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