INTRODUCING TOMAHAWK The Tomahawk (AH-64A Apache, Advanced Attack Helicopter) was designed to be the deadliest attack chopper in the sky. And it has just one purpose: seek and destroy aircraft, tanks, artillery, buildings-anything unlucky enough to stand in its way. The Tomahawk's impressive array of weapons and unmatched maneuverability make it the toughest air-war fighter going! The Helicopter Aerodynamics insert gives you detailed information on this state-of-the-act battle machine. REQUIREMENTS-Commodore 64/128 Commodore 64/128 computer 1541/1571 diskdrive Video monitor or TV JoystLck TOMAHAWK game disk Aviator's Glasses and Pilot's License 1. Turn off computer, remove all cartridges, and connect Joystick to Port Two. 2 Turn on power to monitor or TV, disk drive, and computer (with C-128, hold down Commodore key while turning on computer). 3. Insert TOMAHAWK into the drive and close the door. 4. When READY appears on the screen, type LOAD "*",8,1 and press RETURN. 5. When READY appears again, type BUN and press RETURN REQUIREMENTS-Atari Home Computers Atari Home Computer (64k) Compatible disk drive Video monitor or TV Joystick TOMAHAWK game disk Aviator's Glasses and Pilot's License 1. Turn off computer and remove all cartridges. Connect a Joystick to Port Two. 2 Turn on power to monitor or TV and disk drive. 3. Insert TOMAHAWK into drive and close the door. Turn on computer. OPTIONS PAGE Once you've loaded TOMAHAWK, a screen appears showing these selections: MISSION NUMBER : 1 2 3 4 DAY NIGHT CLEAR CLOUDY CLOUD BASE 50 250 500 1000 5000 FT CROSSWINDS AND TURBULENCE PILOT RATING TRAINEE PILOT SQUADRON LEADER INSTRUCTOR ACE SOUND : ON OFF COMMENCE MISSION At the left of this screen, there's a little helicopter icon. Use the Joystick to move the icon up and down between the options. When the icon is next to an option, press the fire button to change the highlighted selection. Example: The chopper icon is next to DAY NIGHT. If DAY is highlighted, press the fire button and NIGHT becomes highlighted. Once you've made all your selections, move the icon to COMMENCE MISSION and press the fire button to begin gameplay. See QUICK REFERENCE GUIDE for chopper controls. MISSIQN NUMBER : 1 2 3 4 1 Flight Training - This Option gives all the excitement of honing your flight and ground-attack skills without the deadly annoyances of enemy ground fire or hostile aircraft (you still have to deal with "Pilot Error," however, so this is not a piece of cake!). 2 Combat - This short mission involves the invasion of four Allied sectors by enemy ground forces. By selecting the Map Mode (press M), you'll see the Allied sectors (they flash to indicate the presence of hostile forces). Your mission is to liberate the four sectors by destroying the ground targets (each sector takes approximately 10 minutes to clear). After destroying all targets, complete the mission by landing at the nearest helicopter pad and closing the throttle. 3 Combat - Surrounded totally by enemy territory, your mission is to liberate the entire Map from enemy occupation. Each hostile sector becomes Allied as the ground targets are cleared, allowing you to land and reload with weapons and fuel. 4 Combat - This is a strategic battle for occupation of the entire Map. Your task is to support Allied ground forces in their baffle along the front line. As each sector is cleared of enemy ground forces, the front line progresses to the right until you have cleared a complete row of sectors. If the enemy succeeds in destroying your ground forces, the sector becomes hostile territory and the front line progresses to the left. Once a row is completely liberated or occupied, its out of the game. NOTE: In all Combat missions, the enemy tries to blow you out of the sky! The quickest defense is to use your laser-guided missiles to destroy the enemy (points scored with missiles are lower than if rockets or guns are used). In the heat of battle, take care not to land in enemy territory if you're damaged or in need of fuel or ammo. Check for enemy occupation before landing by inspecting the Map. See MAP for an explanation of sectors and using the Map Mode. DAY or NIGHT Select DAY and the horizon is visible when flying. Select NIGHT and you see no horizon; instead, you need to use the Pilots' Night Vision system (Computer-Enhanced Infrared Imaging). CLEAR or CLOUDY This gives the option of clear weather or an overcast sky with a selectable cloudbase for instrument flying. Cloudbase is selectable from 50 to 5000 feet. CROSSWINDS and TURBULENCE This gives variable crosswind and turbulence effects. Warning: For experienced pilots only! PILOT RATING This sets the difficulty level of the mission. With each increase in pilot rating, the enemy's accuracy doubles! AUDIBLE WARNING SYSTEM Diving - Maximum permissible speed in a dive is 197 knots. It the speed rises above this, you receive an audible warning. The chopper sheds a rotor blade at 210 knots! Torque - If you demand too much engine Torque (Overtorque), you'll get a warning. If you ignore this, the engines eventually cough oil and die. INSTRUMENT PANEL See the QUICK REFERENCE GUIDE for a numbered illustration of the Instrument Panel. The items on the Panel are described in detail below. 1 Collectiue Lever This control lets the Tomahawk get on the ground and hover. Once you're in flight, use the Collective Lever to control forward thrust. 2 Torque % This is the amount of force that's exerted on the engines to make the chopper dive, climb, etc. 3 RPM % This shows the Revolutions Per Minute of the engines and rotors. 4 Fuel Level This indicator shows how much fuel is in reserve. To refuel, taxi onto a helipad (NOT an enemys!) and close the throttle (S) to bring engine and rotor RPM to zero. The chopper will immediately be serviced and prepared for takeoff. Follow this same procedure when you need repairs or more ammunition. 5 Throttle Indicator This shows the engine RPM. Usually, you keep the throttle fully open (W) while tying. S closes the throttle. 6 TADS The Target Acquisition & Designation System (TADS) is used to identify and track enemy and Allied tanks, field guns, and helicopters. When you "lock on" to a target, an icon of that target appears in the lower part of the TADS display. The upper part of the display shows range in feet when the target is less than 10,000 feet away. When the target is further than 10,000 feet, the TADS display shows //////. 7 Pilot's Visual Display Unit This gives vital information about speed, altitude, how far you are from your target, and how long it will take to get there. a) Speed in Knots This readout shows numbers on a yellow background when you're travelling forward; numbers on a blue background mean you re travelling backwards. b) Altitude This display shows your altitude in feet. c) ETA (Estimated Time of Arrival) This tells how long it will take you to reach the target, based on your current speed. The time is shown in hours and minutes (the display shows 0 if less than one minute). If the selected target has already been destroyed, this display shows //////. d) USI (Uertical Speed Indicator) This shows your speed (in feet per second) when climbing or diving. An arrow to the right of the VSI shows which direction (up or down) you're going. e) Range This auto-ranging navigation computer constantly updates you on your distance from the target; Within 0.1 miles-readout is in feet Within 4.9 miles-readout is in tenths of a mile Over 5 miles-readout is in miles If the selected target has already been destroyed, this display shows //////. 8 Artificial Horizon a) Roll Sgmbol This shows a visual image of the helicopter's angle in relation to the ground. b) Roll Angle This indicates, numerically, the degree of the chopper's angle in relation to the ground. c) Pitch Angle This shows how steeply you're climbing or diving. d) Sideslip (Drift) Indicator This indicates how much the helicopter moves left or right in relation to a straight and level flight (this indicator should usually stay right in the middle). 9 Doppler (Radar) Navigation/Compass This gives you readouts of the helicopter's Heading, Bearing, and Track. A chopper can be pointing in one direction (Heading) but travelling in another (Track). This is because a chopper can fly sideways and backwards as well as forward. Match the Heading to the Bearing to intercept the target (the flashing dot shows the relative Bearing of the target). a) Heading This shows which direction the helicopter is pointing. b) Bearing This shows the Heading needed for pointing at the objective. c) Track This shows you the direction you're flying in. d) Doppler Mode and Number This shows the method of tracking you're using (see below) and which element of that method is active. Press C to select one of the four Doppler (radar) modes: B - Beacon navigation lets you "lock on" to Beacons for guidance (there are 8 Beacons on the Map, 0-7). H - Home guidance lets you find the closest Allied Landing Pad (there are 4 Landing Fads per sector, 0-3). T- Target tracking lets you home in on enemy ground targets (there are 8 targets per sector, 0-7). Lightning Symbol - This provides enemy helicopter interception (a flashing lightning symbol warns of an approaching enemy chopper). Once you're in B, H, or T Mode, select a new Beacon, Landing Pad, or Target by pressing N. Example: You're in Beacon Mode. Each time you press N, the Range readout tells you how far away the selected Beacon is and the Time readout tells you how long it will take to reach it (see Instrument Panel illustration on the QUICK REFERENCE GUIDE for Range and Time readouts). 10 Failure Status Panel The elements in this display let you know whether everything is in working order. Green means everything is OK; flashing red indicates a failure in the system. a) Engines b) Weapons c) Navigation Computer d) TADS 11 Score This panel shows you how well you're doing. Target Weapon Used Field Gun Tank Helicopter Chain-Gun 20 - 100 Rockets 10 20 50 Missiles 05 10 25 If you destroy Allied forces, you lose all your points (Allied forces are blue, enemy torces are red). 12 Weapons This display lets you see how much ammunition you have for each type of weapon: Chain-Gun, Rocket Launcher, and Missile Launcher. a) 3Omm Chain-Gun Ammo b) Rockets c) Hellfire Missiles Here are the important details on the weapons aboard the Tomahawk: Chain-Gun - Diagonal Sights; Range - 2,000 feet; holds 1200 rounds of 3Omm ammunition; fires 750 rounds per minute Rockets - Vertical/Horizontal Sights; Range - 4,000 feet; you have 38 unguided Rockets (19 on each side) Missiles - Square Sights; Range - 3.1 miles: you have 8 laser-guided, auto-tracking Hellfire Missiles WEAPONS SYSTEMS & TARGET ATTACK You can activate Weapons Sytems when you're in Ground Attack or Air-to-Air Mode (press C until you see weapons sights on your screen). Press P to select Chain-Gun, Rockets, or Missiles. NOTE: Your helicopter must be in the air before you can fire at the enemy. Use the Joystick Fire Button to shoot. When using the Chain-Gun or Rockets, the target must be visible in your sights before you fire. When you launch a Missile, it locks on to any hostile target passing through the sights. Once the Missile is locked on, you'll see a solid square on the TADS display; tracking is automatic as long as the target remains on-screen. A warning symbol flashes on the Doppler indicator when an enemy chopper approaches (if you aren't in Air-to-Air Mode). Immediately select Air-to-Air Mode (press C until you get the lightning symbol) and shoot the enemy out of the sky before he gets too close! A good strategy for lower-skilled p ilots is to begin an anack with the Chain-Gun and Rockets. Once you've done some initial damage, use the Missiles to finish off the enemy. During combat, enemy fire is indicated by flak. The screen flashes if your chopper is hit. Damage to your helicopter Systems shows on the Failure Status Panel; the Doppler helicopter symbol flashes when you have structural damage. Three structural hits are fatal! To repair your chopper, get more ammunition, or refuel, set down on a helipad (NOT an enemy's!) and close the thronle (S) to bring engine and rotor RPM to zero. The chopper will immediately be serviced and prepared for takeoff. MISSION COMPLETION You've completed a Mission when all enemy ground forces are destroyed and you return safely to a Landing Pad. After touchdown, close the Throttle to bring the engine and rotor RPM to zero. A Mission Report follows. 3D REAL-WORLD DISPLAY The 3D terrain you fly over features buildings, Landing Pads, transmission pylons, trees, mountains, enemy tanks, field guns, and helicopters. Fly below 500 feet and the texture of the ground becomes visible. Though it's possible to fly between trees and mountains, it takes a bit of practice (and not a few mangled Tomahawks). MAP The Map is divided into 16 rows of 8 sectors. Each sector contains 8 enemy targets, field guns and/or tanks, giving a total of 1024 targets across the Map. Use M to select the Map screen or to return to normal display from the Map. When you're in Map Mode, use Beacons 0-7 for navigation. You and the enemy are represented by flashing helicopter symbols; the enemy choppers are red. After destroying all targets in one sector, proceed to the adjacent sector. Refuel and reload with ammo as necessary. To move from one sector to another, land on an Allied helipad. Select the Map Mode, then use the Joystick to move to another sector. NOTE: You can't use this method to move to another helipad in the same sector. In Mission 1, all sectors are Allied; any Landing Fad is safe for refuelling, rearming, and repairs. However, all sectors do contain enemy tanks and field guns for target practice. In Combat Missions (2-4), Allied territory is Blue and enemy territory is Red. A flashing Blue sector means there are enemy forces in Allied territory. A flashing Red sector indicates Allied forces in the enemy territory. If you touch down in a hostile sector, you'll be captured by the enemy. The destruction of all enemy forces in a Red sector results in the sector becoming Allied. If all Allied forces in a Blue sector are destroyed, that territory becomes hostile. FLYING THE TOMAHAWK Helicopters are naturally unstable and difficult to fly without Autostabilization. The Tomahawk is fitted with Digital Automatic Stabilization Equipment (DASE), making it far easier to fly than most modern choppers. Getting Off the Ground The following are step-by-step instructions for getting your Tomahawk into the air. 1 Make sure the Collective indicator is at the minimum setting. 2 Hold down W until Throttle indicator is at maximum setting. 3 Wait for engine RPM and rotor RPM to reach 100%. 4 Hold down Q until lift-off occurs (VSI shows vertical speed in feet per second). 5 Press A until VSI shows 0; the chopper is now hovering above the landing pad. 6 Use left (Z) or right (H) rudder to turn on the spot. Flying Forward from a Houer Once you're in the air, your next step is to learn how to use your chopper as transportation. 1 Increase the Collective (Q) to between 80% and 100% Torque. If you hear the Overtorque warning, reduce the Collective (A). 2 Tilt nose of chopper downwards (Joystick FORWARD) to between 15 and 30 degrees. Speed increases and autostabilizers slowly raise the nose of the helicopter to level flight. 3 Reduce Collective (A) until VSI is 0 feet per second (not climbing or descending). The Tomahawk is an extremely agile chopper; from a stable hover you can reach 100 knots in about six seconds by pulling 100% Torque and tilting the nose down to approximately 30 degrees. Forward speed is related primarily to the Torque setting and, hence, the Collective Lever setting. Typical Torque/speed settings are: Torque Speed 044% 60 knots 060% ll9 knots 075% 147 knots 100% l59 knots These values vary with altitude and changes in the chopper's weight (resulting from fuel and ammo consumption). The Tomahawk has a computer controlled stabilizer which, when the fuselage is level, lets the helicopter cruise at any speed. Turning the Chopper If the forward speed is 60 knots or faster, simply bank left or right (use the Joystick) to turn. Some vertical lift is lost when turning and the chopper will start to descend; correct this by increasing the Collective (Q). The helicopter tends to slow down in a turn unless the pilot compensates by diving (sacrifice height to maintain speed). At speeds under 60 knots, the helicopter tends to drift into the turn (see the Sideslip indicator on the Artificial Horizon). You can adjust this by using the rudder, but it reduces forward speed. Fluctuations in rotor RPM occur during a turn because of gravitational force effects. An Autothrottle adjusts the engine RPM accordingly to keep the rotor RPM at approximately 100%. Slowing Down and Returning to a Hover 1 Pull back on the Joystick to gently raise the chopper's nose (the helicopter slows down and climbs). Maintain the nose-up attitude by repeatedly - and gently - pulling back on the Joystick. Keep the VS at approximately 0 by reducing the Collective (A) to reduce the rate of climb. As the forward speed drops to below 60 knots, increase the Collective (Q) to counteract the rate at which the helicopter is falling. Let the nose of the chopper return to level flight as the speed approaches zero. Adjust the Collective as necessary to achieve a VSI of 0. The chopper should now be in a stable hover. 2 Banking repeatedly left and right (use Joystick) is another method of slowing down (as long as you aren't diving!). 3 If the forward speed is less than 60 knots, apply the rudder to increase sideslip; this slows you down dramatically as a result of the drag force generated. Landing You can land from a hover or at forward speeds of less than 60 knots. From Hover Lower the Collective (A) to maintain a steady rate of descent (maximum VSI at touchdown is 12 feet per second). Ground cushion effect will be experienced at 30 feet, resulting in a reduction of the descent rate. Rolling Touchdown With a fonward speed of less than 60 knots, gently lower the Collective (A) to begin descent (maximum VSI at touchdown is 12 feet per second). After touchdown, the chopper slows down and eventually stops. Steer on the ground (taxi) by using rudder control (Z and X). Taxiing on the Ground You can taxi the helicopter on the ground up to a speed of 60 knots as long as the engine and rotor rpms are at 100%. With the chopper stationary. raise the Collective (Q) to produce about 20% Torque. Push forward on the Joystick to accelerate (pull back to slow down) and use the rudder (Z and X) to steer. Backward or Sidewags Flight Starting from a hover, fly backwards by increasing the Collective (Q) and raising the nose to approximately 10 degrees. The Speed readout (see Instrument Panel illustration On QUICK REFERENCE GUIDE) turns blue to denote backward flight. Keep the nose up to sustain speed. Fly sideways by rolling left or right (use Joystick) and raising the Collective (Q). The Speed readout doesn't show sideways speed. Watch the sideslip indicator to monitor sideways drift. Torque Turn Make sure your speed is 100 knots or more. Pull the chopper's nose up to about 70 degrees. Hold this nose-up attitude until the speed drops to about 60 knots. Release Joystick and apply rudder (Z or X) until Heading has changed by approximately 160 degrees. Release rudder, adjust roll to zero (if necessary), and accelerate with the nose down. Aerobatics The Tomahawk may be flown safely within the following limits: Pitch +- 90 degrees Roll +- 110 degrees Loops and Rolls are NOT recommended! Autorotation Autorotation is equivalent to the helicopter "gliding" through the air and is used when the pilot wants to descend rapidly or after engine failure. During Autorotation, the rotor blades are driven by airflow through the rotor disc as the helicopter descends. This reduces the power required from the engines (especially helpful if there is no power!) and the engine RPM is automatically reduced to maintain 100% rotor speed. The "split' between engine RPM and rotor RPM can be seen on the Instrument Panel (see QUICK REFERENCE GUIDE). Autorotation is best performed at approximately 60 knots and above 500 feet. Begin Autorotation by gently lowering the Collective (A): Engines Active As the descent rate builds up, the automatic Throttle control reduces the engine RPM. Any fluctuations in rotor RPM are compensated for automatically by the Autothrottle. As the altitude falls to below 200 feet, increase the Collective (Q) to reduce the rate of descent and raise the nose of the chopper to slow down, With practice, you can co-ordinate increasing the Collective and adjusting the pitch angle in order to slow down to hover just a few feet above the ground. Engine-Off Landings If both engines fail or if you deliberately close the Throttle in flight, engine RPM reduces to zero. You must act quickly to decrease the Collective (A) before the rotor blades slow down too much (CRASH!). Rotor RPM is controlled during descent by careful adjustment of the Collective: keep the chopper level and the speed between 50 and 60 knots; raise the Collective (Q) just before touchdown to bring the rate of descent to less than 12 feet per second. GLOSSARY Aerobatics These are fancy flying feats and maneuvers. Artificial Horizon This is a display on the Instrument Panel that gives the pilot a graphic representation of the helicopter's position in relation to the ground. Autorotation This is a method for landing a helicopter without using engine power. Autothrottle This is a special feature of the Tomahawk that compensates for variables in the rotor RPM and keeps the engine RPM at 100%. Beacon These are towers located around the Map for navigation purposes. Bearing This is the direction the nose should point during flight in order to reach the objective. Collective A flight control that changes the torque of the rotor, thus affecting its force in lifting the chopper off the ground and keeping it in flight. DASE Digital Automatic Stabilization Equipment that makes the Tomahawk easier to fly than other helicopters. Doppler This is the specialized radar system used by the Tomahawk. ETA This is the Estimated Time of Arrival. Failure Status Panel This is the readout on the helicopter's Instrument Panel that lets the pilot know whether all systems are in proper working order. Heading This is the direction the helicopter's nose is pointing. Hover This is the term used to describe a helicopter's situation when it is airborne but staying in one spot. Knot This is a rate of speed: one nautical mile per hour. Landing Pad Also called helipads, these are the spots where the helicopter can set down. Night Vision System This is the Computer Enhanced Infrared Imaging system that lets the pilot "see" in the dark. Objective This is the helicopter's target or destination. Pitch This is the angle of the helicopter's nose in relation to the ground (climbing or diving). Range This is the distance from your current position to the objective. Roll This is the helicopter's horizontal angle in relation to the ground (rocking back and forth). RPM Rotations Per Minute. Sideslip This term refers to how much the helicopter drifts left or right when in straight flight. TADS Target Acquisition & Designation System: A system for tracking and sighting targets that interfaces directly with the helicopter's weapons. Taxi This is the term used when a chopper is rolling along the ground. Torque The rotational force exerted on turbine engines. Track This is the actual direction of flight. VSI Vertical Speed Indicator: A cockpit display that shows how fast the helicopter is ascending or descending. If the chopper is in level flight, the readout is zero.