1659 lines
60 KiB
Plaintext
1659 lines
60 KiB
Plaintext
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A - 10
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TANK KILLER
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-----------------------------------------------------------------------------
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Dynamix
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P R E S E N T S
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A - 10
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TANK KILLER
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Contents:
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Table of Contents 3 Briefing/Debriefing 16
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Credits 4-5 Mission Summary 17
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Technical 6 Weapons Load 18
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Trouble Shooting 7 The Simulation 19
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Controls 8-9 Simulation Systems 24
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Game Overview 10 A-10 Pilot's Manual 29
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Menu Controls 12 A-10 Pilot Interview 41
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Main Select Menu 13 Design Notes 43
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Mission Select Menu 15
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-3-
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-----------------------------------------------------------------------------
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CREDITS
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=======
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A-10 Tank Killer
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Director...........................Damon Slye
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Programming........................Lincol Hutton
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With...............................David McClurg
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Art Director.......................Kobi Miller
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3D Art and Animation...............Mark Brenneman
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Cyrus Kanga
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Dir. of Image Production...........Randy Dersham
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Casting/Costuming..................Sher Alltucker
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Mission Design.....................David Selle
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Damon Slye
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Sound Effects and
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Musical Editing....................Bryce Morsello
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Musical Score......................Alan McKean
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Design.............................Damon Slye
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Jerry Luttrell
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Executive Producer.................Jeff Tunnell
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Technical Support
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Virtual Machine....................Mike Edwards
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EGA and VGA graphics...............Peter Lukaszuk
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3Space (tm)........................David McClurg
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Software Tools.....................Richard Rayl
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Darek Lukaszuk
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Peter Lukaszuk
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Lincoln Hutton
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David McClurg
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Audio Support System...............Bryce Morsello
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Smart Start (tm)...................Richard Rayl
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David McClurg
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Peter Lukaszuk
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-4-
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-----------------------------------------------------------------------------
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CREDITS
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=======
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Cast
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Rich Scheeland as Commander Cord
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Dave Shew as Captain Buck Ryan
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Brian Hahn as Lieutenant Jake Styles
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Additional Support
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Hardware Support...................Marc Von Ahn
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Administrative Support.............Tony Reyneke
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Karen Peal
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Playtesters........................Mike Westrick
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Dan Hinds
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Package Illustration...............Roger Smith
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Package Design.....................Jerry Luttrell
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Kobi Miller
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Documentation......................Jerry Luttrell
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David Selle
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Damon Slye
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Director of Marketing..............Jerry Luttrell
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Special Thanks
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Maj. Chuck "Hollywood" Temple, USMCR
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Oregon Air National Guard
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Flightcraft
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23rd Tactical Fighter Wing
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Greg Dean
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-5-
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-----------------------------------------------------------------------------
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TECHNICAL
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=========
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Smart Start (tm)
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At Dynamix, we were tired of being asked what kind of graphics and clock speed
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our computer system had every time we wanted to play a game. So, we invented
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Smart Start. As opposed to the "dumbstart" system used by most games, Smart
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Start will automatically determine the graphics, sound, input devices and
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speed capabilities of your computer system and optimize game characteristics.
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Smart Start will also take you step-by-step through the process of installing
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your game on a hard drive and also making back-up copies. Don't be
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intimidated, just jump in and try it!
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Copying A-10 Tank Killer to a Hard Drive:
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1. After booting, insert disk 1 in Drive A:
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2. Type A: <ENTER>
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3. Type INSTALL <ENTER>
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4. Select "Copy A10 to Hard Drive" from Smart Start menu.
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5. Follow on screen instructions.
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Setting Preferences
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Smart Start will do its best deciding what type of computer equipment you
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have, but sometimes it may make a mistake or you may wish to try other
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graphics modes, sound configurations, etc. To modify Smart Start preference,
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follow these steps:
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1. After booting, insert disk 1 in Drive A:
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2. Type A: <ENTER>
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3. Type INSTALL <ENTER>
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4. Select "Change Graphics" or "Change Sounds/Music" from the Smart Start
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menu.
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5. Follow on screen instructions.
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Making a Backup Copy
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A-10 is not copy protected and it is recommended that you do not play from the
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original disks. Smart Start has a built in facility for helping you to create
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a back up.
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1. After booting, insert disk 1 in drive A:
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2. Type A: <ENTER>
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3. Type INSTALL <ENTER>
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4. Select "Create backup copy of A-10" from the Smart Start menu.
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5. Follow on screen instructions.
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-6-
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-----------------------------------------------------------------------------
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Trouble Shooting
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Problem: My computer has at least 512k of memory, but A-10 won't run.
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Possible Solution: Your computer may be running a "pop up" (TSR) program such
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as sidekick or it may be connected to a device such as a LAN that uses a
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portion of the memory.
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Problem: The joystick is not working properly.
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Possible Solution: Press ALT C to center the joystick.
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Problem: When playing from the keyboard strange things happen such as the
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cursor moving all around the screen.
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Possible Solution: Press ALT J to turn off the joystick.
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Problem: Constantly playing music bugs me, but I still want to hear sound
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effects.
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Possible Solution: Press ALT M to turn off music.
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Problem: Graphics appear in a mode that I don't want.
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Possible Solution: Type INSTALL <ENTER> then use Smart Start to select the
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type of graphics you desire.
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Problem: I have MCGA graphics and A-10 won't run.
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Possible Solution: You probably have a computer system with only 512k.
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Because MCGA graphics take up a great deal of memory, 512k won't be enough.
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You'll have to force A-10 into CGA graphics. Type INSTALL <ENTER> then use
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Smart Start to select CGA graphics.
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If you have a problem that is not addressed by this troubleshooting list,
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CALL US!
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Dynamix HELP LINE: (503) 687-8690
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Dynamix, Inc | P.O. Box 11806 | Eugene, Oregon 97440
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-7-
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-----------------------------------------------------------------------------
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CONTROLS
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========
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Flight Control
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DIVE
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+-+
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|8|
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+-+
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^
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+-+ | +-+
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LEFT |4| <--+--> |6| RIGHT
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+-+ | +-+
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v
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+-+
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|2|
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+-+
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CLIMB
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Fire Buttons
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Keyboard Joystick
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-------- --------
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Avenger Cannon = Space Bar Button #2 = Selected Weapon
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Selected Weapon= ENTER Button #1 = Avenger Cannon
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A-10 Views
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Cockpit Views Outside Views
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(Function Keys) (Function Keys)
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--------------- ---------------
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F1 - Look Forward F4 - Front View
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F2 - Look Left F5 - Left Side View
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F3 - Look Right F6 - Right Side View
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F7 - Rear View
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F8 - Weapon Attack View
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F9 - Engagement View
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F10 - Reverse Angle Engagement View
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-8-
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-----------------------------------------------------------------------------
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CONTROLS
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========
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Active Keyboard Keys
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SPACE BAR Fire Avenger 30mm cannon
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ENTER Fire Selected Weapon
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TAB Toggles next target for HUD and TID
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ESC Brings up Control Panel, pauses game
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P Pause Game
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M Display Strategic Map
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Q Brings up Quit Menu
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+ Select next active weapon
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- Select previous active weapon
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H Select Maverick
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J Select LGB
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K Select Rockeye
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L Select Durandal
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; Select Sidewinder
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< Left Rudder
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> Right Rudder
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Numeric 1-9 Throttle: 1=no throttle, 9=full throttle.
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F Release Flare
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C Release Chaff
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R In MAP SCREEN: On/Off switch for SAM range on Stategic Map
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S In SIMULATION: Brings up Status Screen.
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D Display Message Log.
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MENU SCREENS
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SPACE BAR Choose current menu selection
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TAB Next menu selection
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ESC Skips Briefing
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-9-
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-----------------------------------------------------------------------------
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GAME OVERVIEW
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=============
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Welcome to A-10 Tank Killer. To make learning the game as quick and easy as
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possible,the following overview is offered. It is a quick guide to the
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menuing system and game play. An in depth description follows this
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introduction which provides a detailed description of each screen.
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+-----------------+
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+-|Fly One Mission |-+
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| +-----------------+ | +--------+
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+-|Start Campaign |-+---|Briefing|
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| +-----------------+ | +--------+
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| +-----------------+ | |
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+-|Continue Campaign|-+ +------------+ +-------------+
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| +-----------------+ |Weapons Load| +-|VCR Interface|
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+----------------+-->+ +------------+ | +-------------+
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|Main Select Menu| | |
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+----------------+-->+ +------------+ | +-------------+
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| | +-----------------+ | Simulation |--+-|Multiple View|
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| +-|Best Campaigns | +------------+ | +-------------+
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| +-|Best Missions | | Quitting | +-|Status Screen|
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| +-|Vehicle Preview | +------------+ | +-------------+
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| +-----------------+ | Debriefing | +-|Strategic Map|
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v |
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+----+ +---------------+
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|Quit| |Mission Summary|
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+----+ +---------------+
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-10- & -11-
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-----------------------------------------------------------------------------
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MENU CONTROLS
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=============
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The menuing system for A-10 Tank Killer was designed to be intuitive and easy
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to use for both novice and advanced users. Following are a few simple tips
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and instructions that explain basic menu use.
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+------------------------+ +----------+ +-----------------------+
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|o MISSION SELECT o| | HOT PADS | |o MAIN SELECT o|
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| +---------------+ +---+| | | +-------------------+ |
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| |TRAINING | | ^ ||<---+ | +--->| | FLY ONE MISSION | |
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| |BRIDGE BUSTING | | | || | | | | +-------------------+ |
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| |SAM SLAM | +---+| +----+-----+ | +-------------------+ |
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| |MOTHER HEN | +---+| | | | | BEST MISSIONS | |
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| |THE CITY | | | ||<---+ | | +-------------------+ |
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| |DEEP STRIKE | | v || | | | +-------------------+ |
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| +---------------+ +---+| | | | | START CAMPAIGN | |
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| +---------------+ | | | | +-------------------+ |
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| | THREAT LEVEL | +---+| | | | +-------------------+ |
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| |+-------------+| | X ||<---+ | | | CONTINUE CAMPAIGN | |
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| || MILD || | X || | | | +-------------------+ |
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| |+-------------+| +---+| | | | +-------------------+ |
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| +---------------+ | | | | | BEST CAMPAIGNS | |
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| +---------------+ | | | | +-------------------+ |
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| | AMMUNITION | +---+| | | | +-------------------+ |
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| |+-------------+| | X ||<---+ | | | VECHICLE PREVIEW | |
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| || LIMITED || | X || | | | +-------------------+ |
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| |+-------------+| +---+| | | | +-------------------+ |
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| +---------------+ | | +--->| | QUIT FOR NOW | |
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| +---------------+ | | | +-------------------+ |
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| | DAMAGE | +---+| | | |
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| |+-------------+| | X ||<---+ |o o|
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| || NORMAL A10 || | X || +-----------------------+
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| |+-------------+| +---+|
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| +---------------+ |
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| +---+ | | The GO! Key |
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| |-->| | | |
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| |GO!|<------------|------| The GO! Key is a special Hot Pad |
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| +---+ | | that enters any changes you have |
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|o o| | made and exits the menu |
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+------------------------+ +----------------------------------+
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Mouse, Joystick or Keyboard Control
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The on screen arrow can be moved by mouse, joystick or keyboard
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MOUSE
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Select Hot Pad: Move mose to position arrow on Hot Pad and press either mouse
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button to select.
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JOYSTICK
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Select Hot Pad: Move joystick to position arrow on Hot Pad and press either
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joystick button to select.
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KEYBOARD
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Select Hot Pad: Press the "TAB" key to move the arrow from one Hot Pad to
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another. Press the "SPACE BAR" to select.
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-12-
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-----------------------------------------------------------------------------
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MAIN SELECT MENU
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The first menu screen is Main Select. It is the starting point from which you
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enter the game.
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Mission or Campaign?
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--------------------
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Among the seven menu choices in Main Select Menu are Fly One Mission and Start
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Campaign. These are two modes of game play that A-10 Tank Killer offers.
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Fly One Mission allows you to individually select which mission to fly. Each
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mission will include a Briefing/Debriefing, Weapons Select and Mission
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Summary. When a mission is completed or exited, you will be returned to the
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Main Select Menu.
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Start Campaign enters you into a preset "tour of duty." You will start at
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mission #1 and continue until you have either completed all of the missions,
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are shot down or lose the war. A key element of Campaign Mode is that goals,
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objectives and key players are carried over from one mission to the next. In
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Campaign mode, if you do poorly in the first mission, it may come back to
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haunt you. Also important in Campaign Mode is that Campaigns can be saved for
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later continuation. When beginning a campaign, you will enter a character
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name. The campaign will be saved under this name and can later be viewed or
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continued.
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-13-
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-----------------------------------------------------------------------------
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Also available from the Main Select Menu
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========================================
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Continue Campaign
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Gives you the option of continuing a saved campaign.
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Best Campaign
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Allows you to view the best performances of all Campaign Mode players.
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Best Mission
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Displays a "Hall of Fame" for best performances on a single mission.
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Vehicle Preview
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---------------
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Allows you to preview the weapons and vehicles used by both friendly and enemy
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forces.
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Quit
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----
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Quits the game and exits to DOS.
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-14-
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-----------------------------------------------------------------------------
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Mission Select Menu
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===================
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Under the Mission Select Menu, you will be able to select a single mission and
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tailor its difficulty and game play parameters. These include:
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Threat Level
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You can individually tailor the degree of difficulty in each mission.
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Mild = Wimp Mode
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Moderate = Pretty Mean Suckers
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Aggresive = Major Bad News
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Ammunition
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You may select a "limited" or "unlimited" ammunition supply.
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Damage
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------
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You may select a "normal" or "invincible" A-10.
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A setting of "normal" means that your A-10 can be damaged.
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A setting of "invincivle" means that your A-10 can not be damaged.
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+-------------------------------------------------------------------+
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| NOTE: |
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| Scores achieved with selection of either "unlimited" ammunitio or |
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| "invincible" damage WILL NOT be recorded into the hall of fame. |
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+-------------------------------------------------------------------+
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-15-
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-----------------------------------------------------------------------------
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BRIEFING/DEBRIEFING
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===================
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Meet Commander Cord, your commanding officer. He's full of advice, wisdom and
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orders. You will meet him before and after each mission. In the Briefing, he
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will instruct you as to the current situation and give you your orders. Of
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course, once airborne, you and your co-pilot are free to do as you wish. BUT,
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assuming you make it back alive, you'll have to answer to Cord in Debriefing.
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-16-
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-----------------------------------------------------------------------------
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MISSION SUMMARY
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===============
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Mission Summary
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---------------
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After each mission Debriefing, you will receive a Mission Summary. Mission
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summaries contain all data on your latest performance. You will be given the
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overall result of the mission and your tactical score (a point system based
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upon number and type of kills).
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Campaign Summary
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----------------
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In Campaign Mode, you will reveive both a Mission Summary and a Campaign
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Summary. The Campaign Summary contains a cumulative tactical score (compiled
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from all missions played). Following the Campaign Summary screen will be the
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Campaign Decision screen. This will be the point at which you decide to
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Receive Next Assignment or Return To Main Select Menu. Choosing Receive Next
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Assignment will place you into the next mission of the campaign. Choosing
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Return To Main Select Menu will save your place in the current campaign and
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return you to the Main Select Menu. Once saved, a campaign can be restarted
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at any time from the Continue Campaign section of the Main Select Menu.
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-17-
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-----------------------------------------------------------------------------
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WEAPONS LOAD
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============
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The final screen you will encounter before entering the simulation will be
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Weapons Load. You will be presented with a choice of 5 preset weapon loads,
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one of which will be designated as the Recommended selection. The recommended
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load is based upon the specific goals of each mission and will, for the most
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part, prove effective. However as you play each mission and develop your own
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strategy, you may find that selections other than those recommended are more
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useful.
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(See Weapon Systems: Page 30)
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Select the proper type to use against the target.
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-------------------------------------------------
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Against Tanks: Select Avenger 30mm cannon, or select a MAVerick.
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Against Other Vehicles: Select Avenger, MAVerick, or ROCKeye cluster bomb
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|
especially if there are several vehicles close together.
|
|
|
|
Against Bridges, Bunkers, Buildings, or Installations: Select LGB.
|
|
|
|
Against Airstrips: Select DURandal.
|
|
|
|
Against Aircraft: Select SIDewinder.
|
|
|
|
-18-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
THE SIMULATION
|
|
==============
|
|
|
|
Every care has been taken to make the simulation of the A-10 Thunderbolt II as
|
|
realistic as possible while not bogging the game down with unnecessarily
|
|
complicated controls. What you get is a very accurate representation of the
|
|
feeling of A-10 flight without the burden of intricate flight knowledge.
|
|
Flying the A-10 is as simple as grabbing the joystick and throttling up. And,
|
|
with the VCR Interface, you are given complete control over 3-D definition,
|
|
window size and mission difficulty levels.
|
|
(See: VCR Interface: Page 27).
|
|
|
|
-19-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
HEADS UP DISPLAY (HUD)
|
|
======================
|
|
|
|
|
|
Gunsight: Position target within the cross-hairs to line up the GAU-8 Avenger
|
|
cannon.
|
|
|
|
Airspeed Indicator: Displays airspeed in knots.
|
|
|
|
Active Weapon: The active weapon display on the HUD indicates the currently
|
|
selected weapon: (For information on Active Weapons See: Weapon Systems: page
|
|
30.)
|
|
|
|
MAV = AGM-65 Maverick
|
|
LGB = Paveway LGB
|
|
ROC = Rockeye II CBU
|
|
DUR = Durandal
|
|
SID = AIM 9L Sidewinder
|
|
|
|
Heading: Shows the A-10s current heading in degrees.
|
|
|
|
NOTE: For heading North is 000 degrees
|
|
South is 180 degrees
|
|
East is 090 degrees
|
|
West is 270 degrees
|
|
|
|
Target Box: Indicates current target for the Tactical Information Display
|
|
(TID).
|
|
|
|
Destination Marker: Indicated direction to current destination. To find your
|
|
way to the currently selected target on the Strategic Map, center the
|
|
Destination Marker in the HUD (a small triangle at the bottom of the HUD) and
|
|
keep it there. (See Strategic Map: pg 24.)
|
|
|
|
Altimeter: Displays the current altitude in feet.
|
|
|
|
Pitch Indicator: Indicates the A-10s pitch in degrees.
|
|
|
|
-20-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
THREAT INDICATORS
|
|
=================
|
|
|
|
This pair of LEDs mounted above the Radar Warning Reveiver (RWR) warns the
|
|
A-10 pilot when an infra-red (IR) or radar guided SAM has locked onto his
|
|
aircraft. The left LED indicates an IR missile has locked onto the A-10. The
|
|
right LED indicates a radar missile threat. (See Defensive Weapons Systems:
|
|
pg. 35)
|
|
|
|
|
|
Radar Warning Receiver (RWR)
|
|
----------------------------
|
|
|
|
The RWR senses Surface-to-Air missiles (SAM) and aircraft and displays a dot
|
|
representing each of these threats on the RWR console. A red dot indicates a
|
|
SAM threat, a blue dot indicates an air threat, and a white dot indicates an
|
|
incoming missile. These dots blink when you have successfully jammed a target
|
|
with the Automatic Jamming equipment that is standard on your A-10 Thunderbolt
|
|
II. (See Defensive Weapons Systems: pg. 35)
|
|
|
|
-21-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
TACTICAL MAP
|
|
============
|
|
|
|
The tactical map displays all terrainin a 40km X 30km area around the A-10.
|
|
The A-10s current grid position is displayed at the bottom center of the
|
|
tactical map.
|
|
|
|
|
|
Collision Warning Indicator
|
|
---------------------------
|
|
|
|
This LED warns the pilot of an imminent crash with the ground.
|
|
|
|
-22-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
Vertical Velocity Indicator
|
|
===========================
|
|
|
|
The Vertical Velocity Indicator gauge displays how quickly the A-10 is gaining
|
|
or losing altitude. It points directly to the left in level flight.
|
|
|
|
|
|
Tactical Information Display (TID)
|
|
----------------------------------
|
|
|
|
The TID displays the current target the Weapons System is locked onto. If a
|
|
weapon is fired, it will engage the displayed target. The TID provides range,
|
|
target identification and IFF (Identify Friendly or Foe) information with
|
|
hostile targets displayed in Red text and friendly targets displayed in White
|
|
text. (See Vehicle Descriptions: pg. 32)
|
|
|
|
IMPORTANT NOTE!
|
|
|
|
o Always check the TID before firing!
|
|
Wasting friendlies isn't usually considered a good thing.
|
|
|
|
-23-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
SIMULATIONS SYSTEMS
|
|
===================
|
|
|
|
Along with the main cockpit and its instruments, there are several screens and
|
|
menus that are available from the simulation mode that will prove very
|
|
beneficial to a successful mission. (See Game Overview: pg.10)
|
|
|
|
|
|
Strategic Map
|
|
-------------
|
|
|
|
Pressing "M" during the simulation brings up the strategic map. This is the
|
|
main source of information on the flow of the battle during the course of each
|
|
mission. Each target shown on the map can be selected by toggling the current
|
|
target box until it is placed over the desired target. Toggling of the target
|
|
box can be done in two ways:
|
|
|
|
1) By clicking the arrows in the lower right of the screen.
|
|
2) By clicking on the desired target with the on-screen cursor.
|
|
|
|
Once a target is selected, the Strategic Map will provide a description of the
|
|
designated target. This description includes:
|
|
|
|
o Target Type
|
|
o Target Location (in Grid Coordinates)
|
|
o Target Heading
|
|
o Target's Estimated Speed
|
|
o Target's Bearing relative to the A-10s current position
|
|
o Target's Distance relative to the A-10s current position
|
|
o Intelligence Reports (if any) on the target.
|
|
|
|
All enemy targets are displayed in Red while Friendly Units are shown in blue.
|
|
|
|
|
|
Strategic Map Icons
|
|
-------------------
|
|
|
|
The Strategic Map uses several different types of icons to represent a variety
|
|
of targets. Following is a listing of all icons used and their meaning.
|
|
|
|
|
|
| \ /
|
|
| SAM (Surface-to-Air Missile) \/ Ground Unit, truck patrol,
|
|
| /\ Convoy
|
|
----- / \
|
|
|
|
|
|
----- |
|
|
| | | |
|
|
| | Installation (Base, Bridge, ---+--- Player (A-10)
|
|
| | Building) | |
|
|
----- |
|
|
|
|
| |
|
|
| |
|
|
----- Aircraft (Helicopter or ---+--- Truck Convoy
|
|
| Plane) |
|
|
| |
|
|
|
|
|
|
-24-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
IMPORTANT:
|
|
==========
|
|
|
|
The currently selected target becomes a directional guide for the Destination
|
|
Marker on the HUD. Following the Destination Marker will directly to the last
|
|
target selected on the Strategic Map. (See Destination Marker: pg. 20).
|
|
|
|
|
|
NOTE:
|
|
-----
|
|
Pressing "S" in the Strategic Map toggles the display of the SAM ranges on and
|
|
off. (See Controls: pg. 8).
|
|
|
|
-25-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
STATUS SCREEN
|
|
=============
|
|
|
|
"S" Brings up the A-10 Status Screen. This screen graphically displays the
|
|
amount of damage sustained by the A-10 and shows its remaining armaments, gun
|
|
ammunition, chaff and flare salvos. (For reference See: Weapons Systems: pg.
|
|
30)
|
|
|
|
|
|
IMPORTANT:
|
|
----------
|
|
If the A-10 loses a wing, all the weapons on the wing are lost with it.
|
|
|
|
|
|
MULTIPLE VIEWS
|
|
--------------
|
|
Along with 3 internal cockpit views, A-10 Tank Killer is capable of displaying
|
|
7 external views, including Victim and Engagement Views. (See Controls: pg.
|
|
9)
|
|
|
|
Victim View is an external camera that moves to constantly keep a fired weapon
|
|
and its target in view.
|
|
|
|
Engagement View is an external camera that pans to keep the enemy and A-10
|
|
both in view.
|
|
|
|
-26-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
VCR INTERFACE
|
|
=============
|
|
|
|
In a constant effort to make our games more enjoyable and less frustrating, we
|
|
have developed a new type of game control called the VCR Interface. In
|
|
essence, the VCR Interface is a menu that is accessible at any time during
|
|
simulation play which allows you to control vital elements of game play. The
|
|
interface will have different appearances in different games but the function
|
|
will always be the same: to give the user as much control as possible over
|
|
game functions and flow. In A-10 Tank Killer, the VCR Interface is seen in
|
|
several places. The Interface is accessible while in the Mission Select Menu
|
|
and in the Control Menu (see below). In the Mission Select Menu it allows you
|
|
to customize the difficulty of each mission. In the Control Menu, it gives
|
|
you in-game control over the detail of the 3-D world, the size of the viewing
|
|
window, the length of time that messages are displayed on screen and basics
|
|
such as game sound. The Control Menu can be accessed at any time by pressing
|
|
the "ESC" key.
|
|
(See: Controls: pg.8 See Also: Menu Controls: pg.12)
|
|
|
|
|
|
WORLD AND WINDOW DETAIL SLIDER BARS
|
|
-----------------------------------
|
|
|
|
What they do: Because A-10 Tank Killer uses a highly advanced 3-Dimensional
|
|
modeling system called 3Space, older computers may have some difficulty
|
|
handling the complex mathematical equations that are necessary to drive the
|
|
detailed 3-D worlds. The Detail Slider Bars allow you to customize the detail
|
|
of the game to fit the speed of your computer. By using the Slider Bars, you
|
|
can "adjust" the amount of detail in the cockpit or in the 3-D world. (See:
|
|
Controls: pg.8 See Also: Menu Controls: pg.12)
|
|
|
|
|
|
NOTE:
|
|
-----
|
|
Whenever any of the Simulation System screens are called up, the game is
|
|
paused.
|
|
|
|
-27-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
THE QUIT MENU
|
|
=============
|
|
|
|
At any time during game play, if the "Q" key is pressed the Quit Menu will
|
|
appear. This menu presents you with two options: Return To Base or Continue
|
|
Flying. Selecting Return To Base will place you directly into your Mission
|
|
Debriefing. Selecting Continue Flying will re-enter the simulation.
|
|
|
|
|
|
IMPORTANT:
|
|
----------
|
|
There are two ways to quit the simulation: with the battle Complete or
|
|
Incomplete. Quitting an Incomplete mission will leave any remaining Allied
|
|
troops open to attack. If this happens your Mission Evaluation may suffer.
|
|
(See Summary: pg.17)
|
|
|
|
-28-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
A-10 PILOT'S MANUAL
|
|
===================
|
|
|
|
A-10 Warthog Specifications
|
|
---------------------------
|
|
|
|
Manufacturer: Fairchild Republic Co.
|
|
|
|
Primary Mission: Sustained close air support
|
|
|
|
Powerplant: Two General Electric TF34-GE-100
|
|
turbofan engines, each developing
|
|
approximately 9,000 lbs (4,082 kg) of thrust.
|
|
|
|
Length: 53 feet, 4 inches (16.25m)
|
|
|
|
Height: 14 feet, 8 inches (17.53m)
|
|
|
|
Internal Fuel Capacity: 10,700 lbs (4,853 kg)
|
|
|
|
Operating Weight: 25,000 lbs (11,340 kg)
|
|
|
|
Max Gross Weight: 50,000 lbs (22,680 kg)
|
|
|
|
Ammunition Capacity: 5,000 rounds: Mixed HE and depleted Uranium
|
|
|
|
Armament: One 30mm General Electric GAU-8 Avenger
|
|
seven barrel cannon
|
|
|
|
Firing Rate: 2100/4200 rounds per minute
|
|
|
|
Ordnance Capacity: Up to 16,000 lbs (7,257 kg) of mixed ordnance on ten
|
|
underwing pylon stations with partial fuel
|
|
|
|
Ferry Range: 2,173 nautical miles (4,026 km)
|
|
|
|
Combat Radius w/
|
|
typical weapon load: 250nm
|
|
|
|
Max Speed (clean): 450 kt.
|
|
|
|
Combat Speed w/
|
|
typical weapon load: 380 kt.
|
|
|
|
-29-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
OVERVIEW OF THE A-10 AND ITS ROLE
|
|
=================================
|
|
|
|
The A-10 is a Close Air Support attack aircraft. It assists ground troops by
|
|
eliminating threats such as hostile tanks, tank destroyers, and other armor.
|
|
Its extensive weapon load enables it to take out larger targets such as
|
|
bridges, airstrips, and buildings.
|
|
|
|
In Viet Nam it was found that an aircraft must be able to survive several SAM
|
|
hits. The A-10 is built with redundant structural parts so that it can take a
|
|
lot of damage. In fact, an A-10 can fly with one engine and half a wing blown
|
|
off! The engines are placed high on the aircraft to protect them from
|
|
missiles. The bath tub of armor around the cockpit can withstand 20mm rounds.
|
|
|
|
The most striking feature of the A-10 is its 30mm cannon, the Avenger. It
|
|
fires shells the size of milk bottles at a rate of 4200/minute! The shells
|
|
can rip through the armor of any tank in service. The A-10 hits very hard
|
|
indeed.
|
|
|
|
|
|
WEAPONS SYSTEMS
|
|
===============
|
|
|
|
Avenger 30mm Cannon:
|
|
--------------------
|
|
Effective Against: Tanks, Vehicles
|
|
|
|
The GAU-8 "Avenger" is the largest most powerful gun ever mounted on an
|
|
aircraft. It can fire 2.5 lb depleted uranium shells at a rate of 4,200
|
|
rounds / minute into a target 4,000 feet away with 80% accuracy. The energy
|
|
of these rounds fired is enough to rip through the armor of any Main Battle
|
|
Tank currently in service
|
|
|
|
o Anything that moves on the battlefield can be annihilated by
|
|
the firepower of this awesome weapon.
|
|
|
|
|
|
Maverick (MAV):
|
|
---------------
|
|
Effective Against: Tanks, Vehicles
|
|
|
|
The Hughes Aircraft AGM-65D IIR (Imaging InfraRed) Maverick is a fire and
|
|
forget air-to-ground missile system capable of engaging targets at ranges of
|
|
up to five miles under ideal conditions. The Maverick's infrared heat seeker
|
|
locks onto the heat emitted by the target vehicle; this enables it to home in
|
|
on a target without guidance from the aircraft once it is launched. The
|
|
Maverick's charged warhead can vaporize the armor of any tank currently
|
|
fielded by the Warsaw Pact. Operationally, the Maverick is a very lethal
|
|
system, obtaining an 85% kill probability in weapons trials. Any vehicle or
|
|
grounded aircraft can be taken out with Mavericks.
|
|
|
|
-30-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
Paveway Laser Guided Bombs (LGB):
|
|
---------------------------------
|
|
Effective Against: Bridges, Bunkers, Buildings, Installations
|
|
|
|
Another precision munition carried by the A-10 is the Texas Instruments
|
|
GBU-10E Paveway II Mk 84 laser-guided 2,000lb bomb. The Paveway is basically
|
|
an 'iron bomb' with a laser seeker and control surfaces added. A typical
|
|
attack profile is as follows: The pilot locks onto a target illuminated by a
|
|
ground or air based laser using the A-10s Pave Penny acquisition pod. Then he
|
|
releases the weapon which glides to the target on its own, making mid-flight
|
|
corrections as needed. Paveway is most effective against hard targets such as
|
|
bridges, hardened aircraft revetments, and large buildings.
|
|
|
|
|
|
Honeywell Mk 20 Rockeye II Cluster Bomb (ROC):
|
|
----------------------------------------------
|
|
Effective Against: Vehicles
|
|
|
|
Despite the addition of a laser seeker on the newest versions, Rockeye is not
|
|
considered a precision munition. The Rockeye relies on the 'scatter effect'
|
|
of up to 150 armor piercing and high explosive bomblets to destroy its target.
|
|
Anything within its lethal radius (about 500 feet) is certain to be damaged,
|
|
and stands a fair chance of being totally destroyed. The Rockeye is most
|
|
effective against lightly armored vehicles, (BRDM 3s, ACRVs, Mobile SAM
|
|
launchers, grounded aircraft) but a luck hit can kill a tank.
|
|
|
|
|
|
Matra Durandal Anti-Runway Penetration Bomb (DUR):
|
|
--------------------------------------------------
|
|
Effective Against: Airstrips
|
|
|
|
The Durandal is a very specialized weapon that is devastatingly effective
|
|
against certain types of ground targets. It consists of a large HE (High
|
|
Explosive) warhead encased in a very hard steel jacket attached to a rocket
|
|
motor. After launch, the ordnance releases a drag chute and falls until it is
|
|
pointing straight down. Then the rocket motor fires, driving the Durandal
|
|
deep into the target where it detonates. This explosion causes a huge 'heave
|
|
effect' which can shatter reinforced concrete and make a runway unusable with
|
|
only a single hit. In addition to runways, the Durandal is particularly
|
|
effective against bunkers and underground fuel tanks.
|
|
|
|
|
|
AIM 9L Sidewinder (SID):
|
|
------------------------
|
|
Effective Against: Aircraft
|
|
|
|
The AIM 9L Sidewinder is an air-to-air heat seeking missile with all-aspect
|
|
tracking capability; this enables the missile to lock onto an enemy plane even
|
|
if it's nose-to-nose with the A-10. The effective range for a sidewinder is
|
|
about 5 miles.
|
|
|
|
-31-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
VEHICLE DESCRIPTIONS
|
|
====================
|
|
|
|
|
|
Hostile Units (See Tactical Information Display: pg.23)
|
|
-------------------------------------------------------
|
|
|
|
T-72, T-80 Main Battle Tank
|
|
---------------------------
|
|
Primary armament: 125mm cannon
|
|
Top Speed: 60km/h
|
|
Threat to the A-10: none
|
|
The T-80 is a threat to anything on the ground. Its powerful 125mm cannon can
|
|
take out other tanks, tank destroyers, SAM launchers, and buildings. The
|
|
Avenger and Mavericks are the best way to engage it, although a Rockeye will
|
|
sometimes destroy it. The A-10 'Tank Killer' was designed to take out tanks
|
|
like the T-80
|
|
|
|
|
|
BMP-2 Infantry Fighting Vehicle
|
|
-------------------------------
|
|
Primary armament: 30mm cannon
|
|
Top Speed: 63km/h
|
|
Threat to the A-10: none
|
|
The BMP-2 is a lightly armored, tracked vehicle. It is designed to carry
|
|
troops on the battlefield. It's small cannon allows it engage lightly armored
|
|
vehicles like trucks, but it's no match for a tank. Engage it with the
|
|
Avenger, a Rockeye, or a Maverick.
|
|
|
|
|
|
ACRV-2 Command Vehicle
|
|
----------------------
|
|
Primary armament: none
|
|
Top speed: 58km/h
|
|
Threat to the A-10: none
|
|
The ACRV-2 is a lightly armored, track vehicle designed to serve as a mobile
|
|
command post. It is unarmed. Engage it with the Avenger, a Maverick, or a
|
|
Rockeye.
|
|
|
|
|
|
BRDM-3 Tank Destroyer
|
|
---------------------
|
|
Primary armament: Anti-tank missile
|
|
Top speed: 90km/h
|
|
Threat to the A-10: none
|
|
The BRDM-3 presents a great threat to any friendly tanks. Its weapon range is
|
|
greater than that of the M1 Abrams. Engage it with the Avenger, a Maverick,
|
|
or a Rockeye.
|
|
|
|
-32-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
Zil-157 Truck
|
|
-------------
|
|
Top speed: 90km/h
|
|
Threat to the A-10: none
|
|
The Zil-157 is the standard Soviet truck. It's used to transport troops,
|
|
supplies, ammunition, and equipment.
|
|
|
|
|
|
SA-6 Gainful, SA-11 Gadfly SAM Launchers
|
|
----------------------------------------
|
|
Primary armament: Surface-to-Air Radar-Guided Missiles
|
|
Top speed: 58km/h
|
|
Threat to the A-10: GREAT
|
|
The SA-6 and SA-11 are mobile surface-to-air missile launchers. The missiles
|
|
track the A-10 with a radar guidance system. The system can sometimes be
|
|
fooled by dropping chaff which distracts the missile away from the A-10. The
|
|
missiles do great damage to the A-10. The SA-11 has a much greater range than
|
|
the SA-6. Engaging a SAM with the A-10 is dangerous, but can be done with the
|
|
Avenger, a Maverick, or a Rockeye.
|
|
(For more information See: Defensive Weapons Systems: p.35 and Tactics Against
|
|
SAMs: p.40)
|
|
|
|
|
|
SA-9 Gaskin, SA-13 Gopher SAM Launchers
|
|
---------------------------------------
|
|
Primary armament: Surface-to-Air Infrared-Homing Missiles
|
|
Top speed: 90km/h
|
|
Threat to the A-10: GREAT
|
|
The SA-9 and SA-13 are mobile surface-to-air missile launchers. The missiles
|
|
home-in on the A-10 with an infrared heat-seeking system. They can sometimes
|
|
be distracted by dropping a flare. These systems have a smaller range than
|
|
their radar-guided counterparts (the SA-6 and SA-11). Engaging a SAM with the
|
|
A-10 is dangerous, but can be done with the Avenger, a Maverick, or a Rockeye.
|
|
(For more information See: Defensive Weapons Systems: p.35 and Tactics Against
|
|
SAMs: p.40).
|
|
|
|
|
|
Mi-24 Hind Assault Helicopter
|
|
-----------------------------
|
|
Primary armament: Anti-tank missiles
|
|
Top speed: 320km/h
|
|
Threat to the A-10: none
|
|
The Hind is a fast, assault helicopter. It presents a great danger to your
|
|
friendly gound forces. It is particulary effective against the M1 Abrams. It
|
|
can be engaged with a Sidewinder, and skilled A-10 pilots can shoot it down
|
|
with the Avenger.
|
|
|
|
-33-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
MiG-27 Foxbat Strike Fighter
|
|
----------------------------
|
|
Primary armament: A variety of weapons mounted on the wings, including
|
|
anti-aircraft missiles and bombs.
|
|
Top speed: 800 knots
|
|
Threat to the A-10: GREAT
|
|
The Foxbat can engage anything on the battlefield or in the air. Its
|
|
anti-aircraft missiles can damage the A-10. It can be engaged with a
|
|
Sidewinder, and a lucky Avenger shot could damage it.
|
|
|
|
|
|
|
|
FRIENDLIES
|
|
==========
|
|
|
|
|
|
M1 Abrams Main Battle Tank
|
|
--------------------------
|
|
Primary armament: 120mm cannon
|
|
Top speed: 70km/h
|
|
The M1 Abrams is effective against most ground targets. The A-10 should
|
|
provide close-air support for the M1, especially when there are tank
|
|
destroyers or Hind helicopters in the area.
|
|
|
|
|
|
M2 Bradely Infantry Fighting Vehicle
|
|
------------------------------------
|
|
Primary armament: 25mm chaingun
|
|
Top speed: 65km/h
|
|
The M2 is the US counterpart of the BMP-2. It can engage lightly armored
|
|
targets, but should avoid one-on-one confrontations with tanks.
|
|
|
|
|
|
M48 Chaparral SAM Launcher
|
|
--------------------------
|
|
Primary armament: Surface-to-air Infrared-homing missile
|
|
Top speed: 60km/h
|
|
The M48 is the standard air defense weapon system of the US. It can take out
|
|
Hind helicopters and the MiG-27 Foxbats. When the A-10 is threatened by a
|
|
MiG, ducking beneath the 'umbrella' of an M48 is a smart move.
|
|
|
|
|
|
Farms
|
|
-----
|
|
Farms are considered neutral civilian targets, and should not be attacked.
|
|
|
|
-34-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
Bridges, Buildings, Supply Dumps, Bases, etc.
|
|
---------------------------------------------
|
|
Structures such as these can be engaged with the Paveway LGB. However, before
|
|
dropping an LGB on one, make sure that the mission objectives call for it to
|
|
be destroyed. Taking out a bridge which US forces plan on crossing is not a
|
|
smart tactic.
|
|
|
|
|
|
Airstrips
|
|
---------
|
|
Airstrips controlled by the enemy can be destroyed with the Durandal.
|
|
|
|
|
|
|
|
DEFENSIVE WEAPONS SYSTEMS
|
|
=========================
|
|
|
|
ALQ-119 ECM Jamming pod: This pod hangs on the outside pylon of the left wing
|
|
of the A-10. It has jammers which can temporarily confuse the radar
|
|
acquisition systems on SAM launchers. This gives the A-10 pilot a little
|
|
extra time before hostile SAMs launch. Jammed launchers are indicated by a
|
|
blinking dot on the RWR.
|
|
|
|
Flare: This is a small heat-emitting decoy that the A-10 pilot can release.
|
|
It will sometimes fool an incoming infrared-homing SAM into tracking it
|
|
instead of the A-10. It's useful against the SA-9 and SA-13.
|
|
|
|
Chaff: This is a cartridge which releases a cloud of small tin foil strips.
|
|
The cloud will reflect enemy radar and blind it for a few seconds. This will
|
|
sometimes give the A-10 enough time to escape an incoming radar-guided SAM
|
|
(such as the SA-6 and SA-11).
|
|
|
|
(See Radar Warning Receiver: pg.21)
|
|
|
|
-35-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
FLIGHT INSTRUCTIONS
|
|
===================
|
|
(See Controls: pg. 8)
|
|
|
|
|
|
|
|
---The Take Off---
|
|
|
|
In most of the missions you will start off on the runway. Taking off is
|
|
simple: Give the A-10 full throttle, and pull back on the stick. When you
|
|
have enough speed, you'll lift off. With less than full throttle, you may run
|
|
out of runway. Even this is rarely fatal. Recently an A-10 of the 81st
|
|
Tactical Fighter Wing missed its takeoff and crashed into a beet field. The
|
|
A-10 sustained very little damage.
|
|
|
|
|
|
---Landing---
|
|
|
|
It is not necessary to land in A-10 Tank Killer. You may quit at any time by
|
|
pressing Q. This will end the mission and return you to base safely.
|
|
|
|
If you want to experience a landing, here's how. Line up about 4000 meters
|
|
from the runway, flying in parallel toward the runway. Use the rudder to make
|
|
small adjustments to your heading to get lined up exactly. Bring your
|
|
throttle down to 4. Come to an altitude of about 100 feet and guide the A-10
|
|
in. Your copilot will automatically drop the flaps and landing gear for you.
|
|
Once you set down, bring throttle down to 1.
|
|
|
|
|
|
---Taxing---
|
|
|
|
If you land, and the mission isn't over you'll want to take off again. To do
|
|
this, you'll need to turn the A-10 around so you have enough runway. To taxi
|
|
use a little throttle. For convience, you can guide the A-10 on the ground
|
|
with the rudder or alieron controls.
|
|
|
|
|
|
---Flight---
|
|
|
|
Aircraft are guided by control surfaces on the wings and tail, and by the
|
|
amount of thrust generated by the engines. Ailerons on the wings control the
|
|
roll of the A-10, and indirectly the heading. The tail controls the pitch,
|
|
and the rudder controls the heading.
|
|
|
|
Climbing and Diving
|
|
-------------------
|
|
To gain altitude, go into a climb. Just pull back on the stick until the A-10
|
|
is oriented upward (positive pitch). Continue climbing until you reach the
|
|
altitude you want. A dive is just the opposite. Push forward on the stick to
|
|
lose altitude.
|
|
|
|
-36-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
Turning
|
|
-------
|
|
There are several ways to execute a turn. The simplest way to turn is to move
|
|
the stick left (or right). This will bank the A-10 slightly and will begin a
|
|
turn. The more you bank, the more the A-10 will turn. When you've almost
|
|
reached the heading you want, level the A-10 off.
|
|
|
|
A faster turn can be executed by moving the stick to the left (or right), and
|
|
then pulling it back. This is the fastest way of changing heading. However
|
|
it's very easy to overshoot the heading you want, unless the A-10 was rolled
|
|
exactly 90 degrees, you will also change your pitch.
|
|
|
|
Small adjustments to the heading can be made with the rudder. Using the
|
|
rudder is the slowest way to turn, but it doesn't affect the pitch and it's
|
|
the most precise. Usually you'll want to start a turn by moving the stick
|
|
left (or right), get close to the heading you want, level the A-10 off, and
|
|
then make the final adjustments to heading with the rudder.
|
|
|
|
Speed and Stalls
|
|
----------------
|
|
Speed is controlled by the throttle. Full throttle, Full speed. A stall
|
|
happens when the plane is moving through the air to slowly. Lift is lost and
|
|
the control surfaces don't work properly. The A-10 will nose down until the
|
|
air speed is greater than the stall speed. To avoid stalls, keep the throttle
|
|
at 4 or higher. Don't stall at low altitude unless you enjoy crashing.
|
|
|
|
|
|
COMBAT TACTICS
|
|
==============
|
|
|
|
The A-10 is a special kind of aircraft -- it's a combat aircraft armed to the
|
|
teeth.
|
|
|
|
|
|
Finding the Target
|
|
------------------
|
|
Find the target you want on the Strategic Map, and then select it (See pg. 24)
|
|
You can select it either by positioning the arrow over it and clicking on it,
|
|
or by sequencing through all the targets with the arrow buttons. The selected
|
|
target will be highlighted on the map by a black square around it. The
|
|
information display on the right will give you the bearing and distance of the
|
|
target from your current position.
|
|
|
|
Return to the front cockpit view (F1). The destination indicator above the
|
|
compass tape on the HUD will guide you to the target (See pg.20). Just change
|
|
your heading until the destination indicator (a small triangle) is centered on
|
|
the tape. You are now heading directly towards the target. Stay low, and go
|
|
full throttle and you'll reach the target. When you get near the target, it
|
|
should appear in the TID screen. (See pg.23)
|
|
|
|
-37-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
Attack Tactics
|
|
--------------
|
|
When you're about 7000 meters from the target, slow down to attack speed - a
|
|
throttle setting of 3 or 4. This will give you enough time to line up on the
|
|
target.
|
|
|
|
Select the proper weapon type to use against the target.
|
|
|
|
o Against Tanks: Select Avenger 30mm cannon, or select a MAVerick.
|
|
|
|
o Against Other Vechicles: Select Avenger, MAVerick, or ROCkeye cluster
|
|
bomb (especially if there are several close together).
|
|
|
|
o Against Bridges, Bunkers, Buildings, or Installations: Select LGB.
|
|
|
|
o Against Airstrips: Select DURandal.
|
|
|
|
o Against Aircraft: Select SIDewinder.
|
|
|
|
|
|
An Avenger Attack Run
|
|
---------------------
|
|
The Avenger is an unguided weapon, it's fixed to the fuselage of the A-10.
|
|
You must position the sight over the target and fire. To set up a run, stay
|
|
low (about 150 feet) and come in at slow speed. Line up on the target. Use
|
|
the rudder to get lined up exactly on the target. Stay lined up, and at about
|
|
3000m, pitch the plane so that the cross hair is exactly over the target.
|
|
FIRE!
|
|
|
|
If there are several targets before you, use the rudder to spread the Avenger
|
|
fire across them. Often you can eliminate an entire tank platoon in seconds!
|
|
|
|
Another useful tactic to score a is 'Walking the Fire' across the target.
|
|
When the cross hairs are below the target, begin firing. Pull the impact
|
|
point of the shells across the target by pulling back on the stick.
|
|
|
|
If you miss some of the targets on the first run, take a second run. Fly past
|
|
the targets at full throttle for about 7 seconds. Throttle back down to a
|
|
slower speed, and whell the A-10 about with either a quick turn or a loop and
|
|
half-roll. Line up again and finish off the target!
|
|
|
|
|
|
Other Weapons
|
|
-------------
|
|
The other weapons are simpler to score a hit with. Keep the target in the
|
|
HUD. Sequence through all the targets on the HUD until the one you want is
|
|
displayed in the TID and is selected on the HUD. Make sure the proper weapon
|
|
type is selected. When the target is within range, a LOCKED will appear on
|
|
the HUD next to the weapon type.
|
|
|
|
-38-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
To see the full force of the attack switch to one of the cinematic views (F8,
|
|
F9 or F10). (See A-10 Views. pg.8)
|
|
|
|
The LGB and Rockeye are guided bombs, whereas the Maverick and Sidewinder are
|
|
missiles. With the LGB and Rockeye, the lock on range is smaller.
|
|
|
|
|
|
Avenger vs. Maverick
|
|
--------------------
|
|
Both weapons have the same purpose: To Kill Tanks. You'll have to decide
|
|
which to use on each attack run. The Maverick is easier to use. Select the
|
|
target you want on the TID, wait for LOCKED, and fire. The guidance system
|
|
will ensure the Maverick hits the target. The Maverick has greater range than
|
|
the Avenger cannon, however, you have fewer Mavericks than Avenger bursts.
|
|
|
|
If you pop up over a hill and there's a SAM staring at you, it's better to
|
|
take it out with the Avenger. Avenger shells are faster than a Maverick, and
|
|
in quick draws like this the Avenger comes out on top. Trying to quick draw
|
|
on a SAM with a Maverick is risky at best.
|
|
|
|
The Avenger is the most cost effective way to kill tanks. An Avenger burst
|
|
costs a fraction of a Maverick missile.
|
|
|
|
|
|
Dogfights
|
|
---------
|
|
Although the A-10 was not designed for dogfighting, A-10 pilots do not
|
|
consider MiGs an unconquerable threat. At high altitudes the A-10 is at a
|
|
distinct disadvantage, but at low altitudes a MiG has a hard time manuevering.
|
|
|
|
When you spot a MiG, keep him in front of you. If you have a sidewinder, fire
|
|
it as soon as you achieve lock-on. At close ranges, you can try to hit the
|
|
MiG with an Avenger burst -- but this is very difficult. If you're out of
|
|
Sidewinder, mister you're in trouble. Your best chance is to stay low, drop
|
|
flares when necessary, and run toward the 'umbrella' of a friendly SAM. If
|
|
the MiG follows you into the 'umbrella', there's a good chance it will be shot
|
|
down.
|
|
|
|
The A-10 can clean up against Hind helicopters. The Hind was not designed for
|
|
air-to-air combat. You can use Sidewinders against a Hind, or just the
|
|
Avenger. The Hind is much slower than a MiG, and with practice a good pilot
|
|
can take out a Hind quickly with the Avenger.
|
|
|
|
-39-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
Defensive Tactics Against SAMs
|
|
------------------------------
|
|
Stay low. The lower you fly, the greater the chance that the terrain will
|
|
hide you from SAM launchers. Use the Strategic Map to stay outside the range
|
|
of SAM launchers. Monitor the RWR to see what SAM threats are out there.
|
|
|
|
When a SAM is coming at you, there are some tactics to try. If there's a hill
|
|
nearby, duck behind it. If the SAM is radar guided (indicated by the right
|
|
most light abot the blinking RWR), drop some chaff to distract it. If it has
|
|
Infra Red homing (indicated by the left most light above the blinking RWR),
|
|
then drop a flare or two. As a last resort, attempt to out-turn the SAM.
|
|
This is very difficult.
|
|
|
|
If you find yourself in a quick draw with a SAM launcher, you can try and take
|
|
it out with the Avenger before it launches.
|
|
|
|
|
|
MISSION PLAN
|
|
============
|
|
In the briefing Commander Cord will let you know what your mission objectives
|
|
are, and what the priorities are. Once you're in the A-10, review the
|
|
Strategic Map. It will familiarize you with the battle. Make a Flight Plan.
|
|
However, due to the dynamic nature of land battles, you'll probably have to
|
|
alter your Flight Plan several times. You will be receiving new orders and
|
|
distress calls over the radio during the mission. Stay alert and stay
|
|
flexible. Always keep your objectives in mind.
|
|
|
|
-40-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
A-10 PILOT INTERVIEW
|
|
====================
|
|
|
|
|
|
What Tactics are employed when a SAM is launched at the A-10?
|
|
|
|
"In the first place, stay low to avoid SAM operators from acquiring the A-10.
|
|
Once a SAM is launched, make a 3-D break away from the SAM. Additionally,
|
|
flares can be dropped to decoy IR seeking missiles, and chaff are used on
|
|
radar guided missiles."
|
|
|
|
|
|
What tactics are used when an enemy fighter, say a MiG, is spotted?
|
|
|
|
"Keep him in front of you. Don't let him on your tail. You can engage the
|
|
fighter with sidewinders. Two sidewinders can be loaded on either outside
|
|
pylon. The gun, although not very effective in shooting down aircraft, is
|
|
very effective in making the enemy fighter take a defensive stance."
|
|
|
|
|
|
In actual combat, how low would you fly?
|
|
|
|
"Between 100 and 400 feet."
|
|
|
|
|
|
What's the role of the A-10?
|
|
|
|
"Close Air Support, we call it CAS. We support ground troops in close
|
|
proximity, which is defined as operating within 1000 yards of friendly forces.
|
|
|
|
|
|
What's the difference between the role of the A-10, and the role of an attack
|
|
helicopter?
|
|
|
|
"The roles are identical. Both aircraft provide Close Air Support. However,
|
|
the capabilities of an attack helicopter are different."
|
|
|
|
|
|
In what way?
|
|
|
|
"Hiding for example. A helicopter hides by hovering low behind some trees, or
|
|
by actuall landing in an open field. The A-10, since it must keep moving,
|
|
would hide by flying low behind a ridge or hill. Helicopters are not as
|
|
survivable as the A-10. One or two hits on a helicopter will generally
|
|
cripple it, whereas the A-10 was designed to take hits. In Viet Nam, aircraft
|
|
were hit quite a bit, so survivability was an important factor. Also, the
|
|
A-10 can carry more ordnance. Helicopters carry about 2,000 lbs. The A-10
|
|
can carry 15,000 lbs."
|
|
|
|
|
|
The F16 is a ground attack aircraft, what's the difference between the A-10's
|
|
role and the F16's role?
|
|
|
|
"The F16 is a fast aircraft. It is used for deep interdiction strikes into
|
|
enemy territory -- taking out a bridge behind enemy lines, for example. It
|
|
can get in, strike, and get out. The A-10 can fly much slower than the F16.
|
|
This is essential for Close Air Support. A-10 pilots can operate in a dynamic
|
|
environment, where targets are moving rapidly and are well camouflaged. An
|
|
A-10 pilot can spot a ground unit, identify it, wheel about, and destroy it.
|
|
An F16 wouldn't even know it was there.
|
|
|
|
-41-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
What would a typical mission consist of?
|
|
|
|
"In an actual war, say in Central Europe, an A-10 pilot would go out and fly
|
|
low to a contact point. At the contact point,the pilot would talk to a ground
|
|
commander, who might say 'Four enemy tanks were spotted in the open moving
|
|
south bound at XX coordinates, and travelling at a speed of Y. You're cleared
|
|
to go ahead and engage them.' The contact would also let the pilot know what
|
|
SAM threats are in the area, and what friendlies he should expect to see."
|
|
|
|
|
|
What's it like to fire the gun?
|
|
|
|
"The gun is very loud. It shakes the entire aircraft. You never get used to
|
|
it."
|
|
|
|
|
|
What about firing a Maverick?
|
|
|
|
"What's nice about a Maverick is that you hear nothing. It releases and moves
|
|
out in front of you. You can see the engine and the smoke. Whereas the gun
|
|
is an audio experience, the Maverick is visual."
|
|
|
|
-42-
|
|
|
|
-----------------------------------------------------------------------------
|
|
|
|
DESIGN NOTES
|
|
============
|
|
|
|
Our motivation for doing this product was the A-10 itself. It is perfec
|
|
material for a high paced challenging simulation. The A-10 is designed to
|
|
fight in a high threat environment, where the fronts of two armies meet. In
|
|
the midst of all this chaos, an A-10 pilot has to make snap tactical decisions
|
|
and adjust his plans according to the dynamics of the battlefield situation.
|
|
|
|
The A-10 has a lot of personality. Officially it's called the Thunderbolt II,
|
|
but fliers call it the Warthog. A-10 pilots are called 'Hog-drivers'. Ground
|
|
troops refer to the A-10 as the Devil's Cross. Due to it's shape, tank
|
|
commanders have a hard time telling if it's flying away or approaching. It's
|
|
no wonder that this makes them nervous....the Avenger cannon can rip a tank
|
|
apart in seconds.
|
|
|
|
In building A-10 Tank Killer, we wanted to create an experience that captured
|
|
the personality and feel of the A-10. We especially wanted to create an
|
|
experience that FELT LIKE THE REAL THING. We did extensive research on the
|
|
plane itself (flight specifications, weapon data, etc.) to get the simulation
|
|
accurate. But numbers don't tell you what it's like to really fly an A-10.
|
|
So, we interviewed A-10 pilots to get a human perspective on the experience.
|
|
One pilot remarked "Flying the A-10 is fun. Can you get that across in your
|
|
simulation?" We'll leave that question up to you.
|
|
|
|
We wanted A-10 Tank Killer to be entertaining. That's why we choose to
|
|
compress time. It keeps the pace high. All the dull moments spent ferrying
|
|
back and forth to the front are squeezed out with time compression. We also
|
|
choose to go with a two seater A-10. There aren't very many of them in
|
|
service, but we felt that it was important to have that colorful talk that you
|
|
get from your co-pilot.
|
|
|
|
In order to pull this product off properly, we had to overcome a lot of
|
|
challenges. We optimized our 3-D graphics for the fifth time in four years.
|
|
We wrote several 256-color drawing routines which were faster than out
|
|
16-color drawing routines. And, we developed a digitizing process involving a
|
|
photo-lab, real actors, costumes, and on-location photo-shoots. This last bit
|
|
of technology was necessary because we knew that the hand-drawn, cartoonish
|
|
look seen in most 16-color games wouldn't carry our desire to make A-10 Tank
|
|
Killer FEEL LIKE THE REAL THING. Our graphics had to look real, especially
|
|
when we were going to be supporting 256 color VGA systems.
|
|
|
|
We think all of this effort was worth it and we hope that you enjoy playing
|
|
A-10 Tank Killer as much as we enjoyed building it.
|
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Here's to flying low and hitting hard.
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-43-
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Brought to you By
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Lord Delos
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of GreyHaven
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708 - 551 - 9461
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EveryOne Welcome |