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Installation . . . . . . . . . . . . . Welcome . . . . . . . . . . . . . About the Comanche . . . . . . . . . . . . . Quick Start . . . . . . . . . . . . . Main Menu . . . . . . . . . . . . . Options Menu / Controls . . . . . . . . . . . . . Targeting . . . . . . . . . . . . . On Screen Displays . . . . . . . . . . . . . Flying the Comanche . . . . . . . . . . . . . Weapons . . . . . . . . . . . . . Enemies . . . . . . . . . . . . . Multiplayer Games . . . . . . . . . . . . . Credits . . . . . . . . . . . . . Tech Support / Legals . . . . . . . . . . . . .

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To install the game, insert the Comanche 4 CD into the CD-ROM drive. When the game menu appears, click the INSTALL COMANCHE 4 button. The automatic installation will walk you through the rest of the set-up. If you load the disk and nothing happens, double-click on the My Computer icon on your Windows desktop. Then double-click the COMANCHE 4 button. When the auto-run menu appears, click the INSTALL COMANCHE 4 button. After the game installs it will automatically return to the auto-run menu. Press the START COMANCHE 4 button to begin the game. You may also start Comanche 4 from your computer’s Start Menu. The start up icon can be found in a NovaLogic folder of your Program Files. The default directory will be C:\Program Files\Novalogic\Comanche4 You will need to refer to the CD Key printed inside the Comanche 4 jewel case in order to install the game or access NovaWorld. When prompted, type the CD Key into the space provided. It is recommended that you keep this number safe for future use. You will not be able to reinstall Comanche 4 without it. If you plan on using a joystick you should configure it before playing. Refer to your joystick’s installation instructions.


Welcome to Comanche 4, the latest game from the team at NovaLogic! We hope you will enjoy the thrill of flying the RAH-66 Comanche helicopter into virtual combat. The Comanche is easily the most technologically advanced rotorcraft in the world and is one of the newest weapons in the U.S. Army's arsenal. It's so new, in fact, that it won't become a regular part of the Army's inventory until 2006! While the Comanche helicopter is a leap forward in avionics technology, Comanche 4 is a leap forward in video game technology. We've worked hard to ensure that Comanche 4 stands out from the crowd by developing advanced features just for this game. Realistic rotor wash effects kick up dust and dirt when you fly near the ground. Ships capsize and sink beneath the water. Dynamic shadows, reflections off the water and spectacular building explosions are features designed to improve the realism of your gaming experience. Once you think you've honed your skills on the single player missions you should try your hand against other Comanche 4 pilots through NovaWorld. Log in and see how you fare against other virtual aces.


The RAH-66 Comanche is being designed and built by Boeing-Sikorsky to be a lightattack reconnaissance helicopter capable of carrying out many types of missions. The Comanche carries the latest in technology and weaponry. In addition to being armed with a variable array of Stinger and Hellfire missiles, the Comanche boasts a 3-barrel 20mm cannon and 500 rounds of ammunition powerful enough to destroy armored vehicles or other helicopters. The latest technology in visual, aural and radar reduction is being incorporated into every aspect of the craft to help it avoid enemy detection. "If you can't see it, you can't kill it" is a motto of the Armed Forces, and the Comanche team has taken it to heart. It's shape and materials have been designed from the start to make the Comanche practically invisible. Its missiles and 20mm cannon can all be stowed inside the body to reduce its radar appearance and deployed when needed. The Comanche is also smaller than other helos and has advanced noise reduction which means it is harder to spot by human means as well as electronic. With its low profile, radar absorbing skin and hidden weapon pods the Comanche is capable of infiltrating enemy territory with a greatly reduced threat of detection. Fly low. Stay hidden. Complete the objectives. The Comanche makes it easier than ever to fulfill these tasks and return home safely.


After installing Comanche 4, you may want to get right into the pilot’s seat and fly. With that in mind, we’ve provided a quick guide to get you flying and fighting within minutes. We do recommend you read the manual and fly the single player training mission to learn about all of the features the Comanche offers. Knowing your helicopter can make the difference between being the hero and being a smoking pile of wreckage. 1. From the Main Menu click the Single Player button. 2. Select the first campaign, then select the mission “Still Waters” and wait for the mission to start. 3. Increase altitude (SHIFT key). The CTRL key lowers your altitude if you go too high. 4. Raise your landing gear (G Key). 5. Turn (Mouse left or right) until you are facing the waypoint #1“lollipop” . 6. Move forward (A key) and follow the waypoints until you reach waypoint #3. 7. The direction to your next waypoint will be indicated by a numbered caret (^) attached to the Compass Heading Tape at the top of your screen. Turn until the caret and the number are directly in front of you. You will now be facing the correct direction. 8. Check your Tactical Situation Display screen on the right side of your control panel for targets. They will appear as red dots on your scope. Turn the Comanche until the dots are at the top of the map. This means you are facing them. 9. Right-click the mouse to get a target lock. A special symbol will appear over your target. 10. Left-click to fire your 20mm cannon until the target is destroyed. 11. Right-click again to lock the next target. 12. Press 2 to select hydra rockets and left-click to fire. 13. Repeat steps 9 thru 12 until all the bad guys are eliminated!


The Main Menu will automatically appear when Comanche 4 starts up.
SINGLE PLAYER - Accesses all of the Single Player campaigns and missions as well as

user created maps.
MULTIPLAYER - Press this button to play against human opponents via NovaWorld

or over a LAN.
OPTIONS - Accesses the menus for changing your controls, audio, video, key commands, etc. CHANGE PILOT - Comanche 4 allows you to create a number of different pilots, each

with his or her own career. From this screen you may add another pilot to your roster or play a previously created pilot. Each pilot’s career is saved after each mission.
SAVED GAMES - Each time you complete a mission, your game is saved under your

current pilot’s name. Any missions you have completed can be replayed with that pilot.
UPDATE GAME - If you are currently connected to the Internet this button will launch an update wizard to download the latest updates for Comanche 4. EXIT GAME - Closes Comanche 4 and takes you back to your computer’s desktop.


Within the Options Menu you can select the various tabs on top of the page to access different option selection screens. After you choose your options, press the ACCEPT button to save your changes and return to the Main Menu. NOTE: Comanche 4 is designed to run on a wide range of computers. Reducing one or more of the video settings may improve performance on slower computers or those with older 3d cards.

SCREEN RESOLUTION - Selects your display resolution. Higher settings give better image quality, but may degrade performance. GAMMA - Adjusts the color and brightness to best suit your monitor. “DETAIL” SWITCHES - The detail switches set the number of polygons that give objects and terrain their shape or the number of pixels and colors that make up a texture. Using greater numbers of polygons and pixels enhances the look of the game but can affect your performance. “QUALITY” SWITCHES - The remaining switches toggle various graphic effects between

low, medium and high.
CHANGE VIDEO CARD - If you have more than one video card installed on your computer, you can use this option to determine which one is used to play Comanche 4.

VOLUME CONTROLS - Move the sliders to set the volume for individual types of sounds.


When you begin a new campaign you can select which flight options, peripherals, views and targeting modes you wish to use in the game. These options will be the default settings when you enter a mission and will remain constant for your current pilot. If you change settings in the middle of a game those will become your new defaults. When you first run Comanche 4 the options that make the helicopter easiest to fly will already be selected. By changing the flight options you can increase the Comanche’s performance envelope, but it will be more complex to fly. To find more detailed descriptions of some of the following effects and other Comanche flight characteristics please read the “Targeting” and “Flying the Comanche” sections of the manual on pages 14 and 19. Below are descriptions of the various control options you can choose:
DEFAULT VIEW - Comanche 4 allows the player to choose between three different

perspectives while playing the game. First Person View (F1)– This view eliminates the cockpit controls and shows just the HMD (Helmet Mounted Display) symbols and MFD (Multi-Function Display). The details of both displays are described on page 16. Cockpit View (F2) – Alternates between two cockpit views: Low and High. Low view includes your cockpit control panels and MFD’s. High view looks over the control panels.


Third Person View (F3) – This view is outside the Comanche allowing you to see the entire helicopter as well as the HMD displays. You can move your view by pressing the Camera keys (described on your keyboard layout chart) on your keypad. Freelook (F4) – In any of the three views you can move your view and targeting crosshair independently of the aircraft’s direction of travel. Press F4 to engage Freelook then use the mouse to adjust your view. Be mindful of your direction and speed. It is easy to hit something when you are looking out the side windows! Press F4 again to exit Freelook and return to your previous view.

either the mouse or joystick to control the Comanche’s flight. Selecting both will let the mouse control the fantail (rotational) input and let the joystick control the collective and cyclic.

When enabled, this option causes the Comanche to turn left or right when the controls are pushed in that direction. When disabled, the Comanche will slide left and right instead. Mixed controls make the Comanche easier to fly and turn, but do not allow for the advanced tactic of strafing.


HAT SWITCH CONTROLS COLLECTIVE/FANTAIL - When enabled, this function allows

the Hat Switch on your joystick to control the Comanche’s collective (vertical) and fantail (rotational) functions.
ENABLE TWISTING JOYSTICK OR RUDDER PEDALS - When engaged, this setting allows you to use foot pedals or the third axis of a twisting joystick to control your fantail input. ENABLE THROTTLE - Click this function to allow input from a separate throttle input

device. The throttle controls your collective and can be used interchangeably with the keyboard. The computer will override one device if it senses input from the other.
INVERT AND REVERSE SWITCHES - These switches reverse the input of your mouse, joystick or other input devices. For example, pushing the throttle forward will normally cause the Comanche to increase altitude. Reversing this will cause the Comanche to reduce altitude when you push the throttle forward.


These modes determine how the Comanche targets enemies. For a more detailed description of how targeting works, please read the “Targeting” section on page 14. Nearest Target (Mouselook) - Computer will target and Active Lock the one, and only one, target that is closest to the crosshairs. Any weapons fired will go towards that locked target. To lock a different target you must move your cursor over it and press the Cycle Target key again. Cycle Target (Shootlist) - The computer will Active Lock the nearest target and then place additional targets in a shootlist. Pressing Cycle Target will move the Active Lock to the next enemy on your shootlist. When you reach the end of the shootlist, the first enemy will be targeted again. Use mouse for targeting: When selected, you will be able to use the mouse to control your targeting crosshairs and not for steering the Comanche. You will have to use the keyboard or joystick to control your flight.

These controls are for advanced flyers and make the Comanche significantly more difficult to fly. The trade off is that a skilled pilot can get more responsive movements from his or her craft, thus substituting ease of control for performance.
SLIP CONTROL – Slip control auto-corrects for sideways motion. When it is turned off you will have to over-steer in the opposite direction of travel to bring yourself to a halt. Otherwise momentum and low air friction will allow the Comanche to continue sliding in its current direction. This also assists in recovering from banked turns. LIMIT CYCLIC RANGE – Limits the amount of tilt possible by the Comanche rotor blades.

Extreme tilting of the cyclic can produce greater speeds, but also results in reduction of altitude and other unrecoverable conditions.


PIO CONTROL – PIO stands for Pilot Induced Oscillations and is a major cause of

many air crashes. PIO occurs when a pilot over-corrects for his craft’s pitch or yaw. This over-correction brings the craft too far in the opposite direction and the pilot over-corrects again to try to get back on track. This back and forth cycle continues and escalates until recovery or a crash occurs. The PIO control determines how much pilot correction is necessary to bring the Comanche to a stop when travelling at speed. High PIO control means the pilot can simply let go of the joystick and the Comanche will automatically come to a stop. Low PIO will require a great amount of controlled pilot correction to counteract any forward or sideways movement.

This page is where you can reassign the actions linked to your keyboard, mouse and joystick inputs to suit your personal playing style. To change an action command, singleclick on the action you wish to assign to a new key. Once the selection is highlighted press the key or button you want to assign to that command. If you press the default button all of your changes will revert back to the game’s presets.

This menu allows you to watch the opening cinematic, view the credits, select whether the cinematic plays each time you start the game and (if you complete the game) view the closing cinematic.


The Comanche uses the crosshairs, or targeting pip, in the center of your screen to determine which enemy you are going to shoot. While a target may be visible to you, it may not be within the firing cone of your current weapon. When this occurs, your targeting pip or Active Lock icon will turn gray. Turn your Comanche’s nose towards the enemy to bring the target within range and fire your weapon. During combat there are two types of targeting you can employ. They are Passive Lock, which is always enabled, and Active Lock which you must engage manually. Before you start a campaign you must select which mode of Active Lock you wish to use. These two modes are Nearest Target and Cycle Targets and can only be changed between missions. (Note: Hellfires have their own special targeting system that is explained in the Hellfire weapon section on page 24.)

If you do not have a target in an Active Lock, your pip will turn yellow when it is pointing to a valid target. If your pip is yellow, the computer will automatically compute lead to ensure a hit. As long as your pip stays on the target your weapons will work just as if you had an Active Lock. If you are not pointing to a valid target, your munitions will simply fly straight.


NEAREST TARGET - When you press the Cycle Target key (default is the right mouse

button) the computer will automatically identify the nearest valid target and put a lock on it. A Lock symbol will be projected onto it via your HMD. To change targets, move your cursor over another enemy and press Cycle Target. The previous Lock symbol will disappear and a new one will overlay the new enemy. To remove all Active Locks press the Caps Lock key.

mode the computer will locate and prioritize multiple targets according to their threat level and Lock the most important. The remaining targets will be highlighted and placed on your shootlist. To move between targets press the Cycle Target key and the Lock will shift to the next target on your list. When a target is destroyed the next shootlist item will automatically be locked. This mode makes it easier to target enemies since it automatically moves from target to target, but it may take longer to cycle to the target you wish to attack. To remove all Active Locks press the Caps Lock key.


One of the assets of the Comanche is its ability to process many types of information and present it to the pilot in an easily understandable way. Targets, waypoints, speed, damage, etc. are all collated and presented to the pilot via the Helmet Mounted Display (HMD) or the cockpit control panel’s Multi-Function Displays (MFD). In your Cockpit View these screens will be imbedded in the dashboard. In first person and third person views the displays will appear in the upper right corner of your screen.

The MFD’s are two display panels near the center of the Comanche control panel. They are capable of displaying a great deal of graphical information and will become invaluable to your missions.
LEFT SIDE MFD – This screen will display either a graphic of damaged Comanche

systems or, when you have a weapons lock, an image and description of your current target and range.
RIGHT SIDE MFD – This display coordinates with J-STAR reconnaissance satellites as

well as on-board GPS, targeting and navigational systems to provide real-time maps and enemy locations. It also displays the relative altitude of terrain around you. As your altitude increases, any terrain below your altitude will be green, terrain above your altitude will be red. This allows you to plan your flight path accordingly.

The most pertinent combat, flight, target and weapons data is displayed through optics built right into the pilot’s helmet. To the crew it appears as though the information is being projected on the cockpit window. The HMD’s are visible in all three perspectives. Even this can become cluttered at times, so there are multiple layers of information that you can select depending on what you wish to see. Pressing the HMD Detail (key F6) will add layers of detail to your screen. Here is a description of each HMD symbol.







7 8


9 10

25 24 23 22 21 20 19 18 17 16

11 12 13 14 15

This layer gives just the most basic navigation and target information. 1. WAYPOINT INDICATOR – Shows the distance to your next waypoint as well as the waypoint’s name. 2. MAGNETIC COMPASS TAPE – This strip of numbers shows your heading according to a 360° compass in 10° increments. 3. HITG INDICATOR – Shows which way the nose of the Comanche is pointed. The HITG stands for “Hole in the Ground” because this is what you will be if you don’t pay attention to where this symbol is pointed. 4. HEADING INDICATOR – Current heading in degrees. 5. WAYPOINT CARET – Shows direction to your next waypoint. 6. MISSION NAME – Displays name of your current mission. 7. MISSION TIME CODE – Displays how much time has elapsed since the start of the mission. 8. FARP CARET – Shows direction to nearest Forward Arming and Refueling Point.

9. THREAT DISPLAY - 360° view of known threats, friendlies and targets. Targets are displayed as colored symbols. When you have a Lock on a target the map symbol will appear inside a circle. Incoming radar locks are shown as red lines. Sections of the circular ring will light up to show you the direction of incoming threats. 10. ACTIVE LOCK TARGET SYMBOL – This symbol will appear over a target when you have acquired an Active Lock. 11. WAYPOINT STAKES – Virtual markers showing your next planned destination. Also referred to as a “lollipop”. 12. GUNSIGHT PIPPER – Aiming crosshairs of your weapons. Each has a different symbol that will appear when that weapon is selected. When your pip is over an enemy target it will turn yellow. Targeting friendly forces will turn it red. 13. TORQUE INDICATOR – Shows how much strain your engines are under. The more lift you induce, the more torque is created. 14. STATUS MODEL - This image of the Comanche shows whether your landing gear is down or your weapon bay doors are open. At the bottom of the Comanche outline is a bar displaying your current health. 15. AMMO STORES – Number of ammunition rounds remaining for your currently selected weapon. 16. WEAPON IN PRIORITY (WIP) – Shows currently selected weapon. 17. VELOCITY VECTOR – Line indicating current relative direction and speed. The faster you fly, the longer the line. 18. FARP BOX - When you are over a FARP (Forward Arming and Refueling Point) and your gear is down, this box and circle will illuminate. The closer to the center of the FARP, the smaller the circle will appear. This will help you land so you may rearm and refuel. Any damage will also be repaired when you land. 19. FREELOOK MODE - Indicates whether Freelook is engaged or locked in the default forward view.

20. TARGETING MODE - Indicates your current method of targeting. The two modes are Nearest Target and Cycle Targets. 21. DIGITAL AGL ALTIMETER – Numeric display of your altitude “Above Ground Level” to a maximum of 500 feet. 22. ANALOG AGL ALTIMETER – This vertical bar gives a graphical indication of your current altitude. The higher you fly, the higher your digital AGL box will rise. 23. DIGITAL ASL ALTIMETER – Numeric display of your altitude “Above Sea Level”. Ground Level and Sea Level are often two different measurements. 24. RISE / FALL METER – Provides digital and graphical information on how fast you are rising or falling. The faster you are moving, the further this box will move from the digital AGL boxes. 25. GROUNDSPEED INDICATOR – Your current speed in knots. 26. CURRENT TARGET / DAMAGE MONITOR – When you have a Passive or Active Lock on a target, a view of that target, its name and distance from you will appear in this area. This will help you identify targets and select the most appropriate weapon before firing. When you take damage, you will see a wireframe of the Comanche change colors to show what systems have been damaged. Affected areas turn from green to yellow to red depending on their level of damage.



Building Ground Unit Airborne Unit Human Navel Unit FARP Locked Target

Red - Enemy Blue - Friend White - Neutral


A FARP is a remote landing area set up by friendly ground personnel where the Comanche can land, reload, repair and refuel. These areas can be set up quickly and covertly and provide a great advantage to the Comanche flight crew when engaging in prolonged battles. To find the nearest FARP just follow the waypoint caret marked with an F attached to your Magnetic Compass Tape. You will also see an H on your tactical display. When you lower your gear and you are over a FARP you will see a circle appear at the bottom of the screen (or in your MFD if you are playing in cockpit mode). This circle tells you how close you are to the center of the FARP. The smaller the circle, the closer to the target. Land too far off center and you will not be able to reload. Once you land, press the FARP menu key listed on the keyboard layout chart. Once you see the FARP menu, you may quickly reload your current weapons loadout or alter it weapon by weapon. Are there more tanks than you were expecting? Add more Hellfires. More choppers than intel had reported? Pick up more Stingers. In addition to reloading your armaments, any damage you have incurred will be repaired. Tactical use of FARPs can mean the difference between winning and losing a battle. You will need to decide between when to break off the attack in order to reload and when to stay and fight to your last round of 20mm ammunition.


Flying the Comanche is easy. Flying a Comanche into a hostile zone, evading anti-aircraft missiles, completing your objective and returning to base without being shot down is another thing altogether. Each of the Comanche’s controls is explained in detail in this section as well as in the tutorial mission.

The collective keys are used to increase or decrease the Comanche’s altitude. In Comanche 4 there are three automatic altitude settings as well as incremental altitude controls. The collective keys are listed on the keyboard layout chart. The collective’s name is derived from its function of collectively altering engine output as well as rotor pitch. By changing the pitch of the rotor blades you change the amount of lift produced. The steeper the pitch angle, the greater the lift. This causes the engine to increase power to counteract the increase in torque. In the past these functions were controlled separately by the pilot, but they are now collected into one control. In the options menu you can select a throttle peripheral to control the collective.

This control alters the tilt of the entire rotor assembly. When tilted, the Comanche will begin to travel in that direction. The cyclic is controlled either by a joystick or the default keys listed in the “Controls” section of the Options Menu.


When the main rotors are moving, the body of a helicopter will naturally begin to spin in the opposite direction. To offset this, helicopters have a tail rotor that pushes air in the opposite direction. By increasing or decreasing the output of the tail rotor the pilot can swivel the nose of the Comanche around and acquire targets quickly. Remember that adjusting the fantail will not immediately change your current course, only the orientation of the body.

IGE is an effect unique to helicopters and VTOL (Vertical Take-off and Landing) aircraft. When the Comanche is near the ground, the downwash from the rotors will hit the ground and create an invisible cushion of air. This cushion helps support the Comanche in a hover while requiring much less collective input, but it is only effective below 50 feet. While IGE is usually an advantage, it can make landing difficult as your descent turns into a hover the lower you get. Make sure to come into a hover and slowly reduce the collective until you begin to lower altitude again.

Helicopters have a number of distinct advantages over their fixed wing cousins. The most apparent is the ability to hover. To become a skilled pilot you will have to master a number of techniques, most of them unique to helicopter combat.

While hovering can be extremely useful, you want to be aware of where you hover. Hover out in the open and you are asking for a Stinger missile to come and ruin your day.

Strafing is the ability to move sideways. Flying perpendicular to a target makes it harder for you to be shot, but your weapons all point forward. Using this technique allows you to keep your weapons on a target, maintain proper distance from your target and makes you less vulnerable to a counter-attack.

Flying along the Nap of the Earth means travelling to your destinations while never rising more than 10 feet above ground level. You will have to pay close attention to your terrain

maps and continually adjust your altitude to prevent crashing, but the alternative is being an easy target for a SAM. The advantage of staying low is that it keeps many obstacles between you and your enemy. Hiding behind trees, hills and buildings make for excellent armor while in the field! The best radar and missiles in the world still can’t find you through a mountain. If you rise up too high, however, you could be spotted and shot down. The air cushion created by In Ground Effect will help push you away from small rises in the terrain, but not if you are travelling too fast. Travelling slowly is not a disadvantage in the Comanche. It is much safer than speeding along and having to make radical altitude adjustments just to avoid a jeep! One trick of NOE is to fly with your landing gear down. This way if you travel too fast at a small hill your gear will take the impact instead of your 20mm!

The Comanche was designed to reduce its visibility to enemy radar and therefore decrease the odds of being spotted and shot down. Even with these enhancements you are not impossible to spot. There are a few things you need to do to keep your cross-section low and your craft safe. The first is to fly NOE and stay behind cover. Next is to immediately lower your altitude and get behind cover when you detect a radar lock on you. Other techniques include reducing any protrusions that increase your visibility. This means retracting your landing gear and weapon bay doors when not in use. Having EFAMS wings (External Fuel and Armament Management System, described on page 23) installed will also make you a bigger target. While EFAMS give you more firepower, you will need to decide when the need for weapons outweighs the need for stealth.

An excellent tactic is to hide behind a ridge or grove of trees until your enemy is within range. Quickly hit the Space Bar to “pop up” and fire your weapons. Release the Space Bar to automatically drop back behind cover before the enemy knows what hit it.

Bounding Overwatch is a process where two or more helicopters slowly advance over hostile terrain. During this advance at least one helicopter is always providing cover fire for his teammate from a secure location. Let’s say Griffon 2-6 and Griffon 2-7 are trying to cross over a large field that has only a few clumps of trees for cover. First 2-6 takes up a secure position and watches for any enemy movement. Once he is in place Griffon 2-7 bounds forward to a group of trees and hovers. Griffon 2-7’s guns are now ready to lay down fire on any hostile movement. When 2-7 gives the signal, 2-6 bounds across the field to a secure location in front of 2-7. This process continues until both helicopters are across the field. It is slow and methodical, but effective. It can also be used to lay down a trap, but one of you has to be willing to be the bait. Bounding Overwatch is a tactic that can be used to great advantage in multiplayer games. Practice with a friend until you can safely execute the maneuver.


Before each mission you will be given the chance to select which armaments to load. Once the weapons are chosen they are attached to the Comanche's permanent internal hard points or to removable EFAMS (External Fuel and Armament Management System) wings. The EFAMS are removable wings that attach to the sides of the Comanche. These wings greatly add to the number of missiles you can carry on a mission but they also increase your radar vulnerability. You will have to decide when to choose firepower over stealth.

The front of the Comanche features a menacing 3-barrel cannon called the Turreted Gun System (TGS). The cannon can fire 20mm depleted uranium rounds at a rate of 25 rounds per second and is linked either to the pilot's HMD or the targeting computer for increased accuracy. Because the cannon can slew a total of 240° side to side and 60° vertically, the pilot can hit almost any target that he can see. The cannon is useful for taking out air threats or ground targets, but its effective range maxes out around 2000 meters. The closer you are to the target, the more damage you can cause.

The Stinger missile is the Comanche's defense against airborne targets. It doesn't have the destructive force to destroy a land target sturdier than a jungle hut, but it is more than sufficient for taking down a helicopter or other aerial threats. The Stinger is a “fire-and-forget” missile. Once you lock a target and fire the missile it will use passive infrared sensors to lock onto the heat signature of your target’s engines. Once the missile is off the rail, the Comanche is free to engage other threats.


The Hellfire Missile homes in on its target by seeking out a coded laser light projected onto the target if it is within visual range or by hitting preprogrammed GPS coordinates. While the missile is very accurate it will only find a target that is properly locked. If you lose contact with your laser while trying to maintain a Passive Lock, the Hellfire will not hit the target. If you are able to reacquire before the missile hits the ground, it will attempt to get back on course.
RIPPLE FIRE - You can use the Hellfire's single-minded ability to reacquire a target

to your advantage in what is called "ripple fire". Ripple fire is a method where multiple Hellfires are launched at short intervals. They will each follow one course to a single lased target. Once the first target is destroyed, the next one is locked. The second missile, already in the air, will change course to intercept the new acquisition. Ripple fire can be done automatically when you select Cycle Targets Mode before a mission. If you select Nearest Target Mode you will have to lock the next target before the missiles will change course. This is an excellent way of increasing your attack capabilities and reducing your exposure time. The Hellfire is designed to take out heavy ground targets such as tanks. If you try to use one against an air target you will probably lose a missile.


SPECIAL TARGETING - The Hellfire utilizes an advanced targeting system that can take a picture of the battlefield and memorize the GPS locations of its targets. This allows the pilot to get behind cover and launch the Hellfires which will fly to the predetermined GPS location.

Since the missiles are heading for a specific GPS location, you need to ensure your targets are not moving or you will miss the target.

These rockets are unguided, but can pack a punch. Their small size allows the Comanche to load up to 24 Hydras when using the EFAMS. The Hydra sighting pip appears as ][ and is called the “I-beam”. Since Hydras can only fly in a straight line, the I-beam will not turn yellow unless the targeted object is within the firing cone of the weapon, which is fairly small. You must make sure you are lined up on target before release or they will definitely miss. Hydras are low yield munitions and are meant for soft targets such as trucks, buildings or stationary aerial targets, but not tanks or bunkers.

One of the Comanche's most destructive weapons is its ability to target an area for an artillery strike. Once a barrage of high-explosive artillery shells rains down from the sky, there is not much left. Remember that the artillery rounds will land in and around the spot you indicate when you pull the trigger. It doesn't follow your target. This means that if you target a moving vehicle, the artillery will strike behind it, not on it. It works the same whether you have a Passive or Active Lock.


Griffon 2-7 is not a new smart bomb, he is your Teammate (the U.S. Army doesn't use the term "Wingman") flying an identical Comanche. As your teammate he will follow your commands and assist in the completion of the mission. Need him to take on ground targets while you engage incoming Hinds? Not a problem. Want him to fly cover for you? Good as done. You have two ways to issue commands to your teammate. One is referred to as a "Team Handoff". A handoff is where you achieve a radar lock on a target and then pass it on to your teammate to handle while you move on to other targets. Team Handoff is treated just like a weapon. Press the Team Handoff key (6 by default) to make the handoff your Weapon In Priority. Acquire a lock and pull the trigger. Your teammate will now engage your target while you take care of other targets. The other way Griffon 2-7 can help you is by following your orders. To issue commands to your teammate press the command key (7). A menu of commands will appear on your screen. Press the number that corresponds with the command you want 2-7 to follow.






NovaWorld allows you to easily enter a multiplayer game and compete head to head against up to 16 opponents from around the world. You can enter NovaWorld from the multiplayer game selection screen by pressing the NovaWorld button. You will be taken to a lobby menu showing the map names, game types and number of people playing each map. Simply select the map you wish to play and if it is not full the game will automatically load the mission. You can enter and leave games whenever you wish, even if the game is already well underway when you join. LAN mode works by connecting multiple computers that are linked in a Local Area Network. In either NovaWorld or LAN mode, you have the option of either hosting a game or joining a game someone else is hosting. The Host selects which maps are being used and which game types will be played along with other options such as weapons restrictions. Be sure to check NovaWorld for information on rules, updates, squads, maps and multiplayer game types.

DEATHMATCH – In DM maps, it is every pilot versus every other pilot. Get shot down,

and you will respawn at a base in a new Comanche.
TEAM DEATHMATCH – Deathmatch team style! Work in unison with your teammates to

shoot down as many of the opposing team as you can.
CO-OP – Co-op games are just like playing the single player missions but with human

allies working to achieve the objectives against the computer-controlled enemies.
SCORING – Each game type will record your kills and deaths for that game. It will also

add points to your kills for certain actions, such as destroying objectives.


To join a game, select Multiplayer from the main menu then click on Join Game. In the next menu select either NovaWorld or LAN to tell the computer where to look for games and press the Search button. The computer will now search for a list of games available to you and display the map names to the right. Press Stop Search when you see a game you wish to play. Simply select it and press the Enter Mission button and you will begin to load that mission.

To host a game simply press the Host Game button in the multiplayer menu. From there you can select a number of host options.
GAME NAME – This is the name that other players will see when searching for a game. SESSION TYPE – Select which mode you will use to connect to other players. You can

choose either NovaWorld or LAN.


SERVE AND PLAY – Select this option if you wish to run a game and play in it at the

same time.
SERVE – This option allows you to dedicate your computer to running games. You will not be able to enter and play games on a dedicated machine. Dedicated server machines have more resources to apply to the game and subsequently run better. GAME TYPE – Click until you see the type of game you wish to run such as Deathmatch or Co-op. Once you pick a type you will see a list of maps for that game type. Highlight the map you wish to use. MAX PLAYERS – Sets the maximum number of players allowed to join a game on your

server. Reducing the number of players can help increase performance.
DELAY START – This sets the amount of time that will pass before actual gameplay can begin when a map starts. This gives players time to join in and select their loadouts before the mission starts. REPLAY – If you set this option to Selected Mission, the game will automatically run the same map again after the round is over. Set it to Cycle to run through each map of your current game type. A No selection will not repeat any games. TEAM SELECTION – Chooses whether players can pick their team or are automatically

put onto a team.
TIME LIMIT – Chooses how long the games will last. SCORE LIMIT – When one team reaches the set score, the mission ends.


Kent Simon Mark Davis

ART DIRECTOR Keith Rust ART LEAD Chris Tamburrino ART Troy Adam Michael Bambino John Brophy Gregg Daly Chris Demers Olin Georgescu Brian Heins Brent Houston Craig Marschke Jason Monroe Rod Parong J. R. Register Chris Tamburrino Jon Tando Jason Tull — MISSION DESIGN MANAGER Aaron Casillas MISSION DESIGN LEAD Steve McNally MISSION DESIGN Jason Alejandre Brian Bekian Jason Bender Frank L. Godel ADDITIONAL DESIGN John Brophy Gregg Daly Brent Houston Jon Tando Jason Tull

AUDIO DIRECTOR Tom Hays SOUND EFFECTS DESIGN & SOUND EDITING Tom Hays Paul Fox MUSIC BY Brendan Canty Nick Lucero Peter Perdechizzi ADDITIONAL MUSIC BY Eric Kuehnl DIALOG EDITING Phil Kovats Monte Vallier Dialog Recorded at NovaLogic Sound Laboratories VIDEO EDITING Michael McLaughlin Keep Me Posted — VOICES Marche' Campbell Paul Fox Sgt. Oscar L. Galvan USMC (Ret.) Tom Hays Katya Kostin Alan Maddox Beret K. Malmgren Tonya Marlane Scott A. Monticelli Todd Moorhead Paul Olshan Scoot Powell Jeff Pugh Jamie Tardif Helen Wek

Kyle Freeman Pat Griffith Dave King Mark Maestas Pete Sandrene

Eric Milota Lucas McGregor Jim Ratcliff Frank Vanveghel Chris Tearpak — EXECUTIVE PRODUCER John Garcia PRODUCER Wes Eckhart ASSOCIATE PRODUCER Mo de la Vega PRODUCTION ASSISTANCE Wallace H. Wachi Jr. ADDITIONAL PRODUCTION ASSISTANCE Nelson Ocampo TECHNICAL MANAGEMENT John Butrovich ADDITIONAL MANAGEMENT David Seeholzer



MARKETING Paul Olshan Lucinda Searle PUBLIC RELATIONS Bryan Davies Chris Clarke SALES Rosemary Buahin Jeff Pugh PACKAGING LAYOUT AND DESIGN Ulises Gerardo Hamagami / Carroll & Associates MANUAL LAYOUT AND DESIGN Deanna Dolph MANUAL WRITTEN BY Jason Ryan WEB DESIGN Alan Bollinger PRODUCTION MANAGEMENT Lance Pifer Silvana Luciano — QA MANAGER Kalan Kier LEAD TESTER Michael Kelly QUALITY ASSURANCE Henry Gukasian Christopher Hansen Michael Harling Anthony Jimenez

Alan Maddox Sean Manzano COMPUTER MAINTENANCE Glenn Kronick Matt Botsford SPECIAL THANKS John Brooks Kathy Hatton Martin Lawlor Luci Louison Vince McDermott Tom Mee Lee Milligan Paul Robinson Saras Seth Gregg Southard Tina Thomas Boeing-Sikorsky Orbic Helicopters, Inc. Arizona Army National Guard AASF #2 United States Coast Guard Air Station Los Angeles Ventura County Sheriff Aviation Unit Los Angeles Fire Department Helicopter Company Los Angeles County Sheriff's Department, Lost Hills Station Uses Bink Video Technology. Copyright © 1997-2001 by RAD Game Tools, Inc.


The entire staff at NovaLogic, Inc. thanks you for purchasing Comanche 4. NovaLogic is committed to creating quality entertainment software that pushes the technological envelope. However, this commitment doesn’t end when you purchase our games - it’s only just begun. NovaLogic’s technical support staff is ready to assist you.

Visit the NovaLogic website for up-to-the-minute information, frequently asked questions, game updates, and previews of upcoming products and screen shots. Please go to http://www.novaworld.com for the latest on NovaWorld, our large-scale multiplayer gaming service.

You may also email your questions and comments to a member of technical support at any time. To better assist you, please detail your hardware set-up and be as specific as possible regarding any problems you may be experiencing.

If you need to speak to someone directly, our technical support staff can be reached during normal business hours (Monday through Friday 9AM to 5PM Pacific Time, excluding holidays). To better assist you, the technical support staff member is likely to ask questions regarding your specific hardware set-up. Have this information handy. Also, be prepared to explain the exact nature of any problems you are experiencing. For example, write down the exact wording of any on-screen error messages you may be receiving.

FAX SUPPORT LINE: (818) 880-3448
You may fax your questions or comments to a member of technical support at any time, day or night. Be as specific as possible regarding your hardware setup and any problems you may be experiencing.


NOVALOGIC’S LIMITED NINETY-DAY WARRANTY AND LICENSE PROVISIONS IMPORTANT: By breaking the seal on the software, you agree to be irrevocably bound to the following terms and conditions. If you do not wish to be bound, promptly return this product in its entirety with the software seal intact and proof of purchase to NovaLogic, Inc., 26010 Mureau Road, Suite 200, Calabasas, California 91302, and a full refund will be made. LIMITED WARRANTY ON MEDIA NovaLogic, Inc. (“NovaLogic”) warrants the compact disc on which this product is recorded to be free from reasonable defects in materials and workmanship under normal use for a period of ninety (90) days from the date of purchase as evidenced by a copy of your proof of purchase. NovaLogic’s entire liability and your exclusive remedy in the event of such defect will be replacement of the compact disc not meeting NovaLogic’s limited warranty and which is returned to NovaLogic with a copy of your proof of purchase. NovaLogic will have no responsibility to replace any such compact disc damaged by accident, abuse or misapplication. This policy applies to the initial purchase only. ANY IMPLIED WARRANTIES ON THE COMPACT DISC, INCLUDING THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED IN DURATION TO NINETY (90) DAYS FROM THE DATE OF DELIVERY. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY ALSO HAVE OTHER RIGHTS WHICH VARY BY JURISDICTION. If you and the NovaLogic Tech Support Staff believe you have found any such error or defect during the warranty period please return the defective compact disc together with a dated proof of purchase to NovaLogic, Inc., 26010 Mureau Road, Suite 200, Calabasas, California 91302, for a free replacement. DISCLAIMER OF WARRANTY ON PRODUCT YOU EXPRESSLY ACKNOWLEDGE AND AGREE THAT USE OF THIS PRODUCT IS AT YOUR SOLE RISK. THIS PRODUCT AND RELATED DOCUMENTATION ARE PROVIDED “AS IS” AND WITHOUT WARRANTY OF ANY KIND AND NOVALOGIC EXPRESSLY DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. UNAUTHORIZED REPRESENTATIONS: NOVALOGIC WARRANTS ONLY THAT THE PROGRAM WILL PERFORM AS DESCRIBED IN THE USER DOCUMENTATION. NO ADVERTISING, DESCRIPTION OR REPRESENTATION, WHETHER MADE BY A NOVALOGIC DEALER, DISTRIBUTOR, AGENT OR EMPLOYEE, SHALL BE BINDING UPON NOVALOGIC OR SHALL CHANGE THE TERMS OF THIS DISCLAIMER OR THE LIMITED WARRANTY ON MEDIA SET FORTH ABOVE. NOVALOGIC DOES NOT WARRANT THAT THE FUNCTIONS CONTAINED IN THE NOVALOGIC PRODUCT WILL MEET YOUR REQUIREMENTS, OR THAT THE OPERATION OF THE NOVALOGIC PRODUCT WILL BE UNINTERRUPTED OR ERROR-FREE, OR THAT DEFECTS IN THE PRODUCT WILL BE CORRECTED. FURTHERMORE NOVALOGIC DOES NOT WARRANT OR MAKE ANY REPRESENTATIONS REGARDING THE USE OR THE RESULTS OF THE USE OF THE PRODUCT OR RELATED DOCUMENTATION IN TERMS OF THEIR CORRECTNESS, ACCURACY, RELIABILITY, OR OTHERWISE. NO ORAL OR WRITTEN INFORMATION OR ADVICE GIVEN BY NOVALOGIC OR NOVALOGIC’S AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY OR IN ANY WAY INCREASE THE SCOPE OF THIS WARRANTY. SHOULD THE PRODUCT PROVE DEFECTIVE, YOU (AND NOT NOVALOGIC) ASSUME THE ENTIRE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO THE ABOVE EXCLUSION MAY NOT APPLY TO YOU. NO CONSEQUENTIAL DAMAGES: NOVALOGIC SHALL NOT BE LIABLE FOR SPECIAL, INCIDENTAL,CONSEQUENTIAL OR OTHER DAMAGES, EVEN IF NOVALOGIC IS ADVISED OF OR AWARE OF THE POSSIBILITY OF SUCH DAMAGES. THIS MEANS THAT NOVALOGIC SHALL NOT BE RESPONSIBLE OR LIABLE FOR LOST PROFITS OR REVENUES, OR FOR DAMAGES OR COSTS INCURRED AS A RESULT OF LOSS OF TIME, DATA OR USE OF THE SOFTWARE, OR FROM ANY OTHER CAUSE EXCEPT THE ACTUAL COST OF THE PRODUCT. IN NO EVENT SHALL NOVALOGIC’S LIABILITY EXCEED THE PURCHASE PRICE OF THIS PRODUCT. SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. LICENSE NovaLogic grants you a nonexclusive, nontransferable license as follows. You are entitled to use this product for your own use, but may not make, sell or transfer reproductions of the software or manual to other parties in any way, nor rent, lease, or preview the product to others without the prior written permission of NovaLogic. You may use one copy of the product on a single terminal connected to one particular computer. You may not reverse engineer, disassemble, or translate the product. Additionaly, you are expressly prohibited from redistributing the BinkPlay.exe. If you would like to redistribute the BinkPlay.exe program, please contact RAD at +1 (425) 893-4300 about acquiring a redistribution license. ©2001 NovaLogic, Inc. NovaLogic, the NovaLogic logo, Comanche, RAH-66, NovaWorld, and Voxel Space are registered trademarks. The NovaWorld logo and NovaLogic- The Art of War are trademarks of NovaLogic, Inc. Windows is a registered trademark and Direct X is a trademark of Microsoft Corporation. Intel and Pentium are registered trademarks of Intel Corp. InstallShield is a servicemark and a registered trademark of InstallShield Corporation. Adobe Adobe Logo and Acrobat Logo are trademarks of Adobe Systems Inc. SurroundSound decoding hardware required for Dolby SurroundSound. Dolby, ProLogic and the double-D symbol are trade-marks of Dolby Laboratories Licensing Corporation. All other trademarks are the property of their respective owners. U.S. Patent #s 5,625,759, 5,550,959 and 6,020,893. European Union Patent # 0824830



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