[The A-10 Attack! FAQ]
Version 1.4.1
Compiled by Petteri Sulonen
psulonen@helsinki.fi
Home page: http://www.cs.hut.fi/~psu
(c) Petteri Sulonen, 1995. You may freely upload this FAQ
in its original
form to BBS's, ftp sites and other online services, give
it to your friends,
or include it in shareware/freeware collections. However,
please don't
distribute any modified versions you may make of it. (A
"modified version"
is one where the body text has been changed; conversions
to different file
formats don't count.) You may not charge money for it,
other than nominal
fees covering material/copying costs. For further
information, contact the
author.
All trademarks mentioned in this document are property of
their respective
owners; any use here is for an editorial purpose and does
not constitute an
infringement.
----------------------------------------------------------------------------
Table of Contents
*
Introduction
o Release history
*
Section I: About A-10 Attack!
o What is A-10 Attack!?
o System requirements
o Demos
o Speed tips
+ All systems
+ Power Macintosh only
o Bugs
+ Crashes
+ The amazing self-repairing runways
+ Non-centered rudder with Thrustmaster system
+ Missing serial numbers
+ Altitude limit
+ The bad spelling and grammar
o Announced but as yet
unimplemented features
+ Save Mission
+ Networking
*
Section II: Control, Waypoints, and AI
o Taking control of a
plane
o Waypoints and battle
plans
+ Assigning new waypoints
+ Changing your mind
+ Tips about placing waypoints
*
Section III: Flight and Combat
o Wind, and how to live
with it
+ Navigating
+ Landing
+ Targeting
o Bombing
+ Bombing with the CCIP
+ FAR (Feels About Right) bombing
+ Dive bombing
o The tools of the trade
+ The GAU-8/A Avenger gun
+ Free-fall bombs
+ The CBU-15 Durandal
+ Laser-guided bombs and missiles
+ Hyper-velocity rockets (HVR's)
+ The AGM-88A HARM
+ The Maverick (AGM-65B, AGM-65D)
+ The AIM-9L Sidewinder
+ Fuel tanks
o Managing loadouts
+ "Cheat"
+ Use Post-Its on the function keys
+ Standardize your loadouts
+ Ripples
*
Section IV:The Missions
o Prelude to War
o Retaliation
o Docklands
o Marauding BMP's
o Antinov [sic]
Armada"
o Demolition Crew
o Assistance Needed
o Old Man River
*
Section V: Where to get background info?
o The aircraft
o Internet resources
o Documents
----------------------------------------------------------------------------
Introduction
This FAQ is meant to help solve some of the problems the
beginner Hog driver
is liable to run into. It is a compilation of stuff I've
discovered myself,
stuff that's been posted at
comp.sys.mac.games.flight-sim, and stuff from
certain WWW sites. Some major sources are Tom Morrison,
Scott Cherkofsky,
Tim van der Leeuw, and Art Day. They've provided invaluable
background
information on the game, the plane, and many related
topics, and made it
available on various Internet services.
This FAQ will not include any of this rich background
info - if you decide
you like A-10 Attack!, it's strongly suggested that you
check it out
yourself. There are pointers in Section V of the FAQ.
One more thing: this document is anything but definitive.
Suggestions, tips,
questions, answers, comments, resources etc. are welcome
- mail them to me
(psulonen@helsinki.fi), and I'll include them in the next
update to this
FAQ.
Release history
Important note: Starting from version 1.3.6, I will be
maintaining two HTML
versions of this document. In addition to the standard
HTML 2.0 compatible,
Netscape enhanced version I will support an "F"
or "framed" version of the
document. To view it, you will need a frames capable WWW
browser, such as
Netscape 2.0b1.
I'll do my best to keep the versions identical, but this
looks like a
hopeless task. Because of the sheer amount of work
involved, I won't be
putting as many hyperlinks in the "standard"
version as in the "framed"
version. Sorry.
If you notice any incompatibilities between the texts of
the various
versions (HTML and plain text) of this FAQ, please let me
know.
1.0 Initial release
1.1 Added section on wind and the problems
with it
Added questions list before each
section
1.1.1"Fully functional" HTML version; minor
stylistic changes
1.1.2Added
illustrations.
1.2 Added section on mission tactics
Added description of AGM-65
Split Section II into several parts
1.2.1Added
description of Rockeye cluster bomb
1.2.2Added
some links, corrected some inaccuracies; minor stylistic
changes
1.2.3Added
SpeedDoubler to Speed tips section; minor corrections
1.3 Expanded descriptions of weapons
systems
Split "Speed tips" into
"Power Macintosh" and "All systems" sections
1.3.1Added
Andre Molyneux's mission strategies to Section IV
Added bug report on non-centered
rudder
1.3.2Added
mention of missing serial numbers
1.3.3Added
description of version 1.1 and updated some info accordingly
1.3.4Minor
corrections.
1.3.5Added
note about laser designation, Rockeyes, fuel tanks, and maximum
altitude (from Dieder Bylsma).
1.3.6Minor
changes. Birth of version 1.3.6F, viewable with frames
compatible WWW browsers.
1.4 Added note on the different demos
available. Added Web Dove's more
elaborate AppleScript for quitting
other applications. Added section
on aircraft and other objects
appearing in the game.
1.4.1Expanded description of C-5. Edited description of CCIP.
----------------------------------------------------------------------------
Section I: About A-10 Attack!
"What is this game anyway?"
"Will it run on my machine?"
"What's this VBE thingy?"
"A-10 crawls on my PowerMac. What gives?"
"A-10 crashed again. What am I doing wrong?"
"I just bombed a runway into a potato field, but the
enemy planes land like
nothing's the matter. What's the problem?"
"Hey, where are the Save Mission commands they
describe in the manual?"
"My Network button won't work!"
What is A-10 Attack!?
A-10 Attack! is a game by Parsoft Publishing
International that combines a
combat flight simulator with a tactical game. It features
the best flight
modelling currently available on the Macintosh (or, many
argue, on any
microcomputer), a wide variety of ordnance, many
different kinds of
vehicles, and a "virtual battlefield
environment". The latter means that it
is easily expandable with plug-in type modules. Parsoft
has announced its
intention to release VBE modules with more missions, more
maps, more
aircraft to fly, etc.
System requirements
A-10 Attack! requires System 7.0 or newer, 4 MB of free
memory, a 640 x 480
pixel or bigger 256-color (or grayscale) monitor, and a
68030 or faster. It
fully supports larger and multiple monitors. It is partly
Power Macintosh
optimized. It performs well on all Power Macintoshes
(especially after
implementing the speed tips below) and 68(LC)040 based
Macintoshes. Maximum
performance is achieved on the Quadra 840AV and the new
PowerPC 604-based
Power Macintoshes, or Power Macintoshes running Connectix
Speed Doubler.
Demos
Two demos of A-10 Attack! have been released: A-10
Attack! demo 1.1.1, and
A-10 Cuba demo.
The original one, A-10 Attack! demo 1.1.1,, is not Power
Macintosh native
and has a good deal of beta code in it (among other
things, the CCIP does
not work correctly). It runs very well on 68(LC)040-based
Macs, and
sluggishly on Power Macs. It consists of the Quick Start
missions also
included in the game; "Fly A-10" and
"Attack!". The former has no enemies,
the latter pits you against MiGs, tanks, AAA, and
hydrofoils, armed with
your gun, AIM-9's and Mk82's.
The original demo, as released, has a stupid five-minute
time limit. Luckily
a Parsoft-approved patch to remove this exists and his
highly recommended -
five minutes is barely enough to get you in the air.
The new demo, A-10 Cuba, is fully Power Macintosh native.
Performance on
Power Macs is very good, the level of detail is extremely
high, and there's
a lot going on all the time. Unfortunately, it runs
rather slowly even on
the Quadra 840AV. Like the first one, this demo has two
missions: "Heavy
Metal" and "Smoke 'em". Both are combat
missions. In the first one, you'll
have to destroy two MiG-29's, and in the second one
you're sent against a
group of tanks, with two F-16's providing air cover and
another A-10 helping
you. No time limit here, thank goodness.
The Cuba demo is available from Morrison's Mac flight sim
site. The original
demo may still be available at major Mac ftp sites, such
as Sumex, Umich and
mirrors.
Versions
Currently, there are two versions of A-10 Attack! around:
version 1.0
(initial release) and version 1.1. Despite the
"large" increase in the
version number, 1.1 is a minor update, providing mostly
bug fixes and only a
few new features. This is what the Readme has to say
about it:
Bug fixes
*
Pilots list. Pilots were sometimes disappearing. Scores not consistent.
*
Wayinfo Dialog. Velocity, altitude sometimes garbled.
*
System crash when switching from simulator back to map mode.
* C5b
gear damaged after takeoff.
*
System crash when dropping multiple Rockeye cluster bombs.
*
Black mask drawn when CMD-I to hide instruments performed on 19 and 21
inch screens
*
System crash when double clicking on VBE or mission icons from finder.
*
"Sound Effects" system prefs non-functional
* VBE
Icons disappearing from finder
* A10
sometimes displayed behind mountains.
New features
* HUD
brightness can now be controlled by holding down PageUp/PageDown or
Y/U keys.
*
Bomb craters last longer now and cause more damage when encountered.
The only "most wanted" fix that made it into
this update was the pilot list
fix. The bomb craters still vanish rather fast, and
performing certain
missions by hitting at a runway takes very good timing
(or the craters will
vanish before anyone tries to use the runway).
Speed tips
(These are from Tom Morrison's flight sim page.)
All systems
*
Re-boot with all inits/cdevs off, except your joystick software and
software required for the game.
*
Switch to 256 colors.
*
Close all Finder windows (like Launcher, Monitors) and quit all
background applications.
*
Trash your A-10 prefs file (don't trash your pilot file if you want
them), re-boot, rebuild desktop and re-enter your serial number.
*
Quit the Finder using an AppleScript, a dedicated program such as
NoFinder or Peek-a-boo (available at
ftp://ftp.hawaii.edu//mirrors/info-mac/cfg/peek-a-boo-11.hqx), or with
a system modification program that adds a "Quit" to the
Finder's file
menu.
An appropriate AppleScript would be:
tell application "Finder"
quit
end tell
Here's another AppleScript, from Web Dove (dove@spcot.sanders.com). It
quits not only the Finder, but all other open applications. However,
you need the "processes" scripting extension in order to run
it, and it
needs some customization (regarding the path to the A-10 application),
so it's recommended only if you're somewhat familiar with AppleScript.
tell application "Finder"
set procs to get
processes
-- This does not include the finder
end tell
-- Quit them
repeat with proc in procs
tell proc to quit
end repeat
-- Start the desired solitary process using finder
-- So the Thrustmaster extension notices.
tell application "Finder"
open file å
"A-10 Attack! 1.1" of folder å
"A-10 Attack!" of folder å
"Entertain A-Dn" of startup disk
end tell
-- Quit the finder
tell application "Finder" to quit
* If
you have over 16 MB RAM, make a 9 MB RAM disk, copy the game onto
it, and play from there. This won't help the frame rate, but will stop
the occasional halts when A-10 has to access the disk during flight.
N.b.: if you give the application more memory, it'll have to access the
disk less. Normally, halts caused by disk access shouldn't be a major
problem.
Power Macintosh only
*
Move the "PowerPC Only" VBE file into the same level (folder) as the
A-10 Attack! game.
*
Install the native sound manager (or don't use sound manager for
sound.) It is available at:
ftp://ftp.info.apple.com/Apple.Support.Area/Apple.Software.Updates/USMacintosh/System/
Other_System/Sound_Manager_3.1.sea.hqx
* Buy
and install Connectix SpeedDoubler. To enjoy major performance
increases in A-10 Attack! with it, quit the Finder and terminate all
processes except A-10 Attack!, using one of the programs mentioned
above in the "all systems" section.
N.b.: A-10 Attack! may even slow down with SpeedDoubler if all other
processes are not terminated.
N.b.: Some users (including me!) have reported an incompatibility with
Speed Access (a Speed Doubler module). With Speed Access in the
Extensions folder, A-10 Attack! has been known to crash inexplicably
(but reproducibly). If this happens to you, drag Speed Access out of
the Extensions folder and reboot to disable it. Speed Emulator and
Speed Copy can be left on, and provide all their benefits.
Bugs
A-10 Attack! 1.0 is something of a rough diamond. There
are many documented
bugs and some rather inexplicable ones. Here are some:
Crashes
Several people have reported crashes especially when
switching from tactical
view to simulator view and back and when firing large
ripples of HVR's. Some
of these crashes have the very nasty side-effect of
mangling your pilot
roster.
There seems to be no easy fix for this. The game is
somewhat sensitive to
INIT conflicts and low memory situations, so it is
advisable to give the
game as much memory as possible and to play with minimum
extensions. Also,
the presence of a preferences file that's from the demo
can mess up the
game. Trash your preferences file, re-boot, rebuild
desktop, and re-enter
your serial number, and see if the problems disappear.
Many of these crashes were reported fixed in version 1.1.
The amazing self-repairing runways
Runway damage is not handled correctly. Bomb craters in
runways disappear in
less than a minute. This is very annoying, as one very
nicely modeled
weapon, the Durandal, becomes next to useless. Also, this
makes it
impossible to try alternate approaches to certain
missions. The fix in
version 1.1 makes things a bit better, but they still
disappear within
minutes, making timing very critical when hitting runways
in e.g. Antonov
Armada.
Non-centered rudder with Thrustmaster system
With a Thrustmaster FCS and WCS (but no rudder pedals),
it has been reported
that if you "take command" of an A-10 on the
ground (rather than letting it
take off under TACAN), the aircraft has right rudder
applied. To rectify
this, remember to center the rudder, or else get a nasty
surprise once your
airspeed exceeds 50 knots on takeoff.
Missing serial numbers
Several people have reported that their copy of the game
doesn't have the
stickers with the serial number, making it impossible to
install and play
the game. Needless to say, this is exceedingly annoying.
The only way to go
is to contact Parsoft about it. Please don't post on the
Usenet asking for
serial numbers, as there's no way to tell a legitimate
post apart from a
pirate's, and in any case it's illegal to
"share" serial numbers.
Altitude limit
In "Retaliation," send the F16's up the 32+k
feet. Funny things happen after
that magical number of 32768 feet is reached.
The bad spelling and grammar
The mission briefings are abysmally badly written, with
spelling and grammar
errors galore. Obviously this doesn't affect actual
flight much, but it is
annoying.
Announced but as yet unimplemented features
Save Mission
The manual (page 3-15) states that the File menu includes
commands for
saving and reloading missions. This is not true, more's
the pity. The
commands in question are to be implemented in a future
update.
Networking
One of the most hyped-about things about A-10 Attack!
(before release!) was
networking. This did not make it into version 1.1, but
Parsoft has promised
a free update for it.
----------------------------------------------------------------------------
Section II: Control, Waypoints, and AI
"I select Return to Cockpit and nothing happens.
What gives?"
"How do I set these #%&@!! waypoints?"
"How do I get planes to take off and fight under
computer control?"
"My computer-controlled plane is just ignoring
targets!"
"My computer-controlled planes fly into the
ground!"
Taking control of a plane
To make it possible to take control of a Hog, drag a
pilot from your pilot
roster to it. The pilot with the red check mark next to
it is the one that
the Return to Cockpit command will return to. You can
move the check mark by
clicking next to a pilot. You can take command of any
plane with a pilot in
it by selecting Take Command from the chit pop-up menu.
If there's no pilot
in the plane, this command will be disabled. However, you
don't have to have
a pilot in the plane to have the computer fly it in
combat.
Note that taking command of a plane disables the battle
AI of the plane -
after that, the autopilot will just fly the plane from
waypoint to waypoint.
Waypoints and battle plans
The most confusing part about A-10 Attack! is the
waypoint system. It's
badly documented and the user interface isn't too good
either. However, once
you get the hang of it, it isn't so bad. Much of the
enjoyment in the game
comes from being able to make your own battle plans and
implement them;
therefore it's worth the trouble to figure out the
system.
To begin with, in most missions one A-10 has pre-set
waypoints. It's
represented by a chit with the waypoint symbol (sort of
like crosshairs) in
the corner. Chits that don't have that symbol don't have
assigned waypoints.
There is no way to copy a set of waypoints from one plane
to another; you
have to place each waypoint separately.
Assigning new waypoints
1. Select the waypoint tool from the palette.
2. Select the plane you want to give waypoints.
To do this, select New Waypoints from the chit pop-up
menu (hold down the
mouse button on the little arrow in the appropriate chit
to see the menu).
If the plane already has waypoints, select Way Info.
You'll notice that a waypoint marked IN (initial) will
turn red.
3. Add the first waypoint.
Hold down the option key. The cursor will change to a
boxed "+". Click
wherever you want to place the waypoint.
4. Add the other waypoints.
Repeat step 3 for all other waypoints.
5. Move the waypoints.
If you like, you can move around the waypoints with the
waypoint tool.
6. Add waypoints in the middle.
If you like you can add waypoints in the middle of the
path by holding down
the option key and clicking on a line between two
waypoints. Useful for
rounding out tight turns.
If you just want to use the waypoints as navigational
aids for the plane
you're going to fly, this is enough. However, if you want
to "program" the
autopilot of the computer-controlled planes, read on:
7. Assign attributes to waypoints.
Waypoints can be assigned different kinds of attributes,
including targets,
airspeed, and altitude. Note that the attributes only
take effect once your
plane arrives at the waypoint.
a. Altitude and airspeed
In the waypoint window, click on the line representing a
waypoint. To the
left are two fields. Enter the desired airspeed in the
Set Vel: field, and
the desired altitude in the Set Alt: field. Check the TFR
box if you want
the Hog to use its terrain following radar instead of
barometric altitude.
b. Targets
You can set the Hog to search for targets. Select the
desired target type(s)
from the pop-up menu labeled Targets:. This will cause
the Hog to start
looking for targets at the waypoint in question; i.e., if
you put the
waypoint directly on top of a target the plane will be
past it before it
sees it. (See below for tips about placing waypoints.)
c. Actions
The Hog knows how to take two actions: Take Off and Land.
If you want the
Hog to take off by itself, you must give the initial
waypoint the Take Off
command (with the check box). If the Hog is on the
airfield, it will take
off.
If you put a waypoint lined up with a runway (not on the
runway!) and give
it the Land command, the Hog will land.
8. Switch on the TACAN with the On button in the waypoint
window.
Off he goes!
Changing your mind
If you want to change the attributes for a waypoint, note
that the commands
only take effect if the altered waypoint is after the
current waypoint. To
make sure, you should use the Next button to scroll once
through the
waypoint list - this updates all the commands.
Tips about placing waypoints
Targets
Do NOT place a waypoint with a Targets: command directly
on top (or even
very close to!) a target. Instead, place the waypoints so
that the flight
path of the plane goes over the targets, and have the plane
look for targets
well in advance. This gives the pilot time to deploy his
weapons. Also, note
that hills block line of sight - if you're having your
pilot sneak on a SAM
site from behind a hill, he might not see it until it's
too late to shoot
it.
[Image] [Image]
Like this!Not like this!
Note that if you take command of a plane, it stops
performing attack actions
thereafter; instead, it just flies from one WP to
another.
Tight turns
If the Hog is damaged or heavily loaded (or if you're
assigning waypoints to
C-5's), the poor pilot might fly his plane into the
ground when trying to
pull a tight turn close to the ground. Most commonly this
happens when you
have the initial waypoint at one end of the runway and
waypoint 1 "behind"
the plane - the pilot will start a tight turn immediately
after take-off and
may crash. To avoid this, either drag the initial
waypoint to the right end
of the runway or use more waypoints to round out the
curve.
[Image] [Image] [Image]
Not like this! Like this, ...or like this.
Flying into hills
If a heavily loaded and/or damaged Hog flies low and slow
and runs into a
hill, it might not have enough power to clear it, and you
might lose a
perfectly good pilot and plane for nothing. Make sure
your damaged Hogs get
to limp home safely by giving them enough altitude in the
waypoints!
Threats
If enemy chits (especially radar!) appear under your
flight paths, take some
action - otherwise your planes are liable to be cut to
shreds by SAMs.
Either take out the SAM site or move the waypoints so
that the planes will
steer clear of the site.
Landing
It's a good idea to use two waypoints to set up for
landing - one placed
some way back from the end of the runway, with the Land
command, and another
before it so that the flight path of the plane is
parallel to the runway.
Otherwise damaged or heavily laden planes might find the
maneuvering a bit
too tough. Besides, it makes lining up easier for you,
the human pilot, as
well.
[Image]
----------------------------------------------------------------------------
Section III: Flight and Combat
"My plane won't fly straight. What's wrong?"
"I can't land without making a mess of my
plane."
"My wheels scream every time I land on a
runway."
"What's a Rockeye?"
"My Mavericks won't track moving targets!"
"I can't hit anything with the CCIP!"
"I get myself killed while diddling with ripple
settings."
"I always get confused when trying to select
ordnance in combat. What should
I do?"
Wind, and how to live with it
A-10 Attack! is the only Mac combat flight sim that
realistically simulates
wind. You can turn it off, though, but it makes things
more interesting by
giving some challenges of its own. Gusts of wind will
cause the Hog to yaw
or pitch and the wind will carry you
"diagonally" relative to the ground.
It's also worth noticing that unlike many other sims, you
often have to
maintain stick pressure (or use the trim tabs) to keep
the Hog in level
flight. This is not a bug; it's realism: when your
airspeed increases, you
generate more lift and the plane starts to climb; when it
decreases the
opposite happens. You have to use the elevators to
counter the effect.
Navigating
The Total Velocity Vector (TVV) is the little circle with
three lines from
it in the HUD. It indicates where the plane is heading
relative to the
ground. Use it rather than the gun cross to navigate -
for example, if
you're heading at a waypoint but have crosswind, you'll
drift in the wrong
direction if you point the gun cross at the waypoint.
Note that when you're
flying from one place to another, there's no point in
trying to correct the
heading with the rudders - it will just increase drag.
Landing
The TVV is an invaluable aid when lining up on a runway
in crosswind. By
keeping the TVV on the end of the runway while lined up,
you'll land in the
right place. However, unless you correct your heading relative
to the
ground, you're liable to start slewing around with wheels
screaming once you
touch down. To do this, you're going to have to create a
sideslip opposite
to the wind direction - the A-10 will be flying straight
relative to the
ground, but diagonally relative to the wind. This takes a
little practice,
and requires coordinated use of the rudder and the
ailerons. If you have a
flightstick (as is highly recommended!) you can do this
with the normal
controls; if not, you're going to have to use the trim
controls.
[Image]
[Image]
[Image]
This could break your gear. Recipe for disaster! Correct approach.
To introduce a sideslip, simply apply rudder in the
direction of the TVV,
and correct the resulting roll with opposite aileron
(flightstick pressure
or trim tabs). For example, if the TVV is to the right of
the centerline,
apply right rudder and left stick pressure. (An
alternative way to think
about it is "aileron into wind, correct with
rudder"; use whichever is
easier for you as it comes down to the same thing.)
Targeting
Wind can also be a problem while targeting, especially
with the CCIP. The
trick is again to keep the plane lined up with the
selected target. The
symbols on the CCIP are somewhat confusing when bombing
in a crosswind -
technically, flying level in the correct direction should
work, but it might
be easier to introduce a sideslip and fly straight
relative to the ground.
Practice helps!
Bombing
There are three bombing methods: CCIP, FAR, and
dive-bombing. CCIP
("continuously calculated impact point")
bombing is best used for
high-altitude bombing runs in calm situations to carpet
bomb large targets
or drop single big bombs on smaller targets such as
ships. It can also be
used with retarded bombs in low-altitude runs on the
battlefield.
The checklists before each description are not
definitive, but serve as
reminders of the things you should take into account. For
example, it is
quite possible to dive-bomb ripples.
Bombing with the CCIP
Checklist:
HUD
mode Set to
CCIP
HUD
Barometric modeON
Weapons
stations Selected
Release
mode
Set accordingly
Ripple
count
Set accordingly (if any RIP mode)
Ripple
interval Set
accordingly (if any RIP mode)
The CCIP (Continuously Calculated Impact Point) system
helps target
free-fall bombs. It's far from foolproof, and is best
used in "calm"
situations, when nobody's shooting at you, and you can
get a nice, safe,
straight approach to the target. It's often used for
carpet bombing large
targets such as runways or airfields, or for releasing
single big bombs at a
safe altitude.
To bomb with the CCIP, locate the target, point your gun
cross at it, and
press the release button to pickle it. Then fly straight
and level towards
the target. The bombs will be released at the appropriate
moment.
On the battlefield, the Mk82HD can be used with CCIP in
fast, low-altitude
attack runs very effectively. In such a case you're very
close to the target
when the bombs are released, and you don't need to fly as
accurately. Pickle
somewhat ahead of the target, as the retarding fins will
cause the bomb to
fall slightly behind the calculated impact point.
For higher-altitude attack runs you have to be very
precise, as even small
deviations in flight path and attitude can mean that your
bombs miss.
When doing high-altitude bombing runs on "long"
targets like ships or
runways, it's better to fly lengthwise to the target.
The A-10 CCIP is not as sophisticated as in some newer
aircraft.
Furthermore, wind increases the difficulty of bombing, as
you might be
flying somewhat diagonally relative to the ground.
Practice makes perfect,
though - fly the Air to Ground training mission and
practice CCIP bombing.
You should be flying level or at most at a 5 degree angle
of descent and 1 G
when the bombs are released.
Important: Don't forget to switch your altimeter to
barometric mode before
bombing with CCIP.
There's been a good deal of controversy regarding the
"realism" of the A-10
Attack! CCIP. It's clear that the one in the game is not
the sophisticated
CCIP installed in certain LASTE-upgraded A-10's, and the
jury seems to be
still out when it comes to comparing it with the CCIP in
pre-LASTE A-10's.
At this writing, it seems that the operating parameters
of the game's CCIP
are slightly tighter than those of the real thing.
However, within its
parameters (level flight or slight dive, 1 G) it works
correctly.
FAR (Feels About Right) bombing
Checklist:
HUD
mode
NAV or PAVE
Weapons
stationsSelected
Release
mode Single
The FAR (Feels About Right) method is very effective but
hard to explain.
Basically, you find a target, fly at it level or in a
shallow dive, and
release the bombs when it Feels About Right. With
practice, you can get
quite accurate at this. Most of the bombing in
battlefield situations is
done with this method. Dive bombing is a somewhat more
disciplined version
of this.
Dive bombing
Checklist:
HUD
mode
NAV or PAVE
Weapons
stationsSelected
Release
mode Single
The idea with dive-bombing is that you increase the
downward velocity of the
bomb by diving prior to release. This means that the bomb
will take less
time to hit the target and it'll fly in a straighter
line, making aiming
easier.
Usually dive-bombing is used against small, hard targets
such as buildings,
ships, or vehicles (tanks etc.). Therefore, ripples are
not often used.
Ideally, you'd want to dive-bomb from at least 5000 feet.
Locate the target,
line up on it, and go into a steep dive (at least 45
degrees). Control your
airspeed with the brakes. Point your gun cross somewhat
ahead of the target
and release the bomb at around 1500 feet, then pull up.
After a little practice, you'll be able to estimate the
right moment and
position for bomb release.
You can also dive-bomb from different altitudes and
different dive angles.
If you start really high, you can fly almost or
completely vertically for
maximum accuracy, but you'll have to pull up much
earlier. Similarly, in a
battlefield situation you might have to bomb from a much
lower altitude, and
will have to do with a shallower dive.
Note that you're going to have take into account your
weight (the heavier
you are, the longer it'll take to pull out of the dive),
the kind of bomb
you use (it's very dangerous for your health to get too
close to the blast
from a Mk84), and wind. Long hours at the practice range
are highly
recommended!
The tools of the trade
In this section are practical tips about using the
different kinds of
weaponry available in A-10 Attack!. The checklists aren't
"rules", instead
they remind of the things that should be taken into
account and describe
typical uses for each weapon.
Which weapon to use on which target?
Target
Weapons
Tank,
artillery The gun, Maverick,
Hellfire, HVR's, Rockeye, Mk82HD, Mk82
Paveway
AAA
Maverick, HVR's , the gun
SAM
site HARM, Maverick,
HVR's, the gun
Oil
tank Maverick, HVR's,
the gun, Mk 82, 83, 84
Boat
Maverick, HVR's, the gun
Ship
HARM (radar), Maverick (other defences), Mk 82, 83, 84
Fighter AIM-9,
HVR's, the gun, HARM
Bomber,
transportAIM-9, HVR's, the gun
The GAU-8/A Avenger gun
The gun carried by the A-10 is one of its deadliest
weapons. It can be used
with devastating effect against all kinds of targets up
to medium-sized
boats. Use the "low" fire rate against tanks
and small buildings as one or
two hits are enough to destroy the target. Against
aircraft, boats, AAA
defences etc. use the "high" fire rate, as they
take more damage to destroy
or are important to destroy at extreme range. (The
"low" fire rate tends to
spread the bullets too widely at extreme range.)
Free-fall bombs
See above (Bombing section) for descriptions of the
different ways to use
free-fall ordnance.
Free-fall bombs are bombs that have no guidance system of
their own. They're
simply dropped on the target. When a free-fall bomb is
released from a
plane, it continues in the direction the plane was going
at the moment of
release, and starts to fall downwards. This means that if
a plane is flying
straight and level and keeps going after the bomb is
released, it will be
very nearly above the bomb when it impacts. At low
altitudes this can be a
problem, as the blast radius of the bigger bombs is
considerable. In other
words, keep enough altitude, and pull up after releasing
the bombs.
(Drag will slow down the bomb slightly, but at low altitudes
not enough to
significantly affect the impact point, except with the
Mk82HD).
The Mk82, the Mk83, and the Mk84 general purpose bombs
These are basically iron shells filled with a high
explosive and equipped
with a fuse that causes them to explode upon impact. The
Mk82 carries 500
lbs of explosives, the Mk 83, 1000 lbs, and the Mk84,
2000 lbs. They are
very effective against all kinds of ground targets,
provided you can score a
hit. ("Remember: big dumb bombs kill just as dead as
small smart bombs.")
The CCIP is very helpful with free-fall bombs, if you're
not being fired
upon and can get a good, steady approach. In combat
situations, dive-bombing
or the FAR (Feels About Right) method works better. See
above for
descriptions of the different bombing methods.
The Mk82HD
The Mk82HD ("high-drag") bomb is a variant of
the standard Mk82 500 lb bomb.
It is not strictly free-fall, as it pops retarding fins
after being
released. This means that the bombs "fall back"
from the plane after
release, and the plane has time to fly out of the blast
radius before the
bomb impacts. They're meant to be used in battlefield
situations at low
altitude.
The CCIP is useful with them, too, if you use them at an
altitude of ca. 200
feet. At higher altitudes, the slow-down caused by the
retarding fins
renders the CCIP useless. They're not well suited for
dive bombing, as the
retarding fins make it difficult to judge the point of
impact.
A typical way to use Mk82HD's is to get a tank or group
of tanks in your gun
cross, pickle slightly ahead of the target with the CCIP,
and pull to level
flight. When the bombs release, pull up. With a little
practice, you'll find
that you can score accurate hits this way or even without
the CCIP, by
estimating the right moment for release - you're quite
close to the target
anyway.
The Mk20 Rockeye cluster bomb
These bombs are particularly badly documented: they're
not even mentioned in
the printed manual. The Rockeye cluster bomb is a
special-purpose weapon
designed to destroy large numbers of small targets, such
as small buildings,
tanks, or personnel. When it is released, it falls some
distance, then
bursts, releasing a cloud of bomblets, each of which
produces its own small
explosion. A single Rockeye can cover a fair amount of
terrain, and destroy
several targets at a go.
Rockeyes are used much like ordinary free-fall bombs.
They can be targeted
with the CCIP or used in dive bombing. Only the targets
are different (small
targets as opposed to big, hard ones).
Rockeyes are most effective if released from an altitude
of a few hundred
feet: this gives the bomblets time to spread, and enables
them to cover a
larger area.
A problem with Rockeyes in A-10 Attack! is that they're
so accurately
modeled. Each bomblet is individually tracked and
produces its own
explosion. This means that some slow-down (read:
jerkiness) is guaranteed on
all but the most powerful Macs. Also, several people have
reported system
crashes when using multiple Rockeyes. For this reason, in
version 1.1 the
maximum number of Rockeyes used simultaneously was
hard-coded to 4.
The CBU-15 Durandal
Checklist:
HUD
mode
NAV or PAVE
Weapons
stationsSelected
Release
mode Set accordingly
Ripple
count Set accordingly
(if any RIP mode)
Ripple
interval Set accordingly (if any RIP mode)
The CBU-15 Durandal is an anti-runway bomb. A drag chute
pops up, slowing
down the bomb and pointing it downwards. Then it fires
the warhead straight
down, which pierces the concrete of the runway and
explodes. This makes a
crater and causes a "bulge" around it - not
even an ATV can drive around in
it, let alone an aircraft. (In A-10 Attack! the bulge is
modeled as a
crater.)
As stated in the Bugs section, Durandals are next to
useless as the runway
damage is repaired very quickly. They're also a beast to
target, as the CCIP
is useless with them because they're not free-fall bombs.
A good technique
is to fly fast over the runway as if you're landing but
at a couple of
hundred feet and ripple lots of them on the runway with a
ripple interval of
50 to 99. But for the bug, this would really mess up a
runway.
Laser-guided bombs and missiles (Mk 82, 83, 84 Paveway,
AGM-114A, AGM-65E)
Checklist
HUD
mode
PAVE
Weapons
stations
Selected
Target
designation from HUDSelected (Tab key)
Release
mode
Single
Laser-guided bombs are very easy to use, and hit almost
every time. The only
limitation is that a target has to be painted with laser
light by other
forces - either ground units or aircraft specially
equipped for the task.
(In A-10 Attack! it's always ground units.) Such targets
show up on the HUD
as little diamonds, when PAVE mode is set.
The laser designation is chosen by the computer and can
vary on the
computer's whim. Typically it is 'chosen' by the computer
on mission
startup, but it is within the computer's code to choose
different targets
while the mission progresses. So if a designated target
flickers out, then
it isn't a computer bug, but a real feature designed into
the software.
To use laser guided bombs, select a target from the HUD
with the Tab key,
and when the text "release" appears on the HUD,
release the bomb.
LGB's have little fins which correct their flight path.
They don't really
glide, though, which means that you have to have
sufficient altitude for the
bomb to reach its target. A few hundred feet is enough,
and the "release"
sign won't light until you're within range.
Laser guided missiles work just like the bombs, except
that they have
smaller warheads and greater range. The AGM-114A Hellfire
comes in pods of
four, which would be useful if there were more
laser-designated targets in
the game. It carries a fairly small warhead and has
limited range. The
AGM-65E is a "miracle weapon" with excellent
range, pinpoint accuracy, and a
considerable warhead, but the scarcity of
laser-designated targets seriously
reduces its usefulness.
Hyper-velocity rockets (HVR's)
Checklist:
HUD
mode
NAV or PAVE
Weapons
stationsSelected
Release
mode Ripple Single
(RMRS)
Ripple
count 06
Ripple
interval 01
HVR's work like a kind of "long-range cannon".
They're so fast they don't
need much leading and they do a lot of damage. A ripple
count 06 with an
interval of 01 tears up pretty much anything up to small
boats. They're
rather devastating against other aircraft, too. They're
simple to use: just
get whatever you want to hit under the gun cross, and
release a ripple. For
fast-moving targets such as aircraft, you might have to
lead a little (shoot
ahead of its flight path).
HVR's are particularly useful against AAA sites, because
of their superior
range and velocity.
The AGM-88A HARM
Checklist:
HUD
mode
NAV or PAVE
Weapons
stations
Selected
Hand-off
selection from RWRSelected (H key)
Release
mode
Single (RMS)
The HARM is used primarily against SAM sites. Note that
in A-10 Attack! the
ground-based radar is fairly smart: it doesn't just sit
there and wait to be
hit. Instead, it only switches on the radar when it is
needed - this means
that HARMs are often usable only at close range.
To use a HARM, select the radar source from the RWR with
the H key, point
your nose level or slightly down towards the target, then
release the
missile. An altitude of 1000 to 4000 feet (depending on
range) is
recommended.
The HARM is useful not only against ground-based radar
sources, but also
against radar-emitting aircraft (such as the MiG-29). I
don't know if this
would work in real life, though. It carries a much bigger
warhead than the
AIM-9L, but it turns slower. This means that it doesn't
hit as often, but
does more damage if it does hit.
The Maverick (AGM-65B, AGM-65D)
Checklist:
HUD
mode
Any (see below for CCIP)
Weapons
stationsSelected
Release
mode Single (RMS)
The Maverick is possibly the most useful weapon the A-10
can carry. It has
fairly good range and is effective against all kinds of
targets, from AA
defenses to tanks to boats to buildings. It homes on
stationary targets and
it tracks moving ones. It comes in three flavors, the
AGM-65B, D, and E. The
AGM-65B is the standard, TV-guided version; the D has an
infra-red camera
for use in low-light situations, and the E is
laser-guided (and discussed
above with the other laser-guided ordnance).
To use a Maverick, center the crosshairs in the TV
display on the target,
then press to release.
The CCIP mode can also be used to release Mavericks. With
it, the first
press of the release button pickles the target. The
diamond marking the
target can be seen on the HUD. A second press releases
the missile. This
helps avoid false locks -æin real life, it's not at all
uncommon to have
Mavericks lock onto bushes etc. instead of the intended
target.
In windy conditions it can be quite difficult to get a
good lock, what with
your Hog bumping around all over the place. You might
think you have a lock,
only to have the Maverick fly straight and miss the
moving target you're
aiming for. There's no easy way around this, but practice
helps. Rest
assured that the weapon works correctly.
AGM-65D's work just like AGM-65B's, except that they can
see in the dark. In
the Gulf war, Hog drivers used the infra-red camera on
the AGM-65D to look
for targets. In A-10 Attack! this is made even easier, as
the infra-red
image is projected onto the HUD.
The AIM-9L Sidewinder
Checklist:
HUD
mode
NAV or PAVE
Weapons
stationsSelected
Release
mode Single (RMS)
The AIM-9L Sidewinder is a heat-seeking A/A missile. When
it's picking up a
heat source, you hear a growl. When the source is
stronger, the growl is
louder. Release when the growl is loud. If there are
several heat sources in
the area, the Sidewinder will track the strongest one
near the gun cross.
Ideally, the Sidewinder should be fired from behind the
target, but it is an
"all aspect" weapon and works from other
directions as well.
Fuel tanks
Fuel tanks aren't exactly weapons, but they too can be
loaded at certain
hardpoints. The internal tanks are more than big enough
to hold all the fuel
you'll need (and more!) for all the missions in A-10
Attack!, so they're
something of an extra. The only use for them that I've
managed to invent is
exploring the flight model - you can make a Hog really
heavy with them.
Note that you can't jettison a centerline (station 6)
fuel tank.
Managing loadouts
The variety of ordnance and the large number of
hardpoints pose a problem:
in the heat of battle, it can be tough to select the
right weapon and
release mode. Three solutions have been proposed.
"Cheat"
Hit Command-P to pause the game, then select the ordnance
at leisure, then
return to game. Of course, this isn't exactly fair - and
probably won't work
with networked games once they become available.
Use Post-Its on the function keys
Paste a Post-It (or similar) next to each function key,
specifying which
weapon is at which hardpoint. Helps a lot!
Standardize your loadouts
In other words, decide which hardpoints to use for which
weapons and
memorize them. The "general-purpose" mix I use
has Mavericks at points 3 and
9, Mk 82's at points 4 and 8, HVR pods at 2 and 10 and an
ECM pod at 1. For
specialized missions use loadouts with fewer different
kinds of weapons -
for radar-busting, say, load up with an ECM at pod 1,
Mavericks at 3 and 9,
and HARMs in all the other hardpoints. For a
carpet-bombing mission, just
load up with free-fall ordnance at every hardpoint. Once
you decide on a
"system" to use, you'll find that it's easy to
find the right weapon at the
right time.
Ripples
Rippling ordnance is especially useful for two things:
free-fall bombs
(carpet bombing) and HVRs. If you're carrying enough
bombs for carpet
bombing, you probably won't be carrying HVRs, and vice
versa. This means
that you can "pre-set" your ripple to match
your mission - for example,
ripple count 6 and interval 1 for HVR's, and ripple count
4 and interval 8
for carpet bombing. Set these before you actually get
into battle. When
you're in combat, all you have to do is switch between
RMS (single) and RMRS
(ripple). (If you want something in between, use RMP and
RMRP instead of
diddling with the actual ripple setting.)
Of course, some sort of programmable weapons system
controller (the
Thrustmaster WCS, a game pad or the as yet unreleased CH
Products Pro
Throttle) helps a lot here - you can just program one
button for RMS and
another for RMRS.
----------------------------------------------------------------------------
Section IV: The missions
"I'm stuck with mission X. Help!"
A-10 Attack! being the dynamic beast that it is, and
giving the player lots
of freedom in selecting the way he/she approaches the
missions,
"walkthroughs" in the traditional sense can't
really be written. Instead,
this section covers some tips in dealing with the
challenges each mission
poses. Different approaches are possible, and indeed are
a large part of the
fun.
My appeal for mission strategies has been answered: Andre
Molyneux sent me
descriptions of his solutions to several of the missions.
Here's what he has
to say about them:
Obviously, I've found that a few 2000 pound bombs will go a long
way. In some cases it may be more fun to go after targets
individually with the gun, but when you need to take out multiple
targets fast there's nothing like Mk84's to do the job. With the
exception of "Old Man River", I've found that the right
weapons
load-out will allow me to complete the mission with a single Hog
(although I will use the F-15 and F-16's where available to take
out enemy planes).
Editor's note: Make sure you have enough altitude when
using 2000-pounders.
The blast radius is big, and a Hog carrying multiple
Mk84's handles much
more heavily than a more lightly laden one.
There are still plenty of missions looking for a
strategy, and other
approaches are appreciated. Mail me if you want to have
your strategies
included in this section!
Prelude to War
This is an easy mission. There's nothing particularly deadly
around - even
the SAMs are quite light and most often don't do any
serious damage to the
Hog. The most straightforward method is just to fly in,
shoot everything and
fly back out. This is a good mission to practice A/G
attack skills - there
are stationary targets, radar-emitting targets,
laser-designated targets,
and moving targets, some of which even shoot back. If you
use Mavericks,
make sure to get some altitude, as otherwise they tend to
hit the lip of the
tin mining pit in which the fuel dump is.
Retaliation
This is a bit more difficult: the Wildcat batteries are
nasty, if you get
within range. One method is to plot a course avoiding
them, sink the ferry
with Mavericks and the gun, and get back home. Another
method is to find the
Wildcats, hit them with the Mavericks or HARMs before
you're in their range,
and then go for the ferry. This can be tough, as time is
a factor here -
spend too long playing with the Wildcats, and you're
liable to "miss the
boat". (Incidentally, letting the ferry blow up the
dam is good for laughs;
try it once...)
Andre's strategy:
"The quickest way to take out the boat is to take
off, fly at a heading of
120-125 degrees, and stay close to the ground once you've
reached the first
set of hills. The SAM batteries (not mentioned in the
mission briefing, but
shown on the map) will take potshots at you and the
F-16's, so staying low
keeps them (and the anti-aircraft batteries) from hitting
you. Once you're
over the hill, skim the water and head straight for the
boat. With the
firing rate on "high", a single pass is usually
enough to take out the boat
with the cannon, at which point you can just circle
around and land. On the
other hand, you can go up with HARMs and take out the AA
and SAMs for more
points."
Docklands
This is basically another "target practice"
mission. The tanks don't shoot
back. The only major danger is the SAM battery (where the
"radar" chit shows
up). Don't use the default waypoints: instead, plot a
course avoiding the
radar on the way back. Otherwise all your Hogs might get
shot up on their
way back.
Sinking the cruiser is a bit more difficult. One method
that works is to
send one A-10 to knock out its defences with HARMs and
Mavericks. A HARM or
two will knock out its main radar, and Mavericks sprayed
from stem to stern
will destroy the chaingun. Then have another A-10 loaded
up to the armpits
with free-fall bombs do a couple of nice, safe,
high-level bombing runs at
it (once you've mastered the CCIP). It takes two direct
hits from Mk84's to
sink the ship.
Andre's strategy:
"Load up with five Mk84 LGB's, three infra-red
Mavericks, two Mk83's, and
two HARMs. Follow the pre-set waypoints on the way in. Of
the three groups
of parked tanks, at least two will have one or more tanks
that are being
"painted" by a laser. Set the HUD to PAVE as
you approach. Select one of the
painted tanks in the first group (the one in the center
if multiple tanks
are painted) using the tab key, and release a Mk 84 LGB
once "RELEASE" is
indicated in the HUD. Press the tab key until you have
selected a tank in
another group, and do the same. One bomb will take out
all three tanks in a
group, so if every group has a tank painted by a laser,
you can easily knock
out all tanks in one easy run.
"Use the HARMs on the cruiser (they'll take out the
main radar and one of
the others). Fire the infra-red Mavericks at the central
portion of the ship
to take out the chain guns. At this point it's fairly
safe to make a CCIP
pass (dead on from the bow or stern is best) and use two
of the Mk84's to
take out the ship (the LGB's can be dropped as normal
bombs if you run out
of lased targets). With whatever ordnance you have left,
take out one or
both of the tankers/transports/whatever they are.
"With judicious use of ordnance, a single Hog can
take out every enemy in
this mission except the SAM battery. That hillside SAM
site is vicious, and
is best avoided altogether."
Marauding BMP's
This mission is a bit tougher than the first two, as
there are threats
approaching from several directions. One working strategy
is to have one Hog
fly straight to the artillery pieces shelling your
airfield and knock them
out, another (targeting anti-aircraft on the first pass,
tanks on the
second) to harass the BMP's. Once the first Hog is done
with the artillery,
he can come back to kill the BMP's with all he's got.
Mavericks, HVR's,
Mk82HD's, and the gun work well here.
It's very important to get the AAA tanks knocked out fast
- otherwise
they'll smoke you while you circle around after the
others. Try to pick them
out from the crowd from a safe distance, and kill them
with Mavericks. When
you're getting closer, use HVR's - they're a lot faster
than the cannon
rounds and have better range. And if they're still not
dead at cannon range,
shoot hard.
Andre's strategy
"Load up with six Mk 84's and two HARMs. Take off
and nail the artillery
battery (there may be two) with the gun, then swing back
around and head for
the groups of BMP's. For each of the two main groups,
select a HARM as you
approach. If you get painted by the AA radar before
you're really close,
fire a HARM at the radar source and turn away (it'll be
firing at you, and
the HARM may get hit on the way in. If you change your
heading it won't be
firing in the HARM's direction.) If you don't get painted
by the radar until
you're really close, or you've already taken it out,
select 3 Mk84's, go to
CCIP, set release mode ripple single and ripple count 03
(helps to have
buttons programmed to do this quickly). Pickle a point a
bit ahead of the
BMP's (they're moving forward, so give them a fair lead),
then fly level and
wait for the bombs to release. Make a hard break to one
side or the other,
you don't want to be above the Mk84's when they go off.
As long as your
salvo of three big bombs hits close-by, you'll wipe out
the entire group.
"Use the same strategy for the second group, and if
there are any BMP's to
the SW of you base (occasionally two or three will be
approaching from that
direction with no AA support) take them out with the gun.
With this strategy
I've been able to take out each group with a single pass
with just one
plane."
Antinov [sic] Armada
Actually, it's Antonov with an "o", whatever
Parsoft says.
There's only one challenge with this mission: the
MiG-29's escorting the
Antonovs. One good strategy is to have the F-16 fly above
and behind the
enemy planes (this takes some careful tweaking of
waypoints) and have him
try to take out the MiGs. After they're down, killing the
Antonovs is easy
and fun.
For the ones who like a tough dogfight, it can be fun to
try to kill the
MiGs yourself. This is not easy, though - first you'll
have to dodge their
Atolls, and then you'll have to outfly them. Not an easy
task, considering
that the MiG-29 is one of the best fighters around.
However, if you fly low
(below 150 feet) and slow (below 150 kts), you'll be able
to out-turn them
and give them the Warthog Stomp with the gun, or they
might stall their
planes and auger in, trying to follow your maneuvering.
(In real life, the
MiGs would probably just take off with full afterburners
and come back for
high-speed slashing attacks; you'd be in a lot more
trouble then.)
Of course, whatever you send against the MiGs will slow
them down, enabling
another Hog to sneak up on the unprotected Antonovs,
again toasting them. An
entirely different approach to this mission involves
destroying the runway
at the planes' destination base. However, this is
currently impossible
because of the Amazing Self-Repairing Runway bug.
Demolition Crew
This is a quite a difficult mission. There are lots of
targets, many of
which shoot back, and time is definitely a factor. One
tactic that works is
to send one Hog after the column of tanks and another
after the boats - if
you're the one who attacks the boats, try to get two
boats with one pass
each, and then hit the tanks. You have to be quick, or
the tanks will get to
their position and blow up the nice building that Parsoft
seems to think
constitutes Hamburg downtown. Tactical finesse doesn't
seem to help much
here; what is needed is some very sharp flying.
Andre's strategy
"Similar strategy to Marauding BMP's. Head straight
for the tanks, taking
them out with a few well-placed Mk84's. Nailing the tanks
right away is
paramount - once they're gone you can take your time.
Carry a few harms as
well, to help reduce the amount of fire coming from the
boats. Use the gun
to take out the boats, them mop up any AA pieces left
behind. Oh, and don't
forget to vector your F-16's up that valley to the north
to catch the
Su-25's well before they can start bombing."
Assistance Needed
Two good strategies have been suggested. The first one is
to do what the
mission briefing says: load up one Hog with HARMs,
Mavericks, and an ECM pod
and send it against the SAM site, and the others against
the airbase, loaded
with bombs and Mavs. Note that each SAM launcher has its
own short-range
radar: destroying the radar truck isn't enough to knock
the site out, you
have to get each launcher too (or have it launch all its
missiles).
Fly along the preset waypoints at around 3000 ... 4000
feet, until you see
the spike corresponding to the main radar of the site.
Kill it with a HARM,
and keep your trigger finger ready when closing in. When
you're quite close,
the launchers will target you. Now's the time to hit them
with the HARMs,
duck any missiles coming your way, and get in close. If
some are still up,
you can get them with Mavericks or your gun - the SAMs
seem to be
intermediate range and can't lock onto you if you stay
very close to them.
An easier way to complete this mission is to tell the
generals to go fish,
disobey your order to destroy the SAM site, and program
the Tornados to
avoid the site altogether and fly straight to the enemy
base at top speed.
Have your Hogs (loaded up with Mavs and Mk82HD's) fly to
the same
destination. After your visit, the enemy airbase will
look much like a
potato field.
Old Man River
This can be very tough, if the enemy decides to send its
bombers in: if one
of those Sukhois gets through, you can kiss your tanks
good-bye. Have the
F-15 fly to the area ASAP and intercept any incoming
bombers. However,
you're going to have to deal with the SAM in the town
first, or good-bye
Eagle. One A-10 (flown by you, preferably) will fly like
a bat out of Hell
to the SAM site, destroy it (at one pass, of course) and
then find and
destroy the S-2 artillery pieces. The others will follow
hot on his heels,
targeting anything that moves. The rest (tanks) are easy
- if you get that
far, the M1A1's won't have a whole lot to do once they
get to the garrison.
It's also possible to complete this mission without
flying the planes
yourself: you'll just have to program the waypoints with
appropriate targets
(no more than two different kinds at a time; one
recommended), move them,
and change the programming as the situation progresses.
----------------------------------------------------------------------------
Section V: Where to get background info?
"What's a C-5?"
"Are there any WWW pages about A-10 Attack!?"
"Where can I find out more about the plane/the
gun/the ordnance/the flight
model/the missions..."
There's a lot of info available about A-10 Attack!, the
A-10 plane, the
various weapons and related topics.
The Aircraft in A-10 Attack!
There's a large number of different objects in the game.
Here's a very
brief, rudimentary description of the most important
ones, aircraft. If you
want more info, a trip to the local library ("militaria"
section) is highly
advisable.
If someone would like to help me by providing more info
about the C-5 and
the An-124, as well as stuff about the other objects in
the game (tanks,
Wildcat batteries, SAM sites, boats...) I'd be very happy
about it! And
please let me know if you find any errors in the
descriptions.
The Fairchild-Republic A-10A Thunderbolt II
This is what you're flying. The manual contains a history
and a complete
description of the aircraft. Read through it for detailed
info. Briefly, the
A-10 is a plane built to fly low and slow, turn on a
dime, loiter over the
battlefield for a long time (combat endurance of about an
hour), carry lots
of ordnance, and be able to take about as much punishment
as a tank. It also
carries the biggest gun ever put into an airplane. It has
been in active
service since 1977, but despite its excellent performance
in the Gulf War,
it is scheduled to be replaced by an attack version of
the F-16 (see below).
The General Dynamics F-16C Fighting Falcon
One of the most successful and widely deployed fighters
in the world, the
F-16 is a small, light, agile, multirole fighter with a
very high
thrust-to-weight ratio that comes in several variants.
It's used by NATO and
other US-allied countries around the world, and was first
put into service
in 1979. The most important versions are the F-16A and
the F-16C. The main
difference is that the latter is equipped with A/A radar
and (in its newest
versions) a more powerful engine to compensate for the increase
in weight.
The F-16C is capable of performing A/A as well as strike
missions, although
it is not quite as versatile in this respect as the
somewhat larger F/A-18
Hornet. Its top speed (current version) is 1390 MPH at
36,000 feet, and can
carry up to 6 air-to-air missiles. Its largest problem is
a limited range
and a combat endurance of only a little more than a half
an hour.
The McDonnell-Douglas F-15C Eagle
The F-15 Eagle heavy interceptor is regarded by many to
be the best fighter
in service anywhere. It is rather large and heavy, but
has an astounding
thrust-to-weight ratio of approximately 1.4, enabling it
to accelerate
straight up. Its combat endurance is very high for a
figher - about 1 hour.
It carries the powerful Hughes APG-70 radar system, and
can carry up to 8
air-to-air missiles. The most important variants are the
F-15A (original
version), F-15C (improved avionics, radar, and engine),
and F-15E (longer
operating range, strike-optimized).
The Eagle was put into service in 1972, and was designed
to be a "Foxbat
killer", countering the new Soviet MiG-25. Its top
speed of 1750 MPH doesn't
quite match the Foxbat's, but its avionics and
dogfighting capabilities are
considerably superior. Its greatest fault is that it is
very expensive and
has high operating costs.
The Panavia Tornado IDS
The Tornado is a product of European collaboration:
Panavia was founded by
British Aerospace (Great Britain), Aeritalia (Italy), and
MBB (Germany). It
is considered by many to be the best all-weather
long-range low-level
interdiction aircraft in service. It is capable of
carrying practically any
NATO-operated tactical weapon, has advanced avionics
including fly-by-wire,
artificial stability, and TFR, a dash speed of 920 MPH at
sea level, is
exceptionally gust-resistant and, thanks to its small and
fuel-efficient but
powerful engines and swing-wing, has a combat endurance
of nearly an hour.
The Lockheed C-5 Galaxy
For a long time, the C-5 was the largest aircraft in
operation. It is a huge
transport, designed to ferry troops and materiel to
operating theatres. Its
maximum wartime takeoff weight is 840,000 pounds (378,000
kg), its four
turbofan engines develop a combined thrust of over
160,000 pounds (nearly
74,000 kg), and it has a crew of six. It can carry a
payload of over 290,000
pounds (130,000 kg) thousands of miles (maximum range
empty is over 5000
nautical miles). The Galaxy has a top speed of 541 mph
and a ceiling of
about 34,000 feet. It was first deployed in December, 1969,
and is no longer
in production, the last C-5B having been delivered in
April, 1989.
The Mikoyan-Gurevich MiG-29 Fulcrum
Along with the very similar Sukhoi Su-27 Flanker, the
MiG-29 is the best
Soviet-built fighter. It has an astounding
thrust-to-weight ratio of 1.5, is
highly maneuverable in a very wide flight envelope (its
stall speed is not
much higher than that of the A-10, while its top speed is
a whopping 1545
MPH!), has very good avionics including a passive
infra-red detection system
(although not up to par with the best Western fighters),
and can carry a
large variety of ordnance. A strike-optimized model has
also been developed,
but has not been produced in significant numbers.
The Fulcrum first saw service in 1984. After the collapse
of the Warsaw
pact, it has been widely seen in air shows around the
world and has been
sold to several foreign clients. The MiG-29 is a very
nasty opponent in a
dogfight. Its greatest failing is a combat endurance of
less than a half an
hour.
The Sukhoi Su-25 Frogfoot
This is the Soviet Union's answer to the A-10. It
resembles the Northrop
YA-9 in many respects. Compared to the Hog, the Frogfoot
is smaller, less
heavily armored, carries a smaller cannon, lighter
ordnance load, and has
shorter range and loiter capability, but it is more
maneuverable and faster.
It has been operational since 1983.
The Antonov An-124
Currently the largest aircraft in service, the An-124 is
in many respects
similar to the C-5. It has also been used to
"piggy-back" the Russian
"Buran" space shuttle.
Internet resources
* The
comp.sys.mac.games.flight-sim newsgroup. This is where most of the
A-10 related discussion is.
* Tom
Morrison's flight sim home page:
http://www.xmission.com/~morrison/MFS/home.html
The best archive of Mac flight-sim related stuff, with links to many
other pages.
*
Scott Cherkofsky's flight sim home page:
http://www.shirenet.com/~crusader/html/Flight_Simulators.html
Another archive of stuff related to Mac flight sims. Notably, the
Things to do, Places to see list can be found here.
* Tim
van der Leeuw's A-10 Attack! home page:
http://www.cs.vu.nl/~tnleeuw/A10/
*
Todd Hartmann's home page: http://www.metronet.com/~toddh/.
* The
Rosebooms' A-10 page: http://www.rahul.net:80/roseboom/a10/
Tips on the missions, easter eggs, and more.
* The
home of this document: http://www.seittipaja.fi /A10FAQ/
The documents below can be found at these sites.
Documents
"A-10 Flying Qualities" by Art Day
A very detailed and enjoyable tour of the A-10 Attack! flight model.
Taught me that "Dutch roll" isn't some kind of pastry...
"An A-10 Attack! primer" by Petteri Sulonen
A document intended for the beginning Hog driver or flight simmer. It
consists of exercises covering the basic topics of flight simming, from
take-off and landing to basic combat maneuvers, such as high-G turns
and CCIP bombing.
"A-10 FAQ*Rev 1.1"
This is an FAQ about A-10 the plane, not A-10 the game. It contains
lots of info about the Hog, the Avenger gun, and related topics.
Definitely worth a read!
"A-10 Attack! demo help" by Michael Hutchens
A how-to guide for the A-10 Attack! demo. A bit dated now that the
actual game is out, but worth a look.