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The Apache

The Apache is the most capable Attack Helicopter available. It has the longest engagement
range, longest Play time, deadliest weaponry and best sensors for survivability and target
acquisition. As long as terrain isn’t difficult, no enemy asset can hide from the Apache and there
is nothing on the ground that it can not destroy.

An experienced crew of Apache, with the help of an experienced CCT, can make a significant
difference in an operation. It can be so effective in fact, that it can destroy a company size
element of tanks and still have remaining ordinance on board.

The reason why the Apache is the best rotary CAS platform is quite simple: it has great systems,
radar to aid in target acquisition, defensive systems that are generally impressive and can be set
to automate the process, impressive laser acquisition and laser traffic mitigation system in the
mod. All of these combined, means you can see anything coming in or out of the AO perfectly,
have no problems with acquisition, engage targets with maximum efficiency and have more than
enough data to deal with most problems you encounter.

Though, just because you are in a somewhat armored aircraft with a lot of smarts around it
doesn’t mean you should throw caution out the window and go head-to-head against everything.
The Apache, however few, does have limitations and isn’t as difficult to shoot down as it
appears. A good burst of ZU-23-2, an anti-air gun made in the 1950s, can quite easily ruin your
day if you aren’t careful.
AH-64D Terminology
● CPG: Co-pilot Gunner
○ Front seater pilot in charge of the armaments.
● APU: Auxiliary Power Unit
● IHADSS: Integrated Helmet and Display Sighting System
○ TOF - Time-of-Flight
● MPD: Multi Purpose Display
● ASE: Aircraft Survivability Equipment
○ IRJ - Infrared Jammers (OFF/STBY/OPER).
○ RDJ - Radar Jammers (OFF/STBY/OPER).
● TSD: Tactical Situation Display
○ FLTR - Filter Function
■ WHL - Wheeled Contacts
■ TRK - Tracked Contacts
■ RAD - Radiation emitting Contacts
● WPN: Weapons
○ TRAJ - Trajectory setting for the missiles.
■ LO/DIR/HI
○ SAL2 - Semi-Active Laser Generation 2
○ RF - Radio Frequency
○ BURST LIMIT - Computer limited burst count for the M230 Chain gun
● FCR: Fire Control Radar
● ENG: Engine
● WCA: Warning Caution Advisory
● UFD: Up Front Display
○ ATT Hold - Auto-hover active
○ AFT Fuel - Low fuel
○ RTR BRK - Rotor brake on
○ HIGH RTR - Rotor torque too high
○ IRJ OHEAT - Infrared jammers overheat
○ RDJ OHEAT - Radar jammers overheat
● PNVS: Pilot Night Vision System
● HMD: Helmet Mounted Display
● TADS: Target Acquisition and Designation Sights
● FXD: Fixed
● FLOODLIGHTS: Interior light
Keybinds (RECOMMENDED)

ESC > Configure > Controls > Show > AH-64D Apache Official
● Cockpit interaction - Used for interacting with the buttons in the cockpit. The
recommended key is F.
● Missile Advance - Used to switch between AGM-114 Hellfire variants and
pylons. The recommended key is LSHIFT+F.
○ If no other variants are available, it will deselect a missile, Pressing again
will reselect the previous pylon.
● FCR Mode Select GTM - Used to switch FCR to Ground Scan mode. The
recommended key is LCTRL + V.
● FCR Mode Select ATM - Used to switch FCR to Air Scan mode. The
recommended key is LSHIFT + V.

Be aware, if you mash the recommended FCR GTM/ATM keybinds, you may accidentally eject.
Be mindful every time you switch between FCR Scan modes!

ESC > Configure > Controls > Show > AH-64D Apache Official: Cockpit Controls
● RIGHT MPD: Right MPD Menu - Used to switch the Right MPD back to the
menu. The recommended key is E.
● LEFT MPD: Left MPD Menu - Used to switch the Left MPD back to the menu.
The recommended key is Q.
○ Side note: I use A and D for pedals instead of Q and E, which makes those
keys available for binding.

ESC > Configure > Controls > Configure Addons > Turret Enhanced
○ Remove all keybinds. Conflicts with targeting system modes in the Apache.

The Cockpit Controls tab can be used to bind keys to each interactable button in the
cockpit.
AH-64D Handbook
The AH-64D Official Mod has some unique mechanics and features such as built in IHADSS,
specific FCR system tailored to it, ASE systems and SFM+.

This part of the guide is about the operation of systems and the functions. To learn how to start
and fly the aircraft, check the Start-up and Shutdown procedure and Pre-flight Checks, Settings
and Fuel.

Simple Flight Model + (SFM+)

Simple flight model + that the AH-64D Project Mod uses keeps track of aircraft torque and
weight. Weight is calculated by how much ordnance and fuel is onboard the aircraft and weight
directly affects torque while on a hover.

The standard combat loadout is heavy enough to make the aircraft overtorque while
auto-hovering. For these reasons auto-hovering is NOT RECOMMENDED. At high altitudes,
this will result in the aircraft losing power and causing damage to the engines which will require
auto-rotation to land safely. If the auto-rotation is successful, the aircraft will require repair
service afterwards.

The way to get around this problem is to keep the aircraft above 4-8 knots of speed in any
direction (Depends on aircraft weight) while at a designated BP. As long as the aircraft is not on
a complete hover, the aircraft will not overtorque.

As you burn fuel and expend ordnance, aircraft will get lighter and after you reach a certain
point, auto-hovering may become an option.

Auto-hovering is not completely impossible. Even with the highest possible weight,
auto-hovering may be possible. With standard combat loadout and full fuel load, you can hover
at 25-35 feet AGL.

The safe Rotor RPM levels are between 0-99%. 100% or over is unhealthy and may result in
HIGH RTR warning to appear on the UFD Panel, followed by an engine power loss after a
certain amount of time, if over torquing continues. Pilots are advised to monitor the aircraft
torque via IHADSS Monocle Display.

Torque information is not synced for the CPG’s IHADSS Display. Desync issues may cause the
CPG to get HIGH RTR warning and other issues. If such a warning appears on the CPG’s UFD
Panel, it is recommended to RTB and repair the aircraft.

To minimize desync issues from happening, it is highly recommended to NOT PRESS ANY
BUTTONS IN THE COCKPIT UNTIL BOTH PILOTS ARE IN THE AIRCRAFT

IHADSS
Integrated Helmet And Display Sight System (IHADSS), is the built-in Helmet mounted
display unit in the AH-64D. It displays information regarding aircraft speed, altitude, cyclic,
selected Acquisition System and weapons, FCR modes and so on.

Requires APU to be enabled, after the engine is set to FLY, does not require APU to stay
enabled.

Systems like the fullscreen PNVS , C Scope and TADS Camera will not have any UI elements
or function before IHADSS Monocle is equipped.

BOTH SEATS MUST ENABLE IHADSS TO OPERATE THE AIRCRAFT IN AN EFFICIENT


MANNER.
Pilot IHADSS
CPG IHADSS
IHADSS Display

1. Selected Acquisition System - HMD/TADS/FXD/FCR


2. Range to target in Meters (Only applicable if laser is enabled).
3. TADS box - smaller box in the middle is the current aim point for the TADS Camera.
4. Selected weapon
5. Current FCR Scan Mode (FCR/G for FCR Ground Scan, FCR/A for FCR Air Scan)
6. Vertical speed ladder
7. AGL altitude in FEET
8. Aircraft nose
9. Engine Torque (See ENG for details)
10. Compass
11. FCR radar scan wave
12. Speed in Knots

This mode is enabled by Shift+B. This mode displays the cyclic ladder and is recommended.
Once activated, it will be shared by both seats.

13. MSL altitude


14. Cyclic ladder
WCA

Any Faults, Caution and Advisory information will be displayed here.

1. To open WCA page, press the menu button once more


2. WCA page
3. UFD Panel

● All damage will be visible in RED.


○ Damage category includes components the aircraft requires to operate. An aircraft
with damage is recommended to RTB.
● All faults will be visible in YELLOW.
○ Faults category includes components to ensure efficient operation of the aircraft
such as electronics, radar, countermeasure systems etc. An aircraft can still
operate with faults, though this is dependent on what it is specifically.
● All advisory action/information will be GREEN.
○ Advisory category includes things to be aware of such as Canopy window, APU,
IRJ/RDJ overheating.

All WCA information is also duplicated on the UFD Panel.


UFD Panel

This is the UFD Panel. This panel shows important information regarding the status of the
aircraft, and in general is a minimised version of the WCA panel.

1. Damage
a. Any part damage, system warnings will be displayed here.
2. Faults, Failures and Warnings
a. Any faults, failures and warnings will be displayed here.
3. Advisory
a. Any important advisory information will be displayed here.
4. Total fuel count (in lbs)

Pressing the MPD Menu button twice will open the WCA page which is the UFD page’s
detailed version (doesn’t include fuel count).
MPD

The AH-64D comes with 2 MPDs.

1. Left MPD
2. Right MPD
3. Menu buttons
4. Shortcut TSD button (Only functional on Right MPD)
5. Shortcut WPN button (Only functional on Left MPD)
6. Shortcut FCR button (Only functional on Right MPD)
7. Left button row
8. Top button row
9. Right button row
10. Bottom button row

To open up other pages such as ASE, FCR, WPN, TSD, you will first need to look at the Menu
button (3) and press Cockpit interaction key (F).

Unfortunately, not every button in every page has functionality. Pages past this section that are
included in this document will only show the buttons that have functionality.
Left MPD

The Left MPD has only two pages available for use.

1. WPN page
2. FUEL page

To open one of those pages, press the MPD button next to it.

Only highlighted pages are available to the Left MPD.

Other buttons visible in the Menu have no function.


Right MPD

The Right MPD in general is for Situational awareness pages.

1. ASE page
2. TSD page
3. FCR page
4. ENG page

Only highlighted pages are available to the Right MPD.

Other buttons visible in the Menu have no function.


ENG

This is the ENG or Engine page. In this page you can keep track of your torque. Torque
information is also visible on the IHADSS Monocle Display.

1. NG%
2. Torque

Healthy torque range is between 0-99%.

100% or above is considered over torquing. After a certain amount of constant dangerous torque
levels, a HIGH RTR warning will appear on the UFD Panel. Afterwards, it may be followed by
rotor damage and possible engine failure. It is highly recommended to RTB for repairs.

It is not necessary to keep this page open, since IHADSS Monocle displays the information
you’ll need to avoid over torquing. If you return to safe torque levels after going 100% or above
for a brief period, the timer for overtorque related damage will reset.
ASE

ASE in the AH-64D Apache both spots and identifies the radar signatures of targets. All ASE
contacts except lasers will be in Triangles and the number or the icon above them will identify
the signature.

1. Aircraft
2. Infrared Laser
3. SA-23, ZSU-23-4 Shilka
4. SA-19, 2K22 Tunguska
5. Set ASE RWR range
6. Increase ASE sensor range by pressing the upper or the lower button.
7. Radar Jammer - OFF/STBY/OPER
8. Infrared Jammer - OFF/STBY/OPER
9. Flare count (Max. 30)
10. Current Autopage setting - OFF/TRACK/LAUNCH

The U icon above a triangle may mean the AH-64D Project Mod does not recognise the visible
contact or that ASE has not identified it yet.

ASE codes
● 9: SA-9, 9K31 Strela-1
● 10/20: SA-10/20, S-300 Missile System
● 11: SA-11, 9K37 Buk
● 15: SA-15, 9K330 Tor "Gauntlet"
● 16: SA-16, 9K38 Igla
● 19: SA-19, 2K22 Tunguska
● 21: SA-21, S-400 missile system
● 22: SA-22, Pantsir-S1 "Greyhound"
● 23: SA-23, ZSU-23-4 Shilka
● U: Unidentified contact
● * : IR Laser

ASE Codes display the type of radar on detected targets.

If 2 different assets use the same type of radar, they will have the same ASE Code. Ex. ZSU-35
Tigris has the same ASE code as the SA-19, 2K22 Tunguska because they use the same radar.

Autopage

The Autopage setting, when enabled, switches the Right MPD to the ASE page automatically
when the selected condition is reached:
● OFF disables the Autopage function.
● TRACK switches the Right MPD to the ASE page once any radar threat starts tracking
the aircraft.
● LAUNCH switches the Right MPD to the ASE page once a missile is launched towards
the aircraft.
Once the ASE system detects the selected Autopage condition, all defensive tools (the Flares,
Infrared and Radar jammers) will deploy automatically to decrease the incoming missile hit
probability.

See Pre-flight Checks, Settings and Fuel for detailed information.


Jammers

IRJ/RDJ is a toggleable jamming system.

They have a chance to confuse the guidance system on the specified type of munition. They
work for approximately 120 seconds and then will overheat, which will be displayed on the UFD
Panel above. They’ll need 60 seconds to cooldown.

They do not need to be rearmed.

Flares
AH-64D comes equipped with 30 flares in total and a salvo of 2 will be deployed.

Flares are used to confuse Infrared guided missiles that may be fired at you.

The flares have a chaff effect once deployed. Chaff is used against radar guided missiles to
confuse the seeker head.

Flares can be manually deployed by pressing C by default.


FCR

As shown above, there are 2 variants of the AH-64D: FCR (Left) and non-FCR (Right) variant.

The dome on top of the rotors is the FCR component to the AH-64D. The FCR aids in target
acquisition and enables the aircraft to guide radar guided ordnance.

To use the FCR for target acquisition, check Target Acquisition Modes: FCR.

To enable scanning, press LSHIFT+R for single scan, LCTRL+R for continuous scan.

FCR has an 8 km range.

FCR is also capable of spotting ordnance in the air such as artillery shells, missiles in flight
(including your own) and mortars.

FCR has 2 scanning modes: Ground Scan (GTM) and Air Scan (ATM).

Generally viewed as a CPG’s tool and the Pilot should not change any settings unless asked by
the CPG.
FCR Ground Scan Mode

This is the FCR page on Ground Scan Mode (GTM). It is currently in Ground Scan mode or
FCR Mode Select GTM. This mode scans in a cone to the front of the aircraft. Each type of
contact has a different icon and GTM shows both ground and air assets. Each row visible in the
FCR Cone is 2 km.

1. Tracked Vehicle
2. Rotary-wing
3. Radiation emitting
4. Wheeled Vehicle
5. Fixed-wing

FCR does NOT make a distinction between friendlies or hostiles. Positively Identify before
firing any RF missiles.

Ordnance in the air such as missiles, mortar and artillery shells will be displayed as Rotary-wing.
To switch to Ground mode, press the FCR Mode Select GTM (LCRTL+V) keybinding.
FCR Air Scan Mode

This is the Air Scan Mode or FCR Mode Select ATM. Unlike GTM, it scans 360 degrees and
only shows you air or airborne targets.

1. Rotary-wing
2. Fixed-wing
3. Highlighted Rotary-wing asset.
4. C Scope

To switch to Air mode, press the FCR Mode Select ATM (LSHIFT+V) keybinding.
C Scope

This is the function of the C Scope. It shows you the FCR icons outside the cockpit. The icons
also become visible in TADS Camera for the CPG.

1. Tracked vehicle
2. Radiation emitting vehicle
3. Wheeled vehicle
4. Helicopter
5. Wheeled Vehicle

C scope will also show ordnance in the air such as missiles in flight, incoming artillery and
mortar shells. They will be displayed with the Rotary Target icon.
AGM-114L "Lima"

To use AGM-114L "Lima", the AH-64D requires the FCR dome to be attached to the aircraft.

AGM-114L "Lima" missiles can not be terminated mid-flight unlike other AGM-114 Variants
and the FCR doesn’t differentiate between friendlies or enemies. Due to these factors, it is
recommended for the CPG to go through multiple target confirmation checks to avoid friendly
fire incidents or hitting civilian vehicles.

See AGM-114L "Lima" for technical information regarding the missile.


1. Selected RF missile
2. Type of missile selected

Step 1: Select an RF missile.


Step 2: Check TYPE on WPN page to confirm selected missile type.
3. Highlighted FCR contact
4. C Scope

Step 3: Press R to cycle between targets and highlight the desired target. Once an FCR contact is
yellow as shown above, the target is highlighted.
Step 4 (Optional): Enable C Scope
1. FCR Crosshair
2. C Scope shown FCR contacts

Step 5: Check FCR crosshair to confirm the correct selected target.


Step 6: Launch the missile.
TSD

This is the TSD page. It is used for setting waypoints, referencing the map and filtering FCR
contact types.

1. Current map display mode. At NAV mode, it will show waypoints set. When pressed, it
will switch to ATK mode, which will show you FCR contacts.
2. Heading of the aircraft (in Bearing)
3. Map display (If a map is rendered, the black background will show a map)
4. Zoom of the map. Can be set to 01/02/05/10/25/50, each number is in km.
5. FCR filter. Can be set to WHL, TRK, RAD. The selected FLTR setting will be the only
visible target type on the FCR page.
6. Current waypoint.

Waypoints are not worth commenting on. The NAV setting doesn’t display aircraft position and
the IHADSS monocle doesn’t have a visible waypoint icon to aid in navigation to waypoints.
This is TSD in its full glory when you push all those buttons. One thing to mention here is that
some maps won’t be modeled in the TSD map.
FUEL

This is the FUEL or Fuel page.

1. Total Fuel
2. Calculated Play time (Inaccurate)

The total fuel count is also displayed on the UFD Panel.

Maximum fuel load possible is 3200 lbs.

There is no functional button on this page.


WPN

This is the WPN or Weapons page. All information regarding armaments you can find here. As
you select different ordnance, relevant information and settings will be displayed.

To select your M230 chain gun, press 1.


To select your M151 Hydra Rocket Pods, press 2.
To select your AGM-114 Hellfire II, press 3.
To arm or save the aircraft armaments, press 4.

1. Amount of rounds remaining on your M230 chain gun (Max 300)


2. M151 Hydra Rocket Pod
3. 4xAGM-114K Hellfire II
4. 4xAGM-114L Hellfire II
5. Amount of Countermeasures remaining
6. Selected sighting system
7. Armament condition (Safe/Armed)
The loadout shown above is not the default. L stands for laser guided, R stands for radar guided.
All Laser-guided AGM-114 variants are displayed as the same, which is L.
M230 chain gun

This is the WPN display when you press 1 to select the M230 chain gun.

The M230 chain gun fires 30mm High-Explosive Incendiary (HEI) rounds.
● Effective Range: < 2 km
● Max Range: 4 km
● Capacity: 300 rounds (Recently changed from 1200 to 300)
● Usage: Anti-personnel, Light targets
● Control: CPG

The caliber may be large, but the cannon itself is small and prone to overheating which is
followed by a gun jam, which disables the gun until it is repaired. It is recommended to fire in
small bursts of 5 or 10 rounds, which should be followed by a second or two of interval. When
you hold down Left Click, the computer in the aircraft cuts the burst in every 10th round by
default. You can change the setting by choosing the burst number.

The cannon must be lased for the distance just like any other vehicle turret, which is done by
pressing T at a target before firing.

The accuracy of the cannon drops with range. Past 2 km, the cannon becomes more of an area of
effect weapon.
M151 Hydra Rocket Pod

This is the WPN display when you press 2 to select your M151 Hydra Rocket Pods.

1. Rocket inventory: If different Hydra loads are present, they have to be selected from this
section.
2. Selected rocket pods: If the pods aren’t highlighted blue, select 6RC from the inventory
in the 1st circle.
3. Salvo count. Can be set to 1/2/4/8/12/24/All. The recommended number is 2.

M151 Hydra Rockets are 17lbs High Explosive Dual Purpose warhead 70mm rockets.
● Effective Range: 1.5 km
● Max Range: 5 km+
● Capacity: 38 rockets
● Warhead size: 10 lbs
● Usage: Anti-personnel, Light targets
● Control: Both
There can be multiple types of Hydra 70 variants in one rocket pod and different loading can be
selected from the Rocket Inventory.
Hydra 70s, generally are not as useful in the Apache, because of how effective the M230 chain
gun is. The only advantage they have over the M230 chain gun is that they have a range up to 8
km, though this is an unrealistic expectation and accuracy will be non-existent in such ranges.

Hydra 70s are controlled by both seats, though the aiming reticle will only be displayed if the
CPG selects them, making them difficult to aim. This isn’t helped by the fact that generally
speaking, Hydra 70s aren’t meant to be a precision strike tool, they’re primarily a close-range
weapon and such situations are never present in the Liberation setting, if the crew is operating
the aircraft the way they should if they want to survive.

Other CAS assets may have higher accuracy or depend on them as a primary weapon but in the
AH-64D, there are better options and Hydra 70s are generally always at the bottom of the list.

Hydra 70s CAN’T BE PUT ON SAFE FOR THE PILOT SEAT. THE PILOT SHOULD NEVER
LEFT-CLICK TO AVOID NEGLIGENT WEAPON RELEASE.
AGM-114 Hellfire II

This is the WPN display when you press 3 to select your AGM-114 Hellfire IIs.

1. Selected AGM-114 type.


2. Trajectory setting (LO/DIR/HI).
3. Selected pylon. Press to select a different pylon.

In the WPN page, you can change between missile types by pressing LSHIFT+F or pressing
SAL 2.

To use Laser-guided AGM-114s as the CPG, you must enable the laser by pressing or holding
G. If the laser is not active or disabled while the missile is in flight, ordnance will lose track.

If you are unsure of what type you are carrying, each AGM-114 variant model should have the
variant letter written on the warhead on the model visible on the pylons.

See External Lasing for picking up friendly lasers.


Variants

AGM-114 Hellfire II variants listed below will contain information, specs, usage and guidance.

All Radius information is for infantrymen on standing stance.


● Kill: Direct KIA.
● Uncon: Unconscious but revivable or combatant may wake up.
● Wound: Alive but wounded.

Penetration values will be rated by target types. Any variant that is hard target rated can
effectively deal with lower rated ones.
● Hard target: MBT (T-72/80/90)
● Medium target: IFV (T-55/BMP)
● Light target: APC/MRAP (BTR-80/TigR)
● Soft target: Unarmoured targets/Emplacements (Transport/DShK)

The AH-64D Apache mod doesn’t have LOAL capability for laser guided ordnance. All laser
guided missiles fired are on LOBL. This, in a nutshell, means that the laser must be on before
the missile is launched, otherwise the missile will have no guidance.

Remember that missiles can only move so fast and have so much rocket fuel in them. Fast
moving targets may out-run your missiles or cause it to run out of fuel mid-flight.

Laser guided ordnance in general is inaccurate against moving targets because of the ordnance’s
tendency to “ride the wave” which is the ordnance following a straight line towards the target
instead of following a predicted path to ensure accuracy like radar guided ordnance does. For
these reasons, it is highly recommended to engage targets once they are either slow enough or
stationary.

The ordnance performance statistics in this section is only applicable to AH-64D Project Mod
aircraft. Other mods like Hatchet-60 are different in their ordnance performance and functions.
AGM-114K "Kilo"

Can be used to deal with hostile squads in tight formations or emplacements for a devastating
impact, though this is only suggested if there are no other options available.

AGM-114K Hellfire II specifications:


● Max Range: 8 km
● Warhead: High-Explosive Anti-Tank (HEAT)
● Usage: Anti-Tank
● Penetration Rating
○ Hard target rated
● Blast Radius information
○ Kill radius: 1 meters
○ Uncon radius: 3 meters
○ Wound radius: 5 meters
● Guidance: SAL2

AH-64D in its current state, comes equipped with 8 AGM-114K Hellfire IIs.
AGM-114L "Lima"

A Radar guided variant of the "Kilo"s. They have the same payload as the "Kilo"s.

The main advantage with the Limas is that they do not require constant laser input from the
mothership. Once you select a target from the FCR page and launch a “Lima” missile, the
guidance is done by the FCR entirely. This means that multiple can be launched at once at the
same target or multiple in quick succession.

AGM-114L can only be fired at FCR contacts and the missile can not be terminated mid-flight.

As long as the FCR contact isn’t lost, the missile will not lose guidance and is always 100%
accurate. The main reason for higher accuracy with this variant is that RF missiles tend to follow
a predicted target position instead of “riding the wave” which results in higher accuracy.

Check AGM-114L "Lima" for further details on how to use this missile.

AGM-114L Hellfire II specifications:


● Max Range: 8 km
● Warhead: High-Explosive Anti-Tank (HEAT)
● Usage: Anti-Tank
● Penetration Rating
○ Hard target rated
● Guidance: RF

AGM-114M "Mike"

This is a laser guided anti-personnel variant of the AGM-114 Hellfire IIs.

This variant has the highest efficiency against anti-personnel targets but lacks any penetration
value.

AGM-114M Hellfire II specifications:


● Max Range: 8 km
● Warhead: Blast-Fragmentation/Incendiary Warhead
● Usage: Anti-Personnel
● Penetration Rating
○ Soft target rated
● Blast Radius information
○ Kill radius: 15 meters
○ Uncon radius: 20 meters
○ Wound radius: 25 meters
● Guidance: SAL2

AGM-114N "November"

Similar to “"Mike", “November” is a laser guided anti-personnel AGM-114 Hellfire II variant,


though unlike the "Mike" variant, “November” has penetration value.

AGM-114N Hellfire II specifications:


● Max Range: 8 km
● Warhead: Thermobaric Warhead
● Usage: Anti-Personnel
● Penetration Rating
○ Light target rated
● Blast Radius information
○ Kill radius: 20 meters
○ Uncon radius: 25 meters
○ Wound radius: 30 meters
● Guidance: SAL2
Trajectory settings

The trajectory settings can be used to optimize the AGM-114 use in varied situations and against
different targets.

LO-MAN

Standard missile trajectory. The missile follows a top-down like trajectory, climbing 750m above
the pilot while maintaining direction to avoid obstacles or terrain, but the missile will still impact
the frontal armor.

This trajectory still offers higher penetration than DIR-MAN since the missile lands straight
facing the armor, negating armor advantages provided by any sloped angles that may be
encountered in the frontal armor of hard targets such as Main Battle Tanks.

DIR-MAN

Direct-fire trajectory. Offers lowest penetration value but shortest TOF.

Primarily against softer armored targets to reduce TOF when the missile is more than capable of
defeating the target’s armor regardless of impact angle or component.

HI-MAN

Offers a top-down trajectory to target, climbing 1000m above the pilot while maintaining
direction and landing on the weakest point in MBTs, which is the top of the turret.

This trajectory sacrifices some maximum range of the missile and increases TOF for highest
possible penetration value. Missiles will land on top of the designated target.
Target Acquisition Modes

1. Selected Sighting System (HMD/TADS/FXD/FCR)


2. Selected armament and remaining ammunation and current FCR Scan Mode (FCR/G
for Ground, FCR/A for Air)

Sighting systems are mostly irrelevant to the Pilot, since he can not operate the canon or the
missiles if there is a CPG.
HMD
Selected by LSHIFT+1

This mode simply makes the cannon follow the CPG’s head for aiming. If you have toggled the
Freelook, where you look with your head is where the cannon and the laser points towards as
shown above. This mode is inaccurate at range and selected by default when you enter the
aircraft.

This mode may cause you to lose track of targets when you leave the gun camera to interact with
the cockpit. To leave the Gun camera at the last aimed position, switch to TADS sighting mode.

TADS
Selected by LSHIFT+2

This mode is just using the Gun Camera (Right Click) to aim and acquire targets. Bear in mind,
the name of the Gun Camera is TADS. Any information regarding TADS refers to the Gun
Camera.

FXD
Selected by LSHIFT+3

This mode just fixes the gun forwards, making it unable to move the camera. Useful for seeing
where the nose is and aiming Hydras close up. You can still fire in the mode.

FCR
Selected by LSHIFT+4

This mode uses the FCR for target acquisition. Any targets that are visible for the FCR can be
slewed to in this mode by right clicking to get in the gun camera and pressing R to cycle between
targets. FCR will keep a track of the selected target until radar signature is lost or camera is
slewed to another target.

To acquire and track ground targets, switch to FCR Ground Scan Mode. To acquire and track
air targets, switch to FCR Air Scan Mode.

The CPG is unable to manually aim in this mode. If the FCR contact is lost, the Gun camera will
slew to the closest FCR target, possibly throwing the aim off. It is highly suggested to use FCR
for acquisition on a ground target and switch to HMD or TADS, unless the target is highly
mobile and hard to keep a track of manually.
External Lasing

1. Acquired laser grid coordinates (6 digits)


2. Laser location

To acquire external lasers, press LALT+T. The aircraft will acquire the laser and put up laser grid
information in the game chatbox (only visible to the aircraft crew).

If the aircraft picks up an external laser, it will classify it as REMOTE, if the laser is from the
mothership, it will classify it as LOCAL. With the mothership laser active, the aircraft can not
acquire external lasers.

The external lasing distance is unlimited, as long as you have direct line of sight on the signature.
After the missile is launched, the mothership has no control over the fired missile.
It is recommended not to enable the mothership laser until fired missiles reach the target.

To deconflict lasers and confirm that you have acquired the correct laser signature, be sure to ask
your CCt to confirm his laser designator grid coordinates, or physically confirm the target by
looking through TADS Camera.

AH-64D Mod prioritizes mothership lasers over external lasers unlike default Arma, meaning
other active friendly lasers can not confuse your laser guided ordnance. This is a great benefit but
also means you have to press a keybind to acquire external lasers. After you acquire a laser, your
mothership laser will be disabled by default.

To go back to self lasing, press G to activate your laser, and press LALT+T. You will see LOCAL
[Grid] on chat, confirming that the airframe is tracking mothership laser.

Laser acquisition can be done by both seats but it is recommended that the CPG does it.

Laser code in the Apache can not be changed.


Fire Extinguishing System

The Apache has a damage model in which the Engine 1, Engine 2 and the APU may catch fire if
taken damage. You have on board systems that can extinguish them.

1. Engine 1 Ready button


2. APU Ready button
3. Engine 2 Ready button
4. Primary bottle discharge
5. Reserve bottle discharge
6. Fire test

If a component has yellow “Fire” written on them like shown above, press the button for it to put
the selected system on “Ready” (1/2/3) and use the primary bottle (4). It should extinguish it
shortly. Fire test (6) is just a systems check to make sure everything is working.
Both seats have access to these systems.
Floodlights

The AH-64D Mod has cockpit lighting. May be hard to find if you do not have head tracking
gear such as TrackIR or DeLanClip.

Floodlight function enables you to operate the aircraft systems without Night Vision Goggles.

The Floodlights will disable after the Battery is turned off.

Can be enabled by both seats.


You can get around this problem of finding the floodlight interaction key in the cockpit by
binding a key to Lighting: Floodlight under AH-64D Apache Official: Cockpit Controls tab.

Floodlight enabled at night.


Pilot
In the pilot’s seat generally speaking, you are in charge of keeping the aircraft flying, meaning
not over torquing, maintaining situational awareness by keeping tabs on FUEL, ASE and FCR
pages and paying attention to air traffic. It is the Pilot’s call to RTB if there is danger present.

The pilot always has the last say. Any major decision regarding the aircraft goes through you and
the CPG is just a passenger.

This is not to say that what the CPG’s needs or wants are unimportant. You have to provide him
better sight lines, higher altitude if needed and keep the helicopter stable while he is engaging
targets. Better you two work together, more targets can be serviced which results in higher
chances of survivability and success for everyone involved. Listen to your CPG, take his
opinions into consideration and if the situation allows, give him what he needs.

Any button and setting that can be changed by the CPG can also be changed by the Pilot.
Meaning the CPG may ask you to press and change some settings in the aircraft so get
comfortable pushing buttons. This goes both ways though, so if you are running away from a
target, you may ask him to switch on the IRJ/RDJ for example.

Recommended default pages for the Pilot:


Left MPD > WPN
Right MPD > ASE

These should be your default pages if you aren’t doing anything else with them. Keep your eyes
on the ASE and don’t forget to monitor the UFD Panel occasionally for updates on aircraft
status and fuel information.

If you are going to change a setting regarding weapons or the FCR, let your CPG know.
Generally speaking, he’s in charge of offensive systems.

It is recommended that the Pilot leaves CAS and ISR communications to the CPG once the
aircraft is established at a BP. Don’t step on his toes.

Don’t forget your Pre-flight checks.


PNVS

PNVS is a night vision system that gives zoomed in display to the IHADSS Monocle.

1. Enables PNVS. IHADSS Monocle must be ON


2. Switching between Day/Night mode for the PNVS.

PNVS can be a little disorienting for players without a TrackIR. Only recommended for head
tracking device users.
PNVS view (Day)

PNVS view (Night)


Pilots can also Right Click to use the PNVS in fullscreen. If Freelook is toggled, the pilot can
look around even if he’s using the mouse for cyclic inputs and not move the aircraft.

Just like TADS Camera, the pilot can press B to enable A3TI Thermals.

Offers no zoom capability.

By default, PNVS screen will be green tinted but bugs and lag may cause it to be a coloured
screen.
CPG
As the CPG, it is your duty to service targets, maintain communications with the CCT and be
proficient with the armaments the asset has access to. Don’t be shy to ask the pilot to give you
the altitude or move you in the direction you need.

The cockpit, information displays and all functionality in the aircraft is shared. Meaning any
setting that the CPG can change can also be changed by the Pilot. This means as the CPG, you
can ask the Pilot to change settings, keep you updated on aircraft or ordnance status. For
example, if you are busy keeping eyes on what’s going on in the AO in the TADS Camera, you
can ask him to tell you how many missiles you have left.

Don’t be tunnel visioned. Keep your eyes on the FCR and don’t forget to take a look at ASE
occasionally to help with the situational awareness. Talk to your pilot frequently on aircraft
status and happenings around you that you may not be aware of.

Don’t go terminator mode. Remember that you have to be tasked for each air strike. You are not
allowed to do “I’m engaging that target” strikes unless the target is a threat to the airframe and is
engaging you.

Recommended default pages for the CPG:


Left MPD > WPN
Right MPD > FCR or ASE

After the aircraft is established at a BP, you are expected to answer and service CAS and relay
ISR information while the Pilot maintains air traffic and communication with other friendly air
assets present in the AO.

Remember your Brevity Codes. Don’t forget the munition release calls specifically and if
applicable, relay the Time-of-Flight every time you call-out “Rifle”. See Communications for
further details.

Don’t forget your Pre-flight checks.


TADS Camera (Gun Camera)

Let's take a look at the TADS Camera.


1. Selected sighting system (Which is FCR in this picture).
2. Range to target (Laser must be enabled by pressing G for this functionality).
3. Aircraft Speed (Left) and Altitude (Right) (Speed in Knots, Altitude in Feet AGL).
4. Selected armament and trajectory setting.
5. TOF (only applicable if there is AGM-114 Hellfire II in the air)
6. Aircraft heading (on top), deviation of the TADS Camera below it.
7. TADS Camera aim reference bearing (can be used instead of doing math).
8. TADS Camera vertical aim degree reference point.
9. Target grid coordinates (6-digits)
10. Active laser icon.

A3TI Advanced Thermals mod can be enabled by pressing B.

The laser can only be enabled by the CPG.


Start-up Procedure
In this part of the document, we will be focusing on how to start and operate the aircraft. This
part assumes that you have read the AH-64D Handbook.

It is recommended to read and go through the Pre-flight Checks, Settings and Fuel before
departure.
Start-up

1. Rotor Brake > OFF - If left on, engines will not start.
2. Battery > ON - Once enabled, MPDs will power on.
3. APU > ON - Once enabled, IHADSS Monocle Display UI will be enabled (IHADSS
Monocle must be ON)
4. Engine 1 > ON - Will start Engine 1.
5. Engine 2 > ON - Will start Engine 2.
6. Engine 1 > Idle
7. Engine 2 > Idle
8. NG% > Wait for NG% to reach 67.9
9. Engine 1/2 > FLY - Putting one engine on FLY will put the second on FLY automatically
10. Put on IHADSS Monocle
11. APU > OFF

It is RECOMMENDED that the aircraft be prepared for departure before any operations. See
Pre-flight Checks and Settings for details.

Shutdown
1. Engine 1&2 > OFF
2. Battery > OFF - If left ON, the aircraft will keep burning fuel.
3. Rotor Brake > ON
Pre-flight Checks, Settings and Fuel
Before you depart the base in an AH-64D Apache, it is recommended to set your defensive and
offensive systems.

The information below is not a rule but a recommendation that is applicable for most situations.

Each campaign and CAS environment will require different settings and precautions. It is up to
the player to find the optimal settings for each situation.

Pilot

Defensive Systems

These include ASE page settings, Fire Extinguishing Systems test and the C Scope (Pilot).

Autopage > Track & Launch


IRJ > STBY
RDJ > STBY
RWR Range > 10 (minimum 5, recommended 10 for the pilot)

It is highly recommended for the Pilot to enable his C Scope before departure for defensive
purposes.

Offensive Systems

This includes the TSD page only for the Pilot.

Systems on TSD should also be looked at. Enabling the map and ATK mode and such.
Recommended Fuel

Fuel is a balance that has to be struck. Going into the field with a full fuel tank (3200 lbs) will
make it more difficult for the pilot to maintain acceptable RPM levels and keep the aircraft at
higher speeds than normal at a BP, resulting in more unpleasant time for both seats. However it
is beneficial as oftentimes you will expend all ammo before reaching bingo fuel allowing for a
more effective “playtime” This is only recommended with experienced AH-64D pilots.

Unfortunately ArmA 3 settings do not allow players to take fuel out of any vehicle, meaning the
crew has to watch the fuel level as fueling starts.

Because of these factors, recommended fuel before departure is between 1800-2600 lbs and fuel
level has to be monitored by the pilot as fueling begins. Depending on expected time on station,
you may want to take less or extra.

Fuel consumption is dependent on server time acceleration.

Bingo Range

Bingo fuel means minimum fuel required to return to the base. When a bingo fuel is called, the
only logical next step is to return to the base for RRR.

In the AH-64D Apache, depending on distance to the nearest FOB, community accepted bingo
range is between 500-800 lbs.

This number may still appear high but in case of any emergencies that may prevent landing such
as Red air appearance. It is recommended to have more than enough fuel to stay in the air for 5
minutes or longer.
CPG

Defensive Systems

This includes ASE page settings only for the CPG.

Autopage > Track


RWR Range > 5 (minimum)

Offensive Systems

These include, C Scope, FCR and WPN page for the CPG.

Before departure, WPN page settings such as standard missile trajectory and rocket salvo should
already be set.

FCR should be switched on and to Air Scan Mode to scan the Air traffic and potential hostile air
threats as you are entering the AO, to make sure the AO is clear for Close air ops.

Enable C Scope for easier target acquisition.


Advanced TTPs
Ripple Fire
Laser guided ordnance can be fired in a few second intervals for quick target engagements or to
reduce hostile reaction times to attacks.

Depending on the distance to target and distance between the targets, the second missile interval
can be pushed shorter or longer. There is no limit to how many missiles that can be in the air at
once.

Here’s a video link below for demonstration:

https://www.youtube.com/watch?v=taEWvnh2giY

As demonstrated in the video, this can also be done by external lasing.

Suggested TOF based intervals:


TOF 10: Second launch at TOF 7
TOF 15: Second launch at TOF 10
TOF 20+: Second launch at TOF 15.

LOBL Missile Lasso


AH-64D Mod unfortunately does not support LOAL, but this limitation can be worked around
by a technique called Missile Lasso.

This technique requires a Buddy Lase to be authorized by the CCT or other Aircraft.

This is useful for engaging targets that the AH-64D can not physically see, whether the target is
behind terrain or other obstruction.

For this technique, the Buddy Lasing aircraft lases a position where the Apache can acquire it.
After the laser acquisition, an AGM-114 is launched and the Buddy Lasing aircraft moves the
laser to the target.
It is recommended for the Buddy Lasing aircraft to lase a position close to the target obstructed
to the Apache. If the laser signature is too close to the aircraft, the missile may lose track. The
laser should be moved quickly but in a straight line to the target.

Remember, AGM-114 Hellfire II is not an agile missile.

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