The WSO has been tested extensively and has been found to work consistently, within the original design specifications. The WSO is not intended to be an equivalent to an Apache's targeting computer - it is a human officer selecting targets by sight and through knowledge of their offensive capabilities.
However, thanks mainly to the efforts of American gamers, several areas have been highlighted where the WSO could be improved without detriment to the realism of the simulation.
The WSO now functions as follows:
Activation and de-activation remains the same. The 'S' key toggles the WSO on and off, as described in your manual.
An addition key now takes effect. Press key 'W' to toggle through three modes of WSO operation: "Automatic Selection"; "Free Fire", and "Mission Objectives", which are described just below. Note that toggling WSO mode does not automatically activate the gunner, and that, if de- activated, the current mode of operation will remain in effect when the WSO is brought back into play.
This mode is denoted in your cockpit display by the message:
In this mode, the Silicon Gunner will assign highest priority to waypoint and mission objects, *if any are present in his field of view*. If he sees no waypoint or mission objectives, he will fall back to targeting enemies of highest priority.
Not that an objective is not as specific in the WSO's eyes as you might think. If an objective is to bomb a building, then when within range of the objective the WSO will begin to highlight buildings. If you know that his target is not relevant, zero-in on one which is and instruct the WSO to re-lock (BACKSPACE key).
"Free Fire" mode is denoted in your cockpit display by the message:
Use this mode to instruct the WSO to concentrate targeting on enemies
of highest priority, whether there are primary objectives nearby or
not. Using 'Free Fire' will not stop the WSO targeting an objective
if
"Mission Objectives" mode is denoted in your cockpit display by the message:
Use this mode to instruct the WSO to concentrate targeting only on targets corresponding to the type of waypoint or mission objective of which the Hind is currently in range. In this mode, the WSO will disregard targets normally of a higher priority in favour of those necessary to complete the mission, even when instructed to re-scan.
The landing gear itself still functions the same way, ie, it changes state when you press 'U', not when the sound effect terminates.
A 'landing cushion' can be activated by holding down the LEFT SHIFT key on the keyboard as the Hind touches down.
The landing cushion effectively doubles the crash-land tolerance. You will still almost certainly crash if your pitch or roll are too wild, but excesses of forward, lateral and vertical speed are forgiven more.
Viewed simply, there are five factors that are cumulatively polled to determine whether a crash has occurred: forward speed; lateral speed; vertical speed; pitch; and roll.
Allowances are made in each of these factors, but if any are in excess they are now reported in the debrief.
The latest patches for Hind, and our other games are always
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