off.
Cross Couple
Set cross coupling effect on or off. With this option turned on the pilot will notice minimal
turning effect upon large collective inputs. Turning the cross coupling effect off will require
constant yaw input to maintain heading. Novice pilots should turn this effect on.
*Ground Effect
Set ground effect on or off. The ground effect simulates low altitude air cushioning created
by the rotor downwash. Novice pilots should turn this effect off.
Keyboard Assist
Set keyboard assistance on or off. Helicopter flight requires subtle inputs unobtainable from
keyboard control. Keyboard assistance implements a damping factor to help provide these
inputs and allow smoother flight.
Over-Torque
Set over-torque effect on or off. With over-torque set to off you will not get over-torque
warnings when the torque readout exceeds 100% and the gunship will not be damaged.
Novice pilots should turn this effect off.
*Vortex Ring
Set the vortex ring effect on or off. You can unintentionally create a vortex ring around your
main rotor if you make a sustained high-speed descent vertically or at a steep angle. This is
a hazardous situation! Novice pilots should turn this effect off.
Wind
Set wind effects on or off. Novice pilots should turn this effect off.
Realism
Co-Pilot Target ID
Sets the method in which target identifications are reported. Refer to ‘CP/G Assistance:
Target ID’ in the ‘Comanche Cockpit’ and ‘Hokum Cockpit’ chapters.
Co-Pilot ECM
Set Co-Pilot operating counter measures on or off. Set to on and the Co-Pilot will take care
of releasing chaff and flares and will operate the IR and Radar jammers. You can release
extra chaff and flares if required.
MENU SCREENS
Avionics
Select either Novice or realistic avionics. With Novice avionics selected you do not need to
operate the targeting devices. Arming a weapon will arm the HIDSS / HUD targeting modes
automatically and you can designate targets simply by looking at them. Refer to the
‘Comanche Cockpit’ and ‘Hokum Cockpit’ chapters.
Also, with Novice selected your wingmen are initially set to ‘Weapons Free’ so you do not
need to send a radio command to make them fire.
Difficulty
The difficulty option affects the enemy's response time and the amount of weapon damage
incurred. This only affects you and not the other entities in the world. In multiplayer games
each player retains their own difficulty level. That is, this value is not set globally by the
server. Therefore a novice player can compete with more experienced players by adjusting
their respective difficulty levels.
At the Easy difficulty setting, the player’s weapons do not take account of ‘armour penetration
angles’. Usually, if a weapon hits the front of a tank, where it is more heavily armoured, then
less damage will be inflicted than if the weapon hits the rear or sides of the tank.
Graphics
Terrain Detail
Select 3D terrain detail to suit your processor speed. High detail demands more processor
power than Low detail.
2.4
Object Detail
Select 3D object detail to suit your processor speed. High detail demands more processor
power than Low detail.
Cockpit Detail
Select cockpit detail to suit your processor speed. High detail demands more processor
power than Low detail.
Rain Textures
Cockpit rain textures may be set on or off as a matter of preference.
Cockpit Rotors
The main rotor blur effect visible from the cockpit may be set on or off as a matter of
preference.
Device Selection
Cycle through the available hardware graphics devices and select the hardware which has
the best Direct3D support. Changing device requires you to restart Comanche Hokum.
Screen Resolution
Cycle through the available screen resolutions and click ‘Accept’ to apply.
MENU SCREENS
2.5
Sound
Sound Effects
Set sound effects on or off.
Music
Set music on or off.
Speech
Set all speech on or off.
Co-Pilot Speech
Set Co-Pilot speech on or off.
OK
Exit the Options screen.
Combat Screen
There are three different game types offered in the Combat screen plus a demo mode.
Campaign
Campaign games are large-scale dynamic campaigns based over the entire map. To win the
campaign you need to complete all of the given objectives.
Skirmish
Skirmish games are mini-campaigns contained within a small area of the map. Skirmish
games provide useful practice before taking on a full campaign and also require much less
bandwidth in multiplayer games.
Free Flight
Free Flight games allow you to explore all of the flying areas, practice flying and familiarise
yourself with the avionics and weapons systems.
Demo
The demo allows you to watch a campaign in action.
Press l+ Q or c to quit the demo.
CANCEL
Return to the Main screen.
MENU SCREENS
Session Screen
The session list shows all of the available games.
New games are listed in white text. If you have selected a multiplayer connection then
starting a new game makes you the host of that game.
Existing multiplayer games are listed in amber text. You may join these games at any time.
Saved games are listed in green text. Saved games may be renamed or deleted.
After you have selected a game, the game details and options are displayed.
Select ‘OK’ when you are ready to continue.
Select ‘CANCEL’ to return to the Combat screen.
Gunship Screen
From the Gunship screen select which side you want to play the campaign from.
Select ‘RAH-66 Comanche’ for the Blue Force and ‘KA-52 Hokum B’ for the Red Force.
If you have Apache Havoc installed then you can choose between flying Comanches and
Apaches or Hokums and Havocs in the campaign.
Select ‘SELECT’ to continue to the Campaign and Mission Planning screen.
Select ‘CANCEL’ to return to the Session screen.
2.6
MENU SCREENS
2.7
Campaign and Mission Planning Screen
The Campaign and Mission Planning screen is the focal point of the campaign. From here
you get an overview of the campaign and can assess the current situation in order to decide
your next mission.
General Layout
SELECT INFORMATION
SELECT
MISSION
AND
GUNSHIP
INFORMATION WINDOW
CAMPAIGN
TIME
CURRENT MISSION STATUS
EXIT
CURRENT GUNSHIP STATUS
CLEAR/QUIT MISSION
Diagram 2.1: General layout of the Campaign and Mission Planning screen
MESSAGE WINDOW
CONFIRM/
COCKPIT
Familiarise yourself with the layout of this screen – try selecting all the options. You will
notice that many items react to a ‘mouse over’ event by displaying additional relevant
information as you move the mouse pointer over them. The additional information may
be displayed in the message window, on the map or in the current mission and gunship
status lines.
Generally you can click on graphical icons and ‘live’ text – that is text that changes colour
as you move the mouse pointer over it.
MENU SCREENS
Selecting a Mission and Gunship
There are several ways of selecting a mission and gunship and you can select them in any
order.
For instance, you may prefer to select a mission first simply because you want to fly a
particular type of mission. Alternatively you may opt to select a gunship first so that you
can fly with other players in a multiplayer game or you want to fly a particular type of
gunship if you have Apache Havoc installed.
‘Auto-Select’
The easiest way to select a mission and gunship is to use the auto-select function:-
1. Click the ‘Auto-Select’ text in the current mission status line and a mission will be
automatically selected. The mission briefing is displayed in the information window.
2. Click the ‘Auto-Select’ text in the current gunship status line and a gunship will be
automatically selected for the mission. The flight group details are displayed in the
information window.
3. Click ‘Confirm’ then ‘Cockpit’ to fly the mission.
‘Available’ and ‘OOB’ (Order Of Battle)
Select the ‘Available’ button to list all of the missions or groups available to you.
Select the ‘OOB’ button to list the ‘Order Of Battle’ for all of your forces (air, land and sea).
You can view missions, groups and bases.
2.8
‘Unassigned’ Missions
Unassigned mission are missions which have not been assigned to a flight group yet. If you
select an unassigned mission you then need to select a flight group in order to fly the
mission.
Unassigned missions may be taken by computer-controlled (AI) flight groups or by other
players in multiplayer games. Unassigned missions will eventually expire (timeout) if they are
not taken.
To select an unassigned mission and a gunship:-
1. Click ‘Clear’ / ’Quit Mission’ to clear any previously selected missions or gunships.
2. Select ‘Available’ and ‘Missions’.
3. Unassigned and assigned missions are listed, for example:-
Unassigned
[3 x RECON]
[2 x CAS]
Assigned
[1 x SEAD]
MENU SCREENS
2.9
4. Click on a mission type to display the missions available, for example:-
Unassigned
[3 x RECON]
RECON #1
RECON #2
RECON #3
[2 x CAS]
Assigned
[1 x SEAD]
5. As you move the mouse pointer over the missions, details of the mission are shown in
the message window and the current mission status line. The mission is indicated on
the map (if it is view).
6. Click on a mission and a full briefing for the mission is displayed in the information
window.
7. Click ‘Accept’ to accept the mission. The ‘Groups’ button is automatically selected and
the flight groups available for this mission are listed. If no flight groups are available
then click ‘Clear Mission’ to start again.
8. Click on a flight group type to expand the groups available, for example:-
[2 x Recon / Attack Helicopters]
Freelancer
Gator
[1 x Attack Helicopters]
9. As you move the mouse pointer over the flight groups, details of the group are shown
in the message window and the current gunship status line. The flight group is indicated
on the map (if it is in view).
10. Click on a flight group and the group’s details are displayed in the information window.
11. You are normally assigned the flight group leaders gunship (i.e. ‘1-1 RAH-66 Comanche’)
but you can select another from the list.
12. Click ‘Accept’ to accept the gunship.
13. Click ‘Confirm’ then ‘Cockpit’ to fly the mission.
‘Assigned’ Missions
If you have accepted an assigned mission then the flight group is already selected but you
can change gunship within the group. Click ‘Accept’ to the gunship. Click ‘Confirm’ then
‘Cockpit’ to fly the mission.
MENU SCREENS
‘Completed’ Missions
Completed missions are only listed when the ‘OOB’ option is selected.
Map
There are many maps displayed in various contexts, however, the functionality of all maps
is the same.
Mouse Controls
The map reacts to ‘mouse over’ events. Simply point at icons to find out what they are.
Point to a location on the map and right-click to centre the map around this position.
Point to a location on the map and left-click to ‘goto’ (that is move your gunship to) this
position. This option is only available in Free Flight games.
Keyboard Controls
[]\^Move map
= Zoom in
- Zoom out
+ (numpad) Zoom in
- (numpad) Zoom out
> Zoom in
< Zoom out
l+= Increase time acceleration (single player)
l+ - Decrease time acceleration (single player)
l+ + (numpad) Increase time acceleration (single player)
l+ - (numpad) Decrease time acceleration (single player)
` Centre map on player
C Centre map on player
h Toggle cockpit/menus
2.10
Map Buttons
Maximise
Maximise map.
Minimise
Minimise map.
2.11
MENU SCREENS
Zoom In
Zoom in.
Zoom Out
Zoom out.
Side
Toggle ‘side’ map.
The side map indicates the territorial possession of both sides.
Fog
Toggle ‘fog’ map.
The fog map indicates areas in which you have little or no intelligence.
Grid
Toggle the map grid.
Keysites
Toggle keysite icons. Keysites are tactical sites such as airbases,
FARPs, ports, oil refineries, etc.
Missions
Toggle mission destinations.
Air Forces
Toggle air force icons.
Ground Forces
Toggle ground force icons.
MENU SCREENS
Sea Forces
Toggle sea force icons.
Air Defences
Toggle air defence icons.
Ground Radar (threat circles)
Toggle air defence radar threat circles.
Track
Depending on the map context the track button does the following:-
1. Group information displayed – track the selected unit.
2. Mission information displayed – does nothing.
3. Base information displayed – does nothing.
4. All other maps – track the player’s gunship.
2.12
Goto
Toggle ‘goto’ feature. Only available in Free Flight games.
Map Icons
Move the mouse pointer over any map icon and details will be displayed in the message
window.
Event
The most recent event log message is displayed in the message window
and the event locator is displayed on the map to show the origin of the
message. Click on the message window to display the event log in the
information window.
2.13
MENU SCREENS
Explosions
Explosions are drawn on the map indicating current engagements.
Waypoints
The waypoint route is displayed on the map.
Editing Waypoint Routes
The waypoint route can only be edited once the mission and gunship have been
confirmed (by clicking ‘Confirm’).
To move a waypoint, select it with the mouse pointer and drag it to a new location. The
start base, landing base and objective waypoints cannot be moved.
To insert a waypoint, click on the ‘+’ symbol between the two waypoints that you wish to
insert a new waypoint.
To delete a waypoint, highlight the waypoint by moving the mouse pointer over the
waypoint and press the ;key. The start base, landing base and objective waypoints
cannot be deleted.
Mission Briefing and Debriefing
The mission briefing is displayed in the information window. The details of the mission are
listed and a short account of the mission objectives is given.
After a mission is completed (successfully or unsuccessfully) the mission debriefing is
displayed in the information window.
To display your briefing or debriefing click the mission name (i.e. ‘RECON #2’) in the
current mission status line.
The mission briefing is available as soon as the mission is complete and not when you have
returned to base. At this point you can quit the mission (an AI pilot will fly the gunship back
to base) and you can select another mission to fly.
Promotion and Medals
After a mission you may be promoted or be awarded a medal. Details are given in the
debriefing.
Sit Rep (Situation Report)
The Sit Rep outlines your campaign objectives and gives an indication of the campaign
progress using ‘force strength’ and ‘kills/losses’ indicators.
In order to win the campaign your forces must successfully complete all of the campaign
objectives.
MENU SCREENS
Some objectives require your forces to capture an enemy installation. To achieve this your
forces must weaken the installation via strike missions. Once battle damage assessment has
shown the installation to be sufficiently weakened your forces will attempt to insert troops
to capture it.
Log (Event Log)
The event log keeps account of all the significant actions that have occurred during the
campaign.
The event log is listed with the latest event at the top. Click on any event text to view the
location of the message origin.
Payloads
After selecting a gunship you can change the weapon loadout. You can only change the
gunship’s weapons when you are landed at an airbase, carrier or FARP.
To change weapons cycle through the weapons available for each pylon or select a default
weapon loadout (air-to-ground, air-to-air or recon/scout).
You may change the weapon loadout for any of the gunships in your flight group. For
gunships other than Apache Longbows, Comanches, Havocs and Hokums you can only
select the three default options.
Chat
Use the chat facility to communicate with other players in multiplayer games.
2.14
Options
You can change the game options during a campaign, however, some options will be
unavailable and are greyed out.
Save
Save a campaign at any time. The saved game will be available on the Session screen.
Enter a filename for the saved game (restricted to 8 characters – there is no need to enter
a file extension).
Quit Campaign
To quit the campaign click the ‘Exit’ button or press l+ Q.
BASICS
3. IN-FLIGHT
IN-FLIGHT
3.1
Basic Handling
If you are a novice pilot then it is recommended that you read the ‘Ground School’ section
of the manual to familiarise yourself with the basic principles and handling of a helicopter.
This section will guide you through the flight controls as required for Comanche Hokum
and explain the function of the automatic flight systems; ‘autopilot’, ‘altitude hold’ and
‘hover hold’.
Select a ‘Free Flight’ mission to practice your flight procedures. Ensure that you select a
passive environment and turn the collisions and weapon damage off.
The flight controls are the same for both Comanche and Hokum.
To re-iterate the lesson from Ground School:-
"It is worth emphasising that all your control movements ('control
inputs') should be as smooth and deliberate as possible. Sudden,
violent control inputs are to be avoided whenever possible, but
especially in hovering or low-speed flight. Make sure that you know
where to find airspeed, altitude and vertical velocity readouts on
the Head-Up Display (HUD)."
Taking off and rising to the hover
1. Release the rotor brake R
2. The rotor blades will start to spin and the canopy doors will close
3. When the main rotor RPM has reached 90% the ‘RTR RPM’ warning light will turn off
and the helicopter is ready for take-off
4. Release the wheel brakes B
5. Watching the torque value on the head-up display, gently increase the collective to 65-
75% Q
6. The helicopter will start to climb
7. Climb to an altitude of 100 feet / 30 metres so that the helicopter is out of
‘ground effect’
8. Adjust the collective to hold the helicopter in a steady hover Q and A
Transition from the hover to forward flight
1. Ease the cyclic forward and the helicopter will start to accelerate \
2. The helicopter will lose altitude so gently increase the collective to compensate for
this Q
IN-FLIGHT
Climbing and diving
1. Pull back on the cyclic to climb ^
2. The helicopter will climb but lose forward speed
3. Push the cyclic forward to regain forward speed \
4. Raise the collective to climb Q
5. The helicopter will climb but gain forward speed
6. To climb without losing or gaining speed you need to simultaneously pull back on the
cyclic and raise the collective ^ and Q
7. Push the cyclic forward to dive \
8. The helicopter will lose height but gain forward speed
9. Pull the cyclic back to reduce the dive ^
10. Lower the collective to lose height A
11. The helicopter will lose height and forward speed
12. To dive without losing or gaining speed you need to simultaneously push forward on
the cyclic and lower the collective \ and A
3.2
Turning in forward flight
1. When the helicopter is hovering or flying at low speed (below 60 knots / 110 km/h) use
the pedals to turn Z and X
2. At higher speeds, turning is accomplished by tilting the cyclic left or right to bank the
helicopter ] and [
3. If you fly sustained or steeply-banked turns you’ll need to raise the collective Q or ease
back on the cyclic ^ (with loss of some forward speed) to avoid losing height
Slowing to the hover from forward flight
1. Start the manoeuvre by pulling back on the cyclic ^ to tilt the helicopter backwards
2. Lower the collective to prevent the helicopter from climbing A
3. As the helicopter slows, gently raise the collective Q to compensate for the diminished
main rotor thrust
4. As you approach the hover ease the cyclic forward \ to bring the helicopter level,
simultaneously raising the collective Q to maintain altitude
5. Use the pedals Z and X as necessary to keep the helicopter straight
IN-FLIGHT
3.3
Landing
1. From a steady hover, gently lower the collective A and the helicopter will begin to lose
altitude
2. Watching your vertical speed, adjust the collective Q and A to maintain a steady rate
of descent
3. Just before touchdown reduce the rate of descent to soften the landing
4. After touchdown, bottom the collective A
5. Engage the wheel brakes B
6. Engage the rotor brake R
7. The rotor blades will spin down and the canopy doors will open
Taxiing
1. With the rotor blades spun up and the wheel brakes disengaged, increase the collective
Q to between 25 and 50%
2. To start taxiing, push gently forward on the cyclic \
3. Use the pedals Z and X to steer the helicopter
4. To slow down, ease back on the cyclic ^
5. To stop apply the wheel brakes B
Trim
Trim re-centres the cyclic to the currently held position. Trim is useful when flying long
distances in a straight line so that you do not need to keep pressure on the cyclic.
Autopilot
The autopilot system will fly the helicopter around the waypoint route and eventually land
back at base. Autopilot will not engage the enemy at ‘target’ waypoints.
G Autopilot (engage/disengage)
Autopilot is unavailable if the helicopter control systems are damaged or if the helicopter is
out of fuel.
Autopilot cannot be engaged when the helicopter's radar altitude is below 25 metres
(approximately 80 ft).
Coming in to land at a base, the helicopter may enter a holding pattern until a landing pad
becomes available.
IN-FLIGHT
Altitude Hold
The altitude hold system will attempt to hold the helicopter at the current radar altitude, in
effect, terrain following for nap of the earth flying.
Altitude hold is unavailable if the helicopter control systems are damaged or if the
helicopter is out of fuel.
The radar altitude setting can be increased or decreased by one unit at a time (1 foot
Comanche, 1 metre Hokum).
g+ H Altitude hold (engage/disengage)
g+ J Decrease altitude hold level
g+ K Increase altitude hold level
Hover Hold
The hover hold system will attempt to hold the helicopter in a stationary position
(station keeping).
Hover hold is unavailable if the helicopter control systems are damaged or if the helicopter
is out of fuel.
Hover hold can only be engaged if the horizontal velocity of the helicopter is below 20 knots
(approximately 40 Km/h).
Use collective to adjust the hover height and yaw to adjust the heading. Hover hold will
disengage with any cyclic input.
Hover hold bleeds off any horizontal velocity and adjusts the collective to zero the vertical
velocity. It is not an immediate effect and may take a few moments to stabilise. If you are
using a throttle stick then you will have to adjust the collective manually.
Stable hover hold is the same as hover hold except that it maintains altitude automatically
for players with throttle sticks.
H Hover hold (engage/disengage)
m+ H Stable hover hold (engage/disengage)
3.4
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