gunship! tactics

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Gunship! playing tips: 1. Help! I lost or never received the Gunship! Quick Start Guide. This has a few things that aren't in the manual, and is nice to have. Click here for a .pdf version of it. I forget who sent me that, but thanks whoever you are. 2. How to use the Comms (Tab) menu: The major aggravation here is that when you hit the Tab key, then the flight #, you see the waypoint parameters for the current (first) waypoint, but, if you change one of the parameters, it changes it not for the first waypoint, but for the waypoint # (usually the last one) highlighted in white on line 2 of the right column. If you want to change an order for the current waypoint instead (which would usually be the case), first select 1 (Waypoint number) from the menu, then press 1 to set the highlighted waypoint to waypoint #1. I make a habit of pressing Tab, 1, 1, 1, Tab, Tab at the start of the mission, which sets it and returns me to flying. After that, when you return to the Comms menu, the highlighted waypoint # will always be waypoint #1. After you change an order for the current waypoint, sometimes it seems to help to then press 6 (Orders), then 4 (Activate current waypoint) to make sure the wingmen get the new orders. The first 2 choices on the Orders menu, 'Fire at will', and 'Hold fire', don't appear to work. They don't work from the Map screen, under the 'Orders' button, either. One extra option that the Map screen gives you that you won't find anywhere else, is the ability to change a waypoint speed to Hover. I do this sometimes if I want to jump out of my own helo temporarily (F9) to view something, and don't want the AI to wander off in the meantime. Another reason might be if you want your wingmen to stay in one spot while you go do some scouting on your own. 3. Sometimes, in Map view, you move your cursor over a waypoint and it won't light up to allow you to move or delete it. When this happens, sometimes it helps to first click on the actual Waypoint # on the right panel, and/or hit Z and X to zoom in and out on the map. Then, the cursor sometimes will light up over the waypoint, allowing you to move or delete it. Left click the waypoint to move it, right click to delete it. 4. According to the manual, "Below 7 knots, the IHADSS switches into Hover mode. In Hover mode, a position box represents the helicopter's location when the hover began. If the helicopter drifts, the position box moves across the display. If you want to return to the original hover point, simply return the position box to the centre of the screen."

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Page 1: Gunship! Tactics

Gunship! playing tips:

1. Help! I lost or never received the Gunship! Quick Start Guide. This has a few

things that aren't in the manual, and is nice to have. Click here for a .pdf version

of it. I forget who sent me that, but thanks whoever you are.

2. How to use the Comms (Tab) menu:

The major aggravation here is that when you hit the Tab key, then the flight #,

you see the waypoint parameters for the current (first) waypoint, but, if you

change one of the parameters, it changes it not for the first waypoint, but for the

waypoint # (usually the last one) highlighted in white on line 2 of the right

column. If you want to change an order for the current waypoint instead (which

would usually be the case), first select 1 (Waypoint number) from the menu, then

press 1 to set the highlighted waypoint to waypoint #1. I make a habit of pressing

Tab, 1, 1, 1, Tab, Tab at the start of the mission, which sets it and returns me to

flying. After that, when you return to the Comms menu, the highlighted waypoint

# will always be waypoint #1.

After you change an order for the current waypoint, sometimes it seems to help

to then press 6 (Orders), then 4 (Activate current waypoint) to make sure the

wingmen get the new orders.

The first 2 choices on the Orders menu, 'Fire at will', and 'Hold fire', don't appear

to work. They don't work from the Map screen, under the 'Orders' button, either.

One extra option that the Map screen gives you that you won't find anywhere else,

is the ability to change a waypoint speed to Hover. I do this sometimes if I want

to jump out of my own helo temporarily (F9) to view something, and don't want

the AI to wander off in the meantime. Another reason might be if you want your

wingmen to stay in one spot while you go do some scouting on your own.

3. Sometimes, in Map view, you move your cursor over a waypoint and it won't

light up to allow you to move or delete it.

When this happens, sometimes it helps to first click on the actual Waypoint # on

the right panel, and/or hit Z and X to zoom in and out on the map. Then, the

cursor sometimes will light up over the waypoint, allowing you to move or delete

it. Left click the waypoint to move it, right click to delete it.

4. According to the manual, "Below 7 knots, the IHADSS switches into Hover

mode. In Hover mode, a position box represents the helicopter's location when

the hover began. If the helicopter drifts, the position box moves across the

display. If you want to return to the original hover point, simply return the

position box to the centre of the screen."

Page 2: Gunship! Tactics

The manual unfortunately doesn't explain how to make the 'position box' appear

on the screen. You need to press Shift-H and then you'll see the symbol (only

works w/realistic IHADSS, I think). No more disorientation during

engagements! This tip was provided by Lozz.

5. Another new key command found by Lozz:

From the pilot's or external cockpit, press shift-F. Now, you can pan around using

the joystick without having to hold button 2. You can do this in LOS or TADS

mode. If you see a target, you can lock if necessary, then fire at it, or press the B

key to fire at the CP/G's target instead. In his words, "Try this: Pull into a hover,

bring up the full screen IHADSS view by pressing 'I' twice, hit the shift+F keys

and then scan around for targets, use the Z&X keys to take a closer look, lock up

any targets with button3. Bingo! A perfect Stealthy attack with the benefit of full

screen situational awareness thrown in!"

To return to the normal joystick mode, press shift-F again.

6. Help! The link I followed to download the Gunship demo doesn't work.

Some of the sites that originally hosted the demo no longer do. Here are 2 links

where you can still download it (18 megs):

http://www.3dgamers.com/dl/games/gunship3/gsdemo.exe.html or,

http://downloads.gamezone.com/demos/d8462.htm

7. Why can't I kill dismounted infantry with my cannon?

When using your cannon against enemy infantry, switch off the TADS (Target

Acquisition and Designation System) and use your Mark I eyeball instead. The AI

always shoots low and will miss almost every time. If you're in the gunner's seat

you should unlock the target (with the L key or joystick button 4) and shoot

freehand.

8. Why does my wingman sometimes lag, stay in one spot, and not progress to the

next waypoint?

It could be that his helo is too badly damaged to continue. Or, perhaps his gunner

is trying to shoot infantry with the cannon and is shooting too low (see previous

item). If you don't want to wait for him, you can hit the map screen, change speed

to Hover, hit F9, jump into the other helo, finish the target, then jump back into

your original helo and continue on. Another thing that could cause this instead, is

if your computer is low on resources. Low resources can cause other numerous

odd things to happen in Gunship! like, for instance, pulling your trigger but no

weapons fire, missing or odd graphics, etc.

9. How to use the F4 and F9 keys.

Page 3: Gunship! Tactics

F4 is the chase view. If you press F9, it looks like a chase view, but it actually

will release your current helo to the AI's control, and let you view all the other

vehicles that are on your side. After pressing F9, then press F12 to view the next

vehicle, or F11 to view the previous (You might have to press them twice the first

time to get them to respond). You can instead press shift-F11 or shift-F12 to

jump to different platoons, instead of having to go thru every vehicle in every

platoon.

If the vehicle you're viewing is a flyable helo, you can then press Shift-F1 to take

control of it, and then F1-F4 to choose the cockpit you want. If you press shift F1

to take control of it but the game doesn't give it to you, hit F12 to the next vehicle,

then F11 back to the previous and try again usually works.

Note: The custom.ini setting HOLDONMAP = 'True' changes how the AI takes

over the helo. The most reliable way I've found, if you want to completely

release both pilot and CP/G to the AI, and you want them to continue the mission

on their own, is to first press F2, then 'w', then F9. This is a handy way to go look

at the map, for instance, but know that your helo and platoon will continue with

the mission (and ignore the HOLDONMAP setting). When you're ready to get

back into battle, just press one of the F1 thru F4 keys.

10. How to force the game to ignore the 'HoldOnMap' setting when necessary.

See the previous paragraph.

11. Why does the first waypoint sometimes get deleted by itself at the start of the

mission?

There is an anomaly where the first waypoint sometimes gets deleted (You hear

the radio say 'Lightning, continue with mission. Out.', and you know it got

deleted). This seems (to me) to happen only when you're flying certain helo's and

then hit 'N' to see the map as soon as the mission starts. If instead, I press F2, 'w',

then F9 (as detailed under #5 above), then 'N', it seems to prevent it from

happening. If you have more information as to why/when this happens, please let

me know and I'll update this.

12. Is there a way to change my flight model, HUD mode, or other settings after a

battle starts?

Yes there is. Hit 'Q', then click on the 'Options' button. You can't change local

settings during a multi-player game, however (all players use the host's settings).

13. Some mission designers add helo waypoints, but don't explicitly specify the

desired speed, flight profile, battle mode, and/or target priority at each waypoint.

Page 4: Gunship! Tactics

Example:

ORDER_MODE_WAYPT:

ORDER_WPT_CURRENT: 1

ORDER_ASMBLY_ASSMBLY:

ADDWAYPT: 96210 99301

ORDER_ASMBLY_BATTLEPOS:

ADDWAYPT: 94553 99449

ORDER_ASMBLY_LZ:

, i.e. only the waypoint types are added, and speed, flight profile, battle mode, and

target priority, are left to default.

When you play the battle, here is how Gunship! fills in the missing parameters:

1. If the player only views the 'Mission Planning' screen prior to battle

(regardless of whether or not they make any changes), each waypoint that

doesn't have those parameters explicitly specified, will copy the values

from the immediately preceding waypoint (except flight profile), even if

that means copying the values from the prior helo platoon's final

waypoint. This applies to all waypoints of all helo platoons, both friendly

and not, flyable or not. ORDER_WPT_SETDELAYTIME: seconds are

always reset to the default value for each waypoint type, regardless of

whether the mission writer explicitly specified them or not in the mission

text. ORDER_ASMBLY_EAST: and other facing commands are dropped

from the mission.

2. If the player does not view the 'Mission Planning' screen prior to battle,

each waypoint that doesn't have those parameters explicitly specified, will

take the default values that are defined for the waypoint type (Patrol, BP,

Assembly, etc.)

3. In either case, the flight profile (NoE, Contour, Cruise) for each waypoint

is always overwritten with the game default for that waypoint type,

regardless of whether it is explicitly specified in the mission text or not.

The only way for the player to use a different flight profile is to change it

after the mission starts, in the map screen or the Comms menu.

For more about this behavior and some workarounds, check this SimHQ thread,

and the ideas below.

14. Another issue, related to the above, is that Gunship! will ignore _PROTECT: and

_TARGET: objective orders if used under a helo platoon and the player views the

'Mission Planning' screen before the battle. Click here for a link to a patch that

fixes this and a thread on SimHQ that further explains the anomaly.

Mission building tips:

Page 5: Gunship! Tactics

Here is what I have found about making missions:

1. Set each air and ground platoon's initial spawn facing direction correctly, to help

prevent unnecessary delay and collisions. See the manual for details.

2. Experiment w/artillery support before using it in a mission. You should also use

the Gunship! Tactical Reference to make sure the range of the artillery unit's

weapons is far enough for the expected targets in the mission. Check this thread

for more information. Gunship! Tactical Reference now also displays the number

of rounds that each vehicle will fire each time the platoon is called for artillery

support.

3. The Hind's (platoon 61) ATGM's are relatively weak and short-ranged, so, if the

mission you're building is for the original .exe, and you need good anti-armor

capability, add Havocs or Hokums, or write it for fng2k's v2.0 beta (in which the

Hind's ATGM's have greater range and effectiveness) instead.

4. Use the ORDER_PRIORITY_HQ: command sparingly, if at all, because it makes

the AI give highest targetting priority to tents, fuel and supply trucks, leaving the

platoon vulnerable to real threats, like tanks, Anti-Aircraft, infantry, etc.

5. Experiment w/initial formations for helo's because some formations lend

themselves to collisions, which cause loss of altitude and delay.

6. Make sure the spawn altitude is high enough that the helo's won't spawn inside or

under a tree or other obstruction.

7. Don't use LOGIC: commands for helo platoons, because, if the player views the

'Mission Planning' screen before battle, Gunship! will ignore the command(s), and

simply direct the platoon to fly to the first and only waypoint.

8. At each waypoint stop (and every pause on the way to _BATTLEPOS: and

_PATROL: waypoints), helo's will face their direction of travel, except the first,

at which they will always face north. Troops that dismount from transport helo's

at _LZ waypoints follow the same rules. If you want helo's or their dismounted

troops to face a different direction, rearrange or insert a _CHKPT: waypoint

before it. ORDER_ASMBLY_NORTH and other direction commands are

unreliable when used for helo's.

9. ORDER_FORM_ altitude commands are ignored in the game; instead, Gunship!

sets the helos' altitude from the waypoint type, so, if the altitude is important for a

waypoint, you have to change the waypoint type, or change the altitude while

playing the game.

10. Using the _SETDELAYTIME: command for helo's is unreliable since Gunship

will sometimes replace them with the defaults, which are Assembly: 5 minutes,

Patrol: 4, BattlePos: 3, _LZ: 30 seconds, and _SAR: 45 seconds.

11. Be careful of which waypoint parameters of altitude, speed, battle mode, and

target priority, that you omit and leave to default because, in many cases, you

can't rely on Gunship! to fill them with what you want or expect. Better to

explicitly specify all 4 parameters at each waypoint. All flight mode templates

can be easily copied and pasted from below.

12. For the very first waypoint for each helo platoon, explicitly specify the waypoint

type, and all 4 waypoint parameters, otherwise, in some cases, Gunship! will copy

them from a prior helo platoon's final waypoint.

Page 6: Gunship! Tactics

13. Scan your helo orders for each platoon and make sure that no commands are

repeated or contradict each other, ie. that there is only one order for each of

altitude, speed, battle mode, and target priority per waypoint, otherwise Gunship!

will sometimes give 'left over' commands to another platoon.

14. Insert _HELO_S_AND_D: & _PRIORITY_ARMOR: commands at transport

helo _LZ: waypoints if you want their dismounted troops to fight aggressively.

15. If transport helo's don't reliably pick up troops at _SAR: waypoints, try inserting

an _LZ: ahead of the _SAR: waypoint to allow the helo's to drop off their current

load of troops first. I believe that at the start of missions, transport helo's begin

with a full load of troops, so I always make their first waypoint an _LZ: waypoint

to insure that they fly with an empty compartment, if their task is search and

rescue.

According to the vehicle table in the game, which I found by means of one of

fng2k's spreadsheets, each transport helo has the following initial load:

o Blackhawks: 1 infantry platoon 101

o Sea Stallions: 2 infantry platoons 101

o Hinds: 1 infantry platoon 98

o Hips: 2 infantry platoons 98

16. Don't add ADDWAYPT: or other commands under SUPPORT: lines because, at

least in some cases, Gunship! will give the waypoint(s) & commands not to the

support unit as expected, but to a previous unit instead.

17. Don't add a _PROTECT: or _PROTECT2: command under a helo platoon unless

the platoon to be protected is Raider or Sandy (the 2 transport helo callsigns).

One rule of thumb I follow is to only insert these 2 commands under the actual

platoon that is to be protected, although they otherwise could be placed anywhere

else in the mission.

Note: Although the Mission Editing guide says that the Raider and Sandy

callsigns do not work, they actually do work everywhere in the game except

when you display the map screen during the battle; there, they are erroneously

listed as Lightning instead. The Raider and Sandy callsigns work fine in the pre

and post-flight briefings and elsewhere in the game, and can therefore be used as

_PROTECT: ID's. Lately, I've had a lot of fun playing missions where the

objective is to protect one or more transport platoons during flight to and from

landing zones, so I've been using _PROTECT: 48 or _PROTECT: 49 for those.

18. Don't forget to apply these same guidelines to all the other helo platoons besides

the player platoon, including non-flyable and enemy helo's, since they are all

subject to the same flight and game rules.

19. Choose quality over quantity. Don't just sprinkle the whole battlefield with air

and ground units unless they are actually important to the mission. Excessive,

unnecessary units just steal processor power, making the mission unplayable by

those w/slower computers.

Page 7: Gunship! Tactics

20. Get in the habit of using unique callsigns for each platoon. That makes the

mission easier to follow, and easier to use the F9/F11/F12 keys to jump between

platoons.

21. Add comments liberally and arrange platoons in logical groups, helo's at the top,

etc. because most advanced players like to tweak even 3rd party missions to their

own tastes.

These helo waypoint templates have the default altitude, speed, battle mode, and target

priority, so they can be copied and pasted into missions: ORDER_MODE_WAYPT:

ORDER_WPT_CURRENT: 1

ADDWAYPT: x y

ORDER_ASMBLY_CHKPT:

ORDER_ADV_FAST:

ORDER_FORM_CRUISE:

ORDER_ASMBLY_HELO_ENGAGE:

ORDER_PRIORITY_AIRDEF:

ADDWAYPT: x y

ORDER_ASMBLY_ASSMBLY:

ORDER_ADV_FAST:

ORDER_FORM_CRUISE:

ORDER_ASMBLY_HELO_BYPASS:

ORDER_PRIORITY_AIRDEF:

ORDER_WPT_SETDELAYTIME: 300

ADDWAYPT: x y

ORDER_ASMBLY_PATROL:

ORDER_FORM_CONTOUR:

ORDER_ADV_MED:

ORDER_ASMBLY_HELO_ENGAGE:

ORDER_PRIORITY_AIRDEF:

ORDER_WPT_SETDELAYTIME: 240

ADDWAYPT: x y

ORDER_ASMBLY_BATTLEPOS:

ORDER_ADV_SLOW:

ORDER_FORM_NOE:

ORDER_ASMBLY_HELO_S_AND_D:

ORDER_PRIORITY_ARMOR:

ORDER_WPT_SETDELAYTIME: 180

ADDWAYPT: x y

ORDER_ASMBLY_LZ:

ORDER_ADV_MED:

ORDER_FORM_CONTOUR:

/* ORDER_ASMBLY_HELO_BYPASS: */

/* ORDER_PRIORITY_AIRDEF: */

ORDER_ASMBLY_HELO_S_AND_D:

ORDER_PRIORITY_ARMOR:

ADDWAYPT: x y

ORDER_ASMBLY_SAR:

ORDER_ADV_MED:

Page 8: Gunship! Tactics

ORDER_FORM_CONTOUR:

ORDER_ASMBLY_HELO_BYPASS:

ORDER_PRIORITY_AIRDEF: