THUNDERHAWK AH-73M KEYBOARD COMMANDS SUMMARY Typed by Thrash/Anthrox! Don't forget to call our BBS The 7th Church of the Apocalyptic Lawnmower on it's new number in the UK! Mouse/Joystick Control THE MOUSE BUTTONS: Clicking the right button changes the current selected weapon for the next available one. Clicking the left button fires the currently selected weapon. Clicking the left button with the right button held down selects the next designated target. WITH NO MOUSE/JOYSTICK BUTTONS PRESSED: Moving the mouse/joystick forward causes the helicopter to dip down allowing it to move forward. Moving the mouse/joystick backwards causes the helicopter to tip upwards allowing it to move backwards. At low speeds, moving the mouse/joystick left & right causes the helicopter to move sideways. With the mouse/joystick pushed forward and to the left or right, the helicopter will bank and turn in that direction. HOLDING THE RIGHT MOUSE BUTTON DOWN: Moving the mouse/joystick forwards with the right button pressed increases power to the main rotor, allowing the helicopter to rise. Moving the mouse/joystick backwards with the right button pressed decreases the power to the main rotor, allowing the helicopter to fall. In level flight, at low speeds, moving the mouse/joystick left and right with the right button pressed causes the helicopter to rotate around its own axis. KEYBOARD CONTROLS (ALL FORMATS): F1 = Toggle radar jammer on/off F2 = Toggle IR jammer on/off F3 = Launch chaff cartridge F4 = Launch flare F10 = Toggle night sight on/off C = Toggle camera mode D = Toggle damage computer mode P = Pause game VIEWPOINT SELECTION: Viewpoint manipulation is mostly controlled from the keypad, although several other keys are used. F6 = View from target F7 = View from weapon F8 = View from cockpit ENTER = Internal/External view (NUMERICAL PAD) 8 OR 2 = Rotate view in Y-axis " " 4 OR 6 = Rotate view in Y-axis " " 1 = X-rotate 90 degrees 3 = Y-rotate 90 degrees 7 = Zoom in 9 = Zoom out 5 = Satellite view 0 = Reset ecternal view angles M = Toggle map view on/off + = Zoom out map view - = Zoom in map view ---> Martyrium BBS 713-666-4093 Classic WHQ. 0-0 Days. Elites. <--- DATE UPLOADED- - - - - - - ->>Friday 23-Aug-91 22:09:14 ThunderHawk Small Documentation! written by 2Tuff/Crystal! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LOADING AND INSTALLATION Commodore Amiga:- This version requires an Amiga with at least 512k RAM and a mouse. 512K of extra RAM is recommended for this version. 1. Turn off your computer 2. Plug mouse in port 1 (usual) 3. Turn on the computer 4. Insert amiga kickstart disk into the disk drive (Amiga 1000 only) 5. When the Workbench icon appears, insert THUNDERHAWK DISK 1. The game will load and run automatically. Exchange disks only when instructed to do so. Disk Protection ALWAYS KEEP DISKS WRITE PROTECTED STOPS VIRUSES FROM INFECTING THE DISKS WEAPON SPECIFICATIONS Cannon: Fitted as standard to the thunderhawk is a 30mm three barrelled chain gun. The gun is only really efective at ranges under .5 KM but inside that range it is a potent weapon against both ground and air targets. The only things that the gun is ineffective against are large structures suchs as bridges and factories. The 1200 rounds of ammunition are fired off in 6 round bursts and normally 3 or 4 bursts are sufficient against soft targets. FFAR Rocket pod: Fitted in pods of 26 or 47 rockets and with a maximum range of approximetly 1.5 km the unguided folding fin aerial Rocket is ahighly verstaile waepon. Although only accurate to around .5 km, the FFAR is a potent weapon within that range, being effective against all vechicles amnd small structures. MWAR Rocket pod: fitted in pods of 6 or 10, the MWAR is a 4-Warhead version of the FFAR with Similar range and effectiveness. A single large rocket is fired which splits into 4 seperate warheads ata range of around .25 km. MK-81 Bomb: Standard 250lb. High drag bomb effective against all structures. It should be noted that use of these bombs below 250 feet will cause blast damage to your aircraft. MK-82 Bomb: Standard 500lb. High drag bomb highly effective against all structures (a single MK-82 will destroy most structures outright). Due to the size of these bombs, its use below 500 feets is not advisable." RCS-233: Runway cratering System, Developed from a larger british version designed for fixed-wing aircraft. The RCS fires a cluster of small bombs downwards into the runway causeing a large number of deep craters. The targeting system automatically selects the best launch pattern to ensure maximum damage. AGM-214 Firestorm: Short range derivative of the laser-guided Hellfire missile. Highly effective against all ground vehicles up to a range of around 4Km. Using the TADS system to designate target means that the target must remain selected up to the point of impact. This fact can be used to your advantage by firing' multiple missiles and redesignating as each missile hits. The Firestorm is available in pods of 4 or 7 missiles allowing you to carry a Mx of 28. AGM112-L SMARM: The smart Anti-reader Missile is designed to home in on enemy radar sources. The SMaRT auto designation system means that no target designation is required, the missiles are simply fired in the general direction of the target with a stand off of up to 6Km. This makes it particulary effective against SAMs and early warning stations. The SMARM is controlled by the helicopters fire control computer allowing the missiles to communicate, ensuring the missiles will not choose the same target. SMARMs are available in racks of 1 or 2 missiles. AIM-10B Cobra: Short range infrared guided air to air missile. The guidance system uses several IR frenquencies allowing the missile to lock-on to surface heat rather than exhaust plume. This reduces the chances of the missile being jammed or decoyed by enemy craft. The effective range of the Cobra is around 2.5 km and the missiles come in racks of 2 or 4 AIM-11F Swallow: Medium range radar-guided air-to-air missile. A development of the AIM-7 with an improved radar seeker and compact motor. The relatively large warhead makes the swallow an effective weapon against even the most heavily armoured gunship. The effective range is around 60Km and 1 or 2 can be carried on each pylon. MK-54 Depth Bomb: Standard high explosive depth bomb using automatic fuse selection controlled by the fire-controlled computer. Effective to depths of upto 2000 ft. And compact enough for up to 2 to be carried under each pylon. AGM-219 Penguin: Medium range anti-shipping missile guided by infrared. Effective against all surface marine targets and almost impossible to decoy, the penguin represents the most effective weapon against the heavily armed gunboats. With an effective range of 8Km, the penguin can be launched ouside the detection of most surface vessels minimising risk of counterattack. Due to its size, only one penguin can be carried under each pylon. ALQ-197 Radar Jamming Pod: Large external pod featuring a comprehensive array of radar jamming equipment The pod, linked to the fire control computer, will automatically detect threats and can be launch chaff as well as activating the radar. 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