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ATAC The Secret War Against Drugs computer game manual, Microprose
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THE SECRET WAR AGAINST DRUGS
Game characteristics described in this documentation may vary on some computers.
Copyright © 1992 by Argonaut Software Limited. Designed and written by Argonaut Software Limited. Documentation & Packaging Copyright © 1992 MicroProse Software, Inc.
180 Lakefront Drive, Hunt Valley, MD 21030 Th is documentation and accompanying manual and noppy disks are copyrighted . The owner of thi s product is entit led ( 0 use thi s product for hi s or her personal use. Except for back-up copies of the di sks for personal use. no onc may transfer. copy. back-up, give or se ll any pan of the manual or the infonnation on the disks, or transmit in any ronn or by any means, e lectronic. mechanical, photocopying. recording or otherwise without [he prior pennission of the publi sher. Any person or persons reproducing any part of Ihis program. in any media. for any rcason. shall be guilly of copyright violation and shall be subject to 1 civil li abi lity at the discretion of the copyri g ht ho lder.
ATAC For Argonaut Software
Programming and Design Sam Littlewood Mike Beaton
Additional Programming Mike Day Thanks to Nick Halstead
Giles Goddard
Artwork ~" Chris Humphries Darren Drabwell
Alistair McNally
Additional ArtworR> "/ Tom Ashton Scott Butler ,. ~-
/ Nigel Brownjohn Fonts Brian Humble
Shape Design Danny Emmett
Music and Sound Effects David Whittaker
Management and Design Jon Dean Rick Clucas
2 ATAC Credits
For MicroProse Limited
Project Managers
Publisher
Deputy Publisher
Quality Assurance Testing by
Manual Written and Researched by
Manual Design and Packaging
Typesetting
lllustrations by
Steve Perry Dawn Hickman
Martin Moth
Paul Hibbard
Pete Moreland
Peter Woods Andrew Luckett
Nick Stokes Philip McDonnell Richard Bakewell
AlRis Alkiviades
Joanna Smith
Joanna Smith Sarah Kerr
Blue Chip Tel: 0666 824183
Credits
ATAC
ATAC 3
ATAC Introduction ..... .. ..... ....... ... ............................... ..... 9 Lever Arch File: Lntelligence Report ........................ . 36
Game Overview ... .. .... ... ............ ... ... .... ...... ....... .. . 9 Door to Hanger-Aircraft Preparation .. ........ .... .... ...... . 37
Sorting the Materials ........ ........ ...... .. .. .......... 1 0 The Aircraft Available ......................... ...... ... ............. . 37
I. Quickstart .. .... ... ............ .. .. .. ... ..... .... .... ......... 12 The Pilots ............ .............. ... ..... .... ....... .. ............ .. ... .. .. 37
Introduction .... ............ .. .. ... .... ........ .. ... .. ........ ... ............ 12 Aircraft Selection ....................... ... ...... ........ .. .. ......... ... 37
Basic Information ..... .... .... .... ...... ..... ... ...... .... ... ....... .. .. 12 The Arming Screen ....... ...... ..... .......................... .. ..... .. 37
Getting Started ... ......................... .. .............................. 13 The Clipboard: Edit Waypoints ................ ... .............. 38
2. First Campaign Tutorial.. ... ... 16
Overview ........... .. .. ... ... .. .. .... .... .......... .. .... ..... .. ...... ..... . 16
Getting Started ......... ....... .. .... .... ... ... ... .. ....... ... .. ........... 16
Loading the Simulation ...... ........... ... ........ ........... .... ... 16
Copy Protection .......................................................... 16
Overview ..... ....... .............. ....... .......... ......... .......... .... .. . 38
The Set Waypoint Screen .................... .. ... ..... .. .... ...... .39
Monitor: Campaign Map ... .......... ..... ........................ ..40
The Windows: Begin Today's Mission ...... ............. ..40
5. Operations ............ .. .. ... ... .. ... ...................... .42
Control Methods ........ ...................... ......................... 16 Introduction .............................. .... ........... .... ..... ... .. .... ..42
The Controller .... ........ .. ............. ... ............ ... .. .. ...... ... ... 16 Notepad: Game Options ....... .. .. ... ..... ....... ........ ... .... .. ..42
The Selector .. ....... .... ... ......... ... ............................ ........ 17 Windows: Fly Current Aircraft ..... ........................... ..42
Tutorial Guide ..... ....... ......... .................... .............. .. .. .l7 Monitor: Campaign Map ...................... ....... .............. .43
3. Getting Started ................................... 30 Notice Board: Aircraft Status ......... ... ............ ...... ...... .43
In Operations Base ........... .. .... ... ..... .. .... .............. ....... ..43
In Flight ........... ... ............ .......... .. ... .. ............................ 44
Eoad a Campaign ............... ..... ...... ......... ........ .. ........... 30
4. Mission Planning ............................. 34
The Secret Ai rbase ........ .............. ........... ...... .. ........ .. ... 34
Exit: End Today's Mission ....... .............. ....... .. .......... .45
6. The Campaign Against the Drug Barons .......... .................... ..48
The Start of Day ................................... ... ..... ............... 34
The Date ...... ....... .......... .... ......... ....... .... .. .. ... .......... ... ... 34
Difficulty Levels ........ .... ...... ... ... .... ... .... ......... ... ... '" ... .48
Air Strike Level One ....... .. ....... ........ ... .. ............... ..... ..48
The Hot Spots ........................................................... .. 34
Notepad: Game Options .......... ... .. .... .. ................ ........ 35
Filing Cabinet: Load/Save a Campaign ..................... 35
Limited Campaign Level Two ................... ............... .48
Full Campaign Level Three ... ............... ........... ..... .... ..48
The Four Drug Barons .. .... ... ... .... ................ .............. ..49
4 ATAC Contents
ATAC Overview .... .............. ........ ............................. .. ....... .... .49 G-force g .. ....... .... .. .. ....... .. ... .. ... .................. .... ..... ........ 62
Cash ............. .... .... ... ... .... ........... .... .......... .... .... ...... .. .... .49 VVI ..... ..... .. ........ ....... ... .................... ... .............. .. ......... 62
Skilled Workers ..... ............. ..... .......... ... ..... .... ... ..... .. .. .49 Pitch Lines .... ...... ... .. ............ .. ...................................... 62
Transport of Commodities ..... ........ ... ... ............ .... ... .... 50 Flight Path Indicator .................. .. .. ...... ....................... 63
Hostility .. ..... .. ...... .. ... ...... ........ ..... ............ ......... ... ........ 50 Stall Speed Indicator .............. .. ..... .... ... .......... ............. 63
The Drug Barons' Aircraft .. ................... .... ....... .... ..... 50 Angle of Attack a .............. .. ........................ .. ...... .. ...... 63
The Campaign ..... ..... ... .... .. .. ... .... .......... .. .... .... 52 INS (Waypoint) Direction Indicator .... .. .. .... .............. 63
Gathering Intelligence ................................................ 52 Current Armament ................ ... .......... .. .. ... .. ................ 63
Re-Supplying Agents .................................................. 52 Flight Equipment Indicators .................................... .. . 64
Overflying ... ... ... .. ...... .... ..... ............ ..... .. ... .... .. ... .. .... .... 53 Flaps ..... ..... ............. .................................................. ... 64
Operational Days ........................ .. ............... .. ............. 53 UCart ................ .. ............... ... .. .............. ..... .......... ... ..... 64
End of Day .. ................. .... ...... .. .. .............. .... ............. .. 53 ABrakes ... ........................ .......... ............. ..... ............... . 64
7. The Debriefing Room ............... 56
Mission Results ..... ... .............................. .. ............ .. ..... 56
WBrakes ............ ...... ...... ... .... .. ................. .......... .. .... .... 64
HUD Modes .............. ..... ...... .... .... ..... ... .. ......... ............ 64
Ex it ..... ...... ... ............ ............ ....................... .. .. ..... ........ 56 Missile Targeting .... ................ .. .................................. 64
End Of Campaign .. ........ .. .............................. .. ........... 56
8. Aircraft and Weaponry ...... .... 58
Potential Target Box ................. ..... ... ... .. .......... .. ..... .... 64
Target Designation .. ...... ................. ....... ........ .............. 64
Missile Lock-On 'Box ...... .. .... .. ........ ........ ................... 65 Control Methods ...... .... .... ......................... .................. 58 Air-to-Ground ...... .... ..... ..... ... .... ... ...... .. ..... .. ........ ... ..... 65 The Controller ........ .. ......... .. .......... ............. .......... ...... . 58 Bombsight. ... ... ................... .. .. ...... ..... .... ....... ... .. .... ... ... 65 The Selector .... ... .. .......................... ..... ...... ... ... .... ........ 58 Se lect Missile ................ ... .. ..... ....... .. ...... ....... ........ ... ( .. 65
The F·22 ... ............................... ..... ...... .. .. ... .... ....... 59 Fire Missile ..... ............... ........ ... ............. ... .. ............. .. . 65
Specifications ............................................. .. ............... 60 Cannon Fire ......... ............. .. ............... .... ................ ...... 66
The HUD ........................................................ ............. 62 The Gunsight. ................. .. ..... ... ........ ... ............... .... .. .. . 66
Airspeed ........ .......... ... ... .......... .... .......... .... ... ... ... ....... .. 62 Fire Cannon ......... ... ................................................... .. 66
Heading ........... ............................ .. ............................ .. 62 The MFD .............. ........ ......... .... ......... ... ........ .............. 66
Altitude ..... ...................... .... ... ..... ....... .......... ...... .... ...... 62 The 3D Radar .. ............... ........ ................................. .... 66
Mach number M ......... ... .... ...... ......... ........ ...... .... .. ....... 62 Camera View of Target .................... .. .............. .... ...... 67
Contents ATAC 5
ATAC View fro m front of last fi red weapon ........................ . 67 The AH·64A Apache Gunship .......... 75
Threat Warning Radar ... .... ........ ..... .... .... ...... ....... ....... 67 Specifications ..................... ........... ... .... .............. ..... .... 76
Aircraft Status ............ ...... ... ... ........... ...... ..... ... ..... .... .. . 67 The Cockpit.. ............................. ............... ..... ...... ..... ... 78
Defensive Measures ... ... ... ....... .... .......... ... .... ... ........ .... 67 Chaff and Flare ........................ ..... ............... .. ..... .... .... 78
Chaff.. ....... ....................................... .......... .. .... .. .... ... ... 67 Engine Gauge ................ ........ .. .. .... .. ..... ....... ... ...... .. ... .. 78
Flares ............. ... ............................................. .. ............ 67 Fuel ............ .......... ............................................... .. ....... 78
Flying the F·22 Advanced Torque .... .... .. .. .... ...... ..................... .. ...... .. ..... ......... ...... 78
Tactical Fighter .... .... ........................... ... ...... 68 Damage Systems .............. ... ......................... .... .. .. ..... .. 78
Flight Views ................. ....................... .... .................... 68 Threat Display ........... ... .. ................................. .. ... ... .... 79
F22 Flight Keys .............. .. .................. .. ........... .. ...... .. . 69 Multi-Function Display .......... ......... ... .... .................... 79
The Flight Controllers ....................................... ...... ... 68 3D Radar/Camera View of Target .. .... ... ... ..... ..... ....... 79
Joystick .. ................. ... ..... ...... .. ...... .... ... .. .. .. ...... .... ... ..... 69 Target Heading Indicator ... ........ .. .... ... ... .... .. .. .... ..... ... . 79
Mouse ........... .. .. .... ....... ... ............................ ....... ....... ... 69 View From Front of Last Fired Weapon ................... 79
Keyboard .. .. ...... ......... .... ............. ......................... .... .... 69 The HUD (Head Up Display .... .. .... .. .. .. ........ .. .. .. ... ..... 80
Manual Control .................... ....... ............ ... .... ...... .... ... 70 Flying the Apache AH·64A .. .... .......... 82
The Take Off ............... ...... .. ........ ........................ ... ..... 70 Views ......... ................................. ............... .................. 82
General Rules .. .... ................................ .. ... .. .......... ....... 82
Straight and Level Aight .. .. .. ..... ..... .. .. .. .. .. .......... ... ..... 71 AH-64 Flight Keys ..... ... ... .... .. ... ... ... .. ...... .. .... ......... .... 82
Tums .......... ..... .. .. ....... ........... .. ...... .. ....... .. ........ ......... ... 71 .fdIiIC
Blackout and Redout ............ .. .. .... ................. .. .. ......... 71
Getting Airborne ............. .. ..... ... ... .... .. .. ... ........ .. .. .... .... 83
Level Flight Forward .. .. ............... .... .. ... .. .. .. ..... .... ....... 84
General Flight Keys ... .... .. ....... .. ... .... .... .. .... ........ .... .. ... 72 Changing Altitude .... ... ....... ..... ..... ...... .. .. ... .. ...... .... .... .. 84
General Cockpit Controls .... ... .... ... ......... ... ... .... .......... 73 Turning ................................. ......... ..... ......................... 84
The Landing ..... .......................... .. .......... .. .. ........ .. ....... 73 General Flight Keys .. ................... .. .... .. ... .. .................. 85
Auto Landing ... ... ... .. ........... ....... .. .............. .... .. ... .. ...... 73 General Cockpit Controls ............. .......... ... ............ .... . 86
Manual Landing ............... .......... ............... ..... .. .... ....... 73 Navigation ... .. ..... ...................... ...... ..... .... .. .. ....... .... .... . 86
The Approach ... ..... .......... ..... .................. .................... 73 Landing ............................ .. .... ....... ...................... ........ 86
The Descent ... ............................................................. 74 Shut Down .... ................... .. .. .. .............. ......... .. .. .... .. .... 87
Touchdown .. ....................... ... ....... .... ................... ... .... 74
6 ATAC Contents
ATAC 9. Combat ..... ...... ........... ...................... ......... .. ..... 90 10 K G-d . ey UI e ....... .. .. ........................................ 98
The F22 ................................................................ 90 View Keys ............................. .... .............. ...... ........ ... ... 98
Air-to-Air Combat: the Basic Rules ............... .. .. .... .... 90 The Flight Controllers .............. .. ........ ........ ................ 98
Surprise ........... .......... ................................................ .. 90 Joystick ....................... ...... .... ..... ....... .......... ... ........ ..... . 98
Fire the correct Missile .............. ........................ ...... ... 90 Mouse ...... ......... ... ............. .. ....... ..... ............ ................ . 99
Get on the Enemy's Tail. ..................................... ....... 90 Keypad ................................. ... ..... .. ..... ........................ 99
Stay Higher! Stay Faster! ........................................... 91 General Cockpit Controls ........................ .. ................. 99
The Wingman ..... ....... ......... .... ............ ....... ................. 91 General Flight Keys .. .... ................. ...... ...... .... .... ...... . 100
Air-to-Ground: The Guidelines .................................. 91 F-22 Flight Keys ....................................................... 101
Hitting the Targets ...................................................... 91 AH-64 Flight Keys .... ...... .... ..................................... 102
Fire and Forget ................ ....... .... ........... .. .... ........ ... ..... 91 II. The Drug Barons' Laser Guided Bombs .............................. .............. ...... 92 Aircrafl .. ............................................. .. ........ I04 Free-Fall Bombs ....... ... ... .. .... ... ........... ... ... ............ .... .. 92
M61Al 20 mm Gun ................................................... 93
AH·64A ........................ .. .. ...... ... .. .... ....... ..... .......... 94
[
12. Missiles. Bombs and Guns ... .. .............. .... .. .. ........................................ 108
Air-to-air ... .. ......................................... ....... ............... . 94 llir-to Air ......... ..... ... ........ ................... .... .... ..... .. 108
Throwing A way the Book .......... .. ............... .. ............ . 94 Aim9M .... .. ............. .... .............................................. I08
The Basic Rules .. ........................................................ 94 Aipl 120A ................................... ...... ........... .. .... .. ...... 108
Stay Low! ........................................ ............... ....... ...... 94
Take the First Shot.. .................................................... 94
Range ..... ............................................... ........... ........ .... 94
Surface·to.Air ............... ........ ..................... 109
FIM-92A Stinger .. .. .. .. ... ..... ...... ......... ... .... ....... .. ....... 109 . ~ AIr-to Ground ................... .. . ~ ...... .. ......... 109
Never Lose Sight of the Enemy ................................. 95 AGM 65D Maverick ................................................ 109
Air-to-Ground ................. ................................ ............ 95 Penguin-3 ASM ............ .. .. .... .................................... 110
Choose Your Weapons ............................................... 95 AGM-114A ............ .... ........ ......................... .. ........... . III
Targets ............................................................ ..... ........ 95 BGM-71 TOW ............................ .. ............................ l1l
AGM 84A .................................. ......... ...... .... ............ 112
GBU 12 ..................................................................... 112
Contents ATAC 7
ATAC Unguided Rocket System .......... .. ...... .. .... ... .. .. I 13
FFAR M-260 ...... ...................................................... 113
Free-Fall Bombs .......... ............ ...... .. .... ....... ll3
Mk.82 ....................... .................... .... ...... ................. .. 11 3
Cannon ......... ...................................................... 114
The M61AI 20 mm Gun ...... ... .. .. ............................. 114
13. Background Scenarios ... ...... 116
First Initiative ...... ... ..... .. ..... ... .... ..... .. ............ 116
UN Meeting ....................... .. ......... ........... ........ 11 8
Columbia/Contrasts ..... ......... ...... .. .. .... ...... 120
8 ATAC Contents
The year is 2003 and a problem that has plagued the old century is beginning to strangle the birth of the new one. Drugs. The enemy stalks the streets of every major city and town, selling small plastic bags of a white innocuous looking powder called Cocaine. Profits to the distributors number in millions of dollars every year, profits to the major manufacturers, the Colombian drug barons, in tens of billions of dollars. Society is being ripped apart as addiction spreads.
Now is the time to act. A United Nations initiative calls for conce ed military action to strike at the very heart of the problem, in ~he drug Cartel's own backyard. A new covert force is created to eradicate the product, the process and the profits; an elite force whose top-secret flies are stamped with the letters ATAC. The Advanced Tactical Air Command.
You, as Commander, must co-ordinate the strategy that must bring the drug barons to their knees, use the eight F-22 Advanced Tactical Fighters and Apache AH-64s to best effect, plan your own missions, gather intelligence then strike and strike hard; with the resources the drug barons can call on, you will not get a second chance!
ATAC is no ordinary flight simulation, it is the fust in a new breed of Strategic Flight Simulations from MicroProse. You get the opportunity to fly the F-22 and the Apache AH-64A but you will not succeed if you are merely a good pilot. You must also be the supreme strategist. There are no pre-set missions in ATAC but if you sit back and choose to do very little, the drug barons will continue to conduct their operations. Drugs will reach their destinations, drugs will be exported and money added to
ATAC INTRODUCTION
GAME OVERVIEW
Introduction ATAC 9
ATAC the CarteJ ' s coffers. The drug barons will become more and more powerful until they locate your secret base and, eventually, attack and destroy you.
The wise Commander will strike where it will do the most damage; if there is a choice between a lorry load of pure cocaine and a lorry load of coca leaf harvest, destroy the finished product. The wise Commander will not try to fly every mission himself, because the computer controlled pilots are good and will increase in skill the more they succeed in their missions, take direct control of any attack but, as you progress in the campaign, you might choose to leave the easier targets to your fellow pilots.
ATAC pro ddes three difficulty levels that help to lead you into the full campaign game; if you wish to fly around in either an Apache or a F-22 and fire missiles at an array of targets then try Level One. If you want to see what the strategic element is all about (and you are familiar with the flight controls) try Level Two against one drug baron. If, however, you want to jump in at the deep end try Level Three; see how long you manage to survive. We recommend you progress through the levels before you tackle the full campaign, but this is a strategic simulation and it's your decisions that count!
SORTING THE MATERIALS
10 ATAC
Contents
Your ATAC package contains this Manual, a Technical Supplement, a Key Reference Guide and a set of disks to run the simulation.
Sorting the Materials
QUICKSTART
~t~'l:\\~~~ f
ATAC
12 ATAC Quickstart
QUICKSTART
Introduction
ATAC can be played on three levels. This Quickstart guide will tell you how to get the best out of Level One. This is for those of you who may wish to jump into the nearest F-22 or Apache AH-64 and fly around Colombia. You can watch out for any likely targets heading across the 3D world and attack them. But be careful! The drug barons will be defending themselves with the best aircraft, mercenary pilots and missiles drug money can buy.
Use Quickstart to gain experience of flying the aircraft in conjunction with the Key Reference Guide and the sections on flying the F-22 and the AH-64 in this manual. When you attempt the full campaign game you will find that you ' ll spend a lot of your time studying intelligence reports and jumping from aircraft to aircraft. Level One is designed as your chance to practise all flight, landing and combat manoeuvres without thinking about the Campaign game.
Basic Information
• Look over the Aircraft Controls section of this manual.
• Familiarize yourself with Cockpit Controls and HUD modes.
• Have the Keyboard Reference Guide to hand.
Getting Started
1. Install and Load the Simulation as detailed in the Technical Supplement.
2. Name the Campaign.
3. Select Difficulty Level One.
4. Select the type of aircraft you wish to fly: F-22 or AH-64.
5. Select Game Options to set up your chosen control method: Joystick, Mouse, Keyboard.
6. Select OK then Load the Campaign named on the raised folder.
You will be placed in the cockpit on the runway (or helicopter pad) in manual control of your chosen aircraft. Before setting off study the basic controls again. Find the Pause keys Alt/P; useful if you have to consult the Key Guide in the middle of air combat.
Power up and take off using the Flying Guide in this manual for your particular choice of aircraft.
Once you have successfully got into the air the action will begin! Everything will be thrown at you. Your task is to survive and destroy everything you see. The rule is if it moves shoot it! Be cautious when you fly over enemy airbases. SAMs (Surface-to-Air-Missiles) are known to have been installed there. When you receive a missile-threat warning use chaffandflare avoidance devices (Key I and Key 2).
You have one aircraft with unlimited weapons. See how long you can survive out there!
ATAC
Quickstart ATAC 13
ATAC
14 ATAC
FIRST CAMPAIGN TUTORIAL
ATAC
CONTROL METHODS
FIRST CAMPAIGN TUTORIAL
Overview
This tutorial will take you through two days of a Level Two campaign against a single drug baron. It will take you through arming your aircraft, studying intelligence reports, mission planning, then two full days of offensive operations. This tutorial will not teach you to fly the F-22 and the AH-64A. If you wish to get used to the controls of the two types of available aircraft you can select Difficulty Levelland use the flying guides in this manual.
'L ' l Loading the Simulation
Load the game as detailed in the ATAC Technical Supplement.
Copy Protection
The simulation will ask you a manual-related question. Enter the correct answer using the reference given.
The Controller
ATAC can be controlled using Keyboard, Mouse or a Joystick. For flying it is recommended you use a Joystick and for Menu Selection it is recommended you use the Mouse. In this Manual, which is applicable to
16 ATAC First Campaign Tutorial
all computer systems, these three devices will be referred to as the Controller.
The Selector
At various times during the game you will be asked to select from a series of options, fire cannons or mjssiles. Once again you may use any one of three devices: keys on the Keyboard, left-hand Mouse button or Joystick fire button. In this Manual these will be referred to as the Selector.
Tutorial Guide
After the introduction, the game will begin and you will see the ftling cabinet, each folder in the cabinet represents a potential saved campaign.
Select an empty slot then select New Campaign.
Here you can:
NAME YOUR CAMPAIGN,
CHOOSE A DIFFICULTY LEVEL
NAME THE EIGHT PILOTS.
Select OK when you have done thjs .
You will now see details on the folder of your Campaign including:
NAME OF THE CAMPAIGN
CURRENT DATE IN THE CAMPAIGN
MISSION DAY NUMBER
U First Campaign Tutorial
ATAC
ATAC 17
18
ATAC
In this Tutorial you will be told to return to the Mission Planning room in order to access other areas of Mission Planning. This is done so that you may become familiar with the layout of the room. In the actual campaign game you can by-pass this procedure and 'jump' from, and to, the Intelligence Report (INT) , the Waypoint Editing (WAY), the Campaign Map (MAP) and Aircraft Preparation (NC) without returning to the room screen by selecting the appropriate option buttons.
KILLS (ENEMY /FRIENDLY /CIVILlAN)
PILOTS REMAINING
EQUIPMENT REMAINING
Select Load Campaign
You will now be taken to Mission Planning. This is, in effect, the lefthand side of your control base and the preliminary to any operations.
The Mission Planning room looks ordinary enough but if you move your pointer around a series of legends will pop-up.
Move the pointer to the Notebook on the bottom right of the screen. You will see the words Game Options appear. Click on this once with your Selector. The screen will be filled with a picture of the open notebook showing a number of options as tick boxes.
Choose the flight control method (Keyboard/Mouse/Joystick) that suits you.
Choose the pointer control method (Keyboard/Mouse/Joystick) that suits you.
If you are using a Joystick (and we recommend that you do for all flight functions), select the type of Joystick you have installed in your machine (2-axis, 3-axis, 4-axis) and then select Calibrate. Follow all on-screen prompts.
l~
ATAC First Campaign Tutorial
Once you have completed the calibration, select Save Setup. These selected Game Options will load automatically and will not change until you choose to do so.
Exit Game Options by selecting 'Done'. You will now return to the Mission Planning room.
Now, take note of the date on the calendar sitting on the desk top. A:ll new campaigns begin on the same date. At the end of every mission, one day will have elapsed and the date on the desk increased by 1.
At this stage take note of the Filing Cabinet. It is the same as the fillng cabinet where you originally loaded in your new campaign and it performs the same function; allowing you to load a new, or saved, campaign. At the end of each mission day campaigns will automatically be saved under the mission name and stored in the Filing Cabinet.
Now move your pointer over the file lying on the desk and press your selector. This is one of the vital sections of ATAC and contains all the Intelligence Reports received from your agents and reconnaissance devices.
Reports of drug-based activities will begin to be received as soon as you enter this room and continue to be generated throughout the day. All your actions will also be noted. You may tum the pages of the folder, move from day to day or see a summary of the information.
Now, choose one of the events shown in the folder and move your pointer over the small icon to the right-side of the message.
Click your Selector in the icon.
You will be taken to a map location and a particular area will be marked with a cursor. This is where the event is taking place.
First Campaign Tutorial
AlAC
AlAC 19
ATAC
20 ATAC
Return to the Intelligence Report file (INT) and select another message icon. You will be taken to another map position where that event is taking place. Note that in all map screens in ATAC a Red Flag shows the location of a drug baron controlled site. The map is the same as all the other map screens in ATAC and can be scrolled left/right and up/down as well as zoomed in/out. Leave the map cursor where it is, then exit the map (INT). Then exit the Intelligence Report (Planning).
You will be returned to the Mission Planning room.
From the summary information in the intelligence report, you must decide the type of force to send to intercept whatever drug related event is happening. Do you use one AH-64 or a flight of four? Do you use two F-22s? The choice will be yours. The aim will be to use the correct aircraft and ordnance for the job that needs doing.
Position ~our pointer ~:m the door leading to the hangar. This leads to Airc.raft Preparation where all your available aircraft are housed.
SeleGt Aircraft Preparation.
The first screen you see shows four Current Aircraft boxes (the maximum number of aircraft you may use on any mission is limited to four but in any combination). You will also see a list of the eight available pilots, eight available F-22s (code AA to AH) and eight available AH-64s (code HA to HH).
Select box number 1, then select a pilot and an F-22.
Repeat the procedure and select two more F-22s in boxes 2 and 3. In the last box select an AH-64. Remember to assign pilots for all aircraft.
As you progress in ATAC you will realize that the eight pilots are your most valuable asset. They cannot be replaced.
First Campaign Tutorial
Select Box I again. Now select ARM from the menu options that appear on this screen.
You will see a picture of the first F-22 showing how much room it has for ordnance and a list of available rnissileslbombs. Move your pointer down the list of weapons. Each one will be highlighted in tum, showing you a picture of the weapon and a summary of its capabilities.
For this Tutorial, you will be carrying a selection of weapons. Select Sidewinders (4), AMRAAMS (2), Mavericks (2), Paveways (3) and Slicks (4).
When you have loaded your first F-22, select Done. You will return to the AircraftlPilot availability screen.
Highlight the second F-22 and repeat the above procedure.
Repeat again for the third F-22.
Finally, select the last box. This is the Apache AH-64. You will see a picture of the helicopter with its empty weapon bays.
You can select from a vast range of weapons including Mavericks, Hellfires , and Penguins but in this tutorial mission you must load Supplies to Agents. When you do this you will have no rOom for ordnance on that helicopter. Agents, when re-supplied, will give you good intelligence, for a period of time, over the area in which you land the supplies. They contribute to the Intelligence Reports you have already consulted.
Load Supplies to Agents. Then select Done to exit to the previous screen. Select Done again to return to the Mission Planning room by selecting Planning.
Briefly, consult the File with the Intelligence Reports. You may notice that other events have begun since you last looked at the file. This is the
First Campaign Tutorial
ATAC
ATAC 21
ATAC
22 ATAC
essence of the strategy in ATAC: the outside world events will continue to happen unless YOU do something about it. Even in the space of time you took to arm your aircraft other shipments may have started. Select Planning to return to the Mission Planning room.
Now, move the pointer over the clipboard on the wall. Here, you will see the Edit Waypoints legend. Select Edit Waypoints.
You will see a close-up of a clipboard with tabs on the right hand side showing the aircraft codes and the names of the pilots you have already assigned.
The currently selected aircraft is on the top sheet. By clicking on the codes you can select the other aircraft to come to the front page,
Select the first F-22 (AA).
On the page you will see the current orders for that aircraft. This will be the standard Take off and Land.
To add commands and set Way points for the selected aircraft (the first F-22 AA) click on the MAP button. You will now see the target on the map chosen from the Intelligence Report with a square yellow cursor around it.
- Tfi~ Map ~ATAC is the same, from wherever you may access it, and may be SGr(ill~ed and zoomed in any direction.
The Map; allows you to issue commands to your currently selected , fJ
', aircraft (code IvA).
S~lect Ground Attack. A red line will be drawn from your base to the target. Check that the aircraft code (AA) and the pilot name is still selected, then select WAY to exit back to the clipboard.
Now select the second F-22 (AB) and click on MAP.
First Campaign Tutorial
By using the on-screen options (WAYIINTIMAP/AC) you may jump to view intelligence reports, pick another target. re-arm your aircraft or set a different waypointltarget for each of your four available aircraft. But in this tutorial we will sending three F-22s to the same target flying in formation.
The target will still be highlighted with the previous aircraft mght line shown. Select Wingman to AA. Exit to the clipboard again.
Select the third F-22 and repeat the above procedure. You have now issued the commands. The Wingmen in the mght will protect the initial F-22, take on any opposition that might appear, then return to base with the leader.
Note that in the MAP screen you may also delete any orders or scroll through the issued command list. Return to the clipboard and select the Apache (HA).
The Apache will be sent on a different mission to land agents ' supplies in an area where we might want good intelligence. Zoom ffi,e .Iljlap out. then move the up arrow until you find the end of the mght liJ;le for <tIle three assigned F-22s. This is your secret base (Turbado). Z~om in as fa; as you can then click on the left arrow until you pass a large lake. Position the cursor on the road to the left of the lake then highlight Supplies to Agents A flight line will appear from your base to the waypoint then back again. You can set a number of waypoints to the target but in this tutorial we will head in straight mght paths.
When all is ready select Planning and exit to the Mission Planning room.
For your information you can consult the Monitor positioned on the desk. this will show you the campaign map, waypoints and aircraft selected.
First Campaign Tutorial
ATAC
ATAC 23
ATAC
24 ATAC
You have now completed your Mission Planning. You can now move to the next phase: Operations.
Move the pointer over the windows and select Begin Today's Mission.
You will now be in the right-half of the control room.
This room allows you to access Game Options (Notepad), Intelligence Reports (Lever Arch File) and Campaign Map (Monitor) as in the Mission Planning section but it is essentially the base of all Operations.
One of the most important areas to get to know in ATAC is the Aircraft Status screen located on the notice board (above the soldier compiling intelligence information).
A full screen view of the notice board shows a maximum of four files; one for each of the player's selected aircraft, with the following details:
Type
Damage Status ~ I
jCtllTen~ !\.ction (waypointJengaged/fleeing) , k, Rernaining"ordnance
R,emaining fuel
Buttons on the side allow you to jump to the campaign map (MAP) showing where the aircraft is, take control of the selected aircraft (FLY), sit in the cockpit (WATCH), edit waypoints (WAY) or re-examine the intelligence reports (INT).
Select the first F-22 on the list (AA) and then choose to Watch rather than Fly the F-22s. In this tutorial you will not actually take over flight controls.
First Campaign Tutorial
Initially, you will be in the cockpit view (FI) of your currently selected aixcraft. Take this 0pPoltunity to try out all the available views.
Select F2 and F3 combined with the cursor keys and the zoom in/out keys(QI A) to view the flight of three F-22s taking off from your base.
The flight should assemble then make for the ground attack taxget you have already set.
You may jump into the cockpits of all your aircraft by pressing Shiftl 1,2,3,4, the sequence depending on the order you originally selected the aircraft as shown on the Aircraft Status noticeboaxd.
Once inside the aircraft cockpit you can view the campaign map by pressing ShiftIM. From the map screen you can perform all the usual functions: edit waypoints (WAY), look at intelligence repOlts (INT), or jump back to the selected aircraft (A/C). If you wish to return to Operations press the Escape key.
If you have been looking at the map, select (NC) . You will return to your selected F-22.
Now press Shiftl4.
You will be transferred to the cockpit of the helicopter.
Experiment with all the available outside views ( see the Views section in this manual) and watch the AH-64 pelform its mission.
At any point you can jump to view one of the F-22s (Shiftll ,2,3) or the updated campaign map (ShiftlM) which should show Icons of all your aircraft travelling along their set routes and all enemy aircraft in the axea.
You can choose to accelerate time on board the aircraft (S hiftlZ) or return to normal time (ShiftIX).
First Campaign Tutorial
AIAC
AIAC 25
26 ATAC
The R-22s will perform their allotted task. Details will appear on the updated intelligence report.
The AH-64 wiUJJerforrn its task of landing supplies and improved intellige}1ce reports will be received from the chosen area.
If either flight is challenged by enemy forces they will respond accordingly, but once they have performed all their tasks, they will turn for home base, fly home and land. Try to watch the landing procedure for the F-22 and the Apache.
When all your aircraft have returned to base (or those missing accounted for) select the Exit door marked End Today's Mission.
Once you have ended the day 's mission you will be debriefed.
You will be taken to Mission Debriefing.
The Debriefing Room shows the number of surviving pilot and a summary of mission details that can be selected on a blackboard in front of them.
The amount of financial and or physical damage done to the drug baron(s) that day is shown in graphical terms. By this method you can judge daily success.
You should still have all your aircraft and pilots available, and can return to Mission Planning to begin the next day. Notice that the date on the desk calendar has been changed. You are now into the next day of your campaign!
Now, repeat the Mission Planning and Operations procedure but this . time when you approach the ' target' take over control of one of the F-22s (by selecting Fly) and making sure you implemented the correct control method: AJtJJ for joystick, AltIM for mouse or AltIK for keyboard. Try to hit the target for yourself. You can always jump back to computer
First Campaign Tutorial
control by selecting Operations then Watch or, alternately, let the autopilot take over (Key 7).
Jump to view the AH-64 (Shift!4) and take over its controls. Try to fly back to your base. Don ' t worry! If you get into a muddle tum on the Autopilot (Key 7).
The campaign will end when, either you run out of available resources (pilots and planes) or you bankrupt the drug baron . Medal s will be awarded if you succeed, but if you fail you will be consigned to endless paperwork in a dark and dismal office.
First Campaign Tutorial
ATAC
ATAC 27
ATAC
28 ATAC
GETTING STARTED
~fJ~~~\'~~~ f
ATAC
30 ATAC Getting Started
GETTING STARTED
Loading the Simulation
Load the game as detailedin the ATAC Technical Supplement.
Copy Protection
The simulation will ask you a manual-related question. Enter the correct answer using the reference given.
Loading a Campaign
After the introduction, the game will begin and you will see the filing cabinet, each folder in the cabinet represents a potential saved campaign.
Select an empty slot then select New Campaign.
Here you can:
Name your Campaign
Choose a Difficulty Level
There are three levels of play in ATAC:
1. The Air Strike: attack and destroy as many drug baron-owned aircraft and targets.
2. The Limited Campaign: a campaign against one drug baron.
3. The Full Campaign: against four drug barons.
(Once you have chosen a campaign and left the Load Campaign menu, these options cannot be changed until the campaign is ended or changed).
Name the Eight Pilots.
Select OK when you have done thjs.
You wiil now see details on the folder of your Campaign including:
Name of the Campaign
Current Date in the Campaign
Mission Day Number
Kills (EnemylFriendly/Civilian)
Pilots Remaining
Equipment Remaining
Select Load Campaign
You will now be taken to Mission Planning. This is, in effect, the lefthand side of your control base and the preliminary to any operations.
ATAC
Getting Started ATAC 31
ATAC
32 ATAC
MISSION PLANNING
~fJ~'f(\'t~~ •
ATAC
34 ATAC Mission Planning
MISSION PLANNING
The Secret Air Base
Built under strict security in an area that is least under the control of the four major drug barons, the airbase looks like one of the numerous airfields that litter Colombia but it is the nerve centre for all your operations.
The Start of Day
At the beginning of every mjssion 'day ' you will enter the Mission Planrung section (the left-half of the office). Here you will be able to choose from a variety of options and plan all mi ssion activities. Remember that ATAC has no pre-set rrussions. It is the intelligence information you receive that you must act on.
Study the Mission Planning room.
The Date
The date on the calendar will be advanced by one complete day if you are in the rruddle of a eampaign.
The 'Hot-Spots'
There are a number of 'hot spots' around the office that are best accessed using the mouse pointer. Move the pointer around the office to reveal several pop-up legends then click on the legend using your Selector.
Notepad: Game Options
The Notepad in the bottom right of the screen gives you all Game Options.
Flight Control choose from Keyboard-Mouse-Joystick
Pointer Control choose from Keyboard-Mouse-Joystick
Joystick Type choose from 2-Axis, 3-Axis, 4-Axis
You may also Save the Setup so thatATAC always begins with the same options loaded, Restore a Setup or Calibrate your joystick.
Filing Cabinet: Load a Campaign
Select the Filing Cabinet. This will give you the option to load a campaign. The Filing Cabinet drawer will open and reveal a number of files; either choose a previously named file, or click on an empty file then select New Campaign. Give your Campaign a name.
ATAC
FIi,ht Oontrol, .. Kc~tI .. or4 0 Ho;.qso:t 0 .J4,:$1I(:tflJ
Pt;fthr CQntrol ... I(t'llbnrC! 0 f'MI,ISt 2!' J.~~tr<;t 0
Fli,,,, SUlsitiyit\l ... Lciw D HW,ul1't~ Hi1il D
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Mission Planning ATAC 35
ATAC '"Cra.:kdoum' DdJ~~ 3 .... S HGiCh
• Iff> sr !CJf!t!::
36 ATAC Mission Planning
Lever Arch File: Intelligence Reports
The game is won and lost on the player's ability to react to Intelligence Reports. These are gathered by various agencies (Agents, Civilians, and Electronic Surveillance Devices) and filed for your information.
Each intelligence report contains the dateltime it was raised and a description of the event.
Each day 's activities are shown on a number of pages in the folder.
This includes information gathered before the mission starts and reports generated during the mission (losses on both sides), after the mission was concluded, and any activities that were concluded successfully.
Read the reports carefully and select one of the icons next to the report. You will be taken to a map position showing you where this activity is taking place.
Choose your highest priority targets. Remember that striking at finished drugs will hurt the drug barons more than striking at the raw leaf harvest.
When you are studying the map, place the pointer over a target and press your Selector. The yellow cross will position itself over your target. This will stay in place and will help you locate the target when you are editing waypoints.
From any map view you are able to fully edit any chosen waypoints and , in this creen, you may jump to Waypoint Editing (WAY), Campaign Map (MAP) and Aircraft Preparation (A/C) as well as back to the Mission Planning Room.
Door to Hangar: Aircraft Preparation
Select this option to enter the hangar. You will be shown the current aircraft, the pilots already selected for the mission and a list of available pilots, F-22s and Apache AH-64s.
The Aircraft Available
You have a maximum of eight F-22s and eight AH-64s available for the complete campaign but remember you may only use up to four aircraft (in any combination) at anyone time.
The Pilots
You have only eight pilots assigned to the campaign, who will be named to further identify individual aircraft. If they are killed or are 'missing in action' they will not be replaced, so look after your personnel. All pilots have attained the same skill level but they will all improve with experience.
Aircraft Selection
Select your aircraft and pilots. You can choose any number between one and four aircraft. Highlight and select one of the four current aircraft to arm then select Arm from the menu options.
The Arming Screen
You will see a picture of your aircraft and a list of available weaponry.
Select the correct missileslbombs for your type of offensive mission. It's important that you know what each armament is capable of, as you do not want to find yourself hounded by Mig-29s with only Mk. 82 'Slick' free fall bombs on board. Wise commanders select an array of ordnance for their pilots. You will always have your cannons but remember that ammunition for these is limited.
ATAC
Mission Planning ATAC 37
ATAC
38 ATAC Mission Planning
Arm other aircraft that you wish to fly on the mission(s) in turn.
The Apache AH-64s can also be used to supply agents who will be working to provide you with more intelligence reports within a 50 km radius of where they are based. If you choose to send supplies to agents, you will have no room for any other ordnance. The Apache must land to drop the supplies and, if you are in manual control you must press Return to release them.
Load the correct supplies from the list available into the helicopter.
Return to the Mission Planning Room
The Clipboard: Edits Waypoints
Overview
You may send any four aircraft to attempt any mission you choose. Each aircraft can be sent to its own target and will attempt the mission and return under computer control. You may send aircraft out on their own, in pairs (with a Wingman), in threes or as a full flight of four. It is your decision. The set waypoint option on any MAP screen will allow you to give your orders to all aircraft.
When you select to set waypoint you will see a full screen view of a clipboard with the chosen aircraft codes marked along the edge. The command details for the currently selected aircraft will be shown on the top page. Click on the tabs on the clipboard edge to select any other aircraft. The newly-selected aircraft sheet will be placed on the top page.
Initial entries are the basic commands to Take off and Land; for obvious reasons these cannot be changed. You may add extra commands for each individual plane/heJicopter by selecting from the list at the lower left of the Map screen.
The Set Waypoint Screen (Click on Map)
You will see a map with a yellow cross marker indicating the target you have already chosen from the Intelligence Report file. The map is the same as all the map screens in ATAC and can be scrolled in every direction, zoomed-in or zoomed-out.
When you decide upon the mission(s) you wish to attempt you can add further commands for each aircraft:
Take off
Fly to a marked point
Wait at the point
Attack a ground object
Attack an air object
Fly as Wingman to another plane
Land
In addition the AH-64 can be issued with an extra order to re-supply agents.
Set a waypoint by moving the yellow cursor and pressing select. The cursor will tum to a solid yellow box cursor.
Now, choose an action from the list for the selected aircraft. A red line will be drawn from your base to the waypoint(s) and target(s) showing the complete flight plan.
It's important that you fully understand the waypoint editing screen because that is where you issue all commands to your pilots and is therefore crucial to your campaign success. Once you move to Operations (right half of room) you can stilI access waypoint editing functions through any of the Map screens.
Target
AlAC
Selected Aircraft
Flight Path
Mission Planning AlAC 39
AlAe
Command Summary
40 AlAe
Set the waypoints for each individual aircraft.
If you decide to order the aircraft to Fly to a Point you can set the height to be flown to that waypoint by adjusting the up/down markers that appear on the lower part of the screen. You may order your aircraft to attack separate targets, to act as Wingmen to other aircraft, fly in flights of three, or to make up a full force of four.
A summary of your orders is shown in a message box. You may scroll through the order, to delete and replace commands as you see fit.
From this screen you may jump to Intelligence Reports (INT), Campaign Map (MAP) and Aircraft Preparation (A/C) as well as back to the Mission Planning Room.
Monitor: Campaign Map
The campaign map shows a permanent display of north-west Colombia including roads , rivers, railways, towns, villages, farms , factories , airbases and ports . It also includes the current flight paths set in the Waypoint Editing screen, with annotations to show your commands at each point. If the mission is under way the position of friendly aircraft (blue box) and reported position of enemy air forces (red box) is marked.
From any map view in ATAC you are able to fully edit any chosen waypoints and, in this screen, you may jump to Waypoint Editing (WAY), Intelligence Report (INT) and Aircraft Preparation (AlC) as well as back to the Mission Planning Room.
_----" ...... ~--~:::The Windows: Begin Today's Mission
Mission Planning
Seleet this option when you have completed Mission Planning and wish to enfer Operations (the right-hand side of the room). If you forget to arm your selected aircraft, you may choose to accept a default load.
OPERATIONS
~fJl,~\'t'~ t
ATAC
Operations
OPERATIONS
Introduction
The right-hand side of the airbase building is the place from where all active operations are carried out. It is also the place to which the player can drop back while a mission is in progress. Information that was available during Mission Planning is still available: Intelligence Reports, Map, Waypoints and Game Options.
Notepad: Game Options
The Notepad in the lower left of the screen gives you all Game Options.
Flight Control: choose from Keyboard-Mouse-Joystick
Pointer Control: choose from Keyboard-Mouse-Joystick
Joystick Type: choose from 2-Axis, 3-Axis, 4-Axis
You may also Save the Setup so that the Campaign is always loaded with the same options or Restore a Setup and Calibrate your joystick.
Windows: Fly Current Aircraft
Monitor: Campaign Map
The Campaign Map shows a penn anent display of north-west Colombia including roads , rivers, railways, towns, villages, farms, factories, airbases and ports. Drug baron controlled sites are marked with a Red Flag. The map will also include the current flight paths set in the Waypoint Editing Screen with annotations to show your commands at each point. If the mission is under way the position of your aircraft and the reported position of enemy air forces is also'lnark€d . .
From any map view in ATAC you are able to 'fully edit any chbsert waypoints.
The campaign map will also show the enemy air activity. ~Ol1sult the map carefully for intelligence of flights of enemy fighters . You may be able to surprise them before they find you.
From the Campaign Map the player can accelerate time (using the onscreen buttons « and » ) until something happens. This mode will be stopped by various events such as receiving an intelligence report, one of the aircraft completing a leg of its journey, or one of the aircraft meeting hostile forces. You can get more information about each individual aircraft's mission by selecting the appropriate aircraft code number.
Notice Board: Aircraft Status
In the Operations Base
Along with the Intelligence Report file this is the most important part of the Campaign game. You will spend a lot of time looking at the status of all your aircraft, jumping into the pilot's seat to make sure of certain targets then returning to check on new intelligence reports.
ATAC
Operations ATAC 43
ATAC
44 ATAC Operations
A full screen view of the notice board shows a maximum of four files ; one for each of the player's selected aircraft, with the following details:
Pilot's Name
Type
Damage Status
Current Action (waypointlengaged/fleeing)
Remaining ordnance
Remairung fuel
Buttons on the side allow you to jump to the campaign map (MAP) showing where the aircraft is, take control of the selected aircraft (FLY), sit in the cockpit (WATCH), edit waypoints (WAY) or re-exarrune the intelligence reports (INT).
In Flight
You may also jump from aircraft to aircraft once you are watching the mission from one cockpit. Shiftll,2,3,4 will take you to selected aircraft 1,2,3,4 cockpit views.
You can view the Campaign Map when you are flying with any aircraft by pressing ShiftiM.
Exit: End Today's Mission
The current mission for that day can be terminated by selecting this option. You will be taken to Mission Debriefing to review the day's events and successes and then to Mission Planning, either to save the campaign, or continue with new aircraft.
When you leave Operations the day 's mission will end. However, remember that all intelligence reports and drug baron-related events that you have not dealt with will be carried through to their natural conclusion. If you have let through a convoy of drugs, it will reach a port or airbase and be converted to currency making the owner drug baron richer and more difficult to beat.
ATAC
Operations ATAC 45
ATAC
46 ATAC
THE CAMPAIGN AGAINST THE DRUG BARONS
AlAC
48 AlAC
THE CAMPAIGN AGAINST THE DRUG BARONS
Difficulty Levels
Air Strike Level One
If you are new to flight simulations or strategy games, you may wish to jump into the nearest F-22 or Apache AH-64 and fly around Colombia. You can watch out for any likely targets heading across the 3D world and attack and destroy them. But you may be attacked by any of the drug barons aircraft.
Limited Campaign Level Two
A limited campaign with all the elements of strategy but against only one drug baron. This is a good training ground for the player who wants to tackle the complex fulJ campaign game but wishes to gain experience of how the game works. Against one drug baron you will be able to see the results of your attacks more clearly and there is less chance of major drug consignments getting through to the ports.
Full, Campaign Level Three
The full blown campaign against the four powerful drug barons. You will have to manage yoprmen and resources very carefully to succeed against tf;1ese powerful and dangerous men.
The Campaign against the Drug Barons
The Four Drug Barons
Overview
The four drug barons occupy a large part of the country but do not have excessive influence in the area of your home base. You are in a mainly civilian controlled area but you must remember that you are in a volatile situation and power can shift and change easily if you anger the local populace.
The drug barons' basic operation revolves around the following procedure: a harvest of coca leaves is transported from farm plantations to factOlies, where the raw material is made into cocaine. The drug is then transported to a port, or airbase, where the 'sale' takes place. The money from the sale is added to the drug baron 's coffers. The more drugs that are exported, the more powerful the barons become.
Cash
Drug barons need cash to keep their production sites running. If workers are not paid, they will defect and drug production will decline and, gradually, they will lose all influence in the area.
Skilled Workers
The drug barons will need skilled and unskilled workers. Sometimes they will transport numbers of workers to their factories to increase their production (especially if you have been successful). When you target a train full of workers try to stop the engine without harming the people on board.
The Campaign against the Drug Barons
AlAC
AlAC 49
AIAC
50 AIAC
Transport of Commodities
The country is littered with various types of drug production related sites: farms, factories, warehouses, airbases and ports. These are linked by roads, rail and river. Each site can be controlled by one of the four barons. A farm converts land to crops and crops to harvest. The rate of conversion depends upon the available work force. Commodities are transferred between sites by shipment in trucks, boats or planes. A site that produces one commodity will always transport goods to another site that uses that commodity.
Remember that not all factories produce drugs, and not all farms produce coca leaves, indiscriminate attacks without proper intelligence will anger the general civihan population
Hostility
A drug baron will not be actively hostile until you begin to di sturb hi s area of influence when thi s happens hostility will increase.
To progress in the game you must damage sites so that they cannot be used again or take out key sites and shipments until the baron runs out of money and his workforce desert him.
The Drug Barons' Aircraft
The drug barons use an array of weapons and aircraft. They purchased most of their stock from Eastern Europe when a vast amount came into the market after the break up of the Soviet Union . Likely aircraft you
The Campaign against the Drug Barons
may encounter protecting cocaine factories and transport systems are featured at the back of this manual .
The drug barons also use a variety of other aircraft including versions of the Hughes-type helicopter for ground patrol ; DC lOs for bulk air transport and Cessnas for light, and personnel, transport. Use your intelligence reports wisely before attacking any of these aircraft. Civilian casualties must be avoided.
MiG-21 Fishbed
The Campaign against the Drug Barons
AIAC
AIAC 51
AIAC THE CAMPAIGN
With every new campaign, the Difficulty Levels are selected and then fIxed for the duration of that campaign. The campaign begins once you enter Operations, having already assigned targets and waypoints for your selected aircraft. At Level Three there are four hostile drug barons occupying a large chunk of north-west Colombia. You are based in what is a neutral civilian area. Here, you will initially be safe; unless you begin to anger the local population by indiscriminate attacks on civilian installations.
Gathering Intelligence
Good intelligence about drug movements is vital to the success of your campaign. You will have adequate intelligence of the area surrounding your base and a marginal level of intelligence in the outlying areas. If you wish to improve your knowledge you will have two options:
Re-supplying Agents
You will have 250 agents dotted around the country who supply your computer with information. You may activate them by loading helicopters with special supplies (see Arming Screen- Mission Planning), taking the aircraft to the area about which you wish to receive information, landing and dropping the supplies. Press the Return key if you are in manual control. Each supply will cover 50 krn radius but information may not last for ever and will deteriorate over time as agents need re-supplying.
52 AIAC The Campaign against the Drug Barons
Overflying
Any flight over any part of the map will always improve your intelligence reports. If you particularly want information about outlying areas that are under drug baron control, you may choose to send various aircraft on purely reconnaissance flights.
Operational Days
Each operational day of the campaign corresponds to the cycle: Mission Planning- Operations- End of Mission -Debriefing.
At the start of the day intelligence reports are gathered. Examine the reports as part of Mission Planning, when you have decided what to do, move to Operations.
The mission day passes as you conduct operations; sending aircraft out to perform individual objectives. While you are free to jump into any aircraft and complete missions yourself, you are advised (if playing the full campaign) to spend a lot of your time examining the Campaign Map, reading the up to date Intelligence Reports and checking the status of your aircraft.
End of Day
During the day intelligence reports are gathered on any losses suffered by both sides. If all your aircraft are back on the ground, you can choose to end the day 's activities by leaving Operations. If all the aircraft associated with the mission have been destroyed you will have to end that day 's activities.
The Campaign against the Drug Barons
AlAC
AlAC 53
ATAC
54 ATAC
THE DEBRIEFING ROOM
ATAC
56 ATAC
THE DEBRIEFING ROOM Mission Results
When you have ended the day's mission you will be debriefed.
The Debriefing Room shows the number of surviving active pilots and a summary of mission successes. The amount of financial or physical damage done to the drug barons that day is shown in graphical terms. By this method you can judge daily success.
Exit
If you have lost all your aircraft and pilots, you will be returned to the main ATAC title sequence and can begin another Campaign.
If, however, you still have aircraft and pilots available, you can return to Mission Planning and choose to begin the next day. ATAC will update a campaign and save details to the campaign name when you end any nusslOn. It is possible to miss a day's operations if the previous mission has run too long into the night and your base has no time to prepare your aircraft for another series of sorties.
End of Campaign
Either you will run out of available resources (pilots and planes) or you will bankrupt a drug baron. Medals will be awarded if you have wiped out at least one drug baron. If you fai l as commander of the ATAC force you will have to return home and be consigned to endless paperwork in a dark and dismal desk job. If, however, you manage to destroy all four drug barons you have won the game and made the world a safer place.
The Debriefing Room
AIRCRAFT AND WEAPONRY
ATAe
CONTROL METHODS
AIRCRAFT AND WEAPONRY
The Controller
ATAC can be controlled using Keyboard, Mouse or a Joystick. For flying it is recommended you use a Joystick and for Menu Selection it is recommended you use the Mouse pointer. In this Manual, which is applicable to all computer systems, these three devices will be referred to as the Controller.
The Selector
At various times during the game you will be asked to select from a series of option, fIre cannons or missiles. Once again you may use any one of three devices: keys on the Keyboard, left-hand Mouse button or Joystick fire button. In this Manual these will be referred to as the Selector.
Aircraft and Weaponry
THE F-22
Produced by using a combination of talents from Lockheed, General Dynamics (Fort Worth) and Boeing Military Airplanes, the F-22 may appear short but in fact measures several centimeters longer than the F-15 Strike Eagle. The prime aim of the design is agility closely followed by stealth (thus the front profile) and high speed.
The F-22 has horizontal and almost vertical tail surfaces as well as a thrust vectoring system for engine exhausts which doubles roll capacity at low speed. The F-22 can fly at 80kt (148 kmIh) technically stalled, pointing upwards at 60° but still under full control. This is useful in air combat but breaks one of the pilots' golden rules: 'never sacrifice momentum'. A high angle-of-attack shot at an enemy is gained but at the ti k.,<;>f ,being n easy target for an enemy wingman.
Sidewinder AAMs are stored close to the sides of air intake du t~.
AMRAAMs are stored in a belly weapons bay.
Aircraft and Weaponry
ATAe
59
ATAC
Specifications:
WingSpan:
Wing aspect ratio:
Length:
Height:
Wing Area:
Weight Empty:
Max. Take Off Weight:
Max. level speed at sea level:
13.11 m
2.2
19.56 m
5.41 m
77.1 sq.m
13,608 kg
26,308 kg
800 knots ( I ,482 km/h; 921 mph)
60 ATAC Aircraft and Weaponry
= =
Max Speed with afterhurning: Mach 1.7 at 30,000 feet.
Ceiling: 50,000 feet
g limit: +9
Engines: Two 155 kN class Pratt & Whitney FlI9-PW-100 advanced technology reheated engines.
Crew: One, in Webber zerolzero ejection seat wearing upper and lower g suit.
Armament: Internal long-barre l M61 A I 20 mm g un. Three internal bays for 8 AIM-9 Sidewinder and/or AIM-120 AMRAAM AAMs plus 'new design ' weapon racks for extra ordnance.
Pitch Lines
Throttle Indicator
Aircraft Status/ Remaining Stores (F6)
Airspeed
Current Target
The F-22 Cockpit
Flight Path
Target Height
Heading Nose Indicator
Aircraft
CaJ,llera Wfew(F7)
Target Heading Indicator
AlAC INS (Waypoint) Direction Indicator
Altitude
VVI
Non-Joystick Control Indicator
Threat Warning Radar
Threat Warning Type
Flaps Indicator
Landing Gear
Air Brakes
Wheel Brakes
" Current Ar:mament
Aircraft and Weaponry AlAC 61
ATAC
62 ATAC
TheHUD
Airspeed
This gauge shows your horizontal speed through the air in knots . A speed of 100 knots is equal to about 114 mph (161 krnph).
Heading
The horizontal scale across the top is your heading in degrees. North is 0°, East is 90°, South is 180° and West is 270°.
Altitude
A barometric altimeter showing true altitude in feet adjusted to compensate for ground elevation variances. A value of 0 feet is always ground level.
Mach number M
The ratio of airspeed to the speed of sound. (
GJorceg
The fOJ:ce of gravity is equal to + 1.0 g. The force is the basic unit of load factors ~n the-aircraft.
-it-
This shows the rate you are changing altitude (ascending/descending). If the value is zero, you are maintaining a constant altitude.
Pitch Lines
Superimposed on the HUD and vital if your aircraft nose is pitched so far up or down that the horizon is invisible. Each major line represents 10°
Aircraft and Weaponry
of pitch up (plus+) or down (minus-). If your aircraft is climbing straight up the pitch line will show +90°.
Roll is shown by the pitch lines relation to the cockpit: if the line angles to the left or right your aircraft has rolled to the left or right.
Flight Path Indicator
This indicator shows the direction you are flying. Remember tl1at this can be different from the direction the nose of the plane is pointing in.
Stall Speed Indicator
At times a colored bar rises from the bottom of the scale. This represents your stall speed. If it rises above the centre tick mark your aircraft has stalled. A stalled aircraft at low altitude will almost certainly result in a crash.
Angle of Attack a
An aircraft can fly at different angles of attack. This is the angle made by the direction the aircraft is pointing in and its heading. The larger the AOA (between 20° and 30°) the more the airflow over the wing surface becomes disturbed and does not flow smoothly to provide lift and the wing 'stalls' as drag increases. The F-22 has the ability to fly at a high AOA.
INS (Waypoint) Direction Indicator
The marker on the top of the scale shows the heading to be flown to reach the currently selected waypoint. To get 'on course' when you are in manual control either set the Autopilot (Key 7) or tum the aircraft so that the marker lines up with the centre tick mark on the scale.
Current Armament
Select rnissilelbomblcannon by tapping the Spacebar. Selected ordnance is shown in the message window.
Aircraft and Weaponry
ATAC
ATAC 63
ATAC
Potential Target Box
Flight Equipment Indicators
Flaps
A value for flap extension from 0 (no flaps) to 52 (full flaps). Press Function Key F9 to extend flaps and F 10 to reduce flaps.
UCart
Landing gear Indicator. Key 6 will raise or lower your gear.
ABrakes
Air brakes Indicator. Key 0 will tum on/off your Airbrakes.
Use the air brakes to slow yourself down before landing or if you wish to perform a tighter turn in air combat.
Wbrakes
Wheel brakes Indicator. Key 9 will turn on/off your wheel brakes.
HUDModes
The HUD will change to suit the selected ordnance.
Missile Targeting
Potential Target Box
If a target is available your HUD will pick it up on the F-22's tracking camera system. A broken box symbol will appear to track the target as long as it remains within range and the main priority. If, however, another target appears the PTB will pick up that target.
Target Designation
You may pick a selected target by pressing Key B. The broken box will change to a solid box. Now the target will remain the priority until you
64 ATAC Aircraft and Weaponry
decide to change it or it goes out of range. You can now access Tactical View CF4) or Reverse Tactical View CShiftIF4) to see your aircraft and the target. Once the tracker is locked on to a target, it follows that target but is only visible on the HUD when the target is directly in front of you. You may use missiles or cannon against the target.
Missile Lock-on Box (Red)
When the Target Designation Box turns into a red diamond shape with the legend 'lock' below it, you are locked-on to that target and may deploy 'fIre-and-forget' weaponry.
Air to Ground
Bombsight (activated when correct ordnance chosen)
If you select free-fall bombs a bombsight will appear tracking the point at which the bomb will drop if released at that moment. You will probably have to dive to see the bombsight.
Select Missile/Bomb/Cannon (Spacebar)
Tap the spacebar to select the type of missilelbomb you wish to use or to access the cannon gunsight. A message will appear in a window showing your chosen weapon and the number remaining of that type.
Fire Missile/Drop Bomb (Return Key/Joystick Button 2)
Tap the Return Key or Joystick Button 2 to fIre a missile/drop a bomb. Bomb Aiming Point
Aircraft and Weaponry
ATAC
ATAC 65
ATAC
Aiming Point
Type of Target
66 ATAC
Aim Here
Cannon Fire
The Gunsight
Access the Gunsight by tapping the Spacebar until the Cannon message appears in the message box or simply fire the canon. The gunsight computer calculates range, flight path and ballistics for you. It then displays where your shells would be if they were hitting the target now. The gunsight continually calculates firing, delays the appropriate time and displays potential hits as they would occur.
Fire Cannon
The cannon on your F-22 will fIre when you press the Fire Button on your Selector. The message window in your cockpit will show how many rounds remain and will reduce as you fIre .
The MFD (Multi-Function Display)
The central area of the cockpit includes a large CRT used for several purposes controlled by Function Key F7.
3D Radar
The 3D Radar View keeps your aircraft in the centre and shows the relative Height of any potential targets. It also shows all friendly aircraft such as your Wingman. Keys Z will Zoom out the scale, Key X will Zoom-in the scale. The nearest target (enemy or friendly) is bracketed by a white marker. Other targets are shown in red. Your aircraft is shown in white.
A Target Heading Indicator (a red circle with a yellow line indicator in the top right of your CRT display) gives the heading of your target relati ve to the nose of your aircraft any air.
Aircraft and Weaponry
Camera view of current target
If there is a selected target on the 3D-radar view you may press Function Key F7 again to get a camera view of that target which will include details of height, distance and type.
View from front of last fired weapon (Key F5).
When you have fired a missile at a target you can view from the nose of that missile as it heads for the target by pressing Function Key F5.
Threat Warning Radar
A 20 top view radar shows nearby targets or missiles (as Red Dots) that can potentially threaten your F-22. Below it, a small message window shows the type of the highest threat. Watch out for incoming missiles and get ready to deploy Chaff or Flare.
Aircraft Status
A small CRT showing damage to the aircraft and remaining stores (Function Key F6).
Defensive Measures
Chaff(Key 1)
Tap the Key to release one chaff decoy cartridge into the sky behind your aircraft. For the next two or more seconds most enemy radarguided missiles will home in on the chaff instead of your aircraft.
Flares (Key 2)
Tap the Flare key to release a flare decoy cartridge into the sky behind your aircraft. For the next two or more seconds all enemy Infra-red guided missiles will home in on the flare instead of your aircraft.
Aircraft and Weaponry
ATAC
ATAC 67
ATAC FLYING THE F-22 ADVANCED TACTICAL FIGHTER
68 ATAC
Flight Views
It is important to use all the available flight views in ATAC. You will get a better idea of what is happening around you.
FI
F2
F3
F4
ShiftIF4
F5
Shift IFI
QandA
Cursor Keys
ShiftJI ,2,3,4
Aircraft and Weaponry
Inside view of the cockpit
Outside view locked to selected aircraft
Unlocked outside view of selected aircraft
Tactical View
Reverse Tactical View
View of last weapon flred
Full screen front view with HUD
Change to LeftJRightlBackIFront version of one of above views
Zoom an outside view in/out
Smooth pan an outside view
Jump to cockpit of selected aircraft 1,2,3,4
F -22 Flight Keys
Key 6
Key 7
Key 9
Key 0
F9
FlO
Landing Gear Up/Down
Autopilot On/Off
Wheel Brakes On/Off
Air Bn:uces On/Off
Flaps Up (scale 0°_ 52°)
Flaps Down (scale 52°_0°)
The Flight Controllers
Joystick
AltlJ
Delete Key
PgDn Key
LeftlRightlDi ve/Climb
Re-centre
Rudder Left
Rudder Right
Delete & PgDn (together) Centre Rudder
Mouse LeftlRightlDive Climb
Left Button Rudder Left
Right Button Rudder Right
Left & Right Buttons Centre Rudder (together)
Keypad Arrow Keys LeftlRightlDive/Climb
Keypad 5 Re-centre
Pad Home Rudder Left
ATAC
Aircraft and Weaponry ATAC 69
70 ATAC
PadPgUp Rudder Right
Home & Pg Up (together) Centre Rudder
'Fad Delete
Pad Key Plus +
Pad Key Minus -
Pad ShiftIPlus +
Pad ShiftlMinus -
AltlJ
AltIM
AltiK
AltJE
Manual Control
The Take OfT
Fire Missiles
Fire Cannon
Open Throttle (gradually)
Close Throttle
Max Power to Throttle
Min Power to Throttle
Joystick Control
Mouse Control
Keyboard Control
Eject
Add Flaps to 200 (FIO)
Release Wheel Brakes (Key 9)
Tum on your engines by tapping the Maximum Power Key (Shift Plus +)
You will accelerate down the runway.
Pull back gently on the Joystick Controller. Watch the altitude scale on the right side of the HUD. You will start to climb. When you have sufficient altitude retract the Landing Gear (Key 6).
If you wish to set the Automatic Pilot press Key 7 (press again to de-select) .
Aircraft and Weaponry
A Light Touch ,
Use a light touch on your Controller. The most common pilot et;ror is to throw the aircraft around in heavy-handed abandon. When you move the stick, be smooth not jerky. Above all, get used to flying the aircraft before attempting combat during the full campaign.
Straight and Level Flight
Practise straight and level flight. Climb to 2,000 feet and level the aircraft so the nose of the plane points to the horizon. Reduce the throttle to achieve an economical cruising speed. Check the VVI to see if you are climbing or descending and make a slight adjustment with the stick. Aim to keep the Altimeter steady.
Tap the Airbrakes (Key 0) and watch the effects of slowing down. Speed and altitude will drop. Release the Airbrakes and adjust again with the control stick.
Turns
Beware of stalls when pulling tight turns. As your roll angle increases beyond 45°, your stall speed rises from the normal 120 knots to 200 knots. A tight tum can 'bleed off' airspeed and reduce it below stall speed. Be careful when making a tight tum at low altitude because a stall will result in a crash. To make a very tight tum, roll to 90° and pull back on the stick. This will bleed off airspeed faster than a medium banked tum. To compensate, add more throttle in the tum.
Blackout and Redout
The F-22 can tum very fast but you will experience an increase in G force. Gs are a measure of the amount of gravity pulling on you and your plane. If you pull 9 Gs you are experiencing 9 times the pull of gravity; the blood will flow away from your head and you will begin to
Aircraft and Weaponry
ATAC
ATAC 71
ATAC
72 ATAC
Blackout. If you push 3 Gs when you are levelling out from a climb, for example, too much blood will flow to your head and you will experience Redout. In either case, do not panic, simply ease off on the control stick until you can focus again.
General Flight Keys
Key 1
Key 2
Spacebar
Return Key
Backspace
KeyB
KeyN
AltlJ
AltIM
AltiK
A]tIH
ESC
Al tIE
A I tIP
AltlQ
AltID
Aircraft and Weaponry
Chaff
Flares
Weapon Select
Fire weapon
Fire Cannon
Pick Target
Next Target
Select Joystick Control (and re-centre)
Select Mouse Control
Select Keyboard Control
HUD colour cycle through
Return to previous screen/mission planning
Eject (F-22 only)
Pause On/Off
Quit to Dos
3 Detail Level (cycle through)
General Cockpit Controls
F6
F7
F8
ZandX
The Landing
Auto Landing
Secondary (left) Multi-Function Display toggle
Primary (central) Multi-Function Display toggle
Head Up Display (HOD) toggle
Zoom Cockpit Radar (in/out)
The F-22s will return to base if they have been set the correct waypoints and land themselves perfectly if under computer control or if you have set the autopilot function (Key 7). In this case sit back and watch the plane land from as many views as you wish. This procedure may be useful in learning to land the ATF yourself. Watch the HOD and panel to get an idea of approach timing, descent, braking. After a while you'll feel confident about taking on an unassisted landing.
Manual Landings
The Approach
Find the airbase and line up the approach run on a heading of 000° or 180°. Approach at 300 knots in level flight.
Raise the nose slightly to maintain level fligbt. Add Flaps to aid flight control.
Aircraft and Weaponry
ATAC
ATAC 73
ATAC
74 ATAC
When you can see the airbase reduce throttle (Key Minus -) and drop the speed down to 230 knots.
Flaps to about 30°.
Lower the landing gear (Key 6).
If you are moving too fast extend the Airbrakes (Key 0) for a brief period, then retract them.
The Descent
Either reduce power slightly; with less thrust in level flight you will gradually lose altitude, or reduce the pitch of the nose slightly. Do not point the nose down and dive for the runway.
Touchdown
Your altimeter will read 0 feet. The easiest and safest method is simply to continue the descent until you are on the runway, then cut the power (Shift Minus -) and engage the wheel brakes (Key 9).
Aircraft and Weaponry
The Apache was designed and built by the Hughes Helicopter Corp., a subsidiary of McDonnell Douglas Aircraft. It entered serv ice in 1986 and quickly became the supreme helicopter gunship. Avionics include a full suite of advanced communication systems, navigational flight aids and survivability systems. The target acquisition/designation sight (TAOS) is at the heart of the system and includes auto-focus thermal imager, laser ranger/designator and TV camera integrated into a helmet mounted sighting system.
AlAe THE AH-S4A APACHE GUNSHIP
Aircraft and Weaponry AlAe 75
AIAC
Specifications
Weight:
Max.
Crew:
Rate of Climb:
Length:
76 AIAC
9.5 tons
Speed: 162 kts
2
42 ftlsee
17.8 m
Aircraft and Weaponry
o
Width: 5.3 m
Height: 4.7 m
Rotor Diameter: 14.6 m
Engines: 2 TIOO-GE-701 turbos haft jets x 1,696 shp
Service ceiling: 21,000 ft
Main Gun:
Weapon load:
30 mm 1,200 rounds 3.5 tons
Pitch Lines
Airspeed ---1---
Flight Path - -+---
TargetType
Current Armament (Highlighted) Torque
The AH-64 Cockpit
Fuel
Engine Gauge
Heading
System Status
Your Helicopter
Flare
Aircraft and Weaponry
ATAC
Altitude
Non-Joystick Control Indicator
Collective Indicator
Target Heading Indicator
Threat Warning Type
Threat Warning Radar
77
ATAC
78 ATAC
The Cockpit
Chaff and Flare Indicators:
Two values for the number of defensive stores remaining.
Engine Gauge:
The left and right strips show the rpms of the port (1) and starboard (2) engines
Fuel:
The gauge marked F shows the amount of fuel remaining in all tanks.
Torque:
This indicates the amount of torque in the turbine engines. This is proportional to the amount of collective control and rotor lift. The higher you set the collective, the higher the torque.
~1r , ~
TRT-Tail Rotor
ENG-Engine
FUEL-Fuel
AVN-Avionics
STR-Structure
Aircraft and Weaponry
Threat Display:
This shows nearby targets/missiles fired (as Red Dots on a top down view) that can potentially threaten your helicopter.
The MFD (Multi-Function Display)
The central area of the cockpit includes a large CRT used for several purposes:
3D Radar/ Camera View of Current Target (F7 Key)
The 3D Radar View keeps your aircraft in the centre and shows the relative height of any potential targets. It also shows all friendly aircraft such as your Wingman etc. Keys Z will Zoom out the scale, Key X will Zoom-in the scale. The nearest target (enemy or friendly) is bracketed by a white marker. Other targets are shown in red. Your helioopte is shown in white.
A Target Heading Indicator (a red circle with a yellow line indicator in the top right of your CRT display) gives the heading relative to tfie nose of your helicopter of your selected target.
Camera view of current target.
If there is a selected target on the 3D-radar view you may press Function Key F7 again to get a camera view of that target which will include details of height, distance and type.
View from front of last fired weapon (Key F5).
When you have fired a missile at a target you can view from the nose of that missile as it heads for the target by pressing Function Key F5.
AlAC Multi-Function Display
Aircraft and Weaponry AlAC 79
ATAC
80 ATAC
The HUD (Head-Up-Display)
The HUD projects bright numbers and symbols in your main view enabling you to read the display and look ahead.
Airspeed
The left scale shows the Airspeed with a digital summary. This gauge shows your horizontal speed through the air in knots . A speed of 100 knots is equal to about 114 mph (161 kmph).
Altimeter
The right scale shows the radar Altimeter (probably your most important instrument). A barometric altimeter showing true altitude in feet adjusted to compensate for ground elevation variances. A value of 0 feet is always ground level.
Heading
The top scale is your heading: 0° is North; 90° is East; 180° is South; 270° is West
Pitch Lines
Superimposed on the HUD, pitch lines are vital if your aircraft nose is pitched so far up or down that the horizon is invisible. Each major line represents 10° of pitch up (plus+) or down (rninus-) . If your aircraft is climbing straight up the pitch line will show +90°.
Roll is shown by the pitch lines relation to the cockpit: if the line angles to the left or right your helicopter has rolled to the left or right.
Weapons Indicator
Shows the active weapon.
Aircraft and Weaponry
WI (on HUD)
This shows the rate you are changing altitude (ascending/descending) in feet per minute. If the value is zero, you are maintaining a constant altitude.
Flight Path Indicator
This indicator shows the direction you are flying. Remember that this can be different from the direction the nose of the plane is pointing in.
The Collective Indicator Scale
A graphical and digital indicator of the amount of Collective (Key HomelEnd) applied on a scale of -1.0 to 7.0
Rudder Indicator Scale
Shows the amount of rudder left/right dependant on keys Delete/PgDn
Non-joystick control indicator.
A joystick emulation device to show cyclic movement relative to a central box.
Aircraft and Weaponry
ATAC
ATAC 81
ATAC FLYING THE APACHE AH-S4A
& 82 ATAC
Views
FI
F2
F3
F4
Shift 1F4
F5
Shift IFl
M< /
QandA
Cursor Keys
Shiftll ,2,3,4
General Rules
Inside view of the cockpit
Outside view locked to selected helicopter
Unlocked outside view of selected helicopter
Tactical View
Reverse Tactical View
View of last weapon fIred
Full screen front view with HUD
Change to LeftlRightIFront version of one of above views
Zoom an outside view in/out
Smooth pan an outside view
Jump to cockpit of selected aircraft 1,2,3,4
Don't overcontrol! Helicopter controls are sluggish: they react slowly. Be gentle with the controls. After each control movement watch for the effect before you do anything else. Do not pull or push too hard on the cyclic (Controller)
AH-64 F light Keys
Minus key-
Plus key +
Aircraft and Weaponry
Throttle Down
Throttle Up
Shift Minus - Close Throttle
Shift Plus + Open Throttle
Home Key Collective Up
End Key Collective Down
Delete Key Tail Rotor Left
PgDn Key Tail Rotor Right
(Both keys together to centre)
Key 7 Autopilot On/Off
Getting Airborne
Press the Plus Key + and watch the torque rise.
When the torque level is at 75% press collective up (Home Key) until the helicopter begins to ascend. The torque gauge rises as you raise the collective.
Press collective down key (End) if ascent is too fast.
Push the cyclic (Controller) left or right to tum the helicopter in that direction.
Aircraft and Weaponry I
ATAC
ATAC 83
ATAC
..
84 ATAC
Level Flight Forward
Add more collective (Home Key) and, as the Apache begins to climb, push the cyclic (Controller) forward slightly to pitch down the helicopter. You will move forward.
In level fligbt the helicopter is pitched down ("nose down"). The greater the pitch, the faster the fOlward flight. Move the cyclic forward or back until you reach a speed of 120 knots. Check the VVI. If you are descending add more collective (Home), if you are ascending less collective (End). When VVI is horizontal you are in level flight.
Changing Altitude
When flying level you may descend by pushing the cyclic forward and pitching the helicopter down into a dive. When you have dropped to the desired height pull back gently on the cyclic until the VVI stabilizes. Similarly the easiest way to ascend is to pitch up slightly when you have attained the correct altitude and pitch down again until the VVI stabilizes.
The second method of ascending/descending is applicable at any speed and is simply to raise or lower the collective (HomelEnd Keys). When the correct altitude has been achieved adjust in the opposite direction to regain level flight.
Thrning
From a level flight, move the cyclic slightly to the left, your Apache rolls into a banking left turn. Watch the change in the compass heading. By moving the cyclic further to the left, the tum can be made tighter but you will begin to lose lift. Centre the cyclic to return to level flight.
You can maintain altitude in a tight tum by adding some collective before you start the turn then reducing it just before you come out of the tum. Alternatively, you can pitch the nose up slightly before the turn and drop it back just before you come out of the turn.
Aircraft and Weaponry
At speeds below 40 knots, the helicopter will skid (sideslip) in the direction of the cyclic movement, rather than bank into the tum. When this happens you are basically flying sideways.
General Flight Keys
Key 1
Key 2
Spacebar
Return Key
Backspace
KeyN
KeyB
AltlJ
AltIM
AltIK
AltIH
ESC
AltIP
AltID
AltlQ
Chaff
Flares
Weapon Select
Fire weapon
Fire Cannon
Next Target
Pick Target
Select Joystick Control
Select Mouse Control
Select Keyboard Control
HUD colour cycle through
Return to Previous Screen/Operations
Pause On/Off
3 Detail Levels (cycle through)
Quit to DOS
Aircraft and Weaponry
ATAC
ATAC 85
AIAC
INS Direction Indicator
General Cockpit Controls
F6
F7
F8
ZandX
ShiftiZ
ShiftIX
Navigation
Secondary (left) Multi-Function Display toggle
Primary (central) Multi-Function Display toggle
Head Up Display (RUD) toggle
Zoom Cockpit Radar (in/out)
Accelerate time (pop-up indicator on HUD)
Nonnal Time
INS (Waypoint) Direction Indicator
The marker on the top of the scale shows the heading to be flown to reach the currently selected waypoint. To get on course either set the autopilot (Key 7) or turn the aircraft so that the marker lines up with the tick mark on the scale.
Landing
Helicopters can land without a proper airstrip but remember that they cannot land on sloping ground. Any slope greater than 5° will make the helicopter skid away from the slope making a landing impossible.
For normal landings approach the base, lower your altitude to about 50 feet and reduce your speed to about 60 knots by pulling back on the cyclic. You will have to reduce your collective to keep the 50 feet altitude. Slow down to a hover above your correct bay by pulling back
86 AIAC Aircraft and Weaponry
on the cyclic; as your speed drops to 0 your lift will decrease. Add some collective to maintain altitude. Then, gently reduce collective to begin your final descent. At about 20 feet you may have to reduce collective further to achieve touchdown
ShutDown
Wh en you are on the ground (A ltitude 0) reduce th e throttle (Minus Key -).
Aircraft and Weaponry
ATAC
ATAC 87
AlAC
88 AlAC
COMBAT
ATAC
F-22
90 ATAC Combat
COMBAT
Air-to-Air Combat: The Basic Rules
Surprise!
Surprise is the key element in any air-to-air combat and traditionally fighter pilots prefer to attack from above to get an 'energy advantage' in any dogfight. However, missile tactics and the importance of secrecy make a height advantage less valuable. You may become visible to enemy radar, therefore it's often wise to approach low and from behind. Only if your missile fails and you are discoVered should you go for altitude.
Fire the Correct Missile!
In most cases, an air-to-air battle begins when the enemy has locatea you and vectors fighters in your direction resulting in a head-to-head confrontation. Medium range AAMs are usually fired first because of their increased nnge so be ready with Chaff to deal with the incoming. Once your medium-range radar missile has been fired, switch to a Sidewinder, you may need a close range missile shot if the AMRAAM misses.
Get on the Enemy's Tail!
The essential rule in dogfighting is to get on the enemy's tail. On all fighters , gun and missile guidance systems face forward, so if you're stuck on his tail he can't shoot at you. If you can't get on his tail try to
break off and make space between his aircraft and yours. This will allow you to increase your firing opportunities.
Stay Higher! Stay Faster!
Maintaining higher speed or altitude is extremely valuable in a dogfight. The 'Energy Advantage ' sought by combat pilots allows them to trade speed for height (and vice versa).
The Wingman
You will always have the option to use a Wingman in any mission. He will support the lead aircraft and tackle any threat encountered so that it can complete the mission. The Wingman will not attack the assigned target but will escort you there and back again.
Air-to-Ground: The Guidelines
Hitting the Targets
A large number of targets in ATAC will be ground sites: factories , plantations, airbases, convoys, boats and trains. It will be the job of your pilots (or yourself if you are flying) to hit these targets precisely with minimum loss to civilians if you are to make an impact on the drug barons' power base. Most of the ordnance available to you will be for air to ground attacks.
'Fire and Forget'
The Maverick (AGM-65D) an Harpoon (AGM-84A) can be used against ground or surface targets. Both are 'fire and forget' weapons. Once your tracking camera is on the right target, it's just a matter of waiting for it to change to 'Lock-On' in your BUD indicating a hjgh accuracy firing solution. These missiles are valuable so a wise pilot will wait for the moment of highest aGcuracy before firing. Whe,n
ATAC
Combat ATAC 91
ATAC
92 ATAC Combat
launched these missiles start with your course and velocity before the motors fully ignite and accelerate. Therefore it's wise to not fire below 500 feet, unless you are climbing and extremely unwise to fire them during a power dive or during a tight turn ; the missiles may slam into the ground or even smash into your aircraft.
Laser Guided Bombs
The Paveway (GBU-12) is essentially a motorless missile that glides from your aircraft to a target 'painted' by the PAVE TACK laser mounted on the bottom of your plane. The tracking box on your HUD will show your target. Wait for ' lock-on ' indication to give your bomb a better chance of high accuracy. The standard attack on ground targets is 'toss bombing' . Approach level, flying full speed at 500 feet. At between 3 to 6 krn from the target pitch up into a climb and watch the CRT for ' lock-on' . Launch the bomb and turn away. Avoid being caught in the blast and keep the underside of your aircraft facing the target until the bomb hits, in order to keep the target 'spiked' with your laser designator.
Free Fall Bombs
The Slick (Mk.-82) is a traditional 500 lb bomb that will arc at high speed toward the target. The easiest method of bombing is to fly straight over the target at about 3000 feet releasing the bomb according to the cues on your HUD.
For more details on these and other missiles/rockets see the section on weaponry in this manual.
The M6lAI 20 mm Gun
A modern jet fighter could fly between the bullets from a conventional cannon and gun. Thus modern cannons are constructed as a group of guns or a multi-barrel gun such as the six-barrel M6lA 1 on your F-22.
The effective range is between 0.5 to 3 km. If you fire within 0.5 km you may pick up debris and damage your aircraft. The gunsight computer works out range, flight path and ballistics.
It takes two seconds for the shells to travel the maximum 6 Ian range. Thus to hit a target you must judge the speed at which the target and your sight converge. You should fire two seconds before they meet. If range is less than 6 Ian reduce the time accordingly.
Using the gun against ground targets requires some skill . In a strafing attack dive low (under 500 feet) then straighten out and fly level, then 'walk' your shell s across the ground. This method will be effective but will use up a lot of ammunition. At the speed you are travelling jn your F-22 you will only have a couple of seconds to hit the target before it passes beneath your guns. Use Airbrakes (Key 0) to slow your passage over the target.
ATAC
Combat ATAC 93
ATAC AH-S4A
94 ATAC Combat
Air-to-Air
Throwing Away 'the Book'.
According to 'the book' AH-64As are intended for ground attacks, not air-to-air combat but, in combat conditions, experienced pilots often ignore 'the book' and acquire whatever weapon does the job best. If a commander anticipates meeting other helicopters, then he's advised to load a few AAMs. Wiring up Apache weapon wings for Sidewinders is easily done 'in the field ' and the ATAC base will have a good supply of capable technicians .
The missile is only truly effective against aircraft targets and is generally unable to home-in on ground targets .
.. ~
J'!'. ~ Fighter pilots like nothing better than to find a helicopter flying high
enjoying the view. You won't survive. Don' t do it!
Take the First Shot
If you can get one in, it will give you the edge. Watch that threat display!
Range
Fire at the longest range possible, giving yourself a chance to reposition to take another shot or counter any threat.
Never Lose Sight of the Enemy!
Get on their tail and stay there. Maintain visual contact using Left/Right View Keys.
Air-to-Ground
Choose Your Weapons
Use the right weapon for the right job. Consult the ordnance available for your Apache (details in the weapons section of this manual). If you choose to get in close, your best all-round weapon is the cannon.
Targets
Apaches are designed to destroy tanks and light vehicles. Attacking a convoy of lorries, a boat or a train transporting drugs can be a turkey shoot for the gunship; but be accurate and ensure there is no needless injury to civilians. These targets will be the AH-64s' meat and drink but don't get complacent! There might be a MiG-29 waiting out of radar range, waiting just for you to go for that easy attack!
ATAC
Combat ATAC 95
ATAC
96 ATAC
KEY GUIDE
~~~,~\'t'~ t
ATAC
98 ATAC Key Guide
KEY GUIDE
View Keys
Fl
F2
F3
F4
Shift IF4
F5
Shift IFI
M<>/
QandA
Cursor Keys
Shiftll ,2,3,4
Inside view of the cockpit
Outside view locked to selected aircraft
Unlocked outside view of selected aircraft
Tactical View
Reverse Tactical View
View of last weapon fired
Full screen front view with HUD
Change to Left/RightlBack/Front version of one of above views.
Zoom an outside view inlout
Smooth pan an outside view
Jump to cockpit of selected aircraft 1,2,3,4
The Flight Controllers
Joystick
AltlJ
Delete
PgDn Key
LeftlRightlDive/Climb
Re-centre
Rudder Left
Rudder Right
Delete & PgDn (together) Centre Rudder
Mouse
Left Button
Right Button
Left & Right Buttons (together)
Keypad Arrow Keys
Keypad 5
Pad Home
Pad PgUp
Home & Pg Up (together)
Pad Enter
Pad Delete
Pad Key Plus +
Pad Key Minus -
Pad ShiftIPlus +
Pad ShiftlMinus -
LeftJRightIDive Climb
Rudder Left
Rudder Right
Centre Rudder
LeftJRightIDive/Climb
Re-centre
Rudder Left
Rudder Right
Centre Rudder
Fire Missiles
Fire Cannon
Throttle Up
Throttle Down
Max. Power to Throttle
Min. Power to Throttle
General Cockpit Controls
F6
F7
Secondary (left) Multi-Function Display toggle
(Damage/Stores)
Primary (central) Multi-Function Display toggle (3D-Radarrrarget Camera)
ATAC
Key Guide ATAC 99
ATAC
100 ATAC Key Guide
F8
ZandX
Key 7
ShiftJZ
Shift/X
Head Up Display (HUD) toggle
Zoom Cockpit Radar (in/out)
Autopilot
Accelerate time (pop-up indicator on HUD)
Normal Time
General Flight Keys
Key 1 Chaff
Key 2 Flares
Spacebar Weapon Select
Return Key Fire weapon
Backspace Fire Cannon
KeyB Pick Target
KeyN Next Target
AltIJ Select Joystick Control (and re-centre)
AltIM Select Mouse Control
AltiK Select Keyboard Control
AltIH HUD colour cycle through
ESC Return to previous screen/Operations
AltIE Eject (F-22 only)
AltIP Pause On/Off
AltlQ Quit to Dos
AltID 3 Detail Level (cycle through)
ATAC F-22 Flight Keys
Key 6 Landing Gear Up/Down
Key 9 Wheel Brakes On/Off
Key 0 Air Brakes On/Off
F9 Flaps Up (scale 0°_ 52°)
FlO Flaps Down (scale 52°_0°)
Minus key- Throttle Down
Plus key + Throttle Up
Shift Minus - Min. Power to Throttle
Shift Plus + Max. Power to Throttle
Delete Key Rudder Left 1;r
PgDn Key Rudder Right
(Both keys together to centre)
Key Guide ATAC 101
ATAC
102 ATAC Key Guide
AH-64 Flight Keys
Minus key
Plus key +
Shift Minus -
Shift Plus +
Home Key
End Key
Delete Key
PgDn Key
(Both keys together to centre)
Throttle Down
Throttle Up
Min. Power to Throttle
Max. Power to Throttle
Collective Up
Collective Down
Tai I Rotor Left
Tail Rotor Right
Return Key (when landed) Drop Supplies to Agent
THE DRUG BARONS'
AIRCRAFT
~fJ~'~\''t~~ •
ATAC
104 ATAC
THE DRUG BARONS' AIRCRAFT
MiG-21 Fishbed
MiG-19 'FARMER' AND MiG-21 'FISHBED'
The 'Farmer' is an old but dependable aircraft made with a typically tough 1950s construction and touting three heavy 30 mm cannons. It has good manoeuvrability at low speeds but is generally slow and lacking any serious avionics. However, it is capable of carrying devastating weaponry, including radar-homing and heat-seeking AAMs and, if it can get in range its cannon, will rip lighter, modem aircraft to pieces.
The MiG-21 (illustrated) is an adaptable design and built to be capable of constant upgrade. Originally in service in 1957, it is still seen as a threat with its new engine and radar. It cannot be compared in performance to modem aircraft but is extremely dangerous at low speeds. Any combat above 0.9 Mach makes it very vulnerable.
The Drug Barons' Aircraft
MiG-23 Flogger
MiG-23 'FLOGGER-B'
Built in huge numbers in the 70's, this swing-wing fighter was relatively cheap and easy to produce. It has high performance capabilities carrying up to 8 AAMs at speeds over Mach 2. The radar and missile system has a longer distance detection and engagement range than the F-16. When pitched against modem fighters it is at its best keeping its distance and using its missiles.
The Drug Barons I Aircraft
ATAC
ATAC 105
ATAC
106 ATAC
MiG-29 Fulcrum
MiG-29 'FULCRUM'
'The last of the great generation of Soviet built aircraft using all the avionics available in the early 90s. Extremely manoeuvrable, its lookdown, shoot-down radar can detect and lock-on targets beyond visual range and guide the latest air-to-air missiles onto those targets. The Mig-29 can also carry a huge load of ordnance for ground attack. Beware, if you meet this fighter, it may even outperform your F-22!
OTHER ENEMY AIRCRAFT
The drug barons use a variety of aircraft including versions of the Hughes-type helicopter for ground patrol; DClOs for bulk air transport and Cessnas for light and personnel transport. Use your intelligence reports wisely before attacking any of these aircraft. Civilian casualties must be avoided.
The Drug Barons I Aircraft
MISSILES. BOMBS AND GUNS
ATAC
108 ATAC
MISSILES, BOMBS AND GUNS
Air-to-Air
AIM 9M SIDEWINDER (Short Range 10 miles/17 km)
Length:
Weight:
Warhead:
Speed:
Seeker:
Attack Altitude:
Attack Techrlique:
9ft 7ins
1981b
22lb blast fragmentation
Mach 2+
All aspect infra-red
500 ft+
Air to air fire and forget.
The AlM.9M is the best dogfighting missile available. It has the capability to hang~on to twisting, turning targets. Combat pilots like to use it when catching enemy fighters from the rear, from above or nose on. The Sidewinder's main weakness is its short range.
AIM 120A AMRAAM (Medium Range 25 miles/32 km)
Length: 11ft 9ins
Weight: 335lb
Speed: Mach 4+
Missiles, Bombs and Guns
Warhead:
Seeker:
Attack Altitude:
Attack Technique:
40lb high explosive
Active radar
500 ft +
Air-to-air fire-and-forget.
This missile is one of the best medium-range weapons available. It can penetrate most defenses and can chase down most fighters, bombers and transports. It has a range of 32 km so a wise pilot will open fire at long range with the AIM-120 then switch to Sidewinders if the enemy aircraft survive to their range.
Surface-to-Air
FIM-92A STINGER (Short range infra-red homing SAM)
Max. Speed:
Guidance System:
Max. Firing Range:
Max. Altitude:
Mach 2
IR-homing (2nd generation all-aspect)
lOkm
20,000 feet.
Entered production in 1981 as a replacement for the 'Redeye', this is a much more effective missile largely due to its excellent 'intelligent' IR seeker.
Air-to- Ground
AGM 65D MAVERICK
Length: 8ft 2ins
Weight: 500lb
Missiles, Bombs and Guns
AIAC
AIAC 109
ATAC
llO ATAC
Range:
Warhead:
Seeker:
Attack Altitude:
Attack Technique:
112 to 14 miles
1251b shaped charge
Imaging infra-red
500 ft +
Air-to-ground fIre-and-forget
Essentially a weapon for destroying ground targets , the Maverick is unsurpassed in its 'fire-and-forget ' capabilities. Once your tracking camera is on the right target and you get the red ' lock-on' signal fIre at once, you will then be free to seek other ground targets. Maverick, once locked on to a ground target, takes a 'snapshot' of its infra-red image then simply flies towards its memorized target.
PENGUIN-3 ASM (Medium Altitude infra-red homing anti-ship missile)
Effective Range: 32 km
Max. Speed: Mach 0.8
Attack Technique: Air-ta-surface fire-and-forget launch against ships
Min. Launch Altitude: 500 feet
Max. Launch Altitude: 40,000 feet
A Norwegian design, modestly sized and priced that flies to a designated point then switches on an infra-red homer that seeks the heat of the ship against the cool ocean background.
Missiles, Bombs and Guns
AGM-114AIB HELLFIRE AGM
Weight:
Maximum Range:
Guidance System:
Primary Target:
43 kg
6-8 km
Semi-active laserIMMW Radar
Heavily armored targets and fortifications
An anti-armor weapon system. The A model requires the target to be illuminated by a laser source; however, it need not be the launching helicopter. The B model has a millimeter wave radar seeker and is a true fire and forget weapon system.
BGM-71D TOW- 2 AGM
Weight: 22 kg
Maximum Firing Range: 4 krn
Guidance System:
Primary target:
Command to line of sight via wire
Heavily armored targets and fortifications.
The TOW system has been utilized as an airborne ATGM. It uses semiautomatic command to line of sight guidance. All the operator need ao is keep the cross hairs centered on the target. Commands are transmitted to the TOW via a thin wire.
Gil!
Missiles, Bombs and Guns
ATAC
ATAC I II
ATAC
112 ATAC
AGM 84A HARPOON
Range: 60km
Speed: 500 kts
Seeker:
Attack Altitude:
Attack Technique:
radar homing
500 ft +
air-to-ship fIre-and-forget.
A sea-skimming radar and inertial guided anti-ship missile that flies low to avoid detection. It can either pop-up, dive or fly straight at a target depending on the terminal guidance package installed.
GBU 12 PAVEWAY
Range: l+km
Glide
Laser homing
500 ft and climb
toss or level bombing
A laser guided bomb -using the Pave Tack guidance system- whose weapon weight is almost entirely explosive. Targets: hangars, bridges, bunkers, depots, missile sites, radar sites.
Missiles, Bombs and Guns
Unguided Rocket System
FFAR- M-260 TUBE LAUNCH ROCKET HYDRA 70 SYSTEM
Weight: 9kg
Maximum Firing Range: 2-3 km
Guidance System: Unguided
Primary Target: Varies by warhead type
The Hydra 70 rnm rocket system is a series of rockets each with a special purpose warhead. The M261 has a sub-munition multi-purpose warhead. The M247 has a shaped-charge warhead for use against armored targets. The M255 has a flechette warhead for use against unarmored targets or helicopters.
Free Fall Bombs
MK.82 SLICK (5OOlb class general purpose iron bomb)
Length:
Weight:
Warhead:
Attack Altitude:
Attack Technique:
7 ft 2 ins
5311b
275 lb high explosive
3000 ft+
Level or dive bombing
Cheap and effective, this general purpose bomb is best used on ground forces or buildings.
Missiles, Bombs and Guns
AIAC
AIAC 113
ATAC
114 ATAC
THE M61Al 20 MM GUN
A modern jet fighter could fly between the bullets from a conventional cannon and gun . Thus modern cannons are constructed as a group of
guns or a multi-barrel gun such as the six-barrel M6lAl on your F-22.
The effective range is between 0.5 to 3 krn. If you fue within 0.5 krn you may pick up debris and damage your aircraft. The gunsight computer works out range, fljght path and ballistics.
It takes two seconds for the shells to travel the maximum 6 krn range. Thus to hit a target you must judge the speed at which the target and your sight converge. You should fIre two seconds before they meet. If range is less than 6 krn reduce the time accordingly.
Using the gun against ground targets requires some skill. In a strafIng attack dive low (under 500 feet) then straighten out and fly level, then 'walk' your shells across the ground. This method will be effective but will use tIp a lQt of ammunition. At the speed you are travelling in your F-22 you will only have a couple of seconds to hit the target before it passes beneath your guns.
Missiles, Bombs and Guns
BACKGROUND SCENARIOS
ATAC
116 ATAC
THE FIRST INITIATIVE AGAINST THE DRUG BARONS: 1988-1992 The US was always the main destination of the estimated 750 tons of Cocaine processed each year in Colombia and it fell to the US administration to provide assistance in the fight against the Drug Barons. This first appeared in the form of 'planes, helicopters, supplies, advisers and support personn€l. The US had to be careful about combat-troop de~loymellt because this would be resented as interference.
The US administration also took upon itself the prosecution of the Drug Barons by extraditing them to the States and trying them there, where they would find it most difficult to use their money and people's fear for corruption.
The US was becoming aware that force might be the only definite response to the Cocaine trade. The Cartels were so obscenely wealthy that they controlled over 25% of the country and employed thousands of hired guards in private armies trained by high grade mercenaries.
In 1988 Congress passed the Anti-Drug Abuse Act which made the Department of Defense responsible for gathering and sharing intelligence about drug trafficking on US soil. The Department reported directly to the President and its domestic activity was not subject to oversight by Congress. Intelligence hardware items such as secure telephone lines and new computers with broad database capabilities were funded via the Pentagon budget. Any official could tie into the system and all information could be sifted through the EI Paso Intelligence Center: a major US drug data network.
Backgound Scenarios
The anti -drug offensive was officially militarizedjn 1991. In April, 90 tons of equipment and 12 military advisers arrived from the BS fOJ the coca wars. By November, 1 2 US army offiGihls weret§ent t e coca areas to provide combat training; the equivalent of a 1;?asic nstruction course for US light-infantry. Financial support of tliee anti-drugs offensive leapt by 600% during the same period.
The advisors helped set up the FAC (Fuerza Aerea Colombiana) and provided helicopters for them to fight the drug barons. Most of the choppers were painted with black, low visibility markings and were deployed near the drug war hot spots. Most carried 7.62mm miniguns and rocket pods during missions. Sikorsky UH-60A Black Hawks were used as troop carriers for areas with difficult access. Pilots selected for a combat squadron had additional training in the USA on USAF T-37s. The FAC squadrons included A-37Bs and Mirage SCOAs.
The offensive lost momentum by 1992 when the Colombian government took a particularly anti-US stance. It was clear to Pentagon advisers that any future initiative would have to be sanctioned by the United Nations.
Background Scenarios
AIAC
AIAC 117
ATAC
118 ATAC
The UN Building: February 3rd 2003
The Secretary General of the UN rips open the seal on a file marked ATAC and pulls out a sheaf of papers. There are twenty people seated around the massive oval table, representatives from the world's major nations. You are sitting opposite the bulky frame of Frank Penara. You recognize him from the news broadcasts.
The SG passes a bundle of papers to either side of him.
"You have all read the three real-life scenarios: The Drug Baron, Coca Bush planter and New York DEA officer. They should have given you some idea of the background to the huge problem that faces us. Now, it's time for the solution: we intend to strike at the heart of the Drug Barons' empire and hit them where
it hurts; in production and transportation. The underlying aim will be to divert the massive peasant labor force towards other markets. It's not going to be easy, the operation will remain covert at all times, news blackout and official denials. No identification to be carried."
The SG turns and looks at you. The other delegates all follow his gaze.
"You, as Commander of the force will have the hardest job of all. The ATAC force is the best we can muster, highly skilled, no family to worry about but remember, if you lose a pilot, they stay lost.
You and the other operatives have been training in special camps high in the mountains. Hard training, through mountain and jungle conditions,
Background Scenarios
high altitude stuff. Your operatives have all been trained in the use of the latest high-tech combat devices and computer reconnaissance satellite systems. The airbase in Colombia has been converted under the strictest security. The eight pilots have spent two months practising high accuracy strikes in the F-22s and the helicopters have been moving huge amounts of equipment in probably the most hostile terrain you have ever seen. The force is ready. So are you.
"The drug gangs are destroying our cities and our young people. Two months ago I even found my nephew using the filthy stuff,". The SG slammed the table with his fist,"this operation is a desperate measure because we need to hit them hard and keep on hitting them until we put them out of business. Remember if you can make it uneconomic for the peasants to produce the stuff, they'll tum to another crop and the supply will dry up. Without the basic supply of coca leaf the drug barons' massive wealth will diminish. If you can succeed, and that's a big IF, you'll have all the honors a grateful United Nations can heap upon you."
The SG stands up, walks over and shakes your hand.
"Right, there's no more time to waste. Good luck!"
Background Scenarios
ATAC
ATAC 119
AIAC
lil~~~r~1 COLOMBIA: THE LAND OF . Caracas CONTRASTS
• 120 AIAC Background Scenarios
The home to myths, cocaine, emeralds, orchids and the mysterious EI Dorado. A name rearranged by many to 'Locambia' - the mad country. A country whose inhabitants are an ethnic mix of 50 different tribes that still live diverse lifestyles. Colombia is a land of contrasts and paradoxes: poverty and wealth, tradition and modernity, reality and legend.
Her diverse geographical features are part reason for her structure; her fragmented social, political and economic development another; the gateway to South America blessed with untapped mineral reserves and rumors of hidden treasures; ripped apart by drug running and guerrilla warfare.
The country is about the size of France, Spain and Portugal combined, making it the fourt'" largest in South America . Bordered by Panama, Venezuela Brazil, Peru and Ecuador, Colombia is unique amongst them in having both Atlantic and Pacific coastlines.
Her geographical diversity is unparalleled: in the west, 45% of the territory is mountainous .
The Cordillera de los Andes (8000 km in length, , which crosses the entire South American continent from north to south, spjjts iota 3 when it reaches Colombia.
East of the Andes, the country is a vast lowland: Los lanos (a huge open savannah in the basin of the Orinoko) fills the north while the Amazon covers the south-east with mostly unexplored and uninhabited dense tropical jungle, criss-crossed by large rivers.
There is even a desert in the land of contrasts: La Guarjira, in the northeast peninsular.
Most of Colombia's climate is equatorial, comprising 2 seasons: dry (verano) and wet (invierno) . Average temperature does not vary throughout the year but changes with altitude. The temperature falls by about 6°C for every 1000 meters climb. At higher altitudes the contrast between day and night temperatures is greater: in the high mountains there can be extremely warm days and freezing cold nights.
Colombia's history is dominated by fanatical political extremists who fought for power from the time the country was freed from Spanish domination one hundred and seventy-five years ago. An uneasy alliance between Liberal and Conservative factions lasted until 1986, bringing peace and steady economic growth, until the return of political competition was marked by horrendous social unrest and violence.
Against the background of an ever-increasing cocaine trade, Colombia's politicians struggle to put down guerrilla unrest, appease the growing outcry from the international community about her involvement in the supply of drugs, and to maintain the fragile legitimate economy made viable only by the export of narcotics.
The major part of Colombia's legal exports is coffee, as she maintains her position as the world 's second largest producer after Brazil Sugar,
Background Scenarios
ATAC
ATAC 121
ATAC
122 ATAC
cotton, bananas, rice, maize, potatoes, tobacco, barley, beans and cocoa are all produced, making Colombia the most agriculturally self-sufficient Latin American country. The country is also a major world producer of flowers, notably carnations; the diversity of her agriculture facilitated by the range of climate and geography to be found within.
However, Colombia's economy survives thanks to three crops whose values prove impossible to measure; marijuana, emeralds and cocaine.
All that can be said about the marijuana market is that it is shrinking, as crop fields are replaced by coca bushes; and although emeralds are a more visible export it's difficult to assess the value of the stones . Colombia produces 80% of world 's emeralds and it is judged that they are of a particularly high quality.
Colombia's cocaine market isn't quantified by any official government statistics. Its monetary value can only be guessed, but its influence within Colombian society is phenomenal.
Background Scenarios
TECHNICAL SUPPLEMENT FOR I BM PC COMPATIBLES
Your ATAC package should contain a manual, this technical Contents supplement, three 5.25" high density disks and three 3.5" high density
disks, and a registration card.
Computer: The simulation requires an IDM PC, AT, PS/2, or a Required Equipment computer 100% compatible with one of those models. The computer
must have a high-density floppy-disk drive and a hard disk. The simulation will run on a 80286 microprocessor but an 80386 or better is recommended, with at least 640K of RAM.
Controls: The simulation can be run entirely from the keyboard, from a joystick or a mouse.
Display: The simulation requires a color monitor with an EGANGAlMCGA graphics system. If you are using a compatible graphics card/monitor, it must be 100% hardware compatible to one of the above.
Disk Drives: ATAC must be installed onto a hard disk.
DOS: You must have IDM PC-DOS or Microsoft MS-DOS version 5.0.
ATAC has no disk copy protection. This means that you can install the Copy Protection simulation fIles from the original disks to a hard disk. However, the
program asks you a simulation-related question. Use the manual to answer the question. MicroProse regrets that continuing casual and organized software piracy requires that we retain this minimal form of copy protection.
I nstallation on a Hard Disk
An Installation program is included on theATAC "Disk A". Insert "Disk A" into your floppy drive (Drive A or B) and designate that drive (by typing "A: [Return]" or "B: [Return]").
When the new prompt appears, type: "INSTALL [Return]"
Please follow the on-screen text which appears.
Boot your machine if necessary and wait until the "C>" Loading Instructions prompt appears.
Sound
Simulation Enhancements & Last
Minute Information
Type "CD MPS [Return]" and then type "ATAC [Return]" to run the simulation and it will begin to load.
If you have installed the program to another directory you must type "CD [Name of your directory]" first.
The simulation supports the following sound cards:
IBM Sound
This option supports the internal speaker standard on most m M and compatible computers.
AdLiblSoundblaster Sound
Use this option if you have an AdLib/Soundblaster or 100% compatible sound board installed in your computer.
Roland Sound
Use this option if you have a Roland sound board installed in your computer.
The ATAC manual contains all operating instructions but there are several features that have been added since it was printed. These are listed below.
The Campaign Map (Page 61)
The Campaign Map shows the following additional information:
1.The Parachute Icon
This indicates the position of any of your pilots who have ejected safely from aircraft. If left to their own devices (and in neutral
2
territory) they will eventually make their way back to base. If, however, they are in drug baron controlled territory they might be taken prisoner and you will not be able to rescue them.
2. Rescuing Pilots
You are strongly advised to rescue all your pilots. They are your most valuable resource and are vital for campaign success.
To recover a pilot select a helicopter, do not load any ordnance, and set a flight path for the location of the Parachute Icon. It's recommended you take a well-armed helicopter to act as Wmgman in case of trouble.
When you get to the correct location, you must land for a minimum of ten seconds to pick-up a stranded pilot successfully. The helicopter stores inventory (F6) will indicate that the pilot is on-board.
3. Ground Attack Weapon Control
When an aircraft is in Auto mode it will go to the chosen target and release all appropriate ordnance. If you want to save some of the weapons for another target you can designate which pylon the weapons are fired from by clicking on the pylon buttons (with your seLector) in the Map screen. There are five pylon points on the F-22 and six on the AH-64A.
4. Search for Ground/Air Target
You can choose to set the Waypointffarget (Box) cursor in the Map Screen on an area instead of a defined target object, then to actively search for appropriate targets (ground or air) within a radius from 1 to 100 km.
Cockpit Information (pages 83, 99)
1. Threat Warning Lights
Three threat warning lights have been added to the cockpits of your aircraft.
Yellow Light- Radar Guided Missile
3
This Official Proof-of-Purchase can earn you a free backup disk! Details on Backup Order Form.
ATAC Official Proof-of-Purchase
i@ Don't~TaSh! -: I I I I I Your Official Proof-of-Purchase is I I located on the reverse side. I I The official proof-of-purchase is I I required when ordering a backup copy I
of your game, and when participating I in most MicroProse promotions I I
"-----------~ 93ITI0992
White Light-Infra Red Missile
Red Light- Enemy Aircraft
In the F-22, they are located on the right of the HUD.
In the AH-64A, they are located at the top of the Multi-Function Display just below the HUD.
2. Additional HUD information
You will be given updated infonnation on the progress of the mission while you are in the cockpit (flying or watching) in the fonn of pop-up messages. These will show if you have got to the waypointltarget and the distance to the next targetlwaypoint.
Game Options (Pages 57, 64) The notepad icon in the Mission Planning/Operations Rooms includes the following extra Game Options:
1. Sound board
Select your Sound Option from Roland, Adlib/Soundblaster, PC Speaker or None.
2. Detail Level
Choose between Low, Medium and High detail level.
3. Speed Scale Sensitivity On/Off
This option adjusts flight sensitivity so that the slower the aircraft is flying, the more sensitive your controller (Joystick /Mousel Keyboard).
This option can also be accessed via the keyboard by pressing Keys Shift/INS.
Key Guide (Page 120)
The following keys have been added to the simulation:
1. TAB Key
Aborts the current mission command from the Campaign Map. This functions in auto and manual mode.
4
Operating Difficulties and Loading Problems
Personal Customer Service and
Technical Support Telephone help is available
Monday to Friday, 9am to 5pm Eastern Time, at the following phone number: (410) 771-1151
2. AltlV
Switches sound on and off.
3. INS Key
Adjusts the sensitivity of your controller to low, medium and high levels.
4. ShiftlINS
Speed Scale Sensitivity On/Off. This option adjusts flight sensitivity so that the slower the aircraft is flying, the more sensitive your controller (Joystick /Mousel Keyboard).
The Read Me File If there are any further enhancements to the simulation, these can be found in a Readme File in Disk A. The notes can be read by using standard DOS commands. In addition, DOS 5.0 allows you to read this f.tle in a text editor and scroll the document up and down. Type "Edit Readme.Txt".
In the vast majority of cases a loading problem is not because of faulty software, but either incorrect loading procedure or hardware fault.
Please ensure that the loading instructions have been correctly executed. Alternatively, a virus may have transferred into your hardware from another piece of software. Pirated copies of games are an incredibly common source of viruses. It always pays to own original software.
In the unlikely event of a software fault please return the complete package, with your receipt, to the place of purchase. MicroProse regrets that goods cannot be replaced unless bought from the company directly.
If you have any difficulty loading ATAC or need help while running the simulation, call MicroProse Customer Services at (401) 771-1151, Monday through Friday 9:00 a.m. to 5:00 p.m. hours, Eastern Time. Have a pen and paper handy when you call.
5
ONLLNESUPPORTSERVICES MicroProse provides Upcoming News, Latest Versions, Updates, Product Demos, Reviews, Technical Support and more on the following Online Services for Modem Users. All are staffed by an Online Service Representative.
MicroProse Bulletin Board Service (MPS*BBS) (410) 785-1841, with settings of 8,N,I, and supports up to 9600 baud, 4 Lines, 24 a day 7 days a week. America Online: Industry Connection, Keyword: "MicroProse", Address: MicroProse CompuServe: Game Publishers Forum, Keyword: "Go GAMPUB", Address: 76004,2223 Delphi: GameSig, Address: MicroProse GEnie: Scorpia RT, Keyword; "Scorpia", Address: MicroProse Internet: Address: 76004,2223 @CompuServe.Com MCI Mail: Address: MicroProse PC-Link: Computer Forum, Keyword: "MicroProse", Address: MicroProse Prodigy: Computer Club: Other Games, Keyword: "MicroProse", Address: XHFKI5D Promenade: Industry Connection, Keyword: "MicroProse", Address: MicroProse Q-Link: Computer Forum, MicroProse Section, Address: MPSLabs.
ENTE RTAINM EN T . SO FTWA R E
Game Design & Program Copyright ©1992 Argonaut Software Ltd., Documentation, Packaging & Logo Copyright ©1992 MicroProse Inc.,
180 Lakefront Drive, Hunt Valley, MD 21030. (410) 771-1151
This documentation and accompanying manual are copyrighted. The owner of this product is entitled to use this product for his or her personal use. Except for back-up copies of the disks for personal use and the quoting of brief passages for the purposes of reviews, no one may transfer, copy,
back-up, give or sell any part of the manual or the information on the disks, or transmit in any form or by any means, electronic, mechanical, photocopying, recording or othelWise without the prior permission of the publisher. Any person or persons reproducing any part of thi s program, in
any media, for any reason, sha!1 be guilty of copyright violation and shall be subject to civil liability at the discretion of the copyright holder.
6
KEY GUIDE
THE CONTROLLER The simulation can be controlled using a Joystick, a Mouse or the Keyboard Cursor Keys (Left/Right/Up/Down).
THE SELECTOR The Joystick Fire Button, the Mouse Button or the Space Bar.
VIEW KEYS Fl
F2
F3
F4
ShiftJ F4
FS
ShiftJFl
M<>/
QandA
Cursor Keys
ShiftJl,2,3,4
Inside view of the cockpit
Outside view locked to selected aircraft
Unlocked outside view of selected aircraft
Tactical View
Reverse Tactical View
View of last weapon fired
Full screen front view with HUD
Change to Left/RightlBackIFront version of one of above views.
Zoom an outside view in/out.
Smooth pan an outside view
Jump to cockpit of selected aircraft 1,2,3,4.
THE FLIGHT CONTROLLERS INS Key Controller Sensitivity
TAB Key Aborts the current mission command from the Campaign Map. This functions in auto and manual mode.
ShiftJ INS Speed Scale Sensitivity On/Off
JOYSTICK Left/RightlDive/Climb
Re-centre Alt/J
Delete Rudder Left
PgDnKey Rudder Right
Delete+ PgDn Centre Rudder
MOUSE Left/RightlDive/Climb
Left Button Rudder Left
Right Button Rudder Right
Left + Right Buttons Centre Rudder
KEYBOARD
Keypad Arrow Keys Left/RightlDive/Climb
KeypadS Re-centre
Pad Home Rudder Left
PadPgUp Rudder Right
Home+PgUp Centre Rudder
Pad Enter Fire Missiles
Pad Delete Fire Cannon
Pad Key Plus + Open Throttle
Pad Key Minus - Close Throttle
Pad ShiftJPlus + Max Power to Throttle
Pad ShiftlMinus - Min Power to Throttle
GENERAL COCKPIT CONTROLS F6
F7
F8
ZandX
Secondary (left) Multi-Function Display toggle (Damage/Stores)
Primary (central) Multi-Function Display toggle (3D-Radar/Target Camera)
Head Up Display (HUD) toggle
Zoom Cockpit Radar (in/out)
Key 7 Autopilot (toggle) F -22 FLIGHT KEYS ShiftIZ Accelerate time (pop-up indicator on HUD) Key 6 Landing Gear Up/Down ShiftIX NonnalTime Key 9 Wheel Brakes On/Off
GENERAL FLIGHT KEYS Key 0 Air Brakes On/Off
1 Chaff F9 Raps Up (scale 0°- 52°)
2 Rares FlO Raps Down (scale 52°-0°)
Space Weapon Select Minuskey- Throttle Down
Return Fire weapon Plus key + Throttle Up
Backspace Fire Cannon Shift Minus - Close Throttle
B Pick Target Shift Plus + Open Throttle
N Next Target Delete Key Rudder Left
AltlJ Select Joystick Control (and re-centre) PgDnKey Rudder Right
AltIM Select Mouse Control Delete + PgDn Centre Rudder
AltIK Select Keyboard Control AH-64 FLIGHT KEYS AltIH HUD colour cycle through Minuskey- Throttle Down
ESC Return to previous screen/mission planning Plus key + Throttle Up
AltIE Eject (F-22 only) Shift Minus - Close Throttle
AltJP Pause On/Off Shift Plus + Open Throttle
AltlQ Quit to DOS Home Key Collective Up
AltN Sound On/Off End Key Collective Down
AltID 3 Detail Level (cycle through) Delete Key Tail Rotor Left
AltIB Blackout & Redout On/Off PgDnKey Tail Rotor Right (Both keys together to centre)
93ITI0992
E NTERTAINMENT . SO FTWARE
Game Design & Program Copyright ©1992 Argonaut Software Ltd., Documentation, Packaging & Logo Copyright ©1992 MicroProse Inc.,
180 Lakefront Drive, Hunt Valley, MD 21030. (410) 771-1151