      
      _____  ____  _____  _____  __  _____    ____    _____  __  ___  _____  
     / p   \/    \/     \/     \/  \/     \  /    \  / p   \/  \/   \/     \
     \  _  /\ e__/\ __  /\ __  /\l /\__\/ /  \ \/_/  \  _  /\  /\  _/\_z\/ /
     //// / / / __/ // / / //r/ / /    / /   / /__   //// / / /_/ /____ / /
    / \/ / / _//_ __~a_//  ~_/ / /__  / /__ (_. ._) / \/ / / /_/ /__g // /__
   / /\_/ / /___/ // /_/ /\ \ / /\  \/ /\ z\  |4|  / /\_/ /i/ / /__/ // /\  \
   \/-bip-\______//_____//__/ \_____/\_____/tb|_|95\/-dsr-\/  \_____/ \_____/

              -*-  F O R   P A R A S I T E   I N   1 9 9 5  -*-

# APACHE # GAME MANUAL #
------------------------

-2-

INSTALLATION

At the DOS prompt: Insert CDROM into drive; Log on to CDROM drive; Type Install

The program will create a directory C:\DI\APACHE (You may change this default
if you wish).
Enter details of your sound card e.g. type, address, DMA and Interrupt.

Select minimum, medium or maximum installation. This will determine how
much of the program is installed to your hard disc and how fast the program
runs when disc accesses are required.

After installation, log onto your hard disc and type Apache

README file: We recommend that you take a look at the README file on the CDROM.
This contains details of last minute changes to APACHE that were not finalised
at the time of printing this manual.

SMARTDrive: We recommend that you use SMARTDrive with this product. If you are
unsure that SMARTDrive is active on your system, type SMARTDRV before running
APACHE. Further guidance may be found in the README file.

Video graphics cards: Apache is compatible with most graphics cards. If the
product does not function correctly on your system, further help may be found
in the README file and the section entitled 'Frequently Asked Questions'.

-3-

CONTENTS

Installation..................................................................2
Introduction..................................................................5
Quickstart....................................................................7
Flight Options................................................................9
    Summary...................................................................9
    Main Screen...............................................................9
    Flight Screen............................................................10
    World Map................................................................11
Cockpit......................................................................15
    Pilot's Instrument panel.................................................15
    Copilot/Gunner (CP/G) instrument panel...................................20
    Integrated Helmet and Display Sight System (IHADSS)......................22
Weapons......................................................................27
    Hellfire AGM114A laser-guided missiles...................................27
    Hellfire AGM114B Radar-guided missiles...................................31
    Hydra 70mm rockets.......................................................32
    Stinger IR air-to-air missile............................................34
    30mm Chain gun...........................................................34
    Chaff & Flares...........................................................35
    Electronic Countermeasures (ECM) and IR jammer...........................35
Mission Briefing.............................................................37
    Briefing Screen..........................................................37
    Mission Planner..........................................................37
Flying the Apache............................................................41
    Handling modes...........................................................41
    Controls.................................................................42
    Manoeuvres...............................................................43
Viewing Modes................................................................49
    Internal views...........................................................49
    External views...........................................................49
    TADS viewing modes.......................................................50
    Helmet mode..............................................................50
Multiplayer Games............................................................51
    Two player...............................................................51
    Set-up...................................................................51
    Network game.............................................................57

-4-

System Configuration.........................................................59
    Preferences..............................................................59
Joysticks....................................................................62
    Standard Joystick........................................................62
    Thrustmaster FCS.........................................................63
    CH Flightstick Pro.......................................................64
    CH Virtual Pilot Pro.....................................................65
    Phoenix Flight&Weapons Control System....................................66
    Thrustmaster F-16 FLCS + WCS.............................................68
Two Player Controls..........................................................70
Mission Tips.................................................................72
Apache - Design & Development................................................75
Vehicle Inventory............................................................79
Credits......................................................................82
Acknowledgements.............................................................83
Frequently Asked Questions...................................................84
Index........................................................................85
Customer Support.............................................................87

-5-

INTRODUCTION

On January 16th 1991, eight Apache helicopters fired the first shots in Opera-
tion Desert Storm, using their Hellfire missiles, 70mm rockets and 30mm rounds
against Iraqi early warning radar systems, paving the way for the allied air
offenses that followed. Apaches were the first to arrive in Saudi Arabia for
Operation Desert Shield. The first attack helicopters to take prisoners,
without ground troops present, capturing over 500 Iraqi soldiers. The only
coalition aircraft to fly on February 25th and 26th when other aircraft were
grounded due to weather restrictions. Throughout the conflict, the Apache main-
tained the best reliability record of any helicopter in the combat arena.

The Apache has long been regarded by many as the most exciting modern combat
helicopter and it is now set to get even better. The current Apache moderni-
sation programme will give the U.S. Army the AH-64C and AH-64D Longbow variants
The AH-64D Longbow Fire Control Radar provides a major advancement in tactical
capability for the Apache, sweeping the battlefield through a full 360 degrees
to evaluate and prioritise air and ground targets. The Longbow radar is inte-
grated with the onboard Target Acquisition and Designation Sight (TADS) allo-
wing rapid engagement of multiple ground and air targets with fire-and-forget
Longbow Hellfire missiles. Crew can preprogram flight routes and multiple
target locations, navigating accurately to and from the battle area to engage
the enemy in total darkness.

Apache-Longbow is the first desktop flight simulator to present the Apache
helicopter in such authentic detail. Public domain information on the Apache
Longbow is limited, but with the assistance of McDonnell Douglas we have been
able to represent many of the innovative features of this aircraft. Apache-
Longbow gets you into the thick of the action from the moment you load the
product. Combining a vast selection of missions and campaigns with state-of-
the-art 3D computer graphics, we aim to keep you enthralled for many hours. The
real Apache is at the forefront of technology and we are proud to present a
simulation to match. Climb aboard and experience for yourself what it's like
to fly this awesome warrior.

                          Apache-Longbow....Nothing comes close

-6-

-P-

-7-

QUICKSTART

When running the game for the very first time, the introductory animation
leads directly into the Quickstart  "Arcade" option and you are immediately 
airborne, weapons armed, flying over hostile territory. Options are preset for
unlimited weapons, unlimited fuel, simplified controls - and lots of action!
There is no time limit but you can get shot down. Targets are automatically
locked and tracked by your ground radar, leaving you to fly the Apache and
launch weapons.

Push forward on the joystick (or press CursorUp) to accelerate and pull back
on the joystick (or press CursorDown) to slow down. Bank left or right to turn
(CursorLeft and CursorRight, or joystick). Adjust your altitude using the col-
lective lever control ('q' to go up, 'a' to go down).

Weapons available to you are Hellfire radar-guided missiles, unguided Hydra
rockets or the 30mm chain gun. The Hellfire missiles are the easiest to use -
just make sure that the small target designator box lies inside the large mis-
sile acquisition box before you launch the missile.

To arm weapon:     Press <<ENTER>> or press <<SPACEBAR>> once.
To launch weapon:  Press <<SPACEBAR>>
To select weapon:  Press <<ENTER>>

Press <<Ctrl>> and <<Esc>> together to end your flight.

When selected from the Main Screen, Quickstart has two options.

(i) Invincible mode: unlimited weapons and fuel, simplified controls and no
enemy fire. You will be awarded a score during each flight dependent upon how
many targets you destroy. Your flight will end when you quit using keys
<<Ctrl>> and <<Esc>>.

(ii) Arcade mode: as described above. Your flight will end either when you
quit using keys <<Ctrl>> and <<Esc>> or you get shot down.

Have Fun!

-8-

-P-

FLIGHT OPTIONS

Figure 1.0 shows the overall structure of Apache-Longbow. When running the
game for the very first time, the introductory animation leads directly into
the Quickstart "Arcade" option. Thereafter the introductory animation and title
page lead you to the Main Screen.

-Figure 1.0-

MAIN SCREEN ----- Quickstart
              |
              |-- Flight Options
              |
              |-- Preferences
              |
              `-- Pilot's Log

FLIGHT OPTIONS ----- Training
                 |
                 |-- Single Mission
                 |
                 |-- Campaign
                 |
                 |-- Network
                 |
                 `-- Two Player

WORLD MAP ----- Yemen
            |
            |-- Korea
            |
            `-- Cyprus

BRIEFING ----- Mission Description
           |
           |-- FlightPlan
           |
           `-- Weapon Selection


-9-

FLIGHT OPTIONS

Summary

Apache-Longbow contains four flying areas:

1. Fort Hood, USA - training area.
2. Yemen - combat area.
3. Korea - combat area.
4. Cyprus - combat area. 

Training missions at Fort Hood should be used to learn the basics of flying
your Apache and how to use your weapon systems. Each combat area offers a
selection of single missions and a multi-mission campaign. There are two Quick-
start options, three two player options and a network option for up to 16
players.

Main Screen

Use the mouse pointer to click on any of the following options:

Quickstart: two options are available:
(i) "Invincible" mode: infinite weapons, infinite fuel, no enemy fire. This
option is great for just flying around and taking-out anything that moves
(or doesn't).
(ii) "Arcade" mode: infinite weapons, infinite fuel, but you are no longer
invincible to enemy fire. A score is awarded for the number of targets
destroyed.

-10-

Flight: click here to select the Flight Screen (see below)

Preferences: here you can specify a number of preferred settings depending
upon your hardware. See the chapter on System Configuration for a full descrip-
tion of preferences.

Pilot's Log: click here to select or begin a new pilot's log. The log supports
up to ten users and each user may have up to ten pilot names. To enter a new
user name, click on "Rename User" and type in your new user name. To add a new
pilot, click on Create and type in your pilot's name. Options are also
available to Delete and Rename a pilot.

Exit: click here to return to DOS. On all other screens, the exit button will
take you to the previous screen.

Flight Screen

Training: click on this icon with your mouse pointer to display the list of
training missions. During training you may select infinite weapons and switch
off crash detection. Training always takes place at Fort Hood, USA.

Single Mission: click on this option to proceed to combat area selection. You
will then be presented with the list of available missions for the area. Select
your mission and click on Commit.

Campaign: click on this option to proceed to combat area selection after which
you will arrive in the Base of Operations. The campaign for each combat area
has eight levels. With several different possible missions at each level, your
success or failure on any level will determine how the campaign progresses.

Network: click here to select the multiplayer network option. Up to sixteen
users can fight for survival in this "free-for-all" scenario.

Two player: click on this icon for the following options:

-11-

  - Combat: a two player game allowing you to fly head-to-head against a friend
  - Leader/Wingman: this allows you to fly cooperatively with another player on
                    any of the single missions
  - Pilot/Gunner: this option allows two players to crew the same Apache - one
                  as pilot, the other as copilot/gunner, on all single missions

All of the two player options area playable across a modem, a direct serial
cable link or across a network.

World Map

You have a choice of three geographical areas - Yemen, Korea or Cyprus. The
regions were chosen because they represent potential trouble spots in the
modern world, each offering a different set of challenges. In Yemen, you are
part of a shipborne rapid reaction unit. Enemy forces are equipped with a
variety of Soviet and Western hardware but are relatively weak. This region
is recommended for your first attempts at combat. In Korea, the Northern forces
are well equipped with Soviet hardware. Poor weather conditions and a difficult
terrain combine to give demanding missions. The Cyprus scenario has been
designed to be the most challenging. Both sides have Western equipment, inclu-
ding Apache helicopters, which can make identification difficult. You are
stationed at the "sovereign base" at Dhekelia.

Although all geographic areas in this simulation are based upon real countries,
we do not wish to imply that military tactics or capabilities are accurately
portrayed. All scenarios are totally fictitious. We do not wish to glorify war
or its consequences. We hope that you will gain a better understanding and
appreciation of the equipment and risks involved, in the safety of your own
home. For your interest, a brief synopsis follows of each territory to help you
understand why the areas were chosen.

-12-

Yemen

The port of Aden was annexed by the British in 1839 as part of a number of
naval bases used to protect the Indian Empire. At this time, Yemen was ruled
from Saana by imams, authoritarian extremist leaders. In order to protect
their interests, the British created the artificial division of North and South
Yemen and proclaimed the south as the Aden Protectorate. Yemen united with the
rest of the Arab world in hostility towards Britain during the Suez war in 1956
and despite the loss of the Suez Canal at this time, the British were deter-
mined to retain Aden as a base of operations in the Gulf. Following the death
of Imam Ahmad in 1962, the Egyptians organised a coup in Saana, only to be
met by fierce resistance from the imam tribes, supported by the Saudis and
the British. The bombing of guerrilla bases in Saudi Arabia by the Egyptians
brought the two countries to the verge of war and British presence in Aden
became untenable. After Egypt's defeat in the Six Day War in 1967, the Egyp-
tians pulled out of North Yemen and the British abandoned South Yemen one
month later.

The area continued unsettled for the next twenty years. During this time, South
Yemen received limited economic support from the Soviet Union. Frequent and
bloody changes of government led to the outbreak of a savage battle in 1986.
The unstable truce that followed lasted for four years, during which time the
Soviet Union gradually reduced its support. Several attempts have been made
to unite North and South and in 1990 an agreement was ratified by both govern-
ments. However, with Aden no longer strategically important and the deteriora-
tion in relations with Saudi Arabia, the future remains bleak and unstable.

Korea

At the end of the Second World War, the Soviet Union and the United States
divided Korea along the 38th parallel. In a determined effort to reunite the
country, the North Koreans invaded the south on June 6th, 1950. The United
States responded, with the support of the United Nations, and South Korea was
liberated within weeks. However, General MacArthur continued to drive his
armies up to the Chinese border with the intention of unilaterally reuniting
Korea. The Chinese

-13-

retaliated by assisting the North Koreans to counterattack and recapture Seoul.
The Korean war lasted from 1950 to 1953 and devastated the coutnry.

The restoration process has been difficult for both sides. The south has con-
centrated upon economic growth and has continued to prosper with democarcy
established in 1987. On the other hand, North Korea has stagnated with the con-
tinuous rule of Kimm II Sung for over forty years and remains dedicated to
invading the south. The border is rcognised as one of the most dangerous in the
world. Numerous acts of terrorism by North Korea have demonstrated their
desire to antagonise the south. Recent concerns have focused on the possiblity
of the north becoming a nuclear threat and the fear of invasion remains high.

Cyprus

Cyprus has long been the source of extreme tension between Greece and Trukey.
Forcibly partitioned by the Turks in 1974, the island is split into two zones;
one Greek (60%), the other Turkish (40%). The "green line" that seperates the
two zones is policed by 2000 Un troops, the UNFICYP.

The Greek Cypriots desire unification with Greece but the Turks are not pre-
pared to accept a Greek base 50 miles off its southern coast. Attempts by the
British to form a combined Greek-Turkish constitution have failed and the
United States continues to avoid involvement.

The British have retained two "sovereign bases" on th eisland at Akrotiri and
Dhekelia on the south coast. Their main interest is in the use of he island as
a "listening post" for observing events throughout the Middle East.

The island has suffered numerous activities by terrorist organisations such as
the PLO. As a result, Cyprus has expelled a number of foreigners suspected of
terrorist sympathies.

-14-

-P- (Pilot's Cockpit Photograph)

-15-

COCKPIT

- Introduction

The Apache cockpit is a two-seat tandem arrangement with the pilot in the rear
seat and the co-pilot/gunner in the front seat. The aircraft is flyable by
either pilot or copilot/gunner. Cockpit instrumentation in the AH-64 C/D is an
entirely new "glass cockpit" design, with most of the earlier analogue dials
replaced by two multi-function displays.

Pilot's Instrument Panel (rear cockpit)

Press <<HOME>> to select the pilot's cockpit

- Primary Flight Instruments:

Artificial horizon: shows the pitch and roll attitude of your aircraft.
Airspeed: shows your forward speed in knots, calibrated from 0 to 200.
          There is no indication of sideways or rearward speed.
Altimeter: shows your barometric altitude in feet. The small hand is calibrated
           in 1000's and the large hand in 100's. NB. This is your height above
           sea level, not height above the ground. All airfields in Apache-
           Longbow are at sea level.
Standby compass: shows the magnetic heading of your aircraft.
Clock: shows time of day, corresponding to your mission.
Multi-function displays (MFDs): Each of the displays has nine user-selectable
modes. Use '[' to cycle through modes on the left MFD or ']' to cycle through
modes on the right. Use <<SHIFT>> & '[' or ']' to cycle in reverse order. In
the event of damage, use <<CTRL>> & '[' or ']' to switch the MFD off. It is not
possible to have both MFD's in the same mode.

- Modes : Ground Radar - Air Radar - Tactical Situation Display - FLIR -
        Flight Plan - Weapons - System status - Moving map - Engine instruments

-16-

Figure 2.0 - Pilot's Instrument Panel

-17-

* Ground radar: a symbolic display of buildings and ground vehicles within a 45
  deg. Field of view ahead of your aircraft. Press 'r' to select either ground
  or air radar. Press 'g' to cycle through short range (2.5 miles), medium
  range (5 miles) and long range (10 miles). It is not possible to display the
  ground radar on one MFD and the air radar on the other MFD.

Symbols: A diamond shape is a building and  '+'  a vehicle.

The ground radar is not capable of distinguishing between allied and enemy
vehicles. Exercise caution in territories such as Cyprus where Western equip-
ment is in common use by both sides. The same problem arises with non-military
vehicles such as truck convoys. If you are not certain that your target is
hostile, use the TADS for visual confirmation.

By default, the ground radar will automatically evaluate the situation and
designate the highest threat as the target. You may override this selection by
pressing <<BACKSPACE>> repeatedly to cycle through targets, or <<SHIFT BACK-
SPACE>> to reverse cycle. Press 'm' ("mask") to cycle between All, High, Medium
and Low priority targets. ('M' to reverse). If you wish to designate targets by
using the helmet-mounted sight or the TADS system whilst the radar is switched
on, press 'y' to select boresight mode. (Confirmed on the radar display by
'BORE'). Press 'y' again to restore radar target selection.

It is important to remember that your radar cannot see through hills. In such a
situation you will need to ascend until the targets become visible on your
radar (known as "unmasking"), freeze the radar by pressing 'u' and then descend
into cover ("remask") in order to evaluate and prioritise your targets.
Press <<CTRL>> & 'r' to turn the radar off.

Radar Target Priority:
- High: SAMs, AAA and APC's
- Medium: Tanks, artillery, combat aircraft, military ships and radar instal-
          lations.
- Low: Fortifications, buildings, other vehicles, ships and aircraft.

-18-

* Air radar: a symbolic display of enemy airborne targets with a full 360 deg.
field of view. Range is fixed at 5 miles. Press 'r' to select air radar.
Press <<CTRL>> & 'r' to run radar off.

Symbols: Squares - allied aircraft ; 'x' - enemy aircraft.

Press 'm' to toggle between ENEMY only or ALL. Press 'y' to select bore-
sight mode on/off.

* Tactical Situation Display: a symbolic display of allied and enemy aircraft
and ground vehicles, with a full 360 deg. field of view around of your aircraft
Press <<k>> to select range as 2.5 miles or 8 miles. Incoming missiles are
also shown.

Symbols: Square - allied aircraft / 'x' - enemy aircraft / '+' vehicle
'T' radar-guided missile / Inverted 'T' - infra-red missile

* FLIR (Forward Looking Infra Red) mode: This is part of the Target Acquisition
and Designation Sight (TADS). The FLIR is used for target identification pur-
poses and displays the target currently selected by the TADS.

* Flight Plan: a symbolic display of your current position relative to your
flightplan (waypoints A,B,C etc.) with the next waypoint highlighted. Press 'N'
to select the next waypoint or <<N>> to select the previous waypoint. The scale
of this display adjusts automatically. The display is orientated with your air-
craft facing the "12 o'clock" position. Reading clockwise from the top left
corner of the display you will see heading, bearing, time to go and distance
to next waypoint. To fly directly to the next waypoint, turn until your heading
matches the bearing. The waypoint should now be at the 12 o'clock position of
the display.

* Weapons: displays weapons currently loaded. Also confirms selection of manual
chaff and flare operation (<<CTRL>> & 'c') and ECM on/off ('e').

-19-

* System status: displays status of all major systems:

warnings: radar - ground, air, damaged
          fuel low

failures: DTV - daytime TV
          IHADSS - helmet mounted sight
          TADS - laser failure
          PNVS - pilot's night vision system
          FLIR - copilot's FLIR display
          ECM - ECM
          COMMS - comms receiver
          GUN - chain gun

* Moving map: a display of local geographic features centred about your present
position, orientated with your aircraft facing the "12 o'clock" position. Six
ranges are available from 0.4 miles to 12.4 miles, using '<' to decrease range
and '>' to increase range.

* Engine instruments: displays engine rpm, engine torque, engine temperature
and rotor rpm. The collective lever position has been added to this display
although it does not appear in the real aircraft. This mode is particularly
important during an emergency autorotative procedure when the pilot would wish
to monitor rotor rpm after engine failure.

Unlike a fixed wing aircraft, throttle control is automatic. The engine will
automatically adjust its torque output in order to keep the rotor rpm at 100%.
Under normal conditions, engine rpm remains at or near 100%.

- Communications data panel: alphanumeric display showing fuel status, flight
time remaining, weapon status and systems failure warnings. E.g. 'Incoming-3'
incoming missile, 3 seconds to impact.

- Warning Lights

Engine failure lights: illuminate when either engine is damaged.

-20-

Fire warning light: illuminates when there is a fire onboard. You are advised
to land as quickly as possible if this occurs - there is no ejection seat.

Audio warnings

Overtorque: It is possible to demand up to 130% torque for a few seconds.
Whenever you exceed 100% torque, you will hear an audible warning. A warning
message will also appear on the communications data panel. Continuous demand
of over 100% will result in engine damage. You can avoid this by lowering the
collective lever as soon as possible.

- Copilot/Gunner (CP/G) Instrument Panel (front cockpit)

Press <<PgUp>> to select the copilot/gunner cockpit.

Forward Looking Infra Red (FLIR)

The CP/G has two MFD's identical to those of the pilot. In addition to this,
there is a centrally-mounted display, dedicated to FLIR (Forward Looking Infra
Red). When used in conjunction with the pilot's MFDs, a total of five display
modes may be operational simultaneously (two front, two rear and front FLIR).

Target Acquisition and Designation Sight (TADS)

Mounted above the CP/G FLIR display is the TADS eyepiece. The copilot views the
outside world through the TADS in any of three modes - DVO, FLIR and DTV. All
three modes give a full screen image representing the view through the TADS
eyepiece. The view is steerable 120 degrees left or right, 30 degrees up & 60
degrees down.

(a) Direct View Optics (DVO): This is a telescopic view with magnification
    selectable between 3.5 times and 16 times.

(b) Forward Looking Infra Red (FLIR): This is an infra red image with magnifi-
    cation selectable between 2 times and 11 times.

-21-

Figure 2.1 Copilot/gunner Instrument panel

-22-

(c) Day TV (DTV): This is a TV image with magnification selectable between
    28 times and 126 times.

Operation of the TADS system is described in detail in the Weapons chapter.

Integrated Helmet and Display Sight System (IHADSS)

Both aircrew wear helmets with a built-in "head-up display", a sophisticated
sighting system and a night vision system. This enables either crew member to
pilot the helicopter, day or night or in adverse weather conditions, and to aim
weapons by simply looking at the target.
Display contrast may be adjusted for different lighting conditions by pressing
key 'i'.

(a) Primary flight information

On the actual aircraft, flight information is projected into the pilot's right
eye by means of a helmet-mounted monocle. This is represented in Apache-
Longbow by the information being superimposed on all cockpit view modes
(see figure 2.2)

Heading indicator: Helicopter compass heading, (1 to 360 degrees) calibrated
every 30 degrees. The Bearing Marker shows the direction to the next waypoint.

Pitch bars: Bars showing aircraft pitch and roll attitude, calibrated every 10
degrees. The bars remain parallel with the horizon with their inner ends poin-
ting at the ground. Bars above the horizon are solid, bars below the horizon
are broken.

Roll angle indicator: displays roll angles of up to +/- 30 degrees. For clarity
reasons, this feature is not displayed when a weapon is armed.

Altitude scale: a vertical "thermometer-style" display of altitude, usable at
200 feet or less. Calibrated every 50 feet.

-23-

Figure 2.2 - IHADSS symbology

-24-

Vertical speed Indicator: centred on the altitude scale, the VSI pointer rises
or falls to show the helicopter's rate of climb or descent. Usable up to a
maximum scale deflection of 100 feet per second.

Radar altimeter: a digital display of your height above ground, in feet.

Barometric altimeter: displays your height above sea level, in feet.

Aircraft datum: used as a reference point for the pitch ladder.

Airspeed: your forward speed in knots. There is no indication of sideways or
rearwards speed (not true - rearward speed is displayed!)

Torque indicator: digital display of engine torque. This will normally approxi-
mate to collective lever position.

Distance and time: digits showing distance (n.m.) and time (minutes and
seconds) to next waypoint.

Weapon data: shows weapon currently selected, number available and time to
impact if a weapon is in flight.

Weapon status      Target Lock status
armed              locked
unarmed            selected
failed             designated
safe

Target data: if the TADS is active and locked onto a target, the target name
and range (in feet or n.m.) will be displayed.

Target status:
no lock            no target, or weapon not armed
acquired           weapon has locked onto target
out of range       target beyond range of weapon
under range        target too close
target obscured    weapon does not have clear flight path to target

-25-

out of lock cone   target out of weapon field of view
no IR signature    inappropriate target for IR-guided weapon

(b) Helmet-mounted Sight

With the helmet-mounted sight, targets may be designated by simply looking at
them. The system defaults to looking straight ahead and we refer to this as the
"boresight mode". When looking straight ahead from within the cockpit, the
sighting system will automatically select the target nearest the centre of the
display. Press 'l' to lock onto a target. Press 'l' again to unlock. If the
target moves out of the boresight field of view the target lock will be lost.

By pressing 'h' you will select "helmet mode", a full screen outside view,
steerable within the limits of 90 degrees left or right, 80 degrees up and 45
degrees down. The view is steered by pressing <<ALT>> and the cursor keys, or
by pressing Fire button 2 together with moving the joystick. As you adjust your
head position notice the "field of view" box moving inside the "field of
regard" box. This depicts your head position and limits of head movement
available to you.

When using the helmet mode, the sighting system will automatically select the
target nearest the centre of the display. Press 'l' to lock onto a target. If
the target is airborne, the view will also become locked in the direction of
the target. If you are currently locked onto a target and you return to a cock-
pit view with the radar active, the locked target will be passed to the radar.

(C) Pilot's Night Vision (PNVS)

This provides both aircrew with a helmet-mounted infra-red image. In practice
it is used in conjunction with the helmet sighting system but for gameplay
purposes, we have also made the PNVS image available at night with the normal
in-cockpit views. The PNVS may be switched on/off with 'v'.

-26-

-P-

-27-

WEAPONS

Air-to-Air: Stinger IR missile - 30mm chain gun

Air-to-Ground: Hellfire AGM114A laser-guided missile
               Hellfire AGM114B radar-guided missile
               Hydra rocket, M261 and M255 warheads
               30mm chain gun

Use <<ENTER>> to cycle through your available weapons. Use <<SPACEBAR>> to
fire. Weapons may be armed but not fired when on the ground. With the radar
switched on, <<ENTER>> will cycle through air-to-air OR air-to-ground weapons
as appropriate.

* Hellfire AGM114A laser-guided missiles:

The laser-guided Hellfire is a powerful air-to-ground missile for use against
armoured vehicles, buildings etc. It has a maximum range of approximately 3
miles and a maximum speed of Mach 1.2. The target is illuminated by a laser
beam from the Apache itself or by ground forces. When compared to the radar-
guided Hellfire, it has the advantage that targets can be designated without
using the radar which may alert the enemy to your presence. The Hellfire has
a minimum range of 2500 feet. Firing at targets under this range may not give
the Hellfire sufficient time to manoeuvre in order to hit the target.

Press <<ENTER>> until AGM114A appears in the lower right hand corner of the
IHADSS display. The weapon is now selected and armed. The field of view of the
missile is depicted as a large square on the IHADSS. The next task is to desig-
nate your target with the helmet sight, the radar or the TADS system.

(a) Using the Helmet-mounted sight

Press <<HOME>> to select the pilot's forward view. The helmet-mounted sight
will now automatically select the target nearest the centre of the screen. This
is the "boresight mode" and is the simplest method of acquiring targets auto-
matically as you fly around. Weapons will be guided to the currently selected
target. If no target is available, turn

-28-

your helicopter until targets come into your field of view. (The ground radar
or Tactical Situation Display may be used to help you decide which way to turn)
As soon as a target is selected, its position will be shown on the IHADSS dis-
play by the Target Designator box. Target type and range appear in the lower
left corner of the IHADSS. Automatic target selection is confirmed by the word
"Selected" appearing on the display (lower right corner). As you manoeuvre,
the system will continuously select the target nearest the centre of the screen

If you wish to remain locked onto a particular target, press 'l'. This in-
structs the sight to continue tracking the chosen instead of switching to which
ever is closest to the centre of the screen. Lock-on is confirmed by the word
"Locked" replacing "Selected" on the IHADSS display. However, it is not neces-
sary to lock onto a target before firing a weapon.

The field of view of the missile is shown of the IHADSS as a large dashed
square. When the target designator box lies within the missile's field of view,
the large square will change from dashed to solid, confirming that the missile
has acquired the target. (The target must also be in range for this to occur).
Target acquisition is also confirmed by the word "Acquired" appearing on the
IHADSS, together with the estimated time to impact, in seconds. The missile
will now have a high hit probability. After launch, the countdown timer dis-
plays the estimated time to impact.

Press 'h' to select "Helmet Mode", a full screen steerable outside view. The
view is steered by pressing <<ALT>> together with the cursor keys, or by pres-
sing Fire button 2 together with moving the joystick.

The sighting system will automatically select the target nearest the centre of
the display. Press 'l' if you wish to lock onto a target. If the target is air-
borne, the view will also become locked in the direction of the target. Press
'l' to unlock if you wish to select a different target. The

-29-

target designator box and missile field-of-view box operate as described
earlier.

Summary:

Boresight mode : Press <<ENTER>> to select weapon
                 Turn towards target for automatic selection
                 Press <<SPACEBAR>> to launch weapon when in range

Helmet mode : Press 'h' for Helmet mode
              Press <<ENTER>> to select weapon
              Steer view towards target for automatic selection
              Press <<SPACEBAR>> to launch weapon when in range

(b) Using Radar

Press 'r' to activate the ground radar. By default, the ground radar will auto-
matically evaluate the situation and designate the highest threat as the
target. You may manually override this selection by pressing <<BACKSPACE>>
repeatedly to cycle through available targets, or <<SHIFT>> and <<BACKSPACE>>
to reverse cycle. Press 'm' ("mask") to cycle between All, High, Medium and Low
priority targets. ('M' TO REVERSE). As each target is selected the
target name and range (n.m.) will appear on the radar. Turn your helicopter
until the target is ahead of you and you will see the target highlighted on
the radar display. The position of the target will be marked in the IHADSS
display by the Target Designator box. Target type and range will be displayed
in the lower left corner of the IHADSS display.

If the selected target moves off the IHADSS display, a target vector will be
drawn as a steering cue pointing towards the target. The vector will be dashed
if the target is behind you.

-30-

Summary:

Press 'r' to select ground radar
Press <<ENTER>> to select weapon
Turn towards target
Press <<SPACEBAR>> to launch weapon when in range

If you wish to designate targets using the helmet-mounted boresight whilst
the radar is switched on, press 'y' to disable automatic radar target selec-
tion. The radar display will confirm BORE (boresight). Press 'y' again to
restore radar target selection.

(C) Using TADS

You may also select and lock onto targets with any of the three TADS systems -
FLIR, DVO or DTV. Press 't' to select the TADS view and to cycle through the
three TADS modes. Ajust magnification with '>' to increase and '<' to decrease.
The view is steered by pressing <<ALT>> together the cursor keys, or by pres-
sing Fire button 2 together with moving the joystick.

When in TADS mode, the sighting system will automatically select the target
nearest the center of the display. Press 'l' if you wish to lock TADS onto a
particular target. TADS will nw continue to track the same target as you steer
the sight. Press 'l' to unlock if you wish to select a different target. The
target designator box, missile field-of-view box and target vector all operate
as described above. On returning to the in-cockpit view, the radar display
will confirm TADS target selection if the target was locked. Press 'y' to
restore radar target selection. We suggest that the TADS steering controls only
be used when the helicopter is hovering as it is diorientating for a single
player to manoeuvre the helicopter and use the TADS simultaneously.

Summary:

Press 't' to select TADS mode
Press <<ENTER>> to select weapon
Turn towards target for automatic selection

-31-

(d) Launching without locking-on to a target

Laser-guided Hellfires are usually launched after the target has been selected
and lock-on is confirmed. However, it is possible to launch the missile in the
general direction of the target but without actual lock-on. A few seconds prior
to impact, the target is then designated with TADS and the missile will then
lock onto the target. This technique is employed in situations where you wish
to minimise exposure to enemy fire by utilising cover for most of the duration
of the missile's flight, popping up only briefly to designate the target prior
to impact. Bearing in mind that the missile will only take approximately 14
seconds to fly its maximum range, the extra time spent in cover will be mini-
mal. If missiles are launched without a designated target, the countdown timer
will be inactive.

It is possible to fire several laser-guided Hellfire missiles in quick succes-
sion (ripple firing), with launches every 10 seconds or so. As each target is
destroyed, TADS will select the next target in its field of view and the fol-
lowing missile will adjust its flight path accordingly. In this situation, the
countdown timer corresponds to the next missile to reach its target.

(e) Target laser-designated by allied ground forces

If your target is being illuminated by allied ground forces, simply approach
the target area with the laser-guided Hellfires armed. TADS will automatically
lock onto each target. It is not necessary to continue flying towards the tar-
get after firing the weapon.

* Hellfire AGM114B Radar-Guided Missiles

The radar-guided Hellfire is identical to the laser-guided version in terms of
effectiveness, speed and IHADSS symbology. However, it has the significant
advantage of being "fire and forget" with automatic target selection and desig-
nation by the Apache's fire control radar at ranges up to 5.5 miles. Hellfires
may be ripple-fired at multiple targets, with no requirement for the Apache to
continue facing the target during the missile's flight. However, a clear line
of sight must be maintained in order for the radar to continue tracking the
target.

-32-

Radar-guided Hellfires may be launched without a target designated on the
radar. At maximum range the Hellfire can take up to 24 seconds to reach its
target so it may be worth taking cover after launch. To do this, you will first
need to ascend so that potential targets appear on the ground radar (referred
to as "unmasking"). You can now take a radar "snapshot" by pressing 'u' (radar
update) and then descend (re-mask) behind cover. Missiles may now be launched
upwards from behind cover and the radar will use the frozen "snapshot" to allo-
cate targets. The countdown timer operates in the same way as for the AGM114A.
Prior to impact, you must unmask once again so that the target can be tracked
by your radar. In practice, no more than two Hellfires are launched in this
manner at any one time. Remember to "unfreeze" the radar (press 'u' again)
before attempting to acquire new targets.

Summary:

Press 'r' to select ground radar
Press <<ENTER>> to select weapon
Turn towards target
Press <<SPACEBAR>> to launch weapon when in range

* Hydra 70mm Rockets

These are unguided rockets with a maximum range of approximately 3 miles. With
19 rockets per pod and a maximum of four pods, the Apache is capable of
carrying a total of 76.

Two types of warhead are represented in this simulation: (a) the M255, designed
for use against battlefield targets, trucks and other helicopters;

-33-

(b) the M261, a multi-purpose warhead for use against armoured vehicles, equip-
ment and battlefield targets.

Elevation adjustment is available so that the rockets may be launched towards
the ground with the helicopter remaining level. This is automatic when a target
is selected using ground radar or TADS.

Since the weapon is unguided, it is necessary to take sighting guidance from
the IHADSS, TADS or ground radar. Press <<ENTER>> repeatedly until the weapon
is selected and confirmed on the IHADSS. The sight, referred to as the I-beam,
is centred on the IHADSS display and looks like ][. Superimposed on the I-beam
is the Pod Elevation Marker (a '+' symbol) which sits at the top of the I-beam
when the pods are horizontal.

Manual elevation adjustment is available ('w' & 's') providing that there is no
target designated. Line up the Pod Elevation Marker with the target and launch.
Both variants of Hydra may be launched without designating a target.

Summary:

Press 'r' to select ground radar or 't' to select TADS
Press <<ENTER>> to select weapon
Turn towards target for automatic selection
Press <<SPACEBAR>> to launch weapon

Designating a ground target for other aircraft

If you are tasked with laser-designating a target for attack by another air-
craft, first select your target and lock onto it by pressing 'l'. You will be
advised as the allied aircraft approaches and releases its weapons.

-34-

* Stinger IR air-to-air missile

The Stinger is an infra-red-guided air-to-air missile with a range of approxi-
mately 3 miles. Having selected the weapon, you will see the Lock-on diamond
and Boresight at the centre of the IHADSS.

Switch the air radar on using 'r'. It will automatically select the nearest
airborne threat is in your field of view you will see the small target desig-
nator box overlaying the target position. On the left hand side of the IHADSS
you will see a list of four numbers, reading from the top: target Bearing
(degrees), target Altitude (100's feet), target Speed (knots) and target
Heading (degrees).

As soon as the weapon acquires a target, acquisition will be confirmed and the
Lock-on diamond will overlay the Target Designator box. You are also provided
with an Aiming Point which predicts the position of the target after the weapon
has travelled the current target range. To maximise the probability of scoring
a hit, line up the Boresight with the Aiming Point and launch at less than
8000 feet range.

Summary:

Press 'r' to select air radar
Press <<ENTER>> to select weapon
Turn towards target
Press <<SPACEBAR>> to launch weapon after it has acquired target

* 30mm Chain Gun

The chain gun is useful for both air-to-air combat and for lightly-armoured
ground targets. Although limited in range (4500 feet) and lethality, the chain
gun is steerable by the radar, TADS or IHADSS. When used in conjunction with
the air radar, the gun is automatically aimed in order to put the

-35-

Boresight onto the Aiming Point, providing that the target is within the gun
pivot limitations. The gun may pivot 11 degrees up, 60 degrees down and 100
degrees left and right. When used in conjunction with ground radar, TADS or
IHADSS, the gun is steered so that the computed impact point (shown as large
X on IHADSS) coincides with the designated target. If the impact point moves
off the IHADSS display, a target vector is drawn as a steering cue pointing
towards the target. The vector will be dashed if the target is behind you.

If the gun is fired without a target selected, it will fire straight ahead or
in the direction of the pilot's line of sight if in "helmet mode".

* Chaff & Flares

Countermeasures for use against infra-red-guided missiles (flares) and radar-
guided missiles and radar-tracking AAA (chaff). Both are dispensed automatical-
ly after threat evaluation by onboard systems. You may override this feature by
selecting manual control (press <<ALT>> & 'c') and then pressing 'c' for chaff
and 'f' for flares. Your Apache is fitted with 30 of each. You are strongly
advised to execute evasive manoeuvres whenever under attack in order to
increase your chances of survival.

Electronic countermeasures (ECM) and IR jammer

If you are being tracked by enemy radar, your onboard ECM system will auto-
matically attempt to defeat the tracking system by transmitting jamming fre-
quencies. If you do not wish the ECM to transmit, you may manually switch the
system off by pressing 'e'.

The IR jammer is totally automatic and provides a means of confusing incoming
IR-guided missiles. It is not possible to switch this system off.

-36-

-P-

-37-

MISSION BRIEFING

Summary

This is where you will be given a description of your mission objectives. You
will arrive at this screen after selecting your mission. When you are ready to
start flying, click on "Take-off" to proceed to the cockpit.

Briefing Screen

Upon reaching the Briefing screen, your mission objectives will be displayed.
The description should be read carefully. Take a few moments to study the
flightplan, noting significant landmarks and waypoint positions.

As soon as you click on "Take-off" you will proceed to the cockpit, with your
aircraft fully armed and refuelled.

At the end of your flight you will return to this screen for a "Debriefing".
Your flightpath will be displayed and your mission effectiveness will be de-
scribed. Click on "Exit" to leave the debriefing.

After a Training mission or a single combat mission, you will be given the
option to log the flight. If you choose not to log the flight, no details of
the flight will be saved. Flights are always logged during campaigns.

Mission Planner

If the "Mission Planner" option is set in the Preferences, many additional
features become available so that you may study your flightplan in much greater
detail prior to take-off.

Recentering the map

At the beginning of each briefing, the flightplan is centred and scaled to fit
the screen. Clicking on any point of the map with the right mouse button will
recentre the map at the new position.

-38-

Map Toolbox

With the Mission Planner enabled, a Map Toolbox will be displayed on the Brie-
fing screen. To select a function, click on its name with the left mouse
button. Functions are as follows:

Zoom: click and hold left mouse button whilst dragging the mouse diagonally to
define the area to be magnified. Upon releasing the mouse button, the specified
area will be rescaled to fit the screen. Alternatively, clicking once with the
left hand mouse button will zoom to a higher detail level at the position of
the mouse pointer.

Rotate : used to rotate map about centre of screen. Having selected the Rotate
function, click and hold the left mouse button and drag forwards/rearwards to
rotate map. This function can be used to orientate yourself during briefing.

Disable: click on this to disable the left mouse button. This is used in con-
junction with the 3D button described below.

Way: click to activate the Waypoint mode. Each click of the left mouse button
will introduce a new waypoint at the location of the mouse pointer. To remove a
waypoint in between two existing waypoints, first select the waypoint at the
end of the leg to be modified, then click on Insert. A new waypoint is then
added at the midpoint of the leg and the waypoint are assigned new letters.
Click on Info to observe information about a waypoint e.g. grid coordinates,
recommended airspeed and altitude to waypoint, and type (turning, initial,
target, recon, departure, approach, landing). You are expected to "Transmit
Reconnaissance Data" ('d') when reaching a reconnaissance waypoint. The first
and last waypoint of any flightplan cannot be moved.

Back: click to return to previous zoom level

-39-

Key: displays the map key. Click on the Key buttons to turn elements on/off
e.g. hills, roads, etc.

Met: click on this to view Meteorological conditions for the flight. Wind
direction is FROM South, FROM East etc. For example, a wind direction of South
East will be blowing from 135 degrees and you will drift North West, i.e. 315
degrees.

Pay: click to view the Payload display. Weapons may be loaded symmetrically
only, on wing tips, inner pylons and outer pylons. The chain gun is always
fully loaded prior to take off. Full fuel is always loaded. Select required
weapon and click on the appropriate pylon.

3D: first click on the Disable button in order to reduce confusion when using
the 3D function. This mode opens a small window containing a 3D visual, used
for exploring areas of the map. The window has three selectable modes:

Fly: click on any point on the map and the 3D visual window will "fly" to that
location. If the left mouse button is held, the 3D view will fly to the loca-
tion of the mouse pointer. If the mouse is moved whilst holding the left
button, the 3D visual will follow the cursor.

Point: click on any point on the map and the 3D visual window rotates about the
point, looking down at the ground.

Sat: a vertical "satellite" view of the ground.

Click, hold and drag on the bottom right hand corner of the window in order to
resize the window. Click on the top left "close box" to close the 3D window.

-40-

-P-

-41-

FLYING THE APACHE

Compared to many modern helicopters, the Apache is easy to fly. Automatic sta-
bilisation systems and fly-by-wire technology have reduced the Apache pilot's
workload tremendously. We have taken Apache-Longbow one step further and
included a simplified "Arcade" option that will significantly reduce the likeli
hood of a novice crashing. For those of you who are more familiar with heli-
copter controls, Apache-Longbow includes a "Realistic" option that has been
modelled on the authentic performance of the real helicopter.

Handling modes

Arcade mode:

To take off, press 'q' to increase your altitude and press 'a' to decrease your
altitude. These key represent the pilot's collective lever with which he con-
trols his rate of climb or descent. In this mode, this is the only means of
adjusting your altitude. The rate of climb or descent depends upon how long
the key has been pressed.

Push forward on the joystick (or press CursorUp) to accelerate. The helicopter
will adopt a nose-down attitude but will not descend. Centralise the joystick
when you have reached the desired forward speed.

Pull on the joystick (or press CursorDown) to slow down. The helicopter will
adopt a nose-up attitude but will not climb. Centralise the joystick when you
have reached the desired forward speed.

At low forward speeds or in the hover, moving the joystick left or right will
result in sideways flight. Moving the joystick left or right at higher forward
speeds will bank the helicopter, resulting in a turn onto a new heading.

At low forward speeds or in the hover, pressing 'z' or 'x' will yaw the heli-
copter left or right. For example, if you press 'z' or 'x' when in the hover
you will turn on the spot. This effect reduces as forward speed increases.

-42-

Aerobatic manoeuvres such as loops and rolls are not possible in the Arcade
mode. Maximum forward speed is approximately 150 knots.

Realistic mode:

In Realistic mode, Apache-Longbow becomes totally aerobatic and is capable of
performing manoeuvres typical of the real helicopter. To exploit the full
agility of the Apache, it will be necessary to coordinate all three primary
flight controls in some manoeuvres. Variations in aerodynamic efficiency due to
forward speed, air density, aircraft weight, profile and induced drag and other
effects are included to give a closer representation of the real aircraft.

Controls:

As in the real Apache, you have three primary flight controls:

Cyclic control - the central joystick giving pitch and roll control. As the
main rotor blades rotate, the angle of attack on each blade is altered "cycli-
cally" to pitch or roll the helicopter. At low speeds, this control is used to
initiate movement in the desired direction e.g. forwards, sideways or rear-
wards. At higher forward speeds, the general effect of fore/aft cyclic joystick
movement is to put the helicopter into a dive or zoom climb. In Apache-Longbow,
the cyclic control is on the cursor keys or joystick 1.

Collective lever - governs the amount of lift generated by the main rotor
blades. As the main rotor blades rotate, the angle of attack on all four blades
is altered "collectively" to increase or decrease the overall lift. In the
hover, the collective lever controls vertical ascent or descent rate. To sus-
tain high forward speeds, the collective lever is raised significantly in
order to generate the extra lift required to overcome aerodynamic drag.
Variations in lift with forward speed also affect the collective lever setting
necessary to maintain level flight. The power demanded from the engines by the
main rotor blades is measured as "torque" and

-43-

helicopter pilots typically refer to pulling percentage torque rather than to a
collective lever setting. In Apache Longbow, collective lever control is on
keys 'q' and 'a' or a throttle stick/throttle wheel. Keys '1' to '0' can also
be used for preset torque settings 10% to 100%.

Tail rotor controls - used to yaw the helicopter about its vertical axis (e.g.
turning on the spot when hovering). In a real helicopter, the pilot controls
the pitch of the tail rotor blades with his rudder pedals. In Apache-Longbow,
tail rotor control is available on keys 'z' and 'x', <<INS>> and <<DEL>>, a
second joystick or rudder pedals if available.

Brakes - active when pressing 'b'. Use to slow down when taxiing on ground.

Time Compression - For periods of flying where you may wish to speed up your
progress, press <<TAB>> for several levels of time compression. Press <<CTRL>>
and <<TAB>> to resume normal time.

Joystick - press keys <CTRL>> & 'j' to switch between keyboard and joystick
operation. Centralise your joystick and press keys <<ALT>> & 'j' to recalibrate
your joystick in flight. Further information regarding joystick operation can
be found in the chapter on System Configuration.

Manoeuvres

Taxiing

The Apache is fitted with two main undercarriage wheels and a tail wheel, allo-
wing it to be taxied and steered on the ground. To initiate movement, it is
necessary to raise the collective lever to approximately 20% torque. This is
insufficient to lift the helicopter off the ground but forward movement may be
started by pushing on the cyclic control. By varying the torque setting with
the collective lever (up to a maximum of approximately 50%) it is possible to
taxi up to speeds in the region of 60 knots. At this sort of groundspeed, the
Apache will be on the verge of becoming airborne. Be sure to centralise the
cyclic control before pulling any more torque or else you will nose dive imme-
diately you become airborne, with disastrous consequences. To slow down, use a

-44-

combination of pulling on the cyclic control and the wheel brakes. It is pos-
sible to taxi slowly backwards by pulling on the cyclic control but is not
possible to taxi sideways.

Steer on the ground by using the tail rotor. For safety reasons, tail rotor
effectiveness reduces as forward speed increases. (Kinda like powersteering)

Take-off to the hover

his simple manoeuvre is executed by raising the collective lever to approxima-
tely 80% torque. The rate of ascent will be dependant upon the total weight of
the helicopter. Having reached the desired height, reduce the torque setting
until the helicopter is no longer climbing. "Ground cushion" effect will reduce
the torque required to hover below approximately 50 feet. This effect can best
be demonstrated by lowering the collective lever whilst in the hover just
enough to give a slow descent rate. The helicopter will descend until ground
cushion effects counteract the descent rate.

Transition from the hover to forward flight

To accelerate forwards, it is necessary to pitch the helicopter nose down. In
so doing, lift from the rotor blades provides the force necessary to accelerate
the aircraft. However, the action of pitching down reduces the vertical compo-
nent of lift and unless the collective lever is raised to compensate, the heli-
copter will begin to sink. The correct technique is therefore a combination of
pushing the cyclic control to pitch down and pulling on the collective lever to
maintain altitude. With practice, maximum acceleration can be achieved by
pitching to at least 30 degrees nose down and pulling 100% torque. As forward
speed increases, adjust the pitch attitude in order to keep the vertical speed
zero. Bring the fuselage level when the desired speed is reached and adjust
the collective setting so that you are no longer climbing.

Forward Flight

The lift generated by the rotor blades increases with forward speed - a pheno-
menon known as transitional lift. The net result of this is a

-45-

reduction in torque required to maintain level flight. This continues until
approximately 60 to 70 knots at which point the increase in aerodynamic drag
begins to require an increasing amount of torque up to the maximum speed.

Turning

At low speeds and at the hover, turns are executed with the tail rotor control.
At higher speeds, turns are executed by banking left or right. With the realis-
tic handling mode, the helicopter will tend to sideslip as you bank, but the
effect reduces as forward speed increases. Height loss in a turn is offset by
increasing the collective control rather than pulling back on the cyclic.

Slowing down to hover

The most effective way to slow down is to pitch up by gently pulling on the
cyclic control. Offset the zoom climb by simultaneously lowering the collective
lever. Reduce the pitch angle as the speed decreases, remembering to increase
the collective setting to avoid loss of height.

Slow down to less than 10 knots and press key 'o' for autohover. Your speed
will decay to zero and your altitude will stabilise. You may manoeuvre up to 10
knots with autohover engaged. The system will cut out above this speed. Use
your collective control to adjust altitude.

Landing

Normally executed from the hover. Carefully lower the collective lever, moni-
toring your rate of descent. Adjust your position over the ground if necessary
by gently banking prior to touch down. Damage will result if you land whilst
flying sideways or rearwards.

Sideways & Rearwards flight

The Apache is surprisingly agile and may sustain sideways and rearwards flight
up to approximately 60 knots. Care must be taken when executing such manoeuvres
as you have no indication of airspeed or groundspeed in these conditions. It is
easy to get disorientated when using the tail rotor controls.

-46-

Loops and rolls

Perhaps the most impressive manoeuvres of all, the Apache is capable of loo-
ping-the-loop and full 360 degree rolls. To execute either manoeuvre, you will
need to be flying at a reasonable forward speed and at a safe altitude. You are
advised to practise your technique in training, with crash detection switched
off, in order to familiarise yourself with the speed and altitude requirements

Torque turns

Another common helicopter manoeuvre is the torque turn. Executed frequently at
airshows, the manoeuvre involves pulling up into a steep climb, yawing through
180 degrees as the speed bleeds off to zero, and pulling out of the steep dive
as the speed increases.

Start by making a mental note of your heading. Begin the manoeuvre by pulling
up into a steep climb, simultaneously reducing the collective lever to zero. As
your speed drops below 20 knots or so, apply left tail rotor to yaw the heli-
copter round into a steep dive. You will need to anticipate the required
heading by releasing the tail rotor before you have yawed completely through
180 degrees. As the speed builds up in the dive, pull back on the cyclic con-
trol and increase your collective setting. You should now be flying on a reci-
procal heading, i.e. your original heading plus 180 degrees. Practise the ma-
noeuvre in both directions, left and right, until you can apply just enough
tail rotor to yaw round to the new heading. This manoeuvre is very useful when
you wish to reverse your direction of flight quickly.

Autorotation

This is the helicopter's equivalent to gliding in a fixed-wing aircraft. Con-
trary to what many might expect, helicopters do not immediately drop out of
the sky after the total loss of engine power. Providing that the pilot responds
quickly by reducing the collective setting to a minimum, it is possible to fly,
manoeuvre and land safely (with practice!)

-47-

The Apache's ideal autorotation speed is approximately 60 knots. At this speed
the descent rate is roughly 40 feet per second, which if unchecked, is just
within crash survival limits for the aircrew and airframe. The objective how-
ever is to land at a much gentler rate, in the region of 10 feet per second or
less. In the event that you lose total engine power, either through battle
damage or running out of fuel, your first and immediate task is to reduce the
collective setting to minimum. Failure to do this will result in the rotor
blades slowing down rapidly, followed by loss of control.

However, with the correct procedure, the resulting descent rate will provide
sufficient "windmill effect" to maintain the rotor blades at or near 100% rpm.
You will also need to maintain a forward speed of approximately 60 knots, so
dive if necessary to achieve this condition. The Apache will stabilise in for-
ward flight, descending at approximately 40 feet per second. Your next task is
to decide where to land. Having chosen your site, manoeuvre your helicopter
until you are on the approach, decreasing your forward speed by gently pitching
up as you approach the landing point. As you descend through 100 feet, reduce
the rate of descent by carefully increasing the collective setting. This will
result in a slow bleed off of rotor speed as you make your final adjustments
for touchdown. The tendency is to either raise the collective lever too early,
resulting in a hover too high off the ground with the rotor blades slowing down
rapidly, or to raise the collective lever too late, resulting in a very heavy
landing.

-48-

-P-

-49-

VIEWING MODES

Internal views

Both pilot and copilot/gunner have the following 5 viewing modes from within
the cockpit:

View

Forward (pilot)                        F2 or <<HOME>>
Forward (copilot)                      F3 or <<PgUp>>

Shift view right (45 and 90 degrees)   F4 or <<END>>
Shift view left (45 and 90 degrees)    F5 or <<PgDn>>

External Views

Tracking view

Press F6 to view your helicopter from an external viewpoint. The position of
the viewpoint may be rotated around the aircraft using <<ALT>> and cursor keys
(or joystick), zoomed in with <<ALT>> & 'q' and zoomed out with <<ALT>> & 'a'.

Weapon View

Press F7 to view from the weapon first launched. Rotate and zoom controls as
above.

Weapon target view

Press F8 to view weapon from designated target (guided missiles only).

Target lock view

Press F9 to look towards the currently designated target from outside your
aircraft. When you are heading directly towards your target you will be viewing
yourself from the rear.

Remote view

Press F10 to fix your viewpoint at the current location of your helicopter. The
view rotates to track your aircraft as you manoeuvre.

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Spectator view

Press F11 to fix the viewpoint at the current location.

TADS viewing modes

Press 'to' to view the outside world through the TADS system. In the two player
"pilot/gunner" mode TADS is selectable only by the copilot/gunner. All modes
are steerable 30 degrees up, 60 degrees down and 120 degrees left and right.
Use '>' for higher magnification or '<' for lower magnification. The three
TADS modes are:

Direct View Optics (DVO) : a telescopic view with magnification selectable
between 3.5 times and 16 times.

Forward Looking Infra Red (FLIR) : an infra red image with magnification selec-
table between 2 times and 11 times.

Day TV: This is a TV image with magnification selectable between 28 times and
126 times.

Helmet Mode

Press 'h' to select Helmet mode, a full screen steerable view. Available to
both pilot and copilot/gunner, this is a `1 magnification full screen helmet
display. The view is steered by pressing <<ALT>> together with the cursor
keys, or by pressing Fire button 2 together with moving the joystick.
The view may be steered 90 degrees left and right, 20 degrees up and 45
degrees down.

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MULTIPLAYER GAMES

Two player

These options allow you to link two computers via modem, direct cable link
or network, and fly with a friend. You will need a copy of Apache Longbow on
both computers.

Access to the two player games is as follows:
1. At the Main screen select Flight
2. At the Flight screen select Two Player

NB. Details of two player games are not save to the pilot's log.

Two player game modes

i) Combat - a simple head-to-head duel. Scores will displayed at the debriefing
between flights. Either player may select weather conditions, time of day and
crash detection on/off.

ii) Leader/wingman - In this option, you will each fly your own Apache. You
may fly cooperatively on any of the single missions in any combat area. Leader
will select war zone and mission. Both players will then be briefed.

iii) Pilot/gunner - In this option, you fly in the same Apache, one in the
front seat (copilot/gunner), the other in the back (pilot). You may fly on any
of the single missions in any combat area. Pilot picks war zone and mission.
Both players will then be briefed.

Set-up

a) Connection via modem

The modem interface supports any Hayes-compatible modem (AT commands) that is
capable of at least 2400/2400 baud (V22 bis 2400) but we recommend a V32 modem
(or better) with a serial port baud rate of at least 19200. If you run at a
baud rate of less than 19200 the game may slow down.

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To use a modem for two player games, proceed as follows:

1. Connect a modem to any serial port (com1 to com4) and select the port by
clicking on the appropriate screen button.

2. If a non-standard port IRQ is used, select the appropriate button.

3. Select a baud rate. We recommend playing at the highest baud rate available
on your modem (19200 baud for 8250IC, 38400 for 16450IC and 115200 baud for
16550 IC).

4. Select your modem type

5. Click on the Modem button to enable the modem controls. The dialogue box
will display "initialise modem" followed by initialisation messages and OK if
successful. If a problem occurs you will see a message e.g. "transmission
error" or "no reply, reset modem and retry". Further explanation on fault
finding is given below.

6. Click on Game Mode for two player options e.g. Combat, Leader/Wingman,
Pilot/Gunner. Select each player's function - one player must select the left
button and the other player the right button.

7. Decide which player will be the "caller". The other player will be the
"receiver".

8. For the caller to dial a number, click on the "Phone no" button, enter the
number, (see your modem manual for any special command characters) followed
by <<ENTER>>.

9. Select Tone or Pulse dialling and then click on the dial button. The dialo-
gue box will say "Dialling number" followed by "Connect nnnnn" if successful,
where nnnnn is the baud rate.

-53-

Possible errors are:

  i) "No dial tone"  - check that your modem is connected to the phone line.
 ii) "Busy" - line is engaged
iii) "No answer" - receiver not responding
 iv) "No carrier" - receiver's phone is answering but his modem is not
responding.

See below for other error messages.

10. The receiver may use either "auto-answer" or "manual answer". For auto-
answer, click on the "auto-answer" button and wait for the phone to ring. The
dialogue box will say "Awaiting call", followed by "RING" and "CONNECT nnnnn"
when the phone has rung and the connection has been established. Alternatively,
if you wish to use manual answer, click on the "manual answer" button when the
phone rings.

11. As soon as communication between the two computers is established, the
dialogue box will print "Testing link", then "Machines linked", "Menu data
sent", "Received other machines menu data", followed by further instructions.
See below for details on the three game modes.

12. If an error occurs when testing the link, determine the cause of the error
and try again by pressing the Start Game button.

13. To abort a call once connection has been made, click on the "hang up"
button. The dialogue box will confirm this by printing "Hang up phone" followed
by OK if successful.

14. The "Command" button is used to send commands to the modem to reconfigure
it, check its status etc. To send a command, click on the button, enter the
command and then press <<ENTER>>. Clicking on the button will abort entry and
the command will not be sent.

-54-

15. The port number, interrupt, baud rate, modem type and phone type are all
saved in the file PREFS.CFG so that the program is already configured when you
next use it. The phone book section allows you to save up to six frequently
used numbers, entered as follows:
- Type in the phone number (see 8)
- Press the "phone book set" button
- Click on the phone book button where you wish to save the number
- Enter the text string and press <<ENTER>>. The phone number is now saved on
  this button.

Fault finding when using a modem

Modem messages are the same s the standard Hayes messages with the following
additions:

"Checksum error"             data corruption
"unexpected response"        expecting OK but got a different response
"Unrecognised response"      not a recognised Hayes response
"Transmission error"         serial communication problem
"Timeout error"              no response from modem

All errors described below for direct link operation also apply.

Problems
1. If the modem is not responding:
- Check all connections and that the modem is switched on.
- The modem may be in "quiet mode". The modem controller has been written with
a smart receiver which will allow the modem to be in half or full duplex mode,
with short form or verbose responses, but it cannot cope with quiet mode "ATQ1"
Try cancelling this mode by sending "ATQ0" command.

2. Communications error when "Testing link":
- Both users should try to re-establish the link by clicking on the "Start
Game" button.
- Have you selected a baud rate that is compatible with your modem?
- Try using the lowest baud rate i.e. 2400.

-55-

3. Did you dial the wrong number? Select "Hang Up" and retry.

4. Have you selected the right COM port? Check to see which port your cable or
modem is plugged into.

5. Are you clear about who is the "caller" and who is the "receiver"? If you
both try to be "caller" you will get nowhere.

6. If your phone has a "Call waiting" facility, this may disrupt the modem
connection during your game. It should be possible to disable this feature
temporarily prior to starting your game. Check in your phone handbook.

b) Direct link using null modem cable

If you intend to use a direct cable link, a "null modem" cable must be connec-
ted into a serial port on each computer. For pin connections, see diagram. The
plugs on the end of your null modem cable must match the ports of both com-
puters. The ports will either be 9-pin or 25-pin, and will probably be male
(pins).

If you do not have a null modem cable, you may order one direct from Digital
Integration sales on 01276 684959 (for the generous price of hmm 145.95$?)
Check the ports on both computers before ordering your cable. As the diagram
shows, there are three possible configurations for your cable.

Please note that you do not need a modem in order to use a "null modem" cable.
Just plug one end of the cable in to a serial port (e.g. COM1) on one of the
computers and plug the other end into a serial port (e.g. COM1) on the other
computer. The length of cable will limit how far apart you can place the com-
puters, up to a maximum of several hundred feet (???).

Proceed as follows:

1. Specify the baud rate, interrupt number and serial port you wish to use.
The same baud rate must be used on each computer. If you run at a baud rate of
less than 19200 the game may slow down.

-56-

2. Select game mode e.g. Combat, Leader/Wingman, Pilot/Gunner.

3. Click on Start Game button.

4. The dialogue box will announce "Testing line" followed by "Machines linked",
"Menu data sent", "Received other machines menu data", followed by further
instructions.

5. "Testing link" may be aborted by pressing "Start Game" key.

Fault finding when using direct link

- Are the pin connections correct on your cable? Check the diagram.
- Have you both selected the same baud rate?

Error Messages

"Timeout" - one or both computers are not receiving data.

The possible causes are:
- computers are not connected to each other
- cable connected to the wrong serial port or incorrect serial port selected
- faulty cable
- different baud rates selected
- more than 30 seconds had elapsed between both players selecting Start Game.

"Transmission error" - this is caused by data corruption, possibly due to an
excessively long cable or an electrically "noisy" environment. Try re-routing
the cable.

"Checksum error" - see Transmission error

"Error both players must pick combat or leader/wingman" - players have selected
different game modes. One player must change, so that the game mode selected
on both machines is the same.

-57-

"Error - both RED leader or both BLUE leader" - Both players have selected the
same option. One player must change.

C) Connection across a network

Two player games may also be played using a network to connect the two com-
puters. Proceed as follows:

1. Select Network on the Two Player screen
2. Select Game mode e.g. Combat, Leader/Wingman, Pilot/Gunner.
3. Both players must select a common channel number that is different from any
other players on the network.
4. Click on Start Game button.

Network Game

Up to sixteen users may play against each other across an ipx network
Access to the network game is as follows:

1. At the Main screen select Flight
2. At the Flight screen select Network

NB. Details of network games are not saved to the pilot's log.

Once you reach the Network Setup screen, you will see a list of up to 16
players. Click on the "Enter Name" button, type in your name (up to eight
characters) and press <<ENTER>>. Your name will be added to the list.
Preferences listed on screen should also be set or reset.

Click on Take-off when all players are present on the list. Your start position
is at one of 16 randomly-selected positions. During the game, a player may
repair damage or re-arm with weapons by landing. Press <<CTRL ESC>> to exit
the game.

-58-

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-59-

SYSTEM CONFIGURATION

Preferences

A number of program features are user-selectable and are collectively referred
to as the Preferences. Depending upon your hardware configuration, the follo-
wing options will determine how this product runs on your computer. Select
the Preferences screen as follows:

At the Main screen select Preferences

Visual Detail: In the upper left corner of the Preferences screen you will see
the Visual Window. This demonstrates the level of visual complexity controlled
by the slider bar beneath the window. Use the mouse pointer to drag the slider
from minimum complexity at the left hand end to maximum complexity at the right
hand end. Maximum complexity includes features such as Gouraud shading, texture
mapping (???), light sourcing and maximum visual range. Bear in mind that less
capable computers will slow down (considerably) as you increase the visual com-
plexity.

Screen Mode: selectable as either low resolution (320x240 pixels) or high
resolution (640x480 pixels). Slower computers will benefit from running in low
resolution.

Flight Model: selectable as Arcade or Realistic. If you are not familiar with
the controls of a helicopter, the arcade flight model is much easier to fly.

Enemy Rating: selectable as Poor, Fair or Good. This "difficulty factor" will
determine the effectiveness of the enemy.

Mission Planner: selectable as Disabled (default) or Enabled. The mission
planner is described in detail in the chapter "Mission briefing".

Animations: selectable as Disabled or Enabled (default). Users with slower
machines may wish to disable the animations that precede each campaign mission.

-60-

Sound: Speech      on/off
       Music       on/off
       Effects     off, minimal, full

Card: click here to view a list of card types. Select your card or its nearest
      equivalent.

Address: the address of the card. The program will attempt to set this for you.
If the sound does not work, check your sound card manual.

Interrupt: interrupts setting for your card. The program will attempt to set
this for you. If the sound does not work, check your sound card manual.

DMA: DMA setting for your card. The program will attempt to set this for you.
If the sound does not work, check your sound card manual.

Controls: The last item on the Preferences screen concerns the type of device
you wish to use for each of the helicopters controls. The Collective (up/down),
Tail Rotor (yaw) and Cyclic (pitch and roll) controls are selectable as follows

Collective: keyboard or throttle stick (or throttle wheel)

Tail: Rotor keyboard or pedals

Cyclic: keyboard or joystick or Thrustmaster FCS or Flightstick Pro or Virtual
Pilot Pro.

-61-

The diagram shown gives visual confirmation of operation of each of the
controls, including the coolie hat if available.

All of your preferences are automatically saved to disc and will be preset
automatically when you next load the game. NB. All pilot logs use the same
preferences.

Joystick Configuration Files

Files are located in the following directories:

Joystick                Directory
Gravis Phoenix          APACHE\CONTROLS\GRAVIS
Thrustmaster WCS        APACHE\CONTROLS\THMASTER
F-16 FLCS               APACHE\CONTROLS\THMASTER

-62-

Visual representations of the different joysticks and their default configurations

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-70-

TWO PLAYER PILOT CONTROLS

Miscellaneous Controls

End Mission                                                    <<CTRL>> <<ESC>>
Joystick on/off                                                  <<CTRL>> & 'j'
Joystick recalibrate                                              <<ALT>> & 'j'

Primary Flight Controls

Cyclic forward                                                         CursorUp
Cyclic backward                                                      CursorDown
Cyclic left                                                          CursorLeft
Cyclic right                                                        CursorRight
Collective up                                                        'q' or '+'
Collective down                                                      'a' or '-'
Collective presets (10 to 100%)                                      '1' to '0'
Tail rotor left                                                  'z' or <<INS>>
Tail rotor right                                                 'x' or <<DEL>>
Brakes                                                                      'b'
Autohover                                                                   'o'

Cockpit Controls

Select left MFD function                                                    '['
Select previous left MFD function                               <<SHIFT>> & '['
Left MFD on/off                                                  <<CTRL>> & '['
Select right MFD function                                                   ']'
Select previous right MFD function                              <<SHIFT>> & ']'
Right MFD on/off                                                 <<CTRL>> & ']'
Lower moving map magnification                                              '<'
Raise moving map magnification                                              '>'
IHADSS contrast adjust                                                      'i'
Select next waypoint                                                        'n'
Select previous waypoint                                                    'N'
Helmet tracking view                                                        'h'
Select tactical display range                                               'k'
PNVS on/off                                                                 'v'

Cockpit View Controls

Pilot front view                                             <<F2>> or <<HOME>>
Look left (2x)                                                <<F4>> or <<END>>
Look right (2x)                                              <<F5>> or <<PgDn>>

External View Controls

Apache external view                                                     <<F6>>
Weapon view                                                              <<F7>>
Weapon target view                                                       <<F8>>
Target lock view                                                         <<F9>>
Remote view                                                             <<F10>>
Spectator view                                                          <<F11>>
Rotate view                                           <<ALT>> & cyclic controls
Zoom out                                                                    '<'
Zoom in                                                                     '>'

-71-

TWO PLAYER COPILOT/GUNNER CONTROLS

Miscellaneous Controls

End Mission                                                    <<CTRL>> <<ESC>>
Joystick on/off                                                  <<CTRL>> & 'j'
Joystick recalibrate                                              <<ALT>> & 'j'

Cockpit Controls

Select left MFD function                                                    '['
Select previous left MFD function                               <<SHIFT>> & '['
Left MFD on/off                                                  <<CTRL>> & '['
Select right MFD function                                                   ']'
Select previous right MFD function                              <<SHIFT>> & ']'
Right MFD on/off                                                 <<CTRL>> & ']'
Lower moving map magnification                                              '<'
Raise moving map magnification                                              '>'
IHADSS contrast adjust                                                      'i'
Select next target                                                <<Backspace>>
Select previous target                           +/= or <<SHIFT>> <<Backspace>>
Lock/unlock target                                                          'l'
TADS view, select TADS mode                                                 't'
Boresight mode on/off                                                       'y'
Lower TADS magnification                                                    '<'
Raise TADS magnification                                                    '>'
Helmet tracking view                                                        'h'
Select radar mode                                                           'r'
Switch radar off                                                 <<CTRL>> & 'r'
Select radar range                                                          'g'
Select radar target priority                                                'm'
Hold/resume radar update                                                    'u'
Select tactical display range                                               'k'
PNVS on/off                                                                 'v'
ECM on/off                                                                  'e'
Transmit reconnaissance data                                                'd'

Weapon Controls

Arm and select weapon                                                 <<ENTER>>
Unarm weapon                                                 <<CTRL>> <<ENTER>>
Fire weapon                                                        <<Spacebar>>
Release chaff                                                               'c'
Release flare                                                               'f'
Auto-chaff/auto-flare on/off                                     <<CTRL>> & 'c'
Hydra-pods up                                                               'w'
Hydra-pods down                                                             's'

Cockpit View Controls

Gunner front view                                            <<F3>> or <<PgUp>>
Look left (2x)                                                <<F4>> or <<END>>
Look right (2x)                                              <<F5>> or <<PgDn>>

External View Controls

Apache external view                                                     <<F6>>
Weapon view                                                              <<F7>>
Weapon target view                                                       <<F8>>
Target lock view                                                         <<F9>>
Remote view                                                             <<F10>>
Spectator view                                                          <<F11>>
Rotate view                                           <<ALT>> & cyclic controls
Zoom out                                                                    '<'
Zoom in                                                                     '>'

-72-

MISSION TIPS

Most missions have been designed with a cruising speed of 140 knots between
waypoints and a speed of 60 knots as you approach each target area. This gives
sufficient flexibility for you to adjust your speed and position relative to
your wingman. Your typical altitude will be 100 feet. Specific details can be
checked by using the waypoint box on the mission planner. You must execute the
required task (e.g. destroy required targets) and land at the last waypoint for
a mission to be successful. Performance over and above the mission requirements
may earn an outstanding rating.

There will always be at least one wingman on your mission. Until you have
acquired combat experience, we suggest waiting a few seconds prior to take-off
and then joining the formation at the rear. This helps avoid mid-air collisions
and enables you to keep track of your formation. Wingmen will not wait until
you take-off. If your wingmen depart from the flight route, it is probably be-
cause they are being fired at or they have engaged enemy air defences. They
will return to the flightplan but may not be able to catch up with you if you
have flown on ahead. We do not recommend that you attempt to remain in forma-
tion when engaged with the enemy.

When faced with the threat of an incoming missile, you are strongly advised to
turn sharply (jinking) to minimise the chances of being hit. The same technique
is advised when being fired upon by air defences e.g. ZSU23 AAA. Chaff and
flares are dispensed automatically unless you select manual operation.

On higher difficulty levels we recommend that you make maximum use of available
ground cover e.g. buildings and trees. Popping up to launch your weapons and
then descending into cover will increase your chance of survival significantly.
Flying low will decrease the likelihood of SAMs particularly if you make use of
the terrain i.e. keeping below the horizon. You may change your payload during
briefing if you prefer a different weapon mix. Just remember that Stingers and
Laser-guided Hellfires do not function in fog. Fire your chain gun using short
bursts. Its range is quoted as 4500 feet but it is sometimes possible to hit a
target slightly beyond this limit. Its effectiveness will vary depending upon
the 'hardness' of the target.

-73-

In Cyprus, both enemy and allied forces use common equipment e.g. Leopard
tanks, tracked Rapier and M113 APCs. The vehicles are differentiated by colour,
green for allied, brown for enemy, but recognition can still be difficult at
long ranges. Use of the TADS system can help to identify targets visually. Be
sure to check the inventory in the manual. Prior to take-off, make a note of
where your route crosses the front line. This will help prevent you from firing
at allied targets. In the confusion of battle it is inevitable that this will
happen and you will be requested to cease fire.

Unlike the arcade model, the realistic flight model does not have terrain
following, and even the arcade model is not infallible when flying at higher
speeds. Care must be taken in order to avoid crashing into hillsides at night.

Tank formations engaged in battle occur frequently along the front line. These
forces are accompanied by air defence equipment e.g. SAMs and AAA. If you are
fired upon, take out the air defences but do not waste weapons on tanks unless
this is the purpose of your mission. Focus your attention on those targets that
fire at you! Use radar masking key 'm' to reduce radar clutter.

Prior to landing at the end of your mission, press <<F6>> followed by <<SHIFT>>
& CursorDown in order to obtain an overhead view of your landing spot. The air-
field apron can be a busy place with aircraft and vehicles movement.

Promotion through the ranks and medals are awarded as follows:

Rank                         No. of missions completed

Lieutenant Colonel                     50
Major                                  30
Captain                                15
Lieutenant                             5
Warrant Officer                        0

Bronze Star: Awarded after successful completion of two campaigns or one cam-
             paign and ten single missions.
Distinguished Flying Cross: Awarded after successful completion of all three
                            campaigns or two campaigns and twenty single
                            missions.
Medal of Honour: Awarded after successful completion of all three campaigns and
                 all thirty missions.

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-75-

APACHE - DESIGN & DEVELOPMENT

Introduction

The primary role of the Apache is to attack and destroy hostile armoured
vehicles with maximum surprise and with maximum safety for its crew. This can
be achieved under the most adverse weather conditions, day or night, even after
suffering significant battle damage.

Development

The design of the Apache began in response to the U.S. Army requirement for a
new advanced attack helicopter. A contract was awarded to Hughes in June 1973
to build two prototypes, the first of which flew on 30th September 1975. Follo-
wing a competitive fly-off against the Bell model 409, the Hughes prototype
AH-64 was selected for further development.

Subsequent modifications in phase 2 included extension of the main rotor mast
by 9.5 inches to prevent the blades making contact with the fuselage which was
happening under certain manoeuvres. The tailplane was moved from the top of
the fin to the base of the tailcone to improve handling qualities. Three more
prototypes were build with modifications including a further extension of the
rotor mast, swept-back tips to the main rotor blades, a 3 inch increase in the
tail rotor diameter and the introduction of the "Black Hole" exhaust coolers.

Performance

Agility or aircraft response to control inputs is fast and precise. The Apache
will produce 100deg/sec rate of roll and a high instantaneous turn rate. allo-
wing it to be manoeuvred briskly around obstacles at low altitude. Sloppiness
and slow response typical of most helicopter flight controls are absent. In
fact, pilots tend to over control until they adjust to the crisp response.
Despite this, pilots adapt to the Apache's handling characteristics surpri-
singly quickly.

Tilting sharply forwards out of the hover and pulling 100% torque, the Apache
reaches 100 knots in 250 yards, equivalent to 0 to 60 mph within 4.6 seconds.
An impressive acceleration for a machine weighing over 7 tons! True airspeed
in level flight with normal maximum

-76-

continuous power is approximately 150 kts. Aerodynamic drag rises sharply
above this speed, with 100% torque giving roughly 160 knots in level flight.
The maximum speed in a dive (Vne) is 197 knots. The Apache can survive a single
engine failure, even in the hover.

Avionics

The Apache contains many on-board computers with built-in self-test and auto-
matic fault detection. Many of the "black boxes" are duplicated in different
parts of the aircraft to reduce vulnerability to enemy fire. Much of the
avionic equipment is housed in large external fairings either side of the
fuselage.

(a) Flight Control System

The flight control system is designed to simplify the task of flying under
stressful conditions. Pilots find the Apache easy to fly, even without the
autostabilisation. At the heart of the system is the Digital Automatic Stabi-
lisation System (DASE) which takes information from sensors around the aircraft
and shapes the pilot's control inputs to optimise the aircraft's response.
Control cross-coupling effects typical of many helicopters have been eliminated
by compensation. A moving tailplane or stabilator is continuously adjusted by
the DASE to maintain the Apache fuselage level across its entire speed range.
The stabilator eliminates the nose-down attitudes seen so often on helicopters.

(b) Target Acquisition and Designation Sight (TADS)

This is a cluster of sensors mounted in a stabilised housing at the front of
the Apache to give both pilot and copilot/gunner a choice of how to view the
outside world. The weapon-aiming displays are viewed by the gunner through his
eyepiece, plus a small "heads-out" display on his instrument panel. The TADS
may be swivelled 120 degrees left or right, 30 degrees up or 60 degrees down.
Forward Looking Infra Red (FLIR) is used for night-time vision, Daytime TV
(DTV) in the near infra-red band can penetrate smoke and haze, and Direct View
Optics (DVO) give a display with a maximum magnification of 126 - capable of
zooming-in on a target up to 3 miles away! All three systems have a choice of
magnification.

-77-

The TADS will automatically tack a target after locking onto it. The gunner
will use the laser to determine target range, in practice offsetting the laser
to avoid detection by the target. The target will be illuminated by the laser
just prior to impact. The target may be illuminated by a remote source e.g.
ground infantry.

(c) Pilot's Night Vision System (PNVS)

A remarkable system available to both crew members is the Integrated Helmet and
Display Sighting System (IHADSS). The pilot looks through a helmet-mounted
television monocle to view the outside world projected life-size into his right
eye. Sensors in his helmet determine head position and drive the camera turret
in the nose of the Apache accordingly. The PNVS turret can swivel 90 degrees
left or right, up 20 degrees and down 45 degrees. By combining the functions of
TADS and IHADSS, either crew member may aim his weapon simply be looking at
the target.

Weapons

The fuselage carries a stub wing fitted with four weapon attachment points or
pylons. The inboard pylons are normally used to carry eight Hellfire missiles,
four per side.

The primary attack weapon is the Hellfire missile with a warhead capable of
defeating all known armoured threats at significant stand-off ranges. The 30mm
chain gun provides accurate suppressive fire power at 625 rounds per minute, 
can easily destroy lightly armoured vehicles and provides self-protection
against air-threats. The Apache is also capable of carrying a payload of
seventy six 70mm folding-fin aerial rockets, mounted on moveable pylons. The
improved AH-64C and AH-64D Apaches can carry four Stinger air-to-air missiles,
mounted on the ends of the stub wing.

Structure

The fuselage is a conventional semi-monocoque aluminium structure using frac-
ture-tough materials, redundant load paths and oversized

-78-

structural members to minimise effects of battle damage. The main rotor con-
sists of four blades, each having five stainless steel spars lined with struc-
tural glass fibre tubes, a laminated stainless steel skin and a composite
trailing edge to give a multiple redundant structure. The tail rotor arrange-
ment is an unusual design with the blades mounted 55 degrees apart to give
optimum low noise levels.

Apache is build to survive the battlefield. Both crew are protected by armour-
plated seats and a transparent blast shield separates the crew compartments.
Fitted with infra-red "Black Hole" suppressors on the engine exhausts, an IR
jammer, chaff and flare dispensers and a radar jammer, the Apache is a diffi-
cult target to track. With composite armour protection, self-seal fuel cells,
redundant flight controls and widely-spaced twin engines, Apache is invulne-
rable to small arms hits and tolerant of 23mm projectile hits in critical
areas. Main rotor blades can continue to operate 5 hours after taking a hit by
a 23mm high explosive projectile. The transmission can operate for 1 hour after
loss of oil. Crash worthiness features include the ability to withstand ver-
tical impacts up to 30 mph with 95% probability of crew survival. Ground crews
can change an engine in less than 30 minutes and fully refuel and rearm in
just 10 minutes.

Apache modernisation program

All U.S. Army Apaches are to be upgraded to the AH-64 C/D common configuration.
This includes new "Manprint" crew stations with "glass cockpit" multi-function
displays, improved secure communications, precision inertial and GPS navigation
systems and the addition of fire-and-forget Hellfire missiles and air-to-air
missiles.

The mast-mounted Longbow fire control radar on the AH-64D can detect, classify
and prioritise multiple air and ground threats automatically in all weather
conditions. Battlefield awareness and target acquisition is possible through
a full 360 degrees. Targeting information can be passed to other Apaches, im-
proving attack coordination and effectiveness.

-79-

VEHICLE INVENTORY

YEMEN

>>Allies<<

Vehicle                                                              Radar Name

Helicopters
AH64D APACHE LONGBOW                                                      AH64D
AH64C APACHE                                                              AH64C
UH60 BLACKHAWK                                                             UH60

Fixed wing aircraft
F14 TOMCAT                                                                  F14
F18 HORNET                                                                  F18
A10 THUNDERBOLT                                                             A10
C130 HERCULES                                                              C130

Air defence
PATRIOT SAM LAUNCHER                                                    Patriot
M163 VULCAN AAA                                                            M163

Armoured vehicles
M1A1 ABRAMS Tank                                                      M1A1(MBT)
M113 ARM. PERSONNEL CARRIER                                           M113(APC)

Artillery
MLRS AFV                                                                   MLRS

Other
GIRAFFE MOBILE RADAR                                                    Giraffe
FUEL BOWSER                                                          FuelBowser
MILITARY TRUCK                                                            Truck
TRAIN                                                                     Train

Ships
LHA TARAWA                                                           LHA TARAWA
FRIGATE OHP CLASS                                                       Frigate

>>Enemies<<

Vehicle                                                              Radar Name

Helicopters
Mi24 HIND                                                             MI24 HIND

Fixed wing aircraft
MiG27 FLOGGER                                                             MIG27
C130 HERCULES                                                              C130

Air defence
SA8 ROMB SAM                                                           SA8(SAM)
SA9 GASKIN                                                             SA9(SAM)
SA13 STRELA SAM                                                       SA13(SAM)
ZSU23 SHILKA AAA                                                     ZSU23(AAA)

Armoured vehicles
T62 TANK                                                               T62(MBT)
BRDM2 APC                                                            BRDM2(APC)
BRDM2 + SAGGER                                                       BRDM2(SAG)
BMP2 APC                                                              BMP2(APC)

Artillery
MAZ543 SCUD                                                           MAZ(SCUD)
D30 HOWITZER                                                                D30
COASTAL GUN                                                         Coastal gun
SILKWORM MISSILE                                                       Silkworm

Other
LONG TRACK RADAR                                                      LongTrack
FUEL BOWSER                                                          FuelBowser
MILITARY TRUCK                                                            Truck
TRAIN                                                                     Train

Ships
MINE LAYER                                                            MineLayer
OSA MISSILE BOAT                                                         OSA MB

-80-

KOREA

>>Allies<<

Vehicle                                                              Radar Name

Helicopters
AH64D APACHE LONGBOW                                                      AH64D
AH64C APACHE                                                              AH64C
UH60 BLACKHAWK                                                             UH60

Fixed wing aircraft
F18 HORNET                                                                  F18
A10 THUNDERBOLT                                                             A10
C130 HERCULES                                                              C130
F15 EAGLE                                                                   F15
F16 FIGHTING FALCON                                                         F16

Air defence
PATRIOT SAM LAUNCHER                                                    Patriot
M163 VULCAN AAA                                                            M163

Armoured vehicles
M1A1 ABRAMS Tank                                                      M1A1(MBT)
M113 ARM. PERSONNEL CARRIER                                           M113(APC)

Artillery
MLRS AFV                                                                   MLRS
M109 HOWITZER                                                         M109(SPH)

Other
GIRAFFE MOBILE RADAR                                                    Giraffe
FUEL BOWSER                                                          FuelBowser
MILITARY TRUCK                                                            Truck
TRAIN                                                                     Train

>>Enemies<<

Vehicle                                                              Radar Name

Helicopters
Mi24 HIND                                                             MI24 HIND

Fixed wing aircraft
MiG27 FLOGGER                                                             MIG27
MiG29 FULCRUM                                                             MIG29
Su25 FROGFOOT                                                              SU25

Air defence
SA8 ROMB SAM                                                           SA8(SAM)
SA9 GASKIN                                                             SA9(SAM)
ZSU23 SHILKA AAA                                                     ZSU23(AAA)

Armoured vehicles
T62 TANK                                                               T62(MBT)
BRDM2 APC                                                            BRDM2(APC)
BRDM2 + SAGGER                                                       BRDM2(SAG)
BMP2 APC                                                              BMP2(APC)
MT-LBU APC                                                           MTLBU(APC)
MT-LBUS ECM                                                              MTLBUS

Artillery
MAZ543 SCUD                                                           MAZ(SCUD)
D30 HOWITZER                                                                D30

Other
LONG TRACK RADAR                                                      LongTrack
FUEL BOWSER                                                          FuelBowser
MILITARY TRUCK                                                            Truck
TRAIN                                                                     Train

Ships
MINE LAYER                                                            MineLayer
OSA MISSILE BOAT                                                         OSA MB
ROMEO SUBMARINE                                                        RomeoSub
SUPPLY BARGE                                                              Barge

-81-

CYPRUS

>>Allies<<

Vehicle                                                              Radar Name

Helicopters
AH64D APACHE LONGBOW                                                      AH64D
AH64C APACHE                                                              AH64C
UH60 BLACKHAWK                                                             UH60

Fixed wing aircraft
F14 TOMCAT                                                                  F14
F15 EAGLE                                                                   F15
F16 FIGHTING FALCON                                                         F16
F18 HORNET                                                                  F18
A10 THUNDERBOLT                                                             A10
C130 HERCULES                                                              C130

Air defence
TRACKED RAPIER                                                           Rapier
PATRIOT SAM LAUNCHER                                                    Patriot
M163 VULCAN AAA                                                            M163

Armoured vehicles
WARRIOR APC                                                             Warrior
CHALLENGER TANK                                                       Challnger
LEOPARD TANK                                                            Leopard
M113 ARM. PERSONNEL CARRIER                                           M113(APC)

Artillery
MLRS AFV                                                                   MLRS
M109 HOWITZER                                                         M109(SPH)

Other
GIRAFFE MOBILE RADAR                                                    Giraffe
FUEL BOWSER                                                          FuelBowser
MILITARY TRUCK                                                            Truck

Ships
SUPPLY BARGE                                                              Barge
FRIGATE OHP CLASS                                                       Frigate

>>Enemies<<

Vehicle                                                              Radar Name

Helicopters
AH1W SUPERCOBRA                                                      SuperCobra

Fixed wing aircraft
F16 FIGHTING FALCON                                                         F16
C130 HERCULES                                                              C130

Air defence
TRACKED RAPIER                                                           Rapier
GDF SPAAG AAA                                                          GDF(AAA)

Armoured vehicles
LEOPARD TANK                                                            Leopard
LEOPARD AEV/ARV                                                         LeopAEV
M113 ARM. PERSONNEL CARRIER                                           M113(APC)

Artillery
MLRS AFV                                                                   MLRS
M109 HOWITZER                                                         M109(SPH)

Other
LEOPARD BRIDGE LAYER                                                  LeopLayer
GIRAFFE MOBILE RADAR                                                    Giraffe
FUEL BOWSER                                                          FuelBowser
MILITARY TRUCK                                                            Truck

Ships
SUBMARINE TYPE 209                                                      SubT209
MEKO 200 CLASS FRIGATE                                                  Frigate
TUG                                                                         Tug
FPB 57 CLASS                                                              FPB57

-82-

CREDITS

Project Manager - Rod Swift

Design Team - Kevin Bezant
              Robert Caulfield
              Todd Gibbs
              Malcolm Harwood
              Robin Heydon
              Dave Marshall
              Nick Mascall
              Dave Proctor
              Matthew Smith
              Rod Swift
              Matthew Thomas

Manual - Dave Marshall

Manual layout, - Wendy Christoforato (& mE!)
gfx & artwork

Production - Rod Cobain (>:-})

Marketing - Liz Bawn

Testing & Product support - Russel Alcock

Music - David Punshon
        Richard Wells

Sound Effects - Allister Brimble (hmm...)

Audio processing - Richard Joseph

Package illustration - Chris French (kizzing?)

-83-

ACKNOWLEDGEMENTS

McDonnel Douglas - video and photographic material

Westland Helicopters - product literature and cockpit display data

Royal Aeronautical Society - research and technical data

Interactive Magic - for sourcing video material and for their support during
                    development

Our special thanks go to the helicopter pilots that offered their advice and
assistance during the design of Apache-Longbow (hiphiphurrah!)

-84-

FREQUENTLY ASKED QUESTIONS

Q: My mouse pointer flickers; what do you suggest?

A: Try running Apache by typing: APACHE /V2


Q: I have a Tseng Labs ET4000 W32 video card and my display glitches.

A: Load Apache by typing: APACHE /V4


Q: The music soundtrack is not clear

A: Make sure that you have selected the correct sound card.


Q: I keep getting errors when running the two player games with a modem

A: You are probably using a standard speed serial port card. Using a high
   speed serial port card should cure the problem. You can check your card
   type by running MSD (Microsoft Diagnostics), and pressing 'c' for Comm
   Ports. If the UART chip listed is a 16550 then your port is high speed
   (already, and yar in big shit..)


Q: I don't like the style of this manual, it doesn't help me at all and so I
   can't play the game to its full potential.

A: Load Apache by typing: APACHE /V-I'M-AN-ASSH.OLE

tHaTs iT fOlkZ - nO iNDeX - I'm bOrEd!!!

