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Manual
Windows ® 98/Me/XP
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Copyright © 2001 by InterActive Vision A/S
Search and Rescue 4 - Coastal Heroes, is copyright (c) 2002 by InterActive Vision A/S. All rights
reserved. The purchaser is entitled to a license to install and use the CD-ROM on a single
stand-alone computer for domestic and private purposes only. Altering, cropping, printing or other
treatment of all or any part of this program and the documentation as well as the rental, lending,
networking, resale, remote access and reverse engineering is prohibited without explicit permission
from InterActive Vision A/S. Any violation or attempts at violation of these rules will be reported to
the police and be subject to compensation claims according to the Danish copyright act.
InterActive Vision A/S and other people involved in the production and publication of this program
are not liable for any consequences of the use of the program, including - but not restricted
to - damages to data or hardware or any economic loss arising from damages caused by the use of
the program.
The above conditions are accepted once the user starts using the program.
All trademarks mentioned in the program or in the documentation are protected by law and belong
to the owners respectively.
Contact Information:
Publisher:
Global Star Software
6225 Kenway Drive
Mississauga
Ontario L5T 2L3 Canada
Web: www.globalstarsoftware.com
Customer Support:
Our Technical Support team is available:
Monday through Friday 9am to 5pm Eastern Time Zone
E-mail: [email protected]
Web: www.take2baltimore.com
Take Two Baltimore
9900 Franklin Square
Drive Suite A
Baltimore, MD 21236
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TABLE OF CONTENTS
INTRODUCTION ......................................................................................................................5
GETTING STARTED.................................................................................................................6
System Requirements .....................................................................................................6
Running the Search And Rescue 2 CD ........................................................................6
Quick start Flight Manual ...............................................................................................7
THE MENUS.............................................................................................................................9
SAR4: Coastal Heroes – Main Menu............................................................................9
Single Mission Settings Menus ..................................................................................10
Mission Briefing.............................................................................................................12
Selecting a Helicopter ..................................................................................................13
Campaign ........................................................................................................................13
Creating a New Pilot .....................................................................................................14
Running Campaign.........................................................................................................16
Pilots Log.........................................................................................................................16
Debriefing........................................................................................................................17
Options / Screen ............................................................................................................18
Options / Sound..............................................................................................................18
Options / Graphics .........................................................................................................18
Options / Controls ..........................................................................................................19
DURING A MISSION ...........................................................................................................20
Camera Views ................................................................................................................21
Mission Flow...................................................................................................................22
Campaign Flow...............................................................................................................22
Flight Area.......................................................................................................................22
Point System...................................................................................................................23
RESCUE RULES AND PROCEDURES..................................................................................23
Rescue Equipment.........................................................................................................23
Helicopter Lights............................................................................................................24
Flight Crew ......................................................................................................................24
Rescue Procedures.......................................................................................................25
Survivor Condition .........................................................................................................26
Errors During Flight........................................................................................................27
THE HELICOPTERS OF SAR4: Coastal Heroes.................................................................32
The BK-117 C-1...............................................................................................................32
The HH-65 Dolphin.........................................................................................................32
The SH-3 Sea King.........................................................................................................33
In the Cockpit..................................................................................................................34
Flight Controls.................................................................................................................34
Landing Gear Controls ..................................................................................................34
Engine Controls ..............................................................................................................35
Instruments .....................................................................................................................35
The Flight Computer ......................................................................................................40
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BASIC HELICOPTER AERODYNAMICS .............................................................................42
FLYING THE HELICOPTERS .................................................................................................43
Forward Flight.................................................................................................................44
HOVERING..............................................................................................................................46
TAKE-OFF AND LANDING ...................................................................................................48
EMERGENCIES ......................................................................................................................50
NAVIGATION..........................................................................................................................52
FLYING IN EASY MODE .......................................................................................................53
FLYING WITHOUT AFCS ......................................................................................................54
KEYBOARD REFERENCE SHEET ...................................................................................30-31
TROUBLE SHOOTING ...........................................................................................................56
GLOSSARY .............................................................................................................................56
CREDITS .................................................................................................................................57
Developer ........................................................................................................................63
Publisher .........................................................................................................................63
INTRODUCTION
Thank you for purchasing SAR4: Coastal Heroes!
You are now the proud owner of the most realistic search and rescue helicopter simulation on
the market.
SAR4: Coastal Heroes is the next installment in InterActive Vision's highly successful Search
And Rescue series.
Being a simulator, SAR4: Coastal Heroes intends to give you a realistic challenge in your role
as a pilot. The flight model, weather, and object physics are very detailed, and will, combined
with the stunning graphics, have you fully immersed in handling and flying the helicopter.
Many hours will be spent improving pilot skills and flight control, and this will, in itself, be a
very entertaining part of the program
Enjoy!
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GETTING STARTED
System Requirements
To be able to play SAR4: Coastal Heroes, your computer will have to meet
the following minimum requirements:
Processor ................................................PIII 800 MHz
Internal Memory ....................................64MB RAM (128 MB for XP)
Graphics Card.........................................32 MB 3D Accelerated graphics card
Sound Card .............................................Direct X compatible Sound Card
Hard disc space .....................................1GB free Hard Disk Space
Operating System ..................................Windows 98/Me/XP CD-ROM
Controllers...............................................Keyboard
For optimum game performance and playability we recommend
that your computer specifications be as follows (or better):
Processor ................................................PIII 1 GHz
Internal Memory ....................................256MB RAM
Graphics Card.........................................Gforce 3D accelerated 64MB graphics card
Sound Card .............................................Direct X compatible Sound Card
Hard disc space .....................................1GB free Hard Disk Space
Operating System ..................................Windows 98/Me/XP CD-ROM
Controllers...............................................Joystick, Pedals and Throttle stick
Running the SAR4: Coastal Heroes CD
Installing the Game
SAR4: Coastal Heroes supports the AutoRun function. If your computer has this activated, the
install start-up box should appear automatically after you have inserted the CD.
If AutoRun is not activated on your computer, you need to do the following:
1. Double-click on the icon on your desktop (usually called "My computer").
2. Find the icon for the CD-ROM drive (in the folder you just opened) and double-click on it.
If AutoRun is active on your computer, you will be presented with the Start-up box. Inside, you
will see several buttons and drop down boxes, although only three will be available to you on
your first run:
Run Search And Rescue: Coastal Heroes – If you have previously installed the game, this box
will be selectable, allowing you to launch straight into the program without using the Start
menu, or desktop icons.
Install Game – This will begin the process of installing Coastal Heroes on your system. Once
you have agreed to the terms of the License Agreement, simply follow the instructions as they
appear on your screen. The game will then begin the installation from CD to hard disk.
Coastal Heroes needs to transfer a large amount of data, so this process could take some
time.
Install Direct X 8.1 – Direct X is a series of codec's developed by Microsoft to increase the
power and effectiveness of your sound and video hardware. If you already have Direct X
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installed on your system, you may skip this process. However, if the software is not present
on your system, you should select this option, and follow the on-screen instructions. Setup
will require that you restart your computer for the changes to take effect.
View Read me – The read me file is a text document, provided by the developer, which
outlines any last minute changes, or other information pertinent to your game play experience.
Quit – This will cancel the Coastal Heroes install process, and bring you back into the
Windows environment.
Quick start flight manual
This section has been included to help you get through the start-up procedures and into the
air without having to read through the entire manual first. Of course, we recommend you do
this later on, but we also know that you will want to get right into the action.
Navigating through the front-end menus
SAR4: Coastal Heroes has an easy-to-use and intuitive menu system. It will be described in
more detail later, but in this section you will learn just enough to be able to set up a mission
and get started.
On the main screen, you will see four buttons: Single mission, Campaign, Options and Exit.
The Exit button will let you exit back to your Windows desktop.
The Options button gives you access to various control, sound and graphics settings. The
most important thing for you to begin with will be the switch setting at the top of the screen
called controls. This will let you choose whether you want to fly with keyboard, joystick, or
other game controllers.
The Single Mission button takes you to a menu where you can select which type of mission
you want to play. This is the fastest way to get started.
The Campaign button opens the campaign system in the game. Here, you can create a new
pilot, and start a career as a USCG officer.
We suggest you start by playing a few single missions. Later, when you have familiarized
yourself with the interface and controls, you can try a campaign session.
If this is your first flight with SAR4: Coastal Heroes, you should not concern yourself too much
with the choice of mission or helicopter. Just click through the menus and make any choice
you like. The most important thing right now is that you get into the game itself.
Helicopter simulation physic modes
There are two ways to fly the helicopter in SAR4: Coastal Heroes, Easy- or Realistic-mode.
When you go through the steps of either the Single mission or the Campaign setup screen,
you will be able to choose between these modes.
If you have no Joystick we suggest that you use the Easy physics mode. The Realistic mode is
best used with a Joystick, as it requires better and more precise control of the cyclic stick
(flight stick).
Flying the helicopter
When you enter the game, you will either be stationary at the base, or hovering in the air
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(depending on the choices you made during the front-end menu selections).
Note: If you are stationary on the base, you will need to start the engines. Pressing “R” once, followed by
“E” and “T” twice each, does this
Before continuing, you should take a look at the accompanying key-reference sheet which
shows all the function keys for SAR4: Coastal Heroes, and how they are placed on the keyboard.
(Notice that the number keys on the numeric pad have different functions than the number
keys on the main keyboard!)
Now you should take a look at the instrument panel in the cockpit. Enter the cockpit by
pressing “F1” on the main keyboard, then exit again by pressing “F2”. To look around in the
cockpit use the glance keys (NUM PAD).
To rise and fall in altitude use the collective control keys “A” and “Z”.
You can spin around your own axis using the tail rotor keys “X” and “C”.
To control the cyclic stick use the arrow keys (or joystick if this is selected as controller).
type is required. You may need to have a look at the briefing again (press “M” and then
choose Briefing button to read the briefing again). The briefing should explain what procedure
you should use in that specific situation.
When you have picked up all mission targets, a message will notify you to head for the next
waypoint. Some missions will require you to make a stop at a USCG base or a hospital before
returning to your own base. In this case, you should land on the roof of the building, after
which a message will tell you that you can fly to the next waypoint
Finding the Mission Site
A mission is considered successful when you have safely completed your mission goals. In
some missions, this may require you to deliver survivors at a hospital, where in other missions,
you may have to check the identity of a vessel using the radio. When the mission is
considered completed, you may exit the mission by pressing “ESC”.
Control console
At any time during the mission, you can access Control console by pressing the “TAB” button.
This console will give you full control of your machine, as well as all specialists and
equipment located on board. You can navigate through the console by pressing the
appropriate buttons (they will be displayed in the left-top corner of your screen). We suggest
that you use this console until you get familiar with keyboard shortcuts, which of course,
cover all console commands.
Finding the mission site
When you have familiarized yourself with the basic flight controls of the game, you should try
playing through your selected mission.
THE MENUS
This section will explain all features of menus in SAR3. We will go through each screen one by
one, and explain each button and text as we go along.
SAR4: Coastal Heroes - Main Menu
To start, you should take a look at the instrument panel. (You gain access to a 2D instrument
panel by pressing “Q”). Your main concern right now is this navigation instrument (also
called HSVD).
The main purpose of the instrument is to give the direction and distance to the mission target.
Try changing the heading of the helicopter while looking at the computer screen (use the tail
rotor keys “X” and “C” or pedals if equipped). Now you will see the navigation pointer turning.
The helicopter nose is pointing in the right direction when the arrow is pointing upwards (12
o’clock position).
Single Mission
To find the mission target, fly in the indicated direction until the distance counter reaches 0.
The distance to the target is shown below the instrument.
Campaign
At some point, you will have to use the “time jump” function. The time jump function will take
you to the area containing the next waypoint in the mission.
(Note: The time jump function will activate automatically if you fly out of the flight area
boundary. If you are heading in the direction of the mission target, you will jump to the mission
area; otherwise you will be repositioned back to the original area).
Rescue procedures
The actions to be performed at the mission site will vary depending on what kind of rescue
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Here, you gain access to the single mission features and screens, and can set-up and play a
single mission chosen from the entire mission list.
In campaign mode, you can start a new pilot, or load an existing one. You will then gain
access to your pilot’s career data, and continue service in the rescue guard, flying more
missions!
Options
Here are the screens for setting up graphics, controls and sound options.
Exit
Here, you can exit the game, and return to your windows desktop.
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Single Mission Settings menus
This section will explain all features of the single mission screens, and will allow you to set-up
a custom rescue mission.
Choosing a mission
This screen shows a list of all missions in SAR4: Coastal Heroes, and will also let you set up
certain flight settings for that mission. You can scroll down the list of missions by using the
slider on the left.
Fog: A dense fog covers the landscape, and long-range visibility is poor. Helicopter
control is still easy though!
Wind strength between: 0-3 knots
Rain: Rain and fog makes visibility poor. The wind is also slightly increased.
Wind strength between: 5-15 knots
Storm: Wind is strong, making control of the helicopter challenging. Additionally, you
will have to fight with both fog and rain. Wind strength between: 30-40 knots
Snow: Snow makes visibility poor. The wind is also slightly increased.
Wind strength between: 0-15 knots
Random: If you want to have the computer chose for you, this is the setting to select.
The computer makes a random selection of the previous six weather types. The result
will then be shown on the mission briefing screen.
Time of day
The time of day setting you chose will mostly influence the light level in the game. You change
between the settings by clicking on the dial button.
If you click with your left mouse button on a mission name, you will see that it is highlighted by
a blue box. This means that you have selected that mission.
When you have chosen the mission and modified the desired options, click “OK”.
Each setting is shown as a small icon, graphically illustrating the time of day it represents.
They are explained below:
Morning: The morning is misty and cold.
If you want to go back to the previous menu, click “Back”.
Choosing the Single mission flight settings
The left side of the screen holds a panel with a number of buttons. Each button will let you
customize a particular flight setting.
Below is an explanation of each button, and the setting it affects.
Physics switch
Click the icon to select between the two settings: Easy or Realistic. The difference between
these is described later in this document, but as a rule, you should select “Realistic” for
sensitive control and “Easy” if you are a beginner and have no joystick.
Weather
The weather setting you chose will influence wind, light, visibility and rainfall. When you click
the icon, you will see a list of different icons to choose from.
Each setting is shown as a small icon, graphically illustrating the weather type it represents.
They are explained below (Note that the wind strengths below show the constant “background”
wind, but that occasional wind gusts which are more forceful can be experienced):
Clear: The visibility is very good and the wind is shallow. This is by far the easiest
setting! Wind strength between: 0-5 knots
Cloudy: The sky is grey and the mood is gloomy, but flight conditions are still good.
Wind strength between: 5-10 knots
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Mid day: This is the normal setting for a rescue flight. The sun is high and the light
is good.
Evening: The sun is setting and the sky is red with its last rays.
Night: It is pitch dark. This is not a setting for beginning player. It will be nearly
impossible to find any visual fix points, and you will have to rely heavily on
instruments.
Random: If you want to have the computer chose for you, this is the setting to select.
The computer makes a random selection of the previous four types. The result will
then be shown on the mission briefing screen.
Start position
Here, you choose where to start the mission. The most realistic setting is of course to start
from the base, but for training purposes, we have included the other two possibilities.
Base: The helicopter stands stationary, with the engines off at the base. You will need to
go through the start-up procedure and power up the engines before you can take-off.
Hover: The helicopter is hovering in the air just over the base. You are ready to turn
your bearing towards the mission site. This setting can be used if you do not want to
go through the entire start-up procedure.
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Mission site: The helicopter is hovering near the mission site. This setting is good
when you want to train the rescue procedures used for each accident, without
having to fly all the way to the site first.
Selecting Helicopter
The last choice you will need to make is which helicopter you would like to fly. You can do so
Crashes
This button illustrates a small person giving thumbs up or down. You click the icon to choose.
Off: This will make your helicopter indestructible. You will be able to collide with any
obstacle without inflicting any damage on hull, wheels or rotor.Additionally, you will
never encounter damage on engines and gearboxes, nor be able to over-speed rotors.
On: Your helicopter will take damage and possibly be destroyed if you collide
with anything.
by clicking the buttons at the top of the screen.
When you have made your choice of aircraft for the mission, click “OK”.
Mission Briefing
If you want to go back to the previous menu, click “BACK”.
Campaign
The following section will describe the screens related to playing a campaign.
Setting up pilot and campaign
This screen shows a list of pilots. If the list is empty, it simply means that no pilot has been
created yet.
This is the mission briefing. Information details about the mission are given here.
You select a pilot by clicking on the name. When you have selected a pilot, you will be able to
access him by using the buttons on the right. They are explained below.
When you have read the text, examined the map, and feel ready to fly, click “OK”.
If you want to go back to the previous menu, click “Abort”.
Below is a description of each entry.
Mission settings
The left side of the screen is now locked, but it stays to remind you of the current weather and
other mission settings.
Mission description
This gives you a short description of the accident that has happened. Sometimes, you will
learn a lot from this briefing, such as number of victims, victim condition, or hints on rescue
procedures, but more often the information available is limited to hints or suggestions.
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Click the “Back” button if you want to exit the campaign menu.
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New Pilot button
Physics switch
If you click this button you will enter the “New Pilot” menu screen (described later in
this manual).
Click on this button to select between the two settings: Easy or Realistic. The difference
between these is described later in this document, but as a rule, you should select “Realistic”
for sensitive control and “Easy” if you are a beginner and have no joystick.
Load Pilot
If you want to continue a campaign with a pilot already created, select the pilot name from the
list, and press this button. You will then enter the “Running Campaign” screen (described later
in this manual).
Dead Pilots
If the status of a pilot is “Deceased”, it literally indicates that he has died on a mission.
You will still be able to load his data and review his log, but you will not be able continue
his campaign.
Creating a New Pilot
Immortal pilot
On: Your pilot can never die. Even if you suffer a total crash during a mission, and the
helicopter explodes into a thousand pieces, he will still be able to go on.
Off: Your pilot is mortal and will die if you suffer a serious crash during a mission. If
your pilot dies, the campaign is terminated, and you cannot continue with that pilot.
Crashes
On: Your helicopter will take damage and possibly be destroyed if you collide with
anything. If this happens, you will be penalized with points during the debriefing – or die.
Off: This will make your helicopter indestructible. You will be able to collide with any
obstacle without inflicting any damage on hull or rotor.
You will still be able to encounter engine failures or other flight problems, however.
Replay Option
Here, you can create your new campaign pilot. This data will be used throughout the
campaign of that pilot, and cannot be changed later on. It is therefore important that you think
about what you want before selecting these options. (See descriptions below).
When your pilot has been created and you are ready to continue, press: “ADD PILOT”.
On: You will be able to cancel the outcome of a mission, by choosing the replay option
on the debriefing menu. This is good if you have made errors during a mission, but is,
of course, not very realistic.
Off: There is no option to undo/ replay a mission. Once the mission is completed, you
are forced to accept the outcome, and take any consequences it might have on your
pilots career.
If you change your mind and want to return to the campaign menu, press: “BACK”.
Realism Level
Pilot name
Click on the empty box to type in the name. The mouse cursor will disappear while you type
the name. When you are finished, and have typed in the name you want, press return. This will
give you back control of the mouse.
The pilots name has no influence on the game itself, as it will only be used on the
“Highscores” list, and for saving the pilots data after each mission.
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This is not an option, but shows the sum of the realism percentages of the above chosen
settings. This has no influence on the game itself, but it will influence the amount of points
gained after each mission. In this way, you will earn less points for flying easy, and more
points for risking your neck (like a real USCG pilot).
Full point (100% realism) is obtained by choosing the most realistic settings (Physics: Realistic,
Immortal Pilot: Off, Crashes: On, Replay Option: Off).
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Successful Missions Flown
Running the Campaign
Here you can see the number of successful missions flown.
Failed Missions Flown
Here you can see the number of failed missions flown.
Total Flight time
The Total Flight time shows how much time you have spent in front of the computer with this
pilot. It will gradually increase as you fly more missions.
Points
Shows how many points this pilot has scored throughout his career.
This screen holds all information about the pilot and his career. This is the main screen of the
campaign, and from this screen, you gain information related to your pilots career.
Debriefing
The right side of the screen shows the “Pilot Settings”. These serve to remind you of how your
pilot was originally set up. You will not be able to change these settings, but they are useful to
have available, especially if it has been a while since you last played a mission in the pilot’s
campaign.
To play the next mission in the campaign, press “OK”.
To go back to the pilot screen, press “BACK”.
The left part of the screen displays information about your pilots carrier status, including: your
status, rank, total flight time, points, number of missions flown, number of successful missions,
number of failed missions, and success rate.
Campaign information
Pilot name
As mentioned earlier, the pilots name has no influence on the game itself. Here, it is used to
inform you of what pilot you are playing with.
Pilot Rank
This is a little bit of spice included from the real USCG service. Here, you are given ranks
according to the number of flight hours you have in the helicopter and to points that you earn
during campaign. We have adjusted the ranking system a bit to fit SAR4: Coastal Heroes, but it
should still resemble real life closely.
You will gain rank in the following way:
Rank
Ensign
Able Ensign
Sublieutenant
Lieutenant
Lieutenant commander
Aircraft commander
Required
0 Flight hours and 0 points.
20 Flight hours and 400 points.
40 Flight hours and 1200 points.
80 Flight hours and 3000 points.
120 Flight hours and 4500 points.
200 Flight hours and 6000 points.
After completing your flight session (even if you crashed) you will come to the “Debriefing”
screen. Here, you get information about the outcome of the mission, and how you handled
yourself and the helicopter.
When you have read the “Debriefing” and are satisfied with the results, press “OK”.
Depending on what kind of mission you had been flying, you will then return to either the
“Single mission” menu or the “Running Campaign” menu.
If you are unhappy with your result, you can choose to replay the mission. This is not very
realistic, as real life doesn’t grant this option, but it is helpful when you want to practice your
skills or procedures.
Note: This function will not be available if you are playing in Campaign mode and have clicked the replay
option off for your pilot!
The following paragraphs describe the information given in the debriefing window:
Mission Outcome
This is the primary parameter for success or failure. You can encounter the following
outcome messages:
Message
Successful
Failure
Explanation
You have returned to the base and all mission goals have been completed.
No mission goals obtained, or helicopter crashed.
Total Missions Flown
Here you can see the total number of missions flown.
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Flight Time
Here, the total time your pilot spent in this mission is displayed (this isn’t of course “real” time,
but time “in game”).
Errors Reported
This is a list of errors that you have made during the mission. Often, these errors will come
from breaking the USCG rescue procedures, or from violating standard helicopter flight rules.
Points will be deducted for each error you make, and the total can be seen in the point box to
the right of the “errors” text.
(A complete list of errors that will be reported can be found under “Rescue procedure errors”
later in this document).
Realism Level
This is just for your reference, and is a reminder of the realism level set during your pilot
creation.
Points awarded
This amount of points will be added to your overall score in campaign (this number is highly
related to realism level).
Options
This screen handles 3 different subgroups of option-types: Sound, Graphics and Controls.
Clicking the buttons at the top left corner of the screen can access the 3 groups.
If you mess up, you can always return to the default settings by pressing “Default”.
When you have finished modifying the option screens, you can press “GO” to get back to the
main menu.
Options screen
Options / Graphics
Here, you set up the graphical detail level of the game.
Remember that a higher detail level will result in a lower in-game frame-rate, but in return,
you get a much more eye pleasing flight environment. If you are unsatisfied with your own
settings, you can always recall settings, which were settled while installing the game by
pressing Default button.
Advanced Shadows
With this option, you can turn on and off advanced shadowing. We suggest that you turn it on,
only when you are the happy owner of a high speed machine, because it has a high influence
on frame rates.
Clouds Density
This has been included to increase the frame rate speed in cloudy days (or nights). A low
setting will make clouds look less realistic, and a high setting will make them to look better.
Resolution
This allows you to choose the screen resolution for the game. 640x480 at 16-bit is the lowest
possible setting and 1600x1200 at 32-bit is the highest. Default is 640x480 at 32-bit.
Setting the resolution to a high level will increase the graphic detail level a great deal, but it
will also slow down the game.
Low Detail Textures
If you are having trouble running the game, it might be helpful to set the “low detail textures”
to “ON”. Your only choice for this setting is “ON” or “OFF”, with “ON” as default.
We naturally recommend that you set “low detail textures” to “OFF” to fully enjoy the game.
Visibility Range
The lower the number settled here, the less distance you will be able to see. Of course, lower
visibility means higher frame rate, so this setting is mostly used when your computer isn’t fast
enough to display all of the beautiful visual details in-game.
Building Density
This has been included to increase the frame rate speed over the bigger cities. A low setting
will remove houses from the city (but also rural areas), and a high setting will put more
buildings in the city.
Note: If you want to see the cities as we have created them, you will need to set this to 100%.
Options / Controls
This menu will let you set up which control device to use for flying the helicopter. You can set
up which control device to use for pitch, roll, collective and tail rotor, and further change how
each axis of the device behaves. If you are unsatisfied with your own settings, you can always
recall settings, which were chosen while installing the game by pressing the Default button.
Options / Sound
Here, you can adjust the sound volume for Voice, Sound Effects (SFX) and Music. When you
click the buttons on the right panel, a slider will appear. You use this to set each parameter
from 0% on the left to 100%.
Use the up/ down lights at the right side of the screen to select which device and axis to use,
or alternatively, you can try the preset buttons at the bottom.
The column called “Inv.” is used for inverting the poles on the axis.
Pitch
Changing “pitch” is the same as raising or lowering the nose of the helicopter.
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Roll
The helicopter is “rolling” when it is tilting from right to left.
Camera Views
Collective
The collective stick is used to raise and lower the altitude of the helicopter.
Tail Rotor
This is used to change the heading of the helicopter at low speeds.
Available settings for all mentioned above settings are listed below:
• Keyboard Left – Right
• Keyboard Up – Down
• Keyboard A – Z
• Keyboard X – C
• Mouse X
• Mouse Y
• Joystick X
• Joystick Y
• Joystick Rudder
• Joystick Throttle
The main game screen gives you 4 different cameras to choose from (F1-F4). The default start
screen shows the helicopter from behind (Outside camera) and the lower part of the screen
shows the 2D instrument panel (by default toggled with “Q” on the keyboard).
For each camera, you will be able to set the panning angle and zoom in and out. This is done
with the numbers on the numeric keypad. SAR4: Coastal Heroes offers a few new tricks to
accomplish this, so here they are:
Keyboard only.
“2” will pan down.
“8” will pan up.
“4” will pan to the left.
“6” will pan to the right.
“5” will reset to the default angle.
“+” will zoom in.
“-“ will zoom out.
“** will reset the zoom to the default distance.
Joystick only.
Note: Unlike the previous versions of the Search And Rescue series, SAR4: Coastal Heroes also allows you
to pan 360 degrees around the helicopter, which will give a much better view of the action.
Presets
We have included these preset buttons to ease the process of setting up controllers for SAR4:
Coastal Heroes. Each button represents a specific preset control set up as explained below.
If you start modifying any of the preset settings, the light will switch off to indicate that you are
no longer using a preset.
Below is a description of the three most important view angles.
Joystick with Throttle stick (collective).
Joystick with Throttle stick (collective) and pedals.
Mouse control of pitch and roll.
Outside camera (F2)
This is the default camera view, and is considered the easiest way to fly the helicopter. It is, of
course, not a very realistic viewpoint, but it will help you to judge the distance to the ground
and objects with relative ease. Additionally, you will have a good view of the surrounding
landscape.
This camera is also good in hoist situations, especially if you pan the camera to get the hoist
door in sight.
Cockpit camera (F1)
DURING A MISSION
This section will deal with the basic functions of the in-flight part of SAR4: Coastal Heroes. It
will explain anything you need to know about the game play of SAR4: Coastal Heroes, except
details about flying the helicopter and following the rules of the USCG, which will be explained
elsewhere in this manual.
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This is the most realistic viewpoint from which to fly the helicopter. You see the inside of the
cockpit from the seat of the aircraft commander, and your view of the surrounding landscape
is limited accordingly. Your pan keys are also important here, but you will often be using them
to look at the landscape outside, trying to get a fix point, or to judge the exact position over an
object.
This view is more difficult then the Outside Camera, but will probably give you a better
“realistic” feeling for the helicopter.
Hoist camera (F3)
This is the view of the Flight Mechanic looking out of the hoist door. If you want to stay as
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close to real life as possible, this is the camera to use during a hoist. From here, you will be
able to scan the water surface for drifting survivors, but also follow the progress of the
rescue swimmer.
Fly-by camera (F4)
A forced time jump occurs when the player nears the edge of the 25x25 kilometres landscape.
You will be given a warning that you are close to the edge, and that time jump is necessary,
but if you do not heed this (turning back) you will time jump automatically.
This is the view from a camera fixed to one point. You have no control of this camera. This is
also not a very realistic viewpoint, but it is not as easy as the Outside Camera view.
Effects of a time jump
Mission Flow
Generally speaking, all missions follow the same pattern. There is a series of steps necessary
to complete the missions in SAR4: Coastal Heroes (as well as in real life rescues missions),
and you will be expected to master all to perfection if you want to attain the highest rank
possible in the game.
Here each step is explained in brief:
Step
Description
1.
2.
3.
4.
Engine start.
Take off
Finding the site
Rescue check
5.
6.
7.
8.
9.
10.
Rescue procedure
Check survivor condition
Secure check
Drop off survivors
Return to base
Landing
Making checks and starting the engine (See “Take off and landing”)
Lifting off and attaining hover (See “Take off and landing”)
Gaining speed, finding the direction. (Possibly also time jumping)
At the site. Making the rescue check (See “Rescue
and secure checks”).
Picking up survivor/ mission objective (See “Rescue procedures”).
Checking survivor injuries (See “Survivor condition”)
Securing cabin, gaining speed (See “Rescue and secure checks”).
Landing at hospital or drop-off site. Delivering survivors.
Back to base. (Possibly also time jumping)
Slowing down and landing (See “Take off and landing”)
(Note: Some missions will of course deviate in one way or another from this step by step procedure).
Campaign Flow
The flow of each individual mission in the campaign is just like that of the single missions
(explained above), but the order in which you play is settled by the computer. Missions are
placed in such an order that you will encounter greater challenges with the flow of time.
Flight Area
There are several different landscapes in SAR4: Coastal Heroes, all of which spans 25x25
kilometers. To fly over a specific landscape, you will have to choose one of the free-flight
missions, where you can fly freely with no mission limitations or time jumps.
Reason for limited areas
The landscape system is based on the same concept as in SAR 2 and SAR3, where flight was
limited to an enclosed map. The reason for the limited area size is so that we could have as
high a ground level detail as possible. During research, and based on feedback from real
pilots, we realized how important static fix-points in the landscape are for maintaining hover
position and visually judging altitude. Therefore, we have chosen to include very high ground
detail level, both with the number of objects, and with the ground textures.
Time jump
As mentioned above, each area in SAR4: Coastal Heroes covers 25x25 kilometres. However, as
most missions start in one area with the accident site in another, you will need to switch to the
second area at some point during the missions. The process of switching landscapes is called
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“time jumping”.
When you time jump, the helicopter is moved to the edge of the target area in an instant. The
screen fades to black, while the computer loads the new area into memory. When the screen
fades up again you will find yourself in the air flying at approximately 120 KIAS, and heading
straight for the waypoint.
Even though the flight between the areas is not played in the game, it will still be calculated
into the mission time. This also means that fuel is used and time passes for the victims.
Point System
We have decided to include a point system in SAR4: Coastal Heroes because it is a good way
to award players according to their performance. This is especially true for the rescue
procedure elements of the game, where several rules and patterns have to be followed in
order to make a safe rescue (See the “rescue procedures” section for more details).
(See also the “Debriefing” menu screen description)
RESCUE RULE S
& PROCEDURES
This section explains how to use the rescue diver and what the rules of the game are. They
are based on the USCG (United States Coast Guard) rescue procedure rules, modified to fit the
game play of SAR4: Coastal Heroes.
Many of the rules can be broken, while still completing the mission, but doing so will result in
a point penalty awarded at the debriefing. So, completing a mission perfectly is not only a
question of being able to fly the helicopter, but also a matter of following the rescue rules.
Rescue Equipment
A rescue helicopter is rigged with lots of gears and instruments. Of most importance to SAR4:
Coastal Heroes are the three rescue devices: Basket, Sling, and Litter. Each one of these,
attached to the hoist cable, is used as a method to transfer the hurt and injured into the
helicopter.
Rescue Basket
The rescue basket is the primary device for hoisting individuals in most situations. It affords a
measure of protection for the individual being hoisted from the accident site, particularly for
an untrained person.
The rescue basket is used when hoisting survivors suffering from mild to medium injuries.
Sling
The sling is an efficient method to deliver and pick up personnel trained in its use. Due to the
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danger of falling out, it is not recommended for use with those not specifically trained in
its operation.
The rescue sling is used when hoisting unhurt individuals or rescue personnel.
Rescue Swimmer
The rescue swimmer is trained to be deployed from the helicopter, and acts independently
while preparing survivors for pickup. When the rescue swimmer is used, they will participate
in the on-scene evaluation, and advise the flight-Mechanic (player) on which rescue device to
lower according to the victim’s condition.
Litter
In rescue situations where the survivor is incapacitated, the rescue litter is used. The litter is
more difficult to use in a hoist, primarily due to its larger size and sail area.
The rescue litter is used when hoisting badly hurt or dying victims.
Helicopter Lights
Spotlight
Each helicopter is fitted with spotlight (also called search light). In real-life, this spotlight is
controlled by the pilot or the flight mechanic using a small joystick placed inside the crew
compartment. The spotlight is used at night or in poor visibility conditions to search for
survivors on the ground or in the water.
In SAR4: Coastal Heroes, the spotlight is fully controlled by you. You can turn the spotlight on
and off using the (default) key “Numpad Del”. You can move/ aim the spotlight by holding the
shift button while using the NUM PAD keys for direction control.
Positional lights
You can switch the positiolan lights using the ”L” key on your keyboard.
Illuminating flare
Each helicopter is fitted with a limited a number of illuminating flares. You can throw out the
flare using the ”F” key on your keyboard. The flare is a powerful piece of equipment, because
it can, for a limited time of course, light up surrounding terrain, making easier to see any
victims nearby.
Flight Crew
Pilot
In essence, you take on the role of the pilot, and are responsible for the safe and orderly
conduct of the flight. You are in full control of the helicopter helm, and are responsible for
finding the best possible way to complete a mission. (The crewmember you see sitting next to
you inside the cockpit is the co-pilot, but you will have no control over his actions).
Flight Mechanic
The flight mechanic is the person responsible for control of the hoist. He is also the one in
command of the rear cabin in the helicopter, and is trained to check the condition of the
survivors once they are picked up.
You have control of most duties belonging to the flight-mech, including hoist operation, rescue
swimmer deployment, supervising external load operations, cargo loading and off-loading,
operating the hoist door, visual area search, and deploying rescue devices.
The rescue swimmer has the authority to decline deployment if the situation is beyond the
swimmers capabilities (though you will be able to drop him above the maximum drop height).
The rescue swimmer is used in many different ways, both over water and on land, and can be
deployed both by hoist and by dropping from the helicopter (called “free fall”).
Rescue Procedures
SAR4: Coastal Heroes represents a brand new way to rescue victims. There are no settled
procedures – each mission can be completed in many different ways. For example: you can
hoist victims using a litter, or land on the ground and pick up the victims using stretcher team.
Below, we will give you some examples of how to rescue victims using the different kinds of
available equipment.
Stretcher deployment
In this type of rescue, you must land on the ground to enable you stretcher team to pick up the
victims and carry them back to the helicopter.
1. The pilot establishes the helicopter in a stable hover, placing the survivor at the one – to –
two o’clock position, well outside the rotor wash. Then, touches down to a stationary and
secure position, and the pilot reports, “We have touch down”.
2. Now you must complete the victim check. To do this, open the hoist door (“F9”) and send
the medic to the victims (“SHIFT + F5”). The medic will run to the first victim, examine them,
and give you a report about their status. If the victim can’t walk and needs to be carried to
the helicopter, he will give you a sign. When the medic is finished examining the first victim,
he will run and examine another, and so on. When the check is completed, he will return to
the helicopter and the pilot will report “Rescuer is in the helicopter”.
3. Now, you can begin picking up the victims using your stretcher team. To deploy the
stretcher team, press “SHIFT + F6”. They will run to the first victim, pick them up, and return
to the helicopter.
4. Once the rescue is complete, and the stretcher crew and survivors are aboard, you can
close the hoist door (“F9”) and start delivering the victims to the hospital.
Land and deliver
This kind of procedure requires the pilot to land the helicopter, so that the passengers or
cargo can be delivered safely.
1. The pilot places the helicopter in a stable hover above the touch down area. (In most cases,
you will be required to find a suitable location based on your own judgement). Then, he
touches down to a stationary and secure position, and the pilot reports, “We have touch
down”.
2. Now the FM will direct, “Open the door to unload passengers/ equipment”, and you can
open the door (“F9”).
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25
3. When all has been delivered, the FM reports “Passengers/ cargo delivered”. You can now
close the door, take off, and return to base.
Rescue using the swimmer
This kind of procedure includes the Rescue Swimmer, where they are lowered to the survivor,
applies the hoist harness, and indicates that they are ready for pickup. The swimmer and
survivor are then hoisted aboard together.
Injury types
All survivors in SAR4: Coastal Heroes have been given a unique set of health condition
characteristics. These will vary, from a simple concussion or lacerations to multiple fractures
or cardiac arrest.
The type of injury a survivor experiences will depend on the type of accident. Additionally, it
will be random from mission to mission, which will make each attempt a little different.
Effects of injuries
1. The pilot maintains a hover position with the survivor(s) at the one – to – two o’clock
position, outside the rotor wash.
2. Now, you can begin the rescue procedure. First, open the hoist door (“F9”) and order the
swimmer to go to the victim (“SHIFT + F7”). You can also deploy the sling (“F7”) and attach
the swimmer to the rope (“CTRL + F7”). Then, you can lower the swimmer using the hoist
apparatus (“S”).
3. When the swimmer reaches the survivor, he will prepare them for pickup (securing him in
the quick strop).
A victim’s injury type and condition have three important effects on the game:
1. The type of rescue device to be used when hoisting will depend on what type of injury the
survivor(s) has suffered. (I.e. a man with a broken leg needs to be hoisted in the litter, where
a man with a broken arm can use the basket).
2. The type of injury will dictate the drop off site. (I.e. a man with a heart attack must to go to
the hospital, but a man who is mildly shaken can be dropped of at a parking lot).
4. Once this is complete, you must pick up the swimmer and the victim using the sling (“F7”).
3. The severity of the injury will dictate how much time you have left to deliver the survivor to
the drop-off site. (I.e. a man with a severe wound will slowly bleed to death, but a man who
is suffering from superficial cuts can stay alive a lot longer).
5. Finally, you are able to close the hoist door (“F9”) and bring the patient to the hospital.
Checking survivor condition
Hoist pickup
Once you have picked up a survivor, the Flight Mechanic will check his condition and give you
a verbal report. He will continue to do so with regular intervals, until the survivor has been
delivered to a drop-off site. You can also make the check manually by pressing the designated
key combination.
This kind of procedure is very similar to the previous one - you must rescue victims without
landing on the ground. But this time, you must deploy a medic, because victims are located on
dry land.
If more than one survivor has been picked up, the FM will report the condition of the survivor
suffering the most.
1. The pilot maintains a hover position above the survivor or object to be hoisted.
Condition report
2. You must open the hoist door (“F9”). Now, you can attach medic to the rope (“CTRL + F5”)
and lower him to the ground (“S”).
3. The medic will now check the victims’ status, and will report it to you. You will be also
informed about what device is needed to pick up the victim.
4. You are now allowed to deploy the designated device to the rope (using either “F5”,
“F6” or “F7”).
5. When the device has been lowered to the survivor / object and is held there for a short
while, it will automatically attach to the device. You must raise hoist rope using the “W” key.
6. Finally, you can close the hoist door (“F9”) and start flying to the hospital.
The Flight Mechanics condition report is given as an overall estimation of the survivor’s
current health condition. (The exact injury type is shown in the “Console” 2D instrument). This
estimation is based on how long the survivor has left before dying. Below is a list and
description for each condition report:
Condition report
No Victims
Victim Is Dead
Stabilized (or stable)
Meaning of report
Means you have no survivors in the rear cabin.
Means that a survivor has just died.
Survivor is in good health. He will not die by himself
Serious
Victim Is Dying
Survivor needs hospital care NOW!
Survivor will die within the minute!
Errors During Flight
Survivor Condition
Your primary task in SAR4: Coastal Heroes will be to find the injured people, and pick them up.
However, your mission does not stop here. Some of the survivors you have picked up may have
suffered an accident so severe that their life is slowly ebbing, and their only salvation will be
proper hospital care. Therefore, once the rescue situation at the accident site is over, you will
be in a race against time to get the survivors to a hospital before their strength run out.
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During a mission in SAR4: Coastal Heroes you will have to follow certain rescue procedures, as
well as a set of basic helicopter flight safety rules. The procedures are explained previously in
the section called “rescue procedures” and most of the flight rules are explained throughout
the sections about the individual helicopters, and the section called “Flying the Helicopters”.
This section shows a summary list of all error messages as they will be shown on the
27
debriefing screen (under errors). A short description follows each error listed.
Device deployed before "Rescue device ready" signal was given
This error refers to the hoist procedures where you are using the sling, basket or litter. You will
see this message if you have violated the rescue procedure rules by attaching any of these to
the rope before the appropriate checks were made. (Violating this rule in real-life can result in
hoist failures or an unsecure attachment of the devices!)
Equipment deployed before "Equipment ready" signal was given
This error refers to the hoist procedures where you are lowering equipment down from the
helicopter. You will see this message if you have violated the rescue procedure rules by
attaching the equipment to the rope before the appropriate checks were made.
Flying over 135 KIAS with Gears down
The maximum wheels-down safe speed is 135 KIAS. On the “Airspeed Indicator” instrument,
you will see this limit marked with a red line. An error message will appear if you exceed this
speed with the gears down, or lower the gears while flying above this limit.
(This error can not, of course, be reported if you fly the BK-117, as the aircraft is not equipped
with wheels.)
One or more survivors damaged by downwash
The downwash from the helicopter puts a lot of air pressure on those directly under the
helicopters rotor. This is especially dangerous for weakened or injured people trying to stay
afloat in the water. You must therefore take care not to hover too close to lone survivors in the
water. If you do, you will see this message.
Pilot dead, Campaign Terminated
You will see this message if you crash the helicopter and your campaign pilot dies.
Rescue device collision with object during hoist
You will see this message if a device attached to the rope collides with anything during a hoist.
Swimmer deployed closer than 5 ft from survivor
To ensure that both the swimmer and survivor are safe, it is important (especially in freefall
deployments) that you do not deploy the swimmer too close to the survivor. You will see this
message if you have violated the rescue procedure rules by deploying the swimmer closer
than 5 feet from the survivor.
Wrong rescue device lowered
The maximum cable-out safe speed is 40 KIAS. You will see this message if you exceed this
speed with cable out, or lower it while flying above this limit.
To ensure fast and easy recovery of all survivors, it is important that commands and directions
between all crew members are understood, and followed to the letter. Therefore, it is
important that you lower the correct rescue device as requested by the swimmer. You will see
this message if you lower a wrong rescue device to the scene of the accident.
Flying over 40 KIAS with object mounted on hoist
Maximum Speed Exceeded
The maximum safe speed with an object attached to the hoist wire is 40 KIAS. You will see this
message if you exceed this speed with an object attached, or attach an object while flying
above this limit.
To ensure passenger safety, you are not allowed to exceed speeds of 165 KIAS per hour. If you
do so, the appropriate message will be displayed on your screen, and you will not gain
maximum amount of points for successfully completing the mission.
Flying over 40 KIAS with cable out
Flying over 60 KIAS with hoist door open
The maximum safe speed you can attain with the rear cabin door open is 40 KIAS. It will be
dangerous, both for the rear cabin crew as they might fall out, but also concerning the general
flight conditions. You will see this message if you exceed this speed with the door open, or
open the door while flying above this limit.
Helicopter damaged
You will see this message if you damage the helicopter in any way other than by a collision.
(Except for a total crash, which is accounted for under “Helicopter damage” on the
debriefing menu).
Lifted off before ready signal was given
During takeoff, it is important for the rotor to be at full rpm before commencing with your flight.
You will see this message if you lift off from the ground before the rotor is at full speed, and
you have been given the “Ready for take-off” message from the pilot voice.
No mistakes made
This is, of course, not an error, but an indication of faultless flying. Well done!
(Except for a total crash, which is accounted for under “Helicopter damage” on the debriefing
menu).
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29
SAR4:COASTAL HEROES
30
Keyboard Reference Sheet
31
Technical Specifications
Maximum gross weight:
Empty weight:
9369 lbs
4940 lbs.
Capacity:
Fuel capacity:
Rescue hoist capacity:
2 pilot1 + 11 passengers.
1900 lbs
600 lbs.
Known for its outstanding multi-mission capabilities, the BK-117 C-1 can handle the most
demanding missions, and it is one of the most versatile and functional medium twin-engine
helicopters in the world.
The arrangement and layout of the medical outfit, according to functional aspects, is based on
thousands of successful rescue missions, and close cooperation with rescue helicopter
operators.
Rotor diameter:
Overall length:
Height to top fin:
39.17 ft.
38.15 ft.
13.32 ft.
Max speed:
Fast cruise speed:
165 knots
150 knots
Technical Specifications
Maximum range:
Max endurance:
Service ceiling:
400 nm.
3.5 hours
7510 ft.
Powerplants:
Lycoming LTS-101-750B-2
Gas Turbines
THE HELICOPTERS OF
SAR4: COASTAL HEROES
The BK-117 C-1
Maximum gross weight:
Empty weight:
7385 lbs.
3869 lbs.
Capacity:
Fuel capacity:
Rescue hoist capacity:
1 pilot + 7/10 passengers.
184 US gallons
800 lbs.
Rotor diameter:
Overall length:
Height to top fin:
36.1 ft
32.6 ft.
12.63 ft
Max speed:
Fast cruise speed:
150 knots
133 knots
Maximum range:
Max endurance:
Service ceiling:
292 nm.
3 hours
10000 ft.
Powerplants
Two Turbomeca Arriel 1E2
The HH-65 Dolphin
The first flight of the Aerospatiale/Eurocopter Dauphin took place on June 2, 1972. Since then,
several variants have been built with roles spanning passenger/VIP transport, cargo lifting,
naval defense and reconnaissance, close air support and last, but not least, Search And
Rescue missions.
The USCG HH-65A Dolphin (as seen in SAR4: Coastal Heroes) variant has search and rescue
(SAR) as its primary configuration. Its two pilots can fly missions in almost any weather
conditions, and in the crew compartment, up to three crew members can perform hoist
operations, be deployed as rescue swimmers, and provide medical care for rescued victims.
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The SH-3 Sea King
Born as the “Sea King” antisubmarine helicopter for the US Navy and originally named HSS-2,
the SH-3 has grown in to different models, and is now used by several countries.
Sikorsky built more than 1100 of the original S-61s models, and the prototype lifted off for the
first time in March of 1959. Later, the Sea king was built with license in Great Britain by
Westland, and as “Sea King” and “Commando”, in Italy by Agusta as AS.61, and in Japan by
Mitsubishi.
The Canadian naval model is known under the name SH-3 Sea King.
Technical Specifications
Maximum gross weight:
Empty weight:
21000 lbs.
11865 lbs.
Capacity:
Fuel capacity:
Rescue hoist capacity:
2 pilots + 10/15 passengers.
3500 lbs
800 lbs.
Rotor diameter:
Overall length:
Height to top fin:
62 ft.
55 ft.
17 ft.
Max speed:
Fast cruise speed:
140 knots
116 knots
Maximum range:
Max endurance:
Service ceiling:
469 nm.
5.5 hours
147000 ft.
Powerplants:
Two 1400 shp
General Electric T58-10
33
IN THE COCKPIT
In this chapter, we will take a look at all the handles, buttons and dials in the cockpits, and
explain how they work. You will not learn how to fly the Helicopters here, but you will learn
about the instruments that are essential for flying them.
In our description of the instruments, we will explain their functions in general terms that refer
to all 3 helicopters in SAR4: Coastal Heroes. However, the helicopters are different in several
aspects, and we have made notes regarding such differences in our descriptions.
Flight Controls
A helicopter pilot uses all his limbs to make the helicopter behave as he intends it to. The right
hand is holding a stick protruding from the floor in front of the pilot, which is called a Cyclic.
The left hand is holding a grip called a Collective, and his feet rest on a set of pedals.
The cyclic can be moved along two axes: Moving it forward will make the nose of the
helicopter go down, and moving it back will make the nose pitch up. Moving the cyclic
sideward controls bank: If the cyclic is pushed to the left, the helicopter will bank to the left,
and vice versa. Usually, the joystick on your computer will control the cyclic, but you can also
use the cursor keys or the mouse.
The collective can be moved in one direction only. When it is moved, the helicopter generally
does not change attitude. If it is pulled upwards, you will climb, and if it is lowered, you will
descend. If you have a joystick with throttle, you should assign this as the collective.
Otherwise, use a mouse or keyboard.
The pedals control which direction the nose of the chopper is pointing, and will move the
aircraft from side to side. They are connected in such a way that if one is pushed down, the
other one will go up. If you push the left pedal, the nose will turn towards left, and vice versa.
Pedal game controllers are ideal for this purpose, but a twisting motion joystick, mouse or
keyboard can also be used.
Landing Gear Controls
This section on landing gear is only relevant to the HH-65 and the SH.3 helicopters.
Toggling the “G” key (as assigned pr. default) will move the landing gear up and down. This
corresponds to moving the gear handle to the bottom left of your instrument panel. When the
gear is down, air resistance is increased, making it harder to pick up speed, and making fuel
economy worse than usual. For game rule purposes, the highest allowed airspeed with the
landing gear down is 135 knots. For landings, you must, of course, remember to lower the
gear again.
A helicopter that is equipped with wheels is able to drive on the ground. Many helicopters with
wheels actually land on a runway, and then “taxi” to the designated parking space in the airport.
Once the helicopter has stopped, it will be necessary to lock the wheels. Wheel brakes on the
main gear can be toggled using the “B” key (as assigned pr. default).
34
Sometimes, even wheel brakes just aren’t enough to stay in the same place. When the
weather gets rough, and the landing platform is the rolling slippery deck of a ship, another tool
will come in handy.
Engine Controls
If you look up and left, in the middle of the roof of the cabin, you will find three levers that
control the two engines and the power transmitted to the rotors.
The yellow levers on the left and right sides are Fuel Flow Control Levers. Each can be placed
in three positions: Cut-off, Idle, and Flight. The rearmost position is Cut-off, where the engines
will stop entirely. The levers can be moved one step forward to the Idle position by pressing
“E” and “T”, respectively. Now, ignition will be on, and the engines will spool up to idle RPM.
Moving the levers fully forward by pressing the same keys again will take them to the Flight
position, where power will be transferred from the engines to the rotors, bringing the rotors up
to flying speed. Pressing the SHIFT key and “E” or “T” will move the levers backwards.
The red handle in the middle is the Rotor Brake Control Lever. When in the rear position, the
brake on the main rotor is activated, and when the lever is forward, the rotor is free to move.
The brake position is toggled using the “R” key (default setting).
The fuel flow controls and the rotor brake are interlocked: You have to release the brake
before the fuel flow levers can be moved to the flight position, and you cannot activate the
brake with the fuel flow levers in the flight position.
Instruments
Flying close to the ground means that your most important instrument is an unobstructed view of
the world outside. Still, a glance at the instruments is required from time to time, and sometimes
the visibility may be so bad that the instrument panel is your only guide to safe flight.
Your suite of instruments includes the following:
Flight Instruments
Attitude Director Indicator
Airspeed Indicator
Radar Altimeter
Barometric Altimeter
Vertical Speed Indicator
Horizontal Situation Video Display
Engine Instruments
Triple Tachometer
Triple Torquemeter
Misc. Instruments
Landing Gear Position Indicator
Landing Gear Warning Light
Master WARNING Light
Console
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Let’s go through the list instrument by instrument. (Note: All 3 helicopters in SAR contain
similar instruments, and the descriptions in this section are valid for all 3 helicopter instrument
panels. The images of the instruments shown in this manual are all from the HH-65)
Attitude Director Indicator
the ground by emitting a radar pulse downwards and timing its return. Other structures large
enough to reflect the radar signal, like rooftops, ships, etc., will also affect the radar altitude.
This type of altimeter is only used when flying close to the ground, as is evident because the
scale ends at 2000 feet above ground level (AGL). The scale is finely graduated and very
responsive when close to touchdown, and gets less detailed as you gain altitude.
Barometric Altimeter
In low visibility conditions, this instrument is a substitute for your view of the outside. The ADI
shows the orientation of the helicopter relative to the horizon, while the stationary yellow wing
in the middle represents the helicopter, and the moving blue/brown ball is the world itself. In
reality, the ball is kept stationary by gyroscopes, and it is your cockpit that is revolving around
it. If the wing is in the blue, your nose is up, and if the wing covers the brown region, you are
nose down. If you are banking, the ball will bank also: If the ball tilts to the left, you are
banking to the right and vice versa. This may sound confusing, but you will see that it works
quite well. When you are less than 200 feet above ground level, a radar altitude pointer will
become visible. This is a green and white horizontal bar that will rise towards the yellow wing,
as you get lower, and touch it when you are at ground level.
Airspeed Indicator
As you get further away from the ground, the Barometric Altimeter is a more practical tool to
use, as it measures air pressure, which decreases as you go higher, and is translated in to a
displayable altitude. When you enter the cockpit, the altimeter will be adjusted to show your
height above sea level, independent of whatever air pressure the weather conditions dictate.
Note that this altimeter does not show your height above any obstacle, so be careful when
using it close to the ground.
The barometric altimeter is located on the right side of the instrument panel, below the
radar altimeter.
In the centre of the display, your altitude, in feet, is displayed as a digit. The leftmost number
drum shows hundreds of feet. To the right this is followed by two counters, showing
thousands and ten thousands of feet, respectively. At low altitude, the leading zeroes will not
be shown.
In addition, a needle displays your altitude. Each number on the needle clock is one hundred
feet, so that one complete turn of the needle corresponds to a 1000 ft altitude change.
Vertical Speed Indicator
This dial displays your speed through the air in the forward direction. A small tube is
protruding from the front of the helicopter, and as airspeed builds up, the pressure changes
inside the tube, which is translated into the displayed airspeed. As this type of measurement
works poorly at very low speeds, nothing will be shown below 15 knots. If there is any wind,
this will make your airspeed different from your ground speed. The unit used is knots, i.e.
nautical miles per hour.
Radar Altimeter
This instrument is the Vertical Speed Indicator. It displays how fast you are climbing or
descending by measuring the rate of change in the air pressure. The scale is in thousands of
feet per minute, showing up to 3000 FPM in both directions. The graduation is finer for vertical
speeds less than 1000 FPM, which makes this instrument much easier to use e.g. to maintain
level flight rather than watching the altimeter slowly move.
You have two instruments that inform you of your current flying height - it is very important to
know the differences they in their operation. Your Radar Altimeter measures your height above
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Horizontal Situation Video Display
When it comes to navigation, the Horizontal Situation Video Display (HSVD) is the instrument
to use, as it displays information provided by the navigation computer. The small arrow inside
the circle illustrates the direction in which you are flying, and will spin around as you change
your direction. The arrow outside the circle, which will always be located at the 12 o’clock
position, indicates the location of the waypoint. The distance to the waypoint is shown under
the HSVD, and is displayed in nautical miles.
Collective
This instrument consists of three colour-coded bars displaying the revolutions per minute
(RPM) of your two engines and the main rotor.
The main rotor RPM is shown by the bar in the middle. The Dolphin is equipped with a throttle
governor, which automatically tries to keep the rotor RPM at 100%, or 350 RPM. The allowed
range for continuous flight is from 97% to 108%. During normal flight, the main rotor will be
very close to 100% RPM, but it can become lower if you pull the collective enough so that
there is insufficient power to keep the rotor speed up. RPM will, of course, also go down if you
lose engine power. Conversely, RPM can become higher than 100% if you lower the collective
and enter auto-rotation. Be warned that a too high an RPM may cause the rotor to break up,
so you should get in the habit of listening to the rotor beat, rather than looking at this bar. The
turbo-shaft engines have two sets of independently rotating blades. The first set is the
compressor, or gas generator stage, which are the ones that you hear spool up when starting
the engines. The second set of blades converts the gas pressure to power for the rotors
through a gearbox. The RPM of this power turbine is what is displayed for each engine in the
left and right sides of the triple tachometer. Because of the gear system, the power turbine
RPM will closely follow the main rotor RPM, whenever the engines are providing thrust. On
the other hand, the main rotor is allowed to overtake the power turbines, so that if no power is
required, the main rotor RPM will be higher than the power RPM. These are also the bars to
inspect if you think an engine failure has occurred. In case a power turbine RPM falls below
84%, the red warning light over the relevant bar will illuminate.
This indicator shows your current settings of rotor thrust.
Triple Torque meter
Fuel indicator
Here, you can see information about the current amount of fuel that your helicopter is carrying.
You must watch this indicator very carefully when you need to fly to distant waypoints, because
if your fuel runs out, your helicopter will crash – and your pilot along with it..
Triple Tachometer
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This instrument is closely related to the tachometer in layout, but instead it displays the
twisting forces, also called torque, inside the gearbox.
The bar in the centre shows the torque transferred to the axis of the main rotor. This is the
sum of the torque from the two engines, shown on each side of the centre bar, and will
change as the throttle alters the engine output to keep the main rotor at 100% RPM.
The bars are colour coded: Green indicates the continuous flight range, from 10% to 88%
torque. The yellow range extends from 88% to 100%. This range is allowed for hover and
transition, e.g. accelerating and climbing to the desired cruise setting. Above 100%, the three
bars become red to indicate an excessively high system load, which will eventually wear
down the gearbox. In addition, the engine over-torque lights will illuminate above 100%, and
above 103%, the main gearbox over-torque light will turn on.
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Landing Gear Warning Light
Hover Augmentation
Search And Rescue missions often require extremely precise hovering under difficult
conditions. The Hover Augmentation flight computer mode is an invaluable tool here, And can
be toggled using the “H” key (default key assignment).
(This instrument cannot be found in the BK-117, as this helicopter does not have retractable
landing gear)
To remind you to lower the gear before landing, a Landing Gear Warning Light will illuminate
whenever you are within 200 feet of the ground, and have yet to deploy the landing apparatus.
The warning light is located at the top of the panel, right in front of you.
Master WARNING Light
When a critical malfunction has been detected, the Master WARNING Light will turn on, and
an audible warning horn will engage. Acknowledge that you are aware of the warning by
pressing CTRL C, and the horn and light will turn off until another critical situation occurs. Of
course, you will now have to examine the cause of the warning, and take proper action.
The Flight Computer
Flying a helicopter is a lot of work. Flying a helicopter on an SAR mission in awful weather is
even worse - sometimes so much so, that even the best pilot cannot perform well enough to
save the lives of the people in need of help. So, to aid the pilot in solving the mission, and
worrying less on steering the helicopter, the Automatic Flight Control System (AFCS) was
introduced.
The Autopilot
Flying at a constant altitude and airspeed while navigating through your waypoints, or
searching for the source of a distress call, is not the most difficult task in the world, but still
requires a significant amount of attention - this is why the autopilot can help make your life a
lot easier in such situations. Engage the autopilot by pressing the “F11” key (default key
setting), or push the button again to disengage it. When the autopilot is active, it will take
control over the pitch and collective, and in return, will keep your airspeed and barometric
altitude constant at the values during autopilot engagement. You will maintain full control over
bank and yaw, which means that you can still turn to change course. This takes a lot of the
work out of navigation.
Using the ground tracking radar, ground speed is determined in both forward and sideward
directions, and the flight computer steers the helicopter in order to get zero ground speed in
both directions. If you are more than 50 feet above the ground, the helicopter will descend to
50 ft AGL and stabilize there. If you are already below 50 ft AGL, the current height will be
maintained. In HA mode, the flight computer takes control of both cyclic and collective,
leaving only the pedals to you – however, “fly through” is available in this case, and can prove
to be very useful. If the cyclic stick is deflected more than about 1/3 of its full travel, your
command will override the flight computer’s command, and the helicopter will move in a
horizontal direction, still maintaining its height over the ground. As soon as the cyclic is
released, the flight computer will reduce ground speed to zero again. This can be utilized for
very precise hovering.
The zero ground speed mentioned above is actually a reference ground speed that is initially
set to zero. You may change the reference ground speed using the Flight Director Slew
Switch, implemented as four keys. Pressing a key will increase the reference ground speed in
the same direction by four knots per second.
You should be cautious when flying over uneven terrain using this feature, as the height over
ground varies rapidly, forcing the flight computer to try to make similarly rapid height changes.
A little trick: When you have used the slew switch to set a certain ground speed, and want to
quickly go back to zero ground speed, rapidly disengage and then re-engage hover
augmentation. This will set the reference ground speed to zero. The same trick can also be
used for levelling the reference attitude.
The hovering height can be altered using the three-position Hover Beep switch. In reality,
located on the collective grip, its Up position in this simulation is the “7” key on the keypad,
and it’s Down position is the “1” key on the keypad. For every time it is flicked up or down from
its centre position, the reference hover height will go 3 feet up or down, respectively.
Beware that the autopilot keeps barometric altitude constant, which means that it will not
hesitate to fly right onto a mountain or another obstacle if there are any at that altitude. So,
stay alert, and be ready to disengage at any moment!
Using the Flight Director Slew Switch, a four way button located on the pilot’s cyclic stick, you
can change the reference speed that the autopilot tries to maintain. Holding down the “Home”
key will increase the reference speed at a rate of 4 knots per second, and pushing “End” will
decrease the speed at the same rate. The highest allowed reference speed is 150 knots. In
this way, you will have very good control over airspeed, even though you cannot directly
control pitch.
Your loss of pitch control is downplayed somewhat, since pushing or pulling the stick hard
enough will initiate a “fly through” feature, which allows your input to override the autopilot
input. Still, for complete pitch control, you will have to disengage the autopilot.
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BASIC HELICOPTER
AERODYNAMICS
At first look, it is really mind-boggling that such a strange machine as a helicopter is able to
fly, let alone accomplish this task well. In this section, we will look at some of the basic
principles that make a helicopter work.
How a wing works
A helicopter has no wings – then again, it has. A fixed wing aircraft flies by moving the wings
through the air at high speed. A helicopter has to work even at a standstill in the air; so fixed
wings will do no good. Instead, the wings of the helicopter are put on a rotating axis and in that
way they are able to move through the air at high speed, even when the helicopter is not moving.
So how does a wing really work? You have probably heard it before; the wing is slightly
curved on the upper side, and this creates a suction force that can be used as lift. Well, that is
correct, but it is not a very useful explanation. Instead, we should start by looking at rockets.
A rocket accelerates because it pushes some mass (propellant) in the opposite direction to
which the rocket is going. This is a very fundamental principle, called Newton’s Third Law: “To
every action, there is an equal and opposite reaction”. The wing works in the same way: It is
pushed upwards because it is pushing air downwards. The method of pushing is where the
curved upper surface enters the picture.
The rotor system
The helicopter has to push a lot of air downwards to fly, and that is what the large horizontal
main rotor is for. As the rotor pushes, it transfers energy to the air, and as such, needs to be
re-supplied with energy constantly, which is what the engines turning the shaft of the main
rotor do. The turning force, or torque, will make the helicopter body rapidly turn in the
opposite direction of the rotor, which is, of course, very impractical. To prevent this, the
vertical tail rotor pushes on the tail, cancelling the turning force of the engines.
Controlling the helicopter
The helicopter is primarily piloted by manipulating three controls: The collective grip, the
cyclic stick, and the anti-torque pedals.
Changing the pitch angle of all rotor blades at the same time controls the lifting force of the
main rotor, which is why the control handle for doing this is called the collective. For more lift,
the forward edges of the rotor blades are pointed upwards. In the cockpit, the collective grip
is raised to do this. If less lift is desired, the blade pitch is made less steep by lowering the
collective towards the floor.
As mentioned above, you do not get lift for free. As the rotor produces more lift, more engine
power is automatically added to maintain adequate RPM. This, in turn, increases the force,
making the body rotate about the vertical axis. The way to counter this is to make the tail rotor
push harder on the body. Just as the collective controls the main rotor pitch, the pedals
control the tail rotor pitch. Of course, the tail rotor can be used for more than countering
torque – it can also be used for rotating the body about the vertical axis.
For accelerating in the forward or sideward direction, the main rotor has to be tilted so that its
lifting force is pointing in the desired direction. This is a bit tricky, as every rotor blade is
constantly moving around. This problem is usually solved by a “swash-plate,” Which is a ring
around the main rotor axis that can be tilted according to the movements of the cyclic stick. If
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the cyclic stick is moved forwards or backwards, the swash-plate is tilted in one direction,
and if the stick is moved sideward, the plate is tilted in the other direction. The swash-plate is
actually two rings that move in the same plane, With the lower stationary (except for the tilting
motions,) and the upper one rotating (connected by rods to the pitch controls of each of the
main rotor blades.) This means that, if the swash plate is tilted, the pitch of the main rotor will
increase on one side, and decrease on the other. The pitch change will, in turn, create a tilting
force on the rotor, and in this way, it is possible to control the orientation of the main rotor and
the direction of its lift.
In the following text, you will sometimes encounter the term “vector,” which is just another
way of saying direction. Imagine a lift vector being an arrow pointing in the direction of the lift
force, and the length of the vector is proportional to the strength of the lift.
With this knowledge, you are ready to learn to fly the Dolphin. As we progress through the
training program, more details of helicopter aerodynamics will be added.
FLYING THE HELICOPTERS
By reading this section, and setting up and flying the practice situations described, you should
be able to acquire enough skill as a helicopter simulation pilot to take up the Coastal Heroes
challenge of a career as a search and rescue pilot.
If you have flown other helicopter simulators, you might be able to do fairly well if you skip this
training course and start out on the missions right away. But chances are, you will be missing
something vital covered here.
In the training lessons, it is assumed that you have selected the “Realistic” physics. If you do
not want to bother with all this training, you might want to jump in and fly about in the “Easy”
physics modes. However, if you really want to experience the details of the simulation, you
should use the “Realistic” mode only.
Training flight set-up
You will define the training flight yourself, using the menu system. First, make sure that your
controls are set up properly in the “Options” menu. In the main menu, select “Single Mission”.
You will then be prompted for a mission type/ name. The free flight missions are ideal for this
purpose, as mission goals and time limits will not distract you. You will have several options
available in the next menu screen - Select “Realistic” at the “Physics“ entry. For the first
missions, you should select the sun symbol for both “Weather” and “Time of day”.
When you start the mission, you will be looking at the helicopter from behind using the
Outside camera. You can use this view for the training, but the most realistic experience, of
course, requires you to use the cockpit camera. If you use the outside view, turn on the 2D
instrument panel (default is on). Inside the cockpit, you may find the 2D panel the easiest to
use, but you can also use the 3D-cockpit panel.
Forward Flight
Let us first look at flight manoeuvres with plenty of forward speed.
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At a speed of 40 knots or more, you will find that the helicopter is particularly easy to control,
and in many ways behave like a fixed wing aircraft. Below 40 knots, auto-coordination will be
disabled and the handling changes considerably, so stay out of that regime for now.
For all forward flight exercises, set up a flight session as described above, and in addition,
select the flying helicopter symbol at the “Start position” entry.
Straight and level
When you enter the simulation, you should already be set up for straight-line flight. Now, we
just need to keep it that way. In this exercise, you will only need to use the collective and the
pitch control of the cyclic. To do so, first look at the vertical velocity indicator, and adjust the
collective until the needle settles at zero. Do not concentrate only the needle, but get a feel for
the delay in between moving the collective and a new vertical speed being established. When
you are satisfied, move on to controlling your airspeed at the same time. If the airspeed
indicator shows you are slowing down, lower the nose a little and vice versa.
Changing speed
When you are able to fly level at a fixed speed, try to change airspeed while maintaining
altitude. Do this by deciding on a new, higher airspeed, and accelerate towards it by putting
the nose down. Note how you lose altitude at the moment the nose goes down. Your main
rotor lift is about the same as before, but it is now pointing more forward and less up, so you
are consequently dropping. The proper way to accelerate is, therefore, to add a little
collective as you put the nose down.
The next step is to decelerate to a lower speed, while staying at the same altitude. Tilting the
lift vector backwards by raising the nose accomplishes this, however, perhaps surprisingly,
you now have to decrease the collective a bit to stay level. The explanation for this is that the
rotor and body are now transforming some of your forward energy to extra lift. If you pitch up
strongly, you will hear the main rotor pick up speed. Be careful not to over speed the rotor,
though, as it might break apart.
Turns
A turn is made by banking, which will point the lift vector towards the inside of the turn.
As you do this, you will decrease the upward pointing component of your lift vector, so you
will have to add more collective. As you start practicing level turns, note your altitude and
your heading on the horizontal situation display before entering the turn, and decide on the
heading at which you will exit the turn.
If you are used to flying fixed wing aircraft, you will be tempted to pull back on the cyclic to
get the lift required to turn. However, Doing so will just make you slow down. Instead, keep
the nose low enough to maintain airspeed.
It is a good idea to adopt a favorite angle of bank, and always use that when turning, which
will give you a good idea of your turning radius and the time to complete a turn – this will be
much harder if you use a different bank angle each time. Your bank angle could be a modest
30 degrees, where the rotor is only required to produce 15% more lift than in level flight. Or,
you could opt for 45 degrees, where 41% more lift is required. This means the helicopter will
feel 41% heavier, also described as pulling 1.41 G’s. A higher bank angle will be impractical, as
60 degrees of bank will require you to pull 2 G’s, which is not possible if the helicopter is
heavily loaded with fuel and cargo – see the section on stalls below – and you will also be
fighting the bank limiter of the AFCS.
As a rule of thumb, you should start rolling out of the turn when the remaining heading change
is half of your bank angle.
So, let’s practice turns: Start flying straight and level, and make a mental note of your altitude
and airspeed. Slowly, increase the bank to 30 or 45 degrees while watching the vertical
velocity indicator. Increase collective to keep the VVI needle at zero, and keep turning while
maintaining airspeed and altitude. Then, level out while decreasing the collective to establish
straight and level flight.
When you are getting the hang of it, decide on a new desired heading before entering the
turn, and exit the turn at precisely that heading.
Climb and descent
Climbing while flying straight ahead is quite simple: Adjust the collective until the desired rate
of climb is achieved. The engines have to work harder, so watch the over torque warning
lights. Around an airspeed of 70 knots, you will be able to climb at a rate of about 2000 feet per
minute with full tanks, while at both lower and higher speeds, performance will be less.
Descent is also a simple process - simply lower the collective to produce less lift. Make use of
a shallow descent whenever possible, and you will avoid two dangers: A steep descent may
result in rotor over-speed, and the nose is blocking sight of where you are going.
When you are comfortable with climbing and descending while flying on course, you can try
combining these with a gentle turn.
Using reference attitude
Moving the cyclic stick in the helicopter, you will feel a force that will try to push it back into a
neutral position, very similar to the centering force of a computer joystick. Flying at a certain
attitude, especially at high speeds, will require you to constantly push the stick. This can be
quite tiresome, and will adversely affect the precision of your input.
When you have established a desired attitude, you should press and release the Sync/Trim
Release button, which, while referencing attitude, will then change to your current attitude,
and you can relax the forces on the cyclic.
Asymmetric lift and retreating blade stalls
The rotating wings of the helicopter makes it able to do things no fixed wing aircraft could
attempt, but there are also some problems associated with using rotors for getting lift. While
hovering, all blades move through the air at the same speed, but as the helicopter starts
moving forward, the situation gets more complex: The main rotor of the helicopters rotates
either clock-wise (HH-65) or counter clock-wise (BK-117 and SH-3) seen from above. In this
example we will use the HH-65’s clockwise rotation (For the BK-117 and SH-3 you will just
have to mirror the effects described).
To continue this example, we will need some definitions: We will call the blades on the left
side, the advancing blades, and those on the right side, the retreating blades. At high-speed
forward flight, the advancing blades will have a tremendous airspeed, as the total airspeed is
the sum of the helicopter speed and the rotating speed. On the other side, the retreating blade
will move much slower, as the two speeds are applied in the opposite direction here. As the
rotation speed increases with radius, the tip of the retreating blade will still move through the
air at a fair speed, while the innermost section with very little rotational speed will move
backwards through the air.
As difference in speed means a difference in lift, so the angle of attack (AoA) of the advancing
blade is decreased and the AoA of the retreating blade is increased to compensate for this.
If no compensation was made, the helicopter would start rolling to the right as soon as it
moved forward.
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At some point, increasing the AoA of the retreating wing does not help anymore, as it fails to
produce more lift, and subsequently stalls. In this retreating blade stall, lift is lost on the right
side of the helicopter, and you will start to roll to the right and lose altitude.
To recover from a retreating blade stall situation, you will have to lower the forces on the rotor
by lowering the collective and centering the cyclic. Resist any temptation to try to roll in the
opposite direction using the cyclic, as it will only make things worse!
For obvious reasons, the best strategy to embrace is avoiding a stall entirely. This means that
you should be very cautious when maneuvring at high speeds, and take care to note the
conditions: heavily loaded helicopter, high altitude, warm weather and low air pressure, as all
can contribute to hastening the stall process.
The retreating blade stall begins at the root of the blade, and moves outwards if the load
increases further. You will still be able to fly with the inner section stalled, and the outer part
producing adequate lift. In this case, the inner section will produce turbulence and vibrations,
warning you of a fully developed stall if you increase the rotor load.
building, you should be careful when passing over the edge away from the building, as the
ground effect will suddenly disappear.
The air cushion below the helicopter will only exist when your airspeed is low, so as soon as
you start to move, the ground effect will be reduced. This also goes for hovering in wind:
You may have zero ground speed, but if your airspeed is considerable, the ground effect will
weaken.
Manoeuvres during hover
When you have established a steady hover altitude, you should practice moving around. Keep
the ground speed low to stay in the ground effect, and be prepared to support the aircraft with
a little collective if you start sinking.
Your forward and backward speed is controlled with cyclic movements in the same directions.
When moving backward, you should, of course, be absolutely certain that there are no
obstacles behind you.
Side to side motion is similarly controlled with sideward movements of the cyclic. Notice that
even at a completely level altitude, you will drift a little to the left. This is an undesired effect of
the tail rotor: When it pushes the tail to cancel torque, it also pushes the entire helicopter a little.
So, a completely stationary hover actually means that you have to bank slightly to the right.
HOVERING
The ability to fly at low speed, and even hover in place, is what makes the helicopter the best
and only choice for performing certain missions. Handling the helicopter at low speed is a
very different task from forward flight, and generally involves a great deal of control
manipulation, including the pedals, which are rarely used at high airspeeds.
During the hover, you will rely mainly on visual references, and your instruments are of little
use. To start with good visual feedback, select a mission that takes place over ground, such as
the “Car Crash” rescue. Even if you prefer the cockpit views, you should initially try some of
the external views, as these are better for examining the mechanics of hovering.
To get started right away, select the hovering helicopter symbol at the “Start position” entry.
Note that hovering start is not available for the free flight missions. When you jump into the
mission, you will be in “hover augmentation mode,” which means that the flight computer
keeps your ground speed and vertical speed at zero. When you are ready, disengage hover
augmentation by pressing the “H” key (default key assignment).
When you have practiced all these motions one by one, it is time to do them all at once. A
most rewarding exercise is to find an isolated object like a tree, and hover in a perfect circle
around it, while always pointing the nose at the tree.
Ground effect
If you make a sufficiently fast vertical descent, you will move along with the air that your main
rotor has just thrown downwards. This air is very eddy and turbulent, so it will be a rough ride.
This air will be re-ingested by the main rotor, and thrown downwards once again, an event
which is useless to you: The air will form a vortex around your main rotor, and you will drop
like a rock. If this happens near the ground, you are obviously in trouble. You can get out in
two ways: Pull the collective all the way up to use all available engine power to get out maybe you have the power, maybe not. The other way is to lower the collective, to fall even
faster, and enter auto-rotation (see below). Both methods can be combined with putting the
cyclic forward to get some horizontal speed. In general, avoid near-vertical powered descent
at a higher rate than 500 feet per minute.
First, let us get proper control over your height. There is a fair chance that you will start out
with a collective position that is far away from the required hovering parameters, so you may
be initially climbing or descending rapidly. Adjust the collective until you achieve zero vertical
speed. Now, try to change the collective position a little, and observe a peculiar effect: When
you are quite close to the ground, about a rotor diameter or less, you will seem to settle at a
certain height, depending on the collective position. This is called the “ground effect”. The
ground is increasingly deflecting the downward flow of air from the main rotor as you get
closer, and this in turn increases rotor effectiveness. Essentially, it requires less power to
hover the closer you are to the ground, which is also why two maximum hover altitudes are
listed in the technical specifications: A quite high ”In Ground Effect” altitude, and a lower ”Out
of Ground Effect” altitude.
Some tricky situations may occur: If you are hovering over sloping ground, the down flow can
escape easier, and ground effect will be reduced. When taking-off from the roof of a tall
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The AFCS keeps your heading steady while in a hover, but you can rotate about your vertical
axis using the pedals.
Hovering climb and descent
Large altitude changes while hovering should generally be avoided. You will, of course, have
to make height adjustments in the hover, but that should be all. Climbing with near zero
airspeed is very inefficient, as it is much better to accelerate to about 70 knots and climb at
that speed.
Descending in a hover should be avoided, because you cannot really see where you are
going. Also, you can enter a dangerous situation called “Settle with Power”, which is
described below.
Hover Augmentation
By now, you have found out that hovering is hard work; however, it can be a lot easier if you
use the Hover Augmentation mode of the flight computer. As described in the instrument
section, it will zero your ground speed, and maintain a fixed radar altitude. Using cyclic fly47
through, you can position yourself very precisely horizontally, and set your height using the
Hover Beep switch. Via the Flight Director Slew button, you can also fly at a fixed ground speed.
In this simulation, you will have to perform other crew duties, other than just those of the pilot.
When acting as hoist operator, you will find the hover augmentation mode invaluable.
from its lowest position.
• Hover Augmentation – OFF.
• Hoist – IN, no cargo attached.
• Cabin door – CLOSED.
• Both fuel flow levers – OFF
• Rotor brake – ON.
(“H”)
(“W”)
(“F9”)
(SHIFT “E” and SHIFT “T”)
(“R”)
Transitioning from and to hover
You have already tried modest forward speeds while hovering. To enter the forward flight
regime, accelerate by holding the nose low. For safety reasons, the best way to accelerate
from a low altitude hover is to stay level until an airspeed of at least 50 knots has been
reached. Some cyclic movement will be required to maintain altitude during the acceleration:
As you pitch down in the hover, you will loose upward lift, and weakening of the ground effect
will cause a further loss of lift. So, at low speed, you will have to increase collective. As speed
increases above about 20 knots, you will gain lift, and you can lower the collective a little
again. This is called “transnational lift,” and happens because the lift is now created by
moving through a large amount of air that is pushed down a little, instead of pushing a lot on a
small amount of air, as is the case in the hover. The latter case happens to be the least
effective.
The casual pilot could cut away most of the steps outlined above, but now for the
important operations:
When you want to decelerate from forward flight to hover, it should again be done at low
altitude to avoid a steep hovering descent afterwards. At high speed, you will have plenty of
lift due to the transnational lift state, and thus converting forward speed to lift. So, here the
collective will be low, and you should take care not to over-speed the rotor. As speed
becomes lower, you will lose lift and you will have to increase collective, which will eventually
force you to hover and take advantage of the ground effect.
Your rotors should now be at 100% RPM, and your co-pilot will verbally confirm that you are
ready for take-off.
STARTING ENGINES
• Engine 1 – START.
(“E”)
You can check the fuel flow control lever’s (FFCL) position visually by panning the view to the
centre of the roof. It takes 15 – 20 seconds to reach full gas turbine RPM.
• Engine 2 – START.
(“T”)
• Rotor brake – OFF
(“R”)
• FFCL – BOTH FORWARD
(“E” and “T”)
• Low RPM lights off – CHECK
Taxiing
In case your helicopter is not parked on the helipad, you can taxi to the take-off location.
Release the wheel brakes, then push the cyclic forward and hold it there, while slowly add
collective - you should now start rolling forward. If you are going backwards, the collective is
too low, and the main rotor is pushing the helicopter back. Set the collective to neutral when
you have adequate speed, and steer using the pedals, and hit the wheel brakes again to come
to a stop. If there is a strong wind, it is recommended to face into the wind before take-off.
Take-off
TAKE-OFF AND LANDING
By now, you should be able to fly the helicopters pretty well. Now, all we need is to figure out
how to get off the ground, and back down to earth again. To start on the ground with the
engines shut down, select the helicopter on ground symbol at the “Start position” entry.
Starting engines
It is recommended that you perform the start-up procedure while using the cockpit view
(Possibly with the transparent cockpit function turned on).
The following is a start-up checklist adopted for the simulation. You might be able to cut a
corner or two if it seems too tedious.
(Note: the following procedure is only applicable for “Realistic” flight modes. “Easy” flight
mode has a simple one button start procedure)
Increase collective until you are airborne, and establish a hover. If your nose is not already
pointing into the wind, now is a good time to make it so. Put the nose down to accelerate to 50
knots or more, and then begin a climbing turn towards your first waypoint. Take the gear up, if
desired – the gear must be up if you are to fly faster than 135 knots IAS.
Landing and shut-down
As you close in on the landing site, notice the wind direction from observing windbags, or
review your weather briefing. Carefully scan the surroundings for obstacles, and then plan
your approach. Whenever possible, you should fly past the landing site in the downwind
direction at about 500 ft AGL, turn around, and make the final approach upwind. On the
downwind leg, perform the before landing check:
BEFORE LANDING CHECK
• Wheels – DOWN
• Wheel brakes – AS DESIRED
• Wheels – CHECK
• Hover Augmentation – OFF
(“G”) (Not applicable for the BK-117)
(“B”) (Not applicable for the BK-117)
(“H”)
BEFORE STARTING ENGINES
• Wheel brakes – SET.
(“B”)
• Check full free movement of all cyclic, collective and pedals.
• Collective – NEUTRAL.
The Talon deck arresting system should only be engaged when landing on ships. This will
assist in getting a firm touchdown on a rolling and heaving deck. Several single missions will
allow you to practise using the Talon.
If you are using an analogue collective control, set it to zero lift, which is about one-third up
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49
As you fly the final leg, make a shallow descent while transitioning to a hover a few feet over
the landing pad. Make sure not to enter the settle with power condition during this phase.
Now, lower the collective to touch down.
When you have landed, you may taxi to a parking spot (Not applicable for the BK-117), or shut
down immediately:
You can practice auto-rotations by retracting both fuel flow levers to the idle position, since this
will remove all engine power, but you can quickly regain power by advancing the levers again.
SECURE CHECK
• Parking brake – SET
• FFCL’s – IDLE DETENT
• Both fuel flow levers – OFF
• Rotor brake – ON.
To stay safe, keep a combination of airspeed and altitude that will allow you to make an autorotating landing if you suddenly lose power. This means that you should avoid hovering or flying
slowly at altitudes between 50 feet and 500 feet AGL, and not fly above 100 knots very close to
the ground.
(“B”)
(SHIFT “E” and SHIFT “T”)
(SHIFT “E” and SHIFT “T”)
(“R”)
Now, enter headquarters for your de-briefing, a visit to the men’s room, and maybe even grab
a cup of coffee or a nap, while the ground crew prepares the Dolphin for the next flight.
Flame-out
An engine may stop because it does not get any fuel, or because it has ingested smoke that
stops the combustion. In case of a flame out, the torque and RPM bars for that engine will
rapidly drop to zero. If both engines flame out, you will have to enter autorotation, but you
should be able to continue flying on a single engine if you refrain from manoeuvres using a lot
of power. In that case, dump as much fuel as you can afford.
You can attempt to restart the engine in the following way:
RESTARTING ENGINE IN-FLIGHT
• Identify failed engine
• FFCL – OFF
EMERGENCIES
A helicopter is a sturdy machine, but still, there is always a remote chance of a malfunction.
By far the most likely cause of a malfunction is improper handling by the pilot.
It is recommended that you practice single engine flight so you can get a feel for the
manoeuvres that are possible in this state. Practice this by retarding one of the fuel flow
levers to the idle position.
Autorotation
Gearbox failure
Probably the most common reason for people to be reluctant to enter a helicopter is “what
happens if the engines quit?” They don’t realize that a helicopter is usually much safer than a
fixed wing airplane in such a situation.
If too much torque is used, the gearbox will eventually break, and you may lose transmission
of power from one or both engines, or lose power to either rotor.
In a single engine gearbox failure, the engine RPM will stay nominal, while the torque drops to
zero, in which case you may proceed with single engine flight as described above.
If a power loss occurs, due to engine or gearbox failure, the main rotor will loose RPM and
you will drop out of the sky if you don’t act quickly. The solution is to enter autorotation. If you
let air flow up through the main rotor, it will behave just like a windmill. You will have to lower
the collective immediately as a power loss is detected. If you wait too long, the rotor will slow
down, and it will be very difficult to increase your RPM’s again. The best RPM for autorotation
is about 110% - be careful not to go much higher, as you may destroy the main rotor. Moving
through fresh air is the best for auto-rotations, as well as achieving powered flight. The best
airspeed is 70 knots, where you will be descending at a rate of about 2000 feet per minute. At
higher or lower airspeeds, the rate of descent will be even higher.
So what is the point? The rate of descent is clearly too high for a safe landing! In the rapidly
spinning main rotor, you have stored a colossal amount of energy, So when you pull the
collective, this energy can for a brief moment slow your descent enough to touch down gently.
As soon as autorotation has been established, select wheels down and look for a spot to land.
If there is room enough, the easiest way to land is to keep the forward speed of about 70
knots, and land like a fixed wing airplane. If you have the time, turn to face the wind directly,
or you can also choose to enter a hover immediately above the ground, and land from there.
This requires extremely good management of the energy stored in the rotor, and will require a
lot of practice.
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• FFCL – IDLE
• FFCL – FLIGHT
(SHIFT “E” or SHIFT “T” twice, depending
on engine )
(“E” or “T”)
(“E” or “T”, if engine ignites)
If transmission to the main rotor is lost, enter autorotation immediately and land.
If power to the tail rotor is lost, or it is damaged by a collision, the consequence depends on
your flying state: In a hover or low speed flight, the nose will yaw strongly to the left, and the
helicopter will rotate rapidly about its vertical axis in a counter-clockwise direction, in which
case you should immediately enter autorotation, and land. During forward flight, the vertical
tail fins will provide a stabilizing force, and a moderate yaw to the left will be experienced,
along with loss of pedal response. If possible, maintain a forward speed of at least 70 knots,
and perform a power-on rolling landing. Otherwise, enter auto-rotation and land.
Gear damage
(Not applicable for the BK-117)
A hard touchdown may damage one or more of the wheel struts. In this case, determine
whether it is safer to land on the remaining gear, or perform a gear-up belly landing.
Rotor collision
Main or tail rotor contact with any object should absolutely be avoided. Immediate destruction
of the rotor will result.
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NAVIGATION
FL YING I N EASY MODE
Visual Meteorological Conditions
Easy
As you enter the helicopter, a list of waypoints specific for your mission has already been
uploaded to the navigation computer. After take-off, you can simply turn to make the arrow
point towards the first waypoint, and fly in that direction. It can be vital to execute the SAR
mission as quickly as possible, so you should cruise at 120 to 150 knots. As you get within
about two nautical miles of the waypoint, start visually searching for the target, and slow
down if you are required to enter a hover. The selected waypoint will automatically be
incremented when the mission at the current waypoint is completed. If the mission
circumstances somehow change, you may manually select the next waypoint by pressing the
“N” key (default key setting).
The “Easy” mode was created for people who do not care about how a real helicopter reacts,
but who just want the thrill and excitement of speeding to spectacular rescues. The basic
philosophy behind this mode is that pressing “Forward” means moving forwards and pressing
“left” means moving left (and so forth). As a player, you will not have to be careful of how much
power you give. Just hold the direction key down and watch the helicopter move smoothly. (In
some way you could say the helicopters acts more like a fixed wing plane in this mode!).
Another simplified function in this mode is the engine start- and shutdown-procedures. In
“Easy” mode the only key used is “R” (default key setting).
Instrument Meteorological Conditions
When the weather is changing from bad to worse, the requests for SAR assistance begin
coming in, which means you could potentially be going to work when the sky is dark and the
visibility is about zero. To accomplish a successful mission in such conditions, you will have to
be able to fly well while only using instruments.
In training for these situations, set up a single mission to take place during night and in fog.
Select to display the 2D instruments, and turn off the console so that the attitude indicator
(ADI) is shown.
You now have to practise an efficient instrument scan: Start looking at the attitude indicator,
which is by far the most important instrument when you cannot see anything outside. Then,
scan the instruments systematically, going from right to left, and return to the attitude
indicator. Do not dwell on any instrument for too long, or over analyze what it displays - just
look at each for about half a second. When you return to the ADI, react to the picture of the
situation you got, with much smaller corrections than you would use under visual conditions.
Now, perform the next instrument scan, and so on. It is a good idea to climb to an altitude
where you do not have to worry about collision avoidance during the cruise. Make extensive
use of the autopilot and hover augmentation to reduce the workload. During landings and
most of the SAR operations, you will have to acquire the goal visually.
Correcting for wind
On a nasty flight, you may encounter wind speeds of 60 knots or even higher. This is a lot for
helicopters with top speeds of between 120 to 160 knots and typical cruise speed of about
110-140 knots. Your ground speed will be strongly affected by head or tail wind, and flying on
course will be more difficult.
If you steer directly towards the waypoint arrow on the horizontal situation display, you will
drift off course, and subsequently waste time and fuel. As an example, let us assume a cruise
airspeed of 140 knots and a side wind of 60 knots. To stay on course, you will have to steer 23
degrees into the wind. Generally, you will not calculate a heading correction for wind, but will
judge your actual direction of motion over the ground by looking at the terrain, and adjust your
heading until the direction of your motion coincides with the direction of the navigation pointer.
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53
FLYING WITHOUT AFCS
So, perhaps you are a hotshot pilot who doesn’t need any flight computer to hold your hand.
Well, we’ll see about that!
First of all, any sane pilot will use the AFCS as much as possible in order to perform optimally
during the SAR4: Coastal Heroes missions. Still, the flight computer is just another piece of
equipment that can malfunction; so flying without AFCS should be practiced.
Controlling the helicopter without AFCS
Control of the helicopter is extremely demanding without the AFCS. You should have joystick
or similar control of cyclic, collective and rudder - keyboard control will simply not do.
It is recommended that you start experimenting with AFCS off when on the ground or in a
hover. As explained below, the helicopter will be quite well behaved in pitch and roll response,
while yaw motion will be very pronounced. Now you manually have to compensate for the
torque on the main rotor shaft, so you will have to practice using the pedals in coordination
with cyclic movements.
make the tail go down and the nose goes up. As the right side is the location of the retreating
blade, which produces less lift than the opposite side, you will feel a tendency for the nose to
rise as you pick up speed. Gyroscopic precession has also to be taken into account when
designing the controls. The example above shows that when the cyclic is pulled back, the
angle of attack of the rotor blade to the right side should decrease while it increases on the
left side, and the angle remains unchanged, front and aft.
The large amount of trimming required with AFCS disabled is more pronounced than in a real
helicopter, because main rotors are flexible, either due to built-in hinges or a flexible material
being used. This makes the blades “flap” as they rotate, neutralizing much of the trim forces.
To make the calculations manageable, the rotor in this simulation is completely rigid. With the
AFCS activated, the flight computer takes care of the extra trimming required. But with AFCS
disabled, you have to take care of the extra work.
When you feel confident with hovering, you can try forward flight. Here, yaw control becomes
easier as the tail fin stabilizes the helicopter in yaw. Instead, cyclic control becomes tricky,
mostly because the advancing and the retreating blades produce different amounts of lift; the
neutral cyclic position moves quite a lot as you pick up speed. A simple trim function is
available: When you press “0” on the keypad, the current cyclic position will immediately be
used as the new centered cyclic position. You should trim before a large change is required,
otherwise a nasty jump will result from the immediate change in trim. This is also the reason
that you should be cautious when disabling AFCS in forward flight, as a large trim change will
be required. As the speed gets higher, control will become more and more difficult, and
speeds higher than about 100 knots are likely to result in loss of control.
As the flight computer is no longer restricting extreme attitudes, you can attempt to perform
aerobatic maneuvers, like loops and rolls, but understand that this will be extremely difficult.
The no-AFCS flight model
This section is just for the technically interested – there is not much here that will help you in
flying the helicopter.
You might ask whether it is really the same helicopter simulation you are flying when turning
the AFCS off, as it feels so different. The answer is yes, or at least, very close to yes… The
AFCS is very successful in taming the flight characteristics of the helicopter so that it changes
from a wild beast to a mild servant. Still, there is a change in the flight model: Gyroscopic
forces were not fully implemented when the flight computer code was written, so when the
AFCS is used, gyroscopic forces are disabled.
The nice thing about the rapidly spinning main rotor is that it will try to keep its orientation just
like a spinning top or a gyroscope. It stabilizes the helicopter around the pitch and roll axis.
Have you noticed that the axis of a slightly tilted spinning top changes direction, resembling a
circle? This phenomenon is called gyroscopic precession, and affects all spinning objects,
including main rotors. It appears as force acting on the rotating object, which makes the
object behave as if the force was applied 90 degrees later in the rotation, if the body was not
moving. E.g., the main rotor spins clockwise seen from above, and a force is pushing the rotor
tip at the right side of the helicopter down. This will not make the right move down, but rather,
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55
TROUBLE SHOOTING
If you are having problems with SAR, this section might be able to help you. Please read
through the following paragraphs before contacting your dealer or InterActive Vision A/S.
CREDITS
Developer
InterActive Vision
Optimizing for speed
We spent a lot of time and effort making SAR4: Coastal Heroes run as fast and smooth as
possible. If you want the game to run faster, this section contains a few useful hints.
Executive Producer
Allan A. Kirkeby
Lead programmer
Marcin Kalicinski
1. First of all, you should try changing the detail level settings in the setup menu. Move all
sliders towards the left hand side of the screen (towards 0 %).
Physics programmer
Marcin Kalicinski
3D Engine
Marcin Kalicinski, Miroslaw Pawlowski
Special Effects
Przemyslaw Gorecki, Thomas Gjørup
Frontend Programming
Rafal Mazurkiewicz
3. Make sure you have the latest drivers for your graphics card installed. Contact you graphics
card manufacturer for more information (You will most likely be able to download the drivers
for free from the Internet).
Art director
Mariusz Kadewski
Helicopter modelers
Mariusz Kadewski, Roman Trojanowski,
Grzegorz Hawrot
4. Close all programs before starting SAR4: Coastal Heroes. Programs running in the
background might take processor power or RAM away from SAR4: Coastal Heroes.
Object modeler
Wojciech Duras, Roman Trojanowski,
Marek Fiuk, Grzegorz Hawrot, Rafal
Bardecki, Grzegorz Ligierko
Landscape artists
Krzysztof Adamin, Marek Maslowski, Ernest
Wojcik, Ryszard Dziewulski, Jakub Karwata
Character animators
Jacek Szaratkiewicz, Grzegorz Hawrot
Mission design
Kadewski
Krzysztof Adamin, Ernest Wójcik, Mariusz
This defines a communication period where
casual talk is prohibited. The “Hot MIC” is
activated during hoists or other rescue
procedures, and while it is on, all crew
must use special voice commands and
responses.
Manual
Emanuel Furmanczyk, Christian Lillbäck
Music
Attila "Ata" Héger
Sound effects
László "Duerer" Molnár
Assistant designers
Mariusz Kadewski, Marcin Kalicinski,
Krzysztof Adamin
Short for “Knots Indicated AirSpeed”.
Interface Artist
Marek Sikorski, Marek Fiuk
Intro animation
Karol Pawelek
Intro script
Artur Wosinek
2. Pick a lower screen resolution in the SAR4: Coastal Heroes start-up box.
Glossary
This small glossary contains explanations for terms and abbreviations, which are not
explained in any other part of the manual.
Hot MIC
KIAS
56
AFCS
Short for “Automatic Flight Control System”.
HOV AUG
Short for “Hover Augmentation”.
IAS
Short for “Indicated AirSpeed”.
RPM
Short for “Revolutions Per Minute”.
Intro models
Roman Trojanowski, Mariusz Kadewski
Intro character animation
Jacek Szaratkiewicz
Lead Q&A Tester
Tomasz Borowiec
Testers
Janusz Gasecki, Konrad Adamek, Emanuel
Furmanczyk,Grzegorz Tarczynski
Thanks to
Sven Christensen, Mikkel Stensgaard,
Mikkel Fredborg, Lasse Cleveland, Jacob
Buck, Martin Tørring, Henrik Kjeldsen.
57
Publisher
Global Star Software
President
Director Product Development
Art Director
Producer
Associate Producer
Graphic Designer
Text Editor
58
Damian Cristiani
Jeff Quinn
Derrick Wilson
Heidi Amsler
Adrian Lee
Kimm Stewart
Sasha Gajic
Honour. Courage. Valour. You’ll Need All of Them.
It’s hard to improve on something great, but when the Coast Guard calls, you have to answer the challenge!
Search & Rescue: Coastal Heroes is the newest installment of the successful Search And Rescue
franchise, and is bringing you back into the fray as a heroic Coast Guard officer, entrusted with the daunting
task of rescuing ordinary people caught in extraordinary circumstances. Search & Rescue beginners
and helicopter fans alike will love this latest creation in a classic series, that gets you as close to the real
experience of flying Coast Guard rescue missions as you can, without actually sitting in the cockpit.
There is nothing more terrifying than being caught in a dark, frigid ocean, or falling into the violent
waters of a lake in the middle of a thunderstorm. In Coastal Heroes, it’s up to you to rescue
those who find themselves in such horrific circumstances. Take the helm of one of three authentic sea
rescue helicopters, and fly through over 100 missions, each more challenging than the last. Follow real
US Coast Guard procedures, and bring hope to those who need you the most. Search and Rescue:
Coastal Heroes is the ultimate in realistic flight simulations - it has you responding to emergency
calls that come straight from the pages of the daily news, or the flicker of the evening TV news.
Greatly improved 3D engine
and environmental effects,
such as dynamic lighting and
wave graphics
New simulated living environment has civilians on the ground
react to game events
Control one of three authentic
helicopters: The HH-65A
Dauphin, Sikorsky SH-3 Sea
King, and the BK-117 C-1.
Realistic cockpit controls, and
aircraft reactions to aircraft
variables such as weather
and weight.
In-flight mission adjustments
give you the opportunity to alter
rescue method and approach
while on a mission.
Multiple game play options
allow you to create a career
as a Coast Guard officer, or
play a random mission.
Extensive single mission
controls allow you to change
every facet of the environment.
Controls are detailed enough
to satisfy the biggest helicopter
enthusiasts, while simple
enough to encourage even the
most casual of gamers.
www.globalstarsoftware.com