Apache AH-64 Longbow 2
Jane's Combat Simulations: Longbow 2
Hints and Tips:
---------------
Submitted by: David K.
-= Learn in Instant Action Before Risking a Pilot =-
Instant Action lets you learn the Longbow without risking the active pilot
record. Its AH-64D is invulnerable and carries unlimited cannon ammunition, RF
Hellfires, rockets, and Stingers.
* Use Instant Action to learn hover control, FCR/TADS switching, target cycling,
Hellfire constraints, and MFD pages before flying a campaign sortie.
* The dedicated training missions are better for exact procedures, but on some
modern Windows setups the scripted instructor can hang. Instant Action remains
usable even when a tutorial script is unreliable.
-= Fight from Cover =-
Use terrain, ridgelines, trees, and short pop-ups instead of flying directly
over the target area. The FCR can store contacts while you drop back behind
cover, letting RF Hellfires attack targets that are no longer visible.
* Before the objective, inspect the mission map and choose a masked firing point
roughly outside the closest air-defense ring.
* Use one FCR sweep to build a target list, prioritize air-defense vehicles,
then drop back behind terrain.
* Do not treat programmed waypoints as mandatory corridors. You can alter the
route in the Mission Planner and fly around exposed approaches.
-= Keep Hover Hold and Wingman Attack Close =-
* H toggles Hover Hold. It only engages below about 15 knots unless
autopilot is already active.
* Ctrl + 3 tells the wingman to attack your current target or the active PFZ.
Put this command on a HOTAS button if you use a programmable controller.
* A cycles autopilot through heading hold, follow-waypoints, and off. Use
autopilot for transit, not while exposed to active SAMs.
-= Modern PC Basics =-
Longbow 2 is a 1997 Windows 95 combat-helicopter simulator built around the
AH-64D Longbow Apache, OH-58D Kiowa Warrior, and UH-60 Black Hawk. Modern
compatibility work still starts from the original retail/CD game. Patch 2.09 is
the final official gameplay patch.
* On current Windows systems, use the 3dfx renderer through a Glide wrapper.
Start with nGlide for simpler setup and stability; dgVoodoo 2 offers more
graphics options but can be less stable.
* Do not rely on the original Jane's Combat.Net browser. That service shut down
in 2007; LAN and direct TCP/IP still work as separate self-hosted options.
* Longbow 2's original CD installer and several official patch installers are
16-bit and do not run normally on 64-bit Windows. Preserve a known-good
patched installation once you have one.
Flight Controls and Cockpit:
----------------------------
-= Basic Keyboard Flight =-
* Collective up/down: = / -.
* Fine collective up/down: Shift + = / Shift + -.
* Pitch forward/back: W / Z.
* Bank left/right: A / S.
* Yaw left/right: [ / ].
* Rotor brake: R. Release it before a normal takeoff; engage it after landing.
* Rotor clutch/drive: Ctrl + R. This disengages or re-engages the rotor from the
engines and is separate from the rotor brake.
* Autopilot cycle: A.
* Hover Hold: H.
* Force Trim: Shift + C. The command exists, but spring-centered modern
joysticks normally do not need it in Longbow 2. If trim leaves a constant
pitch/roll input, stop using Force Trim and recenter the controller.
* Next/previous waypoint: W / Shift + W.
* PNVS/ANVIS night vision: P.
* Time compression: Tab; Shift + Tab restores normal time.
* In-flight navigation map: Alt + N.
* Replay last mission-specific radio message: Ctrl + S.
* Pause: Alt + P.
* Quit mission: Alt + Q.
-= Autopilot =-
Press A once for AP1, which holds the current heading. Press A again for AP2,
which flies toward the next waypoint. Press A a third time to disengage. Normal
cyclic or collective input also cancels autopilot.
* Default autopilot altitude is about 100 feet AGL. Ctrl + W / Ctrl + Z raise or
lower the commanded altitude in 50-foot steps.
* Ctrl + S / Ctrl + A increase or decrease commanded autopilot speed.
* H can be pressed while autopilot is active to slow the helicopter
into a stable hover.
-= In-Flight Navigation Map =-
Alt + N opens the real-time navigation map. Waypoints created before takeoff
cannot be moved or deleted in flight, but you can add new waypoints to your own
flight path when a threat or assistance call forces a diversion.
1. Left-click the small green + box between two sequential waypoints.
2. Drag the new waypoint to the position you want.
3. To remove it later, right-click the new waypoint and select Delete.
-= Pilot and Co-Pilot/Gunner Seats =-
* Numpad 0 toggles between the Longbow pilot cockpit and the front CP/G cockpit.
* In the CP/G seat, Numpad . toggles the full-screen Head-Down Display for the
active TADS or Radar image.
* The pilot and CP/G cockpits can hold different MFD pages, which makes the
second seat useful even in single-player.
* In single-player, the computer CP/G can handle target sighting, target
prioritization, and countermeasures. Press Alt + O and use the Gameplay
options to change how much of that work is automated.
* In multiplayer, a human CP/G handles target acquisition, Hellfires, and
rockets; the human pilot flies and handles the gun.
-= Useful Camera Views =-
* F8: switch to your launched missile's viewpoint.
* Shift + F8: toggle automatic missile-camera switching after each launch.
* F9: switch to an incoming missile's viewpoint when one is closing on you.
* Shift + F9: toggle automatic incoming-missile camera switching.
* F12: switch to an exterior view of a recently destroyed target.
* Shift + F12: toggle the automatic Death Camera.
-= Master Modes =-
* M cycles NAV, DIRECT, INDIRECT, and ATA master modes.
* Shift + 1: NAV.
* Shift + 2: DIRECT - TADS + LOBL for direct ground attack.
* Shift + 3: INDIRECT - FCR + LOAL for masked RF Hellfire attack.
* Shift + 4: ATA - air radar and air-to-air weapons.
* Insert toggles LOBL and LOAL manually without changing the rest of the current
Master Mode. Use it when you need a non-default sensor/launch-mode combination.
-= Normal Takeoff and Landing =-
1. Before takeoff, press R to release the rotor brake and wait for rotor RPM to
reach normal operating speed.
2. Raise collective smoothly. Keep torque at or below roughly 100% while
transitioning into forward flight.
3. For landing, slow toward the LZ, reduce altitude, and use H when you need a
stable hover before the final descent.
4. Touch down gently, press B for wheel brakes if the helicopter drifts, then
press R to engage the rotor brake.
-= Flight Envelope Traps =-
* Ground effect is modeled below roughly 50 feet AGL. Hovering close to the
surface needs less torque than holding the same hover above about 100 feet.
* Avoid a very fast vertical descent with little forward speed. Longbow 2 models
settling with power/vortex ring state, where the helicopter can sink into its
own downwash and lose effective lift.
* If torque rises too high, reduce collective. Short over-torque is possible but
increases wear and risk.
* At excessive forward speed, retreating-blade stall begins with rotor
vibration. Slow down before the stall grows; continuing can damage the rotor
or roll the helicopter uncontrollably.
-= Engine Failure - Autorotation =-
1. Immediately lower collective to 0% so the rotor retains RPM.
2. Push the nose down enough to keep about 60 knots of forward speed. Below
that, the descent becomes much harder to survive.
3. Pick a flat landing area and keep the helicopter pointed toward
it while preserving airspeed.
4. Near the landing site, pull back to bleed speed. Around 100 feet, raise
collective to cushion the final descent.
* Do not raise collective too early. That spends rotor RPM while you are still
high and can leave no lift for the final flare.
-= MFD and Sensor Utility =-
* Comma / Period: cycle left/right MFD pages.
* Shift + Comma / Shift + Period: cycle the same MFD pages backward.
* Home: toggle target acquisition between TADS and FCR.
* T / Shift + T: next / previous enemy target in the active target list. With
"Realistic Targeting" enabled, T cycles all targets instead of enemies only,
so confirm the target ID before firing.
* Ctrl + T sorts the current TADS or FCR target list by closest target first.
* Alt + T sorts the TADS list by the CP/G's best missile-target estimate, using
range, aspect, and threat. This sort is not available for FCR/PFZ lists.
* Y / Shift + Y: next / previous friendly target outside PFZ lists.
* Numpad Enter: with realistic systems enabled, toggle the active acquisition
transmitter - FCR in radar mode or the laser in TADS mode.
* Page Up: toggle FCR between Air and Ground radar modes.
* Page Down: cycle the normal Radar/TSD range through 2, 5, 10, 25, and 50 km.
* D: cycle TSD declutter between NAV, TGT, and ALL when you need to separate
navigation information from target clutter.
* Numpad . in CP/G: full-screen TADS/Radar Head-Down Display.
Sensors and Targeting:
----------------------
-= TADS vs. FCR =-
TADS is a line-of-sight optical/laser sensor. It can classify targets and is
required for laser Hellfires. FCR is the Longbow mast radar. It can scan from
behind cover, retain contact information, and drive RF Hellfire attacks.
* Use TADS when you need visual identification, laser designation, infantry, or
a target the radar cannot classify well.
* Use FCR for armored columns, air-defense sweeps, PFZ attacks, and any
situation where you want to acquire targets during a brief pop-up and then
return to cover.
-= TADS and Kiowa MMS Camera Controls =-
* Numpad 8 / 2 / 4 / 6: slew the active TADS/MMS camera up,
down, left, or right.
* L: lock the object centered in the TADS/MMS image and add it
to the target list.
* Numpad 1: cycle Longbow TADS through FLIR, DVO, and DTV; on the Kiowa, toggle
MMS between TIS and TVS.
* Numpad 7: with Longbow FLIR active, toggle white-hot and black-hot imagery.
* Z / X or Numpad + / -: change TADS/MMS zoom. These are sensor-context
bindings; outside the sensor view, Z/X retain their flight-control roles.
* In the Longbow CP/G seat, Numpad . expands the active TADS or Radar MFD to the
full-screen Head-Down Display.
* Moving or panning the TADS camera unlocks TADS and the cannon from the current
target. Press Shift + L to relock both on the current target before firing.
-= Night and Poor-Visibility Flight =-
Press P to toggle PNVS in the Longbow or ANVIS in the Kiowa/Black Hawk. These
systems are for flying and terrain visibility, not target acquisition.
* Use PNVS/ANVIS when terrain is hard to see at night, in smoke,
or in poor weather.
* Keep TADS/FCR/MMS separate for target work. PNVS/ANVIS does not replace the
weapon-acquisition system.
-= FCR Air and Ground Modes =-
* Ground radar scans a 90-degree sector ahead; air mode conducts
a 360-degree air sweep.
* With Realistic FCR Operation enabled, Numpad 4/6 moves the scan direction and
Numpad 8/2 changes the scan arc.
* Numpad 3 toggles Single and Continuous scan. Single emits one sweep each time
the radar is activated; Continuous keeps sweeping until switched off.
* With Realistic FCR Range enabled, Z/X or Numpad +/- step through 0.5, 1, 2, 4,
and 8 km. These are radar-context bindings.
* Numpad 9 zooms the Radar MFD around the current target.
* A narrower scan arc updates faster and exposes the radar for less time.
* FCR contact memory is the reason masked LOAL attacks work: the target can
remain in the stored list after you descend behind terrain.
* Ctrl + ~ downloads unseen targets from the nearest ABCCC/C&C source into the
Longbow target list when realistic FCR options are active. A Ctrl + 4 wingman
pop-up scan feeds his detected targets directly.
-= Priority Fire Zones =-
A PFZ is a rectangular priority-target area on the TSD. Longbow, Kiowa, and
Black Hawk crews can create PFZs for target handoff. A radar Longbow can also
use one PFZ to queue as many as 16 targets for rapid RF Hellfire launches.
1. Open the TSD and right-click-drag a box around the target group.
2. Select the PFZ label or use Q / Shift + Q to cycle PFZs.
3. For a radar-Longbow attack, switch to INDIRECT master mode so FCR and LOAL
are active. Kiowa and Black Hawk crews can stop here and hand off the PFZ.
4. Cycle through the PFZ targets and launch RF Hellfires while
the constraints are valid.
5. Stay behind terrain after launch; the RF Hellfires reacquire from the stored
FCR target data.
* Shift + left-click adds a newly detected target to the current PFZ list.
* A PFZ can contain both friendly and enemy contacts; it does not automatically
separate them. Confirm target identity before handing a PFZ
to wingmen or backup.
* Keep the launch PFZ selected until its Hellfires have impacted. Deleting or
de-selecting the current PFZ while assigned missiles are still in flight makes
those missiles self-destruct.
* Shift + D deletes the selected PFZ; Ctrl + D deletes all PFZs.
* An empty PFZ remains active until deleted or another target source is
selected. Delete it if normal FCR target cycling suddenly appears empty.
-= Target ID Cheat =-
Press U to toggle the Upfront Display between normal engine/rotor data and
target identification. The original manual calls this a cheat because the real
aircraft does not provide instant target identification.
Weapons:
--------
-= Weapon Quick Reference =-
* Backspace: cycle weapon types.
* Spacebar: fire the active weapon.
* Enter: fire the M230 chain gun.
* Ctrl + M: Master Arm SAFE / ARM.
* G: cycle gun burst size through 10, 20, 50, and 100 rounds.
-= Hellfire Lock Messages =-
* VALID LOCK: weapon can fire.
* NO TARGET: no current target is selected.
* NO ACQUIRE: the required FCR or TADS/laser acquisition system is not active.
* ARM?: Master Arm is still SAFE; press Ctrl + M.
* NO MSLS: the selected Hellfire/Stinger type is exhausted.
* OUT OF RANGE: move closer or select another target.
* MIN RANGE: target is too close. Hellfire/Stinger minimum range is roughly 0.5
km; use cannon or rockets instead.
-= Laser Hellfire - TADS/MMS with LOBL =-
1. Load laser Hellfires in the Mission Planner.
2. Use DIRECT master mode with Shift + 2.
3. Use TADS in a Longbow or MMS in a Kiowa as the acquisition source.
4. Select and identify the target.
5. With Realistic TADS Operation enabled, press Numpad Enter to turn the laser
on and wait for a valid lock. The same option makes Kiowa
MMS laser control manual.
6. Fire the Hellfire and keep the TADS/MMS target and laser on
the target until impact.
* Laser Hellfires are poor fire-and-forget weapons. Breaking the lock can make
the missile self-destruct.
-= Laser Hellfire - TADS/MMS with LOAL from Cover =-
Laser Hellfires can also use LOAL. A Longbow or Kiowa can launch while masked,
then acquire and lase the target before the missile's countdown expires.
1. Keep TADS or MMS as the target-acquisition source and select laser Hellfires.
2. Press Insert until the missile launch mode shows LOAL.
3. Point the helicopter so the expected target area is inside the large LOAL
Hellfire field-of-view box, but do not select the target yet.
4. Fire the missile while still masked.
5. Pop up, select the TADS/MMS target, turn the laser on with Numpad Enter, and
hold the designation before the missile countdown reaches zero.
* If no valid TADS/MMS laser target is acquired in
time, the missile self-destructs.
-= Laser Designation for Friendly Aircraft =-
1. Use TADS in a Longbow or MMS in a Kiowa and select the target named
in the mission briefing.
2. With Realistic TADS Operation enabled, press Numpad Enter to turn the laser
on. The same option makes Kiowa MMS laser control manual.
3. Keep the target inside the TADS/MMS camera and continue lasing after the
first radio message says a friendly aircraft is looking for the designation.
4. Hold the laser until the second radio message confirms that the friendly unit
has picked up the marked target.
* If the target leaves the TADS/MMS camera view, the
laser turns off automatically.
* To fire a laser Hellfire at a target designated by another friendly unit, turn
your own laser off, cycle targets until the Weapon Inhibit field shows VALID
TARGET, then fire while the external designation remains active.
-= RF Hellfire - FCR with LOAL =-
1. Use a radar-equipped AH-64D and load RF Hellfires.
2. Use INDIRECT master mode with Shift + 3.
3. Sweep the target area with FCR and create a PFZ when attacking a group.
4. Return behind cover while the target data remains stored.
5. Launch RF Hellfires in LOAL. They climb, then reacquire the assigned targets.
After launch, stay masked as long as the stored FCR/PFZ target data remains
valid; the radar Longbow does not need to remain exposed for impact.
-= Stinger =-
Use ATA master mode against aircraft and helicopters. A Stinger's effective game
range is about 4.5 km, with a minimum range around 0.5 km. Point the helicopter
toward the target, wait for the seeker to settle and the lock tone, then fire.
-= Rockets =-
* With rockets selected, press S to cycle salvo size through 1, 2, 4, 8, 12, and
24 rockets. The Kiowa cannot use the 24-rocket salvo.
* HE FFARs are unguided and do not require a target lock. Aim the rocket
steering cue/impact geometry directly at the target and fire when the shot
line is stable.
* MPSM rockets do require a valid lock. In the Kiowa, center the I-beam
horizontally and the pitch circle vertically on the target before firing.
* Use rockets on infantry, trucks, support vehicles, and grouped light/medium
armor; save Hellfires for targets that need them.
-= Rockets Fall Short on Fast PCs =-
Patch 2.09 and fast CPU timing can make FFARs land well short even when the
I-beam looks valid. Treat a repeatable short impact as a timing/range problem
before assuming the mission target is scripted incorrectly.
* Use TADS targeting and laser ranging instead of relying on the older PCR/FCR
range alone; the reported ranges can differ by roughly 200 meters.
* Fire from a stable hover or very low forward speed, roughly 15-20 knots or
less, and preferably from about 100 feet AGL or higher.
* If rockets remain consistently short, a Windows 98 PCem/86Box setup with an
emulated CPU around 166-233 MHz can reduce the timing error. Use this only for
rocket-heavy missions that remain unreliable on the modern host.
-= M230 Chain Gun =-
* Use the gun for infantry, artillery, trucks, light armor, and close targets.
* Long bursts can overheat the chain gun. Fire controlled bursts rather than
holding the trigger continuously.
* The TADS/helmet sight can slave the cannon to the selected target, making it
ideal for close threats after Hellfire minimum range is crossed.
* Press F4 for the Virtual Cockpit/helmet view. Press F4 again to slew the view
to a nearby target; in the Longbow the cannon follows the helmet sight.
Survival and Damage:
--------------------
-= ASE Threat Display =-
The Longbow and Kiowa use the ASE page to show radar threats and missile
activity around the helicopter. A dotted threat ring means search, a solid ring
means tracking, and a flashing ring means a guided missile launch.
* I: toggle the IR jammer manually.
* J: toggle the radar jammer manually.
* With "Realistic Jammer" enabled under Gameplay -> Realism -> Custom, jammer
coverage narrows to 45 degrees on either side of the current flight path
instead of covering all directions. Keep the threat forward
when relying on jamming.
* Delete: cycle ASE threat ranges through 2, 5, 10, 25, and 50 km.
* Shift + A: toggle ASE Autopage; it is on by default.
* C: dispense chaff manually.
* Longbows carry chaff but not flare cartridges. Kiowa and Black Hawk pods can
carry chaff and flares.
-= Evading a Missile =-
1. Watch the ASE/RWR warning and identify the missile direction.
2. Turn until the helicopter faces the incoming missile.
3. A few seconds before impact, drop into terrain or ground clutter and stop so
masking and countermeasures can break the lock.
4. If you cannot mask behind terrain, side-slip sharply as the missile closes.
* The ground-clutter tactic does not work against RAPIERs; stay outside their
engagement envelope or destroy them first.
-= Fighting Enemy Aircraft =-
Against fighters, treat the engagement as defensive. Stay in a low hover near
cover when possible. If a fighter dives head-on, remain low and fly toward it;
this steepens its dive and can force an overshoot. Fire a Stinger when you have a
valid ATA shot, then break toward friendly airspace instead of chasing the jet.
Against helicopters, use your maneuverability to work above and behind the target
for a six-o'clock shot. Avoid climbing into exposed air-defense coverage just to
continue the duel. Ctrl + - can set a Weapons Free wingman to ATA targets when
you want him watching for aircraft.
-= Engine Fire and Damaged Systems =-
* Ctrl + F fires the extinguisher. It can be used only once per mission.
* Ctrl + [ shuts down the left engine; Ctrl + ] shuts down the right engine.
* FCR FAIL removes new radar detection and RF Hellfire guidance. Switch to
TADS/laser weapons or disengage.
* TADS FAIL stops normal TADS camera movement. A radar Longbow can fall back to
FCR/RF Hellfires; aircraft without that option should disengage if the mission
still requires precise target acquisition.
* LASER FAIL prevents laser designation and laser Hellfire guidance. Use FCR/RF
Hellfires when available.
* FLIR FAIL removes FLIR imagery. Use DVO/DTV or radar when visibility permits;
avoid pressing deeper into a night or poor-visibility attack without
a usable sensor picture.
* PNVS FAIL removes the Longbow's normal night-flight picture. Slow down and
return toward friendly terrain if outside visibility is no longer sufficient.
* RJAM FAIL removes radar jamming. Rely on terrain masking and chaff instead of
staying exposed to radar-guided threats.
* IHADSS FAIL removes the Longbow's helmet symbology. Use the remaining MFD and
cockpit information to disengage rather than continuing a complex attack.
* SCAS FAIL disables normal autopilot/auto-hover support and degrades handling.
Fly manually and avoid aggressive maneuvering.
* APU FAIL means engines cannot be restarted after shutdown. Keep any surviving
engine running unless shutting it down is necessary to stop a fire.
* BUCS FAIL removes the backup control system. If SCAS and BUCS are both lost,
the helicopter is no longer controllable.
* HYD PSI LO degrades control response. OIL PSI LO raises engine temperature and
fire risk; FUEL PSI LO increases fuel consumption and can worsen a fire.
* PWR FAIL removes the RWR/ASE warning display and automatic defensive response.
Treat further exposure to SAMs as high risk.
Wingman and Support:
--------------------
-= Wingman Targeting =-
* Ctrl + 3: Attack my target / active PFZ.
* If a PFZ is active, Ctrl + 3 can hand the wingman an entire target list
instead of one object.
* A radar-Longbow wingman carrying RF Hellfires can perform LOAL/ripple attacks
on a PFZ.
* If the wingman says the target cannot be attacked, move closer or change
angle; the AI will not always reposition itself enough to gain a valid lock.
* If the wingman reports Winchester ammo, he lacks the correct
weapon for the target.
-= Wingman Command Set =-
* Ctrl + 4: wingman pops to about 200 feet, scans, and sends detected
targets to your TSD.
* Ctrl + 5: Weapons Hold.
* Ctrl + 6: Weapons Free.
* Ctrl + 7: Form on My Wing. If you sent the wingman home with Ctrl + H, this
command can call him back while he is still less than about 5 km away.
* Ctrl + 8: Check Status, including remaining weapon state.
* Ctrl + 9: Stay Here and hover at the current position.
* Ctrl + 0: toggle wingman formation distance between 50 and 150 meters.
* Ctrl + H: Return to Base.
* Ctrl + -: toggle the wingman's Weapons Free preference between
ATA and ATG targets.
* Ctrl + =: Cover Me.
-= PFZ Handoff and Backup =-
* Ctrl + Backspace hands off the selected target or active PFZ without ordering
an immediate attack. The wingman enters Weapons Hold; press Ctrl + 6 when you
want him to engage the handed-off targets.
* To call an air strike, select a TADS/FCR target and press Ctrl + 2. Suppress
nearby SAM/AAA first; losing the supporting A-10/F-16 flight also costs
promotion points from the mission score.
* To call artillery, select a TADS/FCR target and press Ctrl + 1. Expect the
shells to arrive in about one minute.
* Use the Kiowa to scout and hand off targets when you want the
Longbows to remain masked.
Aircraft Roles:
---------------
-= AH-64D Longbow =-
The radar Longbow is the primary attack helicopter. Its FCR, RF Hellfires, PFZs,
TADS, Stingers, rockets, and cannon let it attack heavy armor and air defenses
without giving up close-range weapons.
-= AH-64D without Radar =-
The non-radar Longbow keeps TADS and the normal attack weapons but loses the
mast FCR. It cannot use the same radar-driven masked PFZ attack loop; use TADS
and laser Hellfires more often.
-= OH-58D Kiowa Warrior =-
The Kiowa is a scout. Its Mast-Mounted Sight can acquire targets from behind
terrain with minimal exposure. Use it for reconnaissance and target handoff
rather than trying to fight like a fully armed Longbow.
* The optional CFD-5000 pod carries a fixed-forward M2 .50-caliber machine gun.
Point the helicopter until the PDU gun crosshairs turn solid, then fire with
Enter. Missiles or rockets can remain on the other hardpoint.
-= UH-60 Black Hawk =-
The Black Hawk is the transport/utility helicopter. Its normal jobs are troop
insertion/extraction and medevac, so mission success usually depends on reaching
the designated landing zone and surviving the ingress/egress.
* Choose the door-gun type in Mission Planning. M134 miniguns put more rounds
downrange against infantry and unarmored targets; M60D guns trade rate of fire
for better penetration against light armor.
* Numpad 0: switch between cockpit and door-gunner position.
* Numpad .: switch between left and right door guns.
* Numpad 8 / 2 / 4 / 6: aim the active door gun.
* From the pilot's seat, your AI door gunner aims at the selected threat, but
you still control firing with Enter. Use this when you cannot safely leave the
controls to aim a door gun yourself.
* Use the door guns mainly to suppress the LZ during landing and takeoff. Do not
loiter over the objective trying to fight like an attack helicopter.
Campaign and Mission Planning:
------------------------------
-= Create a Pilot Before Campaign Play =-
Single and Campaign Missions require an active pilot. The Bunkhouse stores up to
six pilot records. Campaign performance, medals, mission statistics, KIA/MIA
status, and flight time belong to that pilot.
* Longbow 2 stores up to ten campaign saves. Starting an eleventh campaign
requires replacing an existing campaign slot.
* Instant Action does not affect the pilot record.
* A pilot confirmed KIA, MIA, or captured becomes inactive permanently.
-= Protect a Pilot from Permanent Loss =-
After a crash, capture, or death, the game asks whether to accept the result. If
you want to preserve the pilot career, answer No and re-fly the mission instead
of confirming the inactive status.
* Automatic saving is on by default and saves when you
leave the Debriefing Area.
* Turn automatic saving off if you want an explicit save
prompt after every mission.
-= Single Missions and Random Mission Planner =-
Single Missions use the same MMPC interface without committing a campaign. Enter
the Single Mission Building, then use the notebook for the prepared mission list or
the clipboard to build a random mission.
* The Random Mission Planner can set the objective to CAP, CAS, Strike, Escort,
Recon, or Random. It also lets you vary location, time of day, weather, weapon
availability, force advantage, and opposing force strength.
* After choosing the mission parameters, open the normal Mission Planner to pick
your helicopter, adjust the route, and set the loadout before flying.
-= Campaign Options =-
* Challenge Level: Easy, Average, or Hard.
* Force Advantage: Neutral, Friendly Advantage, or Enemy Advantage.
* Campaign Limit: Two, three, four weeks, or Unlimited.
* Limit Radar Longbows: destroyed radar Longbows are not immediately replaced.
* Limit Other Helicopters: destroyed Kiowas, non-radar Longbows, and Black Hawks
are not immediately replaced.
* Limit Missiles / Limit Rockets: expended ordnance is not immediately replaced.
* Ordnance Replacement: Slow, Average, or Fast when
missile/rocket limits are active.
* Helicopter Replacement: Slow, Average, or Fast when
aircraft limits are active.
* Limited Intelligence: enables fog-of-war uncertainty in
enemy information and briefings.
* Time of Day: Random, Always Day, or Always Night.
* Visibility: Random, Always Good, or Always Poor.
With the limit options enabled, wasting aircraft and Hellfires has
campaign-level consequences. Protect scarce radar Longbows and use cannon or
rockets when they can kill the target cheaply.
-= Dynamic Campaign Priorities =-
* Watch the whole front, not only the sector where your last mission succeeded.
Friendly ground units can stall when neighboring sectors or
supply lines are weak.
* Recon and supply-support missions matter because they help friendly forces
reach an offensive posture; destroying targets alone does not automatically
move the front.
* SEAD against SAM/AAA makes later CAS and transport work safer, but enemy air
defenses can be replaced. Time major suppression work close enough to the
friendly offensive that your ground forces can exploit the gap.
* When aircraft or ordnance replacement is limited, protect radar Longbows and
expensive Hellfires for missions that actually require them.
* FARPs receive replacement helicopters and ordnance through resupply. Protect
friendly supply convoys; losing them can delay the resources
needed for later missions.
* The dynamic campaign does not use the chalkboard Success/Fail label alone.
Friendly and enemy casualties, timing, mission planning, and battlefield
positioning also influence what the generator creates next.
-= Mission Planner Priorities =-
1. Read Mission Details and identify the actual
primary and secondary objectives.
2. Choose the flight you will personally fly and confirm
the correct helicopter role.
3. Check enemy air-defense overlays before accepting the default route.
4. Move or add waypoints so the attack approaches from terrain cover.
5. Review AI/support-flight routes as well as your own. Computer pilots follow
assigned waypoints rigidly and can fly straight through known SAM/AAA rings.
6. Load enough anti-armor weapons for the objective without wasting
campaign-limited stores.
7. Give the wingman a complementary loadout instead of duplicating every weapon.
* Use Profiler to drag a line across a planned leg and inspect the terrain's
vertical contour before committing to a masked approach.
* Use Rehearse to watch all flights move along their planned paths on the same
relative time scale. If a flight reaches a waypoint too early, right-click that
waypoint and adjust Loiter with - / +; each click changes the wait by 10
seconds. Run Rehearse again to check the new timing.
-= FARP - Rearm, Refuel, or End Mission =-
The last waypoint is normally a Forward Arming and Refueling Point, but other
FARPs can be used during the mission. Land within roughly 0.5 km to trigger the
FARP service menu.
* CONTINUE: return to the mission.
* REARM AND REFUEL: replenish available weapons and fuel, then continue.
* END MISSION: stop flying and enter Debriefing.
* FARP use is limited and supply varies by location. Save it for a mission that
still has unfinished objectives.
-= Escorting a Black Hawk to the LZ =-
* Stay close to the Black Hawk during most of the ingress so your sensors and
jammers help protect the transport.
* At roughly 5 km from the landing zone, break ahead and clear the LZ
before the transport arrives.
* Use both FCR and TADS. Vehicles and major air defenses show well on FCR, but
infantry carrying shoulder-fired SAMs do not; use TADS to find them.
* Rockets and cannon are well suited to clearing infantry and light threats
around the LZ without spending Hellfires unnecessarily.
-= Mission Success and Debriefing =-
A mission can end at the final waypoint, at a FARP, by quitting, or after a
crash. Debriefing grades the result as Success/Success+ or Fail/Fail-. After the
"Mission Successful" message, landing at any friendly FARP can end the mission;
landing elsewhere and surviving reduces the mission score. If the required
objective is complete but you are damaged or low on fuel, a nearby friendly
FARP is safer than forcing the planned route home.
Cheats and Built-In Advantages:
-------------------------------
-= Invulnerable and Unlimited Ammo in Normal Missions =-
Longbow 2 also exposes INVULNERABLE and UNLIMITED AMMO as gameplay options
outside Instant Action. Press Alt + O during a mission and use the Gameplay
options when you want either aid.
* INVULNERABLE prevents normal combat damage and is useful for learning the
Advanced/Expert flight model, avionics, or difficult mission routing.
* UNLIMITED AMMO removes weapon depletion during the current mission.
* Score consequence: if either option is activated during a scored mission, that
mission's score is not added to the pilot's career total.
* Mission completion and campaign flow can still continue; the penalty is to the
accumulated pilot score.
-= Instant Action Invulnerability and Unlimited Weapons =-
Instant Action is a built-in practice/cheat mode. The AH-64D starts invulnerable
with unlimited M230 ammunition, RF Hellfires, rockets, and Stingers. Use it to
learn weapons and sensors without damaging a pilot record or campaign inventory.
-= Upfront Target Identification =-
Press U to show target identification in the Upfront Display. This built-in
cheat provides instant target identification. Press U again to restore the
normal engine/rotor readout.
-= Secret Programmer Quotes =-
During the game's credits, type IWANNASEE. When the normal credits finish,
additional programmer/developer quotes appear.
* The code does not affect mission progress, pilot score, or campaign state.
-= AZER2000 Official Challenge Campaign =-
AZER2000 is an official free replacement for the Fallen Crescent campaign. It
swaps the historical Iranian equipment set for modern CIS armor, SAMs, and
helicopters, making the dynamic campaign substantially harder.
* Extract AZER2000.EXE into the Longbow 2 directory, then run INSTAZER.BAT there
to back up the original campaign data and enable AZER2000. On 64-bit Windows,
the bundled 16-bit patch step does not run natively; use DOSBox or a compatible
legacy environment for INSTAZER.BAT.
* Start a new Fallen Crescent campaign after enabling AZER2000; it replaces that
campaign's data rather than adding a separate menu entry.
* Do not load old Fallen Crescent campaign saves while AZER2000 is active. The
replacement campaign and the original Fallen Crescent saves are incompatible.
* Run REMAZER.BAT to restore the original Fallen Crescent data before using old
saves. Run INSTAZER.BAT again when you want to return to AZER2000 saves.
Solutions:
----------
-= Friendly Aircraft Will Not Pick Up My Laser Target =-
1. Select the exact mission target with TADS in a Longbow or MMS in a Kiowa.
2. Turn the laser on with Numpad Enter.
3. Keep the target in the TADS/MMS field of view after the first radio call.
4. Do not break the laser until the second radio message confirms the friendly
aircraft has acquired the designation.
-= Hellfire Will Not Fire =-
1. Read the Weapon Inhibit field before changing anything.
2. If it says ARM?, press Ctrl + M to arm the weapons.
3. If it says NO TARGET, select a target.
4. If it says NO ACQUIRE, activate the required TADS/laser
or FCR acquisition source.
5. If it says OUT OF RANGE, move closer; if it says MIN RANGE, use
cannon/rockets or back away.
6. Maneuver until the Hellfire constraint box becomes solid, then fire.
-= PFZ Has Targets but Target Cycling Is Empty =-
1. Check whether the current PFZ has already been emptied by
previous launches or kills.
2. Wait for any Hellfires assigned through that PFZ to impact before changing
the PFZ selection.
3. Delete the empty PFZ with Shift + D or select another PFZ.
4. Return to the normal FCR target list or create a new
PFZ around current contacts.
-= Wingman Will Not Attack =-
1. Select a valid enemy target or a non-empty PFZ.
2. Use Ctrl + 3.
3. If he reports no line of sight or range, move the formation closer
or change attack angle.
4. If he reports Winchester, choose a target that matches his remaining weapons
or return to a FARP.
-= Out of Fuel or Weapons before the Objective Is Complete =-
1. Open the in-flight map and locate a friendly FARP.
2. Land within roughly 0.5 km of the FARP.
3. Choose REARM AND REFUEL.
4. Resume the mission and return to the unfinished objective.
-= Pilot Was Killed, Captured, or MIA =-
1. Do not confirm the permanent inactive status if you want to keep the pilot.
2. Answer No when the game asks to accept the result.
3. Select Re-Fly Mission from Debriefing and fly the sortie again.
-= Training Mission Hangs on Modern Windows =-
1. Confirm Patch 2.09 is installed.
2. Use the 3dfx renderer through a Glide wrapper instead of Direct3D.
3. Add a [Backdoors] section with HEAP_PERCENT=0 to CA.ini.
4. Remove broad Windows XP/98 compatibility modes if they make mission exit or
scripts less stable.
5. If the scripted lesson still hangs, practice the same
system in Instant Action.
-= Rockets Land Short despite a Solid I-Beam =-
1. Switch target acquisition to TADS and lase the target for a better range.
2. Slow to a hover or roughly 15-20 knots or less.
3. Climb to about 100 feet AGL or higher when terrain allows.
4. Re-center the rocket constraints and fire a short test salvo.
5. If every salvo remains short on a fast modern host, use a slower legacy/PCem
environment for rocket-heavy missions or switch to Hellfires/cannon
when the mission permits.
-= SAM Launch Warning Keeps Killing Me =-
1. Watch the ASE/RWR warning and identify the flashing threat direction.
2. Leave ASE Autopage enabled unless you deliberately manage the page yourself.
3. Turn toward the incoming missile and keep the appropriate jammer active.
4. A few seconds before impact, drop into terrain/ground clutter and stop, or
side-slip sharply if masking is impossible.
5. Use C to dispense extra chaff when radar-guided missiles keep tracking.
-= Engine Is on Fire =-
1. Press Ctrl + F once to fire the extinguisher.
2. If an engine remains unsafe, shut down the left engine with Ctrl + [ or the
right engine with Ctrl + ].
3. Reduce power demand and return to a friendly FARP/LZ instead
of continuing the attack.
-= Both Engines Are Gone =-
1. Lower collective to 0% immediately.
2. Dive enough to maintain about 60 knots and select a flat landing area.
3. Bleed forward speed near the landing site.
4. Around 100 feet, raise collective to cushion the touchdown.
-= Missions Run but Cockpit Systems Do Not Respond =-
1. Confirm the game is already using the 3dfx renderer through nGlide and that
Patch 2.09 is installed.
2. Disable all Windows compatibility-mode checkboxes on LB2.exe.
3. Install the dxwrapper Stub ddraw.dll/dsound.dll plus dxwrapper.dll and
dxwrapper.ini beside LB2.exe.
4. Enable DDrawCompat, EnableDdrawWrapper, EnableDsoundWrapper,
HandleExceptions, and SingleProcAffinity in dxwrapper.ini.
5. Test Numpad 0, MFD cycling, Numpad Enter, and Home in a normal mission.
-= Game Starts but Crashes When Leaving Missions =-
1. Use 3dfx mode with nGlide first.
2. Do not stack multiple Glide/D3D wrappers.
3. Add HEAP_PERCENT=0 under [Backdoors] in CA.ini.
4. Use a minimal application-compatibility database instead of
broad EXE compatibility modes.
5. Retest one training or Instant Action mission before returning
to a campaign save.
Technical Issues:
-----------------
-= Patch 2.09 =-
Patch 2.09 is the final official gameplay patch. It fixes autopilot and
joystick/hat issues and adds the language filter used by the patched game.
* English release: use the English 2.09 patch.
* German/French/international releases require the
matching international 2.09 patch.
* Press Alt + V on the base/menu screen to check the installed version. A
patched English Glide install is commonly shown as 2.09F.
-= Avoid the Old Direct3D Driver Profiles =-
The 1998 Display Driver Update requires version 2.09 and adds Direct3D profiles
for period hardware. On modern Windows, use 3dfx emulation through a Glide
wrapper instead of those old Direct3D profiles.
-= Modern Windows Installation =-
The original CD installer does not run normally on modern 64-bit Windows. Create
a fully patched installation in an older Windows/VM environment, then copy that
finished game directory to the modern PC.
1. Install Longbow 2 in a compatible legacy Windows environment or use a
known-good legal installation from your own discs.
2. Apply the correct language version of Patch 2.09.
3. Copy the patched Longbow 2 folder to the modern Windows PC.
4. Set the game to the 3dfx renderer with LB2CFG or CA.ini.
5. Install one Glide wrapper; start with nGlide for the simpler stability path.
6. Add HEAP_PERCENT=0 under [Backdoors] in CA.ini.
7. If you want to avoid swapping physical discs, copy each Longbow 2 CD to its
own folder and create CDEmu.ini in the game directory with a [CDEmulate]
section pointing CD001 and CD002 at those folders.
8. Launch a training or Instant Action mission before
importing important campaign saves.
-= CA.ini Modern Baseline =-
[Init]
D3D=0
3DFX=1
[Backdoors]
HEAP_PERCENT=0
HEAP_PERCENT=0 can reduce memory-related crashes and training problems on
systems with far more RAM than Longbow 2 was built for.
-= Optional Local-CD Emulation =-
Longbow 2 can read copied CD contents through CDEmu.ini. Use this after copying
the contents of your own discs to local folders.
[CDEmulate]
CD001=C:\Games\Longbow2\Disk1
CD002=C:\Games\Longbow2\Disk2
* Change the two paths to the folders containing the files from your discs.
* Keep CDEmu.ini in the Longbow 2 game directory.
-= Cockpit Controls Fail on Modern Windows =-
If missions launch but seat switching, MFD pages, the laser, or TADS/FCR
controls stop responding outside training, add dxwrapper on top of the working
nGlide/3dfx setup. The same combination can also reduce training sound-loop
crashes on affected Windows 10 systems.
1. Keep the existing 3dfx/nGlide setup and make a backup of
the Longbow 2 folder.
2. From dxwrapper's Stub folder, copy ddraw.dll and dsound.dll beside LB2.exe.
3. Copy dxwrapper.dll and dxwrapper.ini from the main
dxwrapper folder beside LB2.exe.
4. In dxwrapper.ini, enable DDrawCompat, EnableDdrawWrapper,
EnableDsoundWrapper, HandleExceptions, and SingleProcAffinity.
5. Disable Windows 95/98/XP compatibility modes on LB2.exe before testing.
6. Retest one training mission and one non-training mission. Confirm Numpad 0
seat switching, MFD page changes, Numpad Enter laser control, and Home
TADS/FCR switching before loading a campaign.
* Treat dxwrapper as an additional modern compatibility layer,
not an official patch.
-= Compatibility Modes =-
Broad Windows XP/98 compatibility modes can cause mission-exit and stability
problems. If the actual problem is the legacy memory query, use a minimal
application-compatibility fix such as GlobalMemoryStatusLie instead of stacking
broad EXE compatibility modes.
* If a setup already works, do not add extra compatibility shims.
* If an SDB compatibility database prevents launch, remove it before changing
the renderer or campaign files.
-= Slow Yaw or Control Response on Fast CPUs =-
Some modern systems produce abnormally slow pedal/yaw response. This is a legacy
timing problem rather than an aerodynamic setting. Keep the renderer setup
stable first; if yaw remains slow, try another Glide wrapper or a slower
legacy/virtualized environment before increasing control sensitivity.
-= Controller and HOTAS =-
* Calibrate the joystick in Windows before starting Longbow 2.
* The game expects legacy DirectInput-style controllers. Modern HOTAS gear may
need vendor mapping software or a key-mapper for extra axes/buttons.
* If Longbow 2 will not start with a HOTAS, ignores the controller, or gives a
truncated throttle/collective range, disconnect extra game controllers and
launch with only the intended primary controller connected.
* Bind Hover Hold, Attack My Target, weapon cycle, Master Arm, target cycle, and
MFD page changes to convenient HOTAS buttons first.
Multiplayer:
------------
-= Multiplayer Availability =-
Jane's Combat.Net matchmaking is gone, but Longbow 2 still supports self-hosted
LAN and direct TCP/IP. LAN supports up to four players; TCP/IP supports two.
-= LAN and TCP/IP - First Working Session =-
1. From the Base, open the Communications Building. For LAN, select the folder.
For TCP/IP, the host selects the monitor and the joining
player selects the keyboard.
2. For TCP/IP, the joining player enters the host's IP address. LAN players go
directly to the shared Multi-Player Game Setup screen.
3. The host selects CREATE GAME, names the game, and can close unused player
slots. Joining players select the game and choose JOIN GAME.
4. When everyone is connected, the host selects PLAY GAME, chooses the mission
type/options, and opens the Mission Planner.
5. Assign human pilot/CP/G seats in the Mission Planner and finish the loadouts
and routes for each human-controlled FARP.
6. Each FARP leader selects TRANSMIT FARP DATA from the System menu after making
changes. Red summary text means that FARP still has untransmitted changes;
black text means the shared planning data is current. Human seat assignments
update in real time and do not wait for this command.
7. When all FARP summary text is black, the Master/host closes the Mission
Planner with POWER or System -> EXIT, then selects the flight helmet
to start the mission.
* For Death Match and Single multiplayer missions, the host can set Mission Time
Limit, Friendly Fire Damage, player regeneration, regeneration distance, FARP
rearm/refuel frequency, and weapon availability before launch.
* In Death Match, press Shift + E to re-enter in a new helicopter when your
current aircraft is heavily damaged.
* Time compression is disabled in multiplayer, and the game cannot be paused.
* Only the Master/host can load or save a multiplayer campaign.
* All players must use the same decompressed map section. If a player needs
another map, Longbow 2 loads it when the Master starts the mission and the
other players must wait.
* A Slave/client can press Alt + D to disconnect before takeoff without ending
the session for everyone.
* If the Master/host exits, the multiplayer game ends for all connected players.
* In a team mission, Ctrl + Backspace sends your selected target/PFZ list to the
friendly team. Received PFZs stay on each player's TSD until that player
deletes them, even if the sender deletes the original.
* For modern remote play, NAT/firewall/VPN setup is outside Longbow 2's own
session flow and remains specialist networking work.
-= Multiplayer Chat =-
* Press Caps Lock to open the Chat Window, type the message, then press Enter.
Repeated Caps Lock presses cycle recipients through All, Team, Wingman,
Cockpit Crewmate, Enemies, and Target.
* Alt + Caps Lock clears the Chat Window; press it twice to hide the window.
-= NTC Friend and Enemy Teams =-
When the Master selects an NTC campaign mission, the Friend/Enemy Team Setup
screen lets the session run cooperatively or head-to-head. Click FRIEND beside
a player's name to move that player to ENEMY. The first player moved to the
opposing side becomes its Team Leader; the Master can assign a different enemy
Team Leader before continuing.
-= Pilot and CP/G Multiplayer =-
Two human players can share one Longbow as pilot and CP/G. The human pilot flies
and uses the gun; the human CP/G handles target acquisition, Hellfires, and
rockets. Seat assignments are made in the Mission Planner before launch and
cannot be swapped between players once the mission begins.
* A human CP/G needs a human pilot in that helicopter first. Only that pilot can
place another player in the CP/G seat.
* A human player cannot fly as wingman in a computer-controlled flight. Put a
human player in the lead-pilot slot first.
Reference:
----------
-= High-Value Keys =-
* A: Autopilot cycle.
* H: Hover Hold.
* Alt + N: in-flight navigation map.
* Numpad 0: pilot / CP/G seat toggle.
* Numpad .: CP/G Head-Down Display toggle.
* M: cycle Master Modes.
* Shift + 2: Direct / TADS / LOBL.
* Shift + 3: Indirect / FCR / LOAL.
* Shift + 4: ATA.
* Insert: toggle Hellfire launch mode between LOBL and LOAL.
* Home: TADS / FCR acquisition toggle.
* U: Upfront target-ID cheat toggle.
* Page Up: FCR Air/Ground mode.
* Page Down: normal Radar/TSD range cycle.
* Backspace: weapon cycle.
* Spacebar: fire active weapon.
* Enter: fire cannon.
* Ctrl + M: Master Arm SAFE / ARM.
* Ctrl + 3: wingman Attack My Target / PFZ.
-= Longbow Combat Loop =-
* Plan a masked firing point before takeoff.
* Approach behind terrain.
* Pop up briefly and sweep with FCR.
* Create/select a PFZ and prioritize air defenses.
* Drop back behind cover.
* Launch RF Hellfires in LOAL.
* Use the wingman on a separate target/PFZ.
* Close with rockets/cannon only after the SAM threat is reduced.
* Use a FARP to rearm/refuel when objectives remain.
-= Legacy PC Reference =-
* Canonical title: Jane's Combat Simulations: Longbow 2.
* Windows release: 1997.
* Final official gameplay patch: 2.09.
* Original Jane's Combat.Net service: shut down in 2007.
* Modern renderer: 3dfx mode through a Glide wrapper.
* Official AZER2000 campaign is optional and intentionally harder.
 |
|
|
CheatBook DataBase 2026 is a freeware cheat code tracker that makes hints, tips, tricks
and cheats (for PC Cheats, Walkthroughs, PSP, Sega, iPhone, Wii U, Playstation, Playstation
2, XBox, Playstation 3, Nintendo 64, DVD, Gameboy Advance, Gameboy Color,
N-Gage, Nintendo DS, gamecube, XBox 360, Dreamcast, Super Nintendo) easily
accessible from one central location. (Release date January 10, 2026)
- All Cheats and Codes inside from the first CHEATBOOK January 1998 until today.
More Infos |
| | |
|