Hijong Park’s AH-1S Cobra
Features
1. Torque effect : when collective is increased, the helicopter will turn to right because of the torque created by the main rotor. the torque decreases as the helicopter gains forward speed.
2. Translating tendency : If you push rudder to left to deal with Torque effect, the tail rotor will start to create its own lift and make the helicopter drife to right.
3. Translational Lift : the helicopter gains extra lift and speed as move. because of this, you don’t need to pitch down to extreme to fly forward like vanilla helicopters or other mods.
4. retreating blade stall : If you fly too fast, the helicopter will shake aggressively and you’ll lose control. Do not fly faster than the red line in the speed meter.
5. Vortex ring state : if you go down too quickly while there isn’t much forward speed, the helicopter will suddenly lose all lift and go down very quickly. The most dangerout state for helicopters.
6. Over torque & Engine overheat : if you increase the torque higher than the red line in torque meter, the engine temperature will start to increase. if it hits the limit, the engine will cause permanent engine failure. Keep watching the engine temperature and don’t go full collective all the time.
Flight stick and rudder controller are essential to fly this thing properly. If you don’t have them, fly in Arcade flight mode which deactivates pitching up caused by translational lift, torque, and engine overheat.
Forget the laughable adjustment the game claims autohover. This helicopter offers proper auto hover mode that holds the helicopter in position.
In order to engage autohover mode, the helicopter’s speed must be slower than 8. If you press autohover key in that moment, the helicopter will start hovering.
M197 can be operated in 3 ways : Fixed, Pilot, and gunner operated.
In fixed mode, the Telescopic sight unit and turret are fixed at the HUD boresight unit.
In pilot mode, the TSU and turret follows the pilot’s head. Press slash ( / ) to open Helmet mounted sight.
In gunner mode, gunner operates and fires turret. Use keypad 7,8,9 to order gunner to attack or designate specific targets.
The Fire Control Computer can calculate the bullet drops 2000m at max. the accuracy of the turret will be severely decreased beyond that range.
Cobra offeres detailed rocket management system to use rockets more effectively.
By Pressing Reload key, you can set the rocket firerate between F and S. F launches rockets in 60 milliseconds and S in 180 milliseconds.
Pressing Prone key sets rocket mode to SNG(*1),PRS(*2), and QAD(*4).
Pressing next and previous sight mode key sets the rocket quantity between 1, 2, 4, 8, and ALL.
the amount of rockets launched when holding down button is Quantity * MODE.
The rocket pods are divided to 5 zones, and you can put different rockets in each zones.
M151 is a general high-explosive warhead to destroy soft ground targets.
M247 is a High-explosive-anti-tank warhead with improved penetration. attacking the top of the tanks by steep diving can make rockets more effective.
M156 is a white phosphorus warhead that creates lethal white smokes.
M261 is a multi purpose sub munition warhead that spreads 9 M73 grenades.
Press 1~5 to select each zones, and press 7 to deselect all.
If you set wing stores to rocket, the rocket crosshair will appear on HUD.
pressing semicolon or weapon switch key changes rocket range reference to A or manual (between 1 and 6 Km)
in A mode, the rocket trajectory will be calculated based on the laser result from Telescope if you order gunner to hold telescope at the target.
In manual mode, the range is calculated from the front nose of the helicopter.(In real life, pilot had to configure range manually but it’s done automically here) it is not as accurate as ‘A’ as it doesn’t consider the target’s movement in calculation, but can be useful if you want the rocket crosshair for shooting the target front while gunner is using turret and TSU elsewhere.
match the rocket crosshair at the Target to hit the target.
M134 Minigun pods can be mounted at inboard pylons.
Set Wing store to GUN, aim it with HUD boresight unit, and press wing store fire button (Jump) to fire.
8 TOW misssiles can be mounted at outboard pylons.
Since missiles in AH-1S can only be managed by gunner, you need a gunner to operate TOWs.
Pressing Kick (V) will activate TOW mode that displays currently selected missile and TOW constraints box on HUD.
When the TSU line of sight is in the constraints box, pressing fire key will order your gunner to launch the missile.
Since TOW is wire-guided, it has many limitations.
The missile is quite slow and has short effective range (F4000 at max), and the wire will be disconnected if TSU is out of the constraints box or the helicopter is moving too violently.
The helicopter has a flare dispenser.
you canshoot flares with countermeasure (X) key.
Flare dispenser has 30 flares and you must land at helipad or waypoint to refill it.
by pressing L, you can switch dispensing mode to single or sequence(fires 5 flares with single press).
when dispensing flares you need to care about 3 things :
– Flares are not effective when the missile is too far or too close. you need to use it in correct range.
– hovering or flying slowly decreases the effectiveness of flares. you need to fly as fast as possible while dispensing.
– even in most optimized conditions flares may not always success to distract missiles. flying low and covering yourself is the best countermeasure.
This is the US army’s radar warning receiver used in many of their helicopters.
this device can speak if an enemy vehicle or missile is tracking the helicopter.
Always take a look at RWR to avoid threats before it’s too late.
Turrets = ▲
Helicopter = ―
Airplane = Λ
Missiles = numbers
Other vehicles (specified as UNKNOWN) = U
Square = the threat is tracking you