WAH-64 Apache AH Mk 1 User Manual

Product: WAH-64 Apache AH Mk 1
by The Omega Concern
Modeler, Scripter, etc: April Heaney
Support Address: This email address is being protected from spambots. You need JavaScript enabled to view it.
Product Revision Date: 2014-04-01
Manual Revision Date: 2012-10-04


Thank you and congratulations on your purchase of The Omega Concern’s WAH-64 Apache AH Mk 1. Please read this manual before terrorizing the battlefield with your new attack helicopter.

The Omega Concern is dedicated to producing quality work at affordable prices, and we support everything we sell. All of our products are designed with the balance of impact on sim performance and ease of use in mind. If you find one of our products to be causing lag, behaving in unexpected ways, or otherwise being a pest, we need to know so we can correct it.

You are eligible for all upgrades on this version, being version 1. Also, your feedback is valued! If there's something you love, hate, or just think would be better if it were just a little different, we want to know. Your input directly influences the course of development and future features of Omega Concern products.

There is a technical support pass phrase in this manual, which you are strongly advised to use when first contacting support about this product. We do this because other people (not you!) don't bother reading the manual which contains the answers to their questions, thus taking our time and attention away from thoughtful questions not answered in the manual, such as yours. As always, emailing the support address above is preferable to offline IMs and notecards, both of which too easily get lost in the shuffle.


About the Apache AH Mk 1

The Omega Concern's WAH-64 Apache AH Mk 1 is drawn from the AugustaWestland AH-64 Apache Helicopter, which was developed by Boeing and Westland Helicopters (now part of AugustaWestland NV) for use by the British Military’s Army Air Corps and has been in service since 2004. It features more powerful engines and improved avionics when compared to its American counterpart, and a Helicopter Integrated Defensive Aid Suite (HIDAS) that greatly increases its survivability in a combat theater. The helicopter was named "WAH-64" by Westland Helicopters. It is designated Apache AH Mk 1 (or shortened to Apache AH1) by the UK Ministry of Defence. A total of 67 were produced, making The Omega Concern the world's largest manufacturer of WAH-64s. (Just kidding!)

The Omega Concern is not affiliated with, nor endorsed by AugustaWestland, Boeing Integrated Defense Systems, Rolls-Royce, Alliant Techsystems, Lockheed Martin, Bristol Aerospace, or any other company involved in the production of the WAH-64 helicopter.  All trademarks and copyrights are and remain the property of their respective owners.

  1. Unpacking and Setup

    1. Package Contents

      The Apache comes in a box that's obviously bigger on the inside than on the outside. Don't be afraid. You will need to rez this box, and select "Open".

      Copy the contents of it into your inventory, and you will now have a new folder in your inventory named "WAH-64 Apache AH Mk 1 v1.0 (Boxed)" (or similar) which will contain the items from the box.
    2. Rezzing the Apache

      The Apache is a mesh model, which means you will need a viewer capable of displaying mesh. The standard SL viewer is one such option, as are several others on the Third Party Viewer Directory.

      To rez the helicopter, simply drag the object named "WAH-64 Apache AH Mk 1" from the folder in your inventory to an open area suitable for take off, bearing in mind that the aircraft has a main rotor span and overall body length of about 15 meters, and you will need 211 prims free on the parcel. However, unlike many highly detailed vehicles, this model uses no avatar attachments.

      It is best to rez a new copy of the helicopter from inventory for each use and deleting it when done, as opposed to taking one in-world back into inventory and reusing it.

  2. Pilot and Copilot/Gunner Roles

    1. Pilot

      As you may have suspected, the pilot's job is to fly the aircraft and maintain watch over the aircraft's flight systems, communicating with the CPG to position the aircraft for the effective deployment of the weapons systems.

    2. CPG (Copilot/Gunner)

      The CPG operates the weapons systems and communicates with the pilot to position the aircraft for engagement and effective weapon deployment against targets.

    3. Pilot-Gunner Handoff

      The pilot (being the owner of the aircraft) can assume gunner control, or in the case of a two-person crew, can assign it to or withdraw it from the CPG. In the event of pilot death, flight controls will be passed to the CPG, and the weapon systems will go into safe mode, though the CPG (who is now the pilot) can rearm and use the weapons normally. Do note that while the system is set up to handle the sudden absence of the pilot, having the pilot jump out of the aircraft by simply 'standing' is not a supported function and may result in unintended and unwanted behaviour.

  3. Flight

    1. Getting in and out

      The pilot boards the Apache by right-clicking on the helicopter body and selecting "Board" (Some viewers may simply show "Sit Here" which serves the same function). This applies to the CPG as well, who must get into the helicopter after the pilot has.

      Getting back out of the aircraft may be accomplished by simply hitting the "Stand up" button, but this is rather inelegant and makes you look like a noob. All the cool kids use the "EGRS" button on the HUD, which stands for "egress" and is explained below.

      Adjusting Sit Position
      The pilot and CPG may adjust their seat heights via chat command. "/5 sit 0.10" will move the position up 0.10 meters, "/5 sit -0.10" will move it down 0.10 meters. The adjustment range is from a maximum of plus or minus 0.30 meters.

    2. The HUD/MPD

      All of the aircraft's systems are controlled by the HUD/MPD (Head-up Display/Multi-Purpose Display) which is also used to convey information about the aircraft. Upon boarding, if you do not already have it attached, you will be given one. Locate this object in your inventory, right-click and select "Wear." It will attach to the "Bottom" screen attachment point, and if you are in the aircraft, it will come into view in the lower-left area of your screen. When you get back out of the Apache, it will hide itself from view. To detach, simply locate it in your inventory, right-click and detach.

    3. Instruments

      1. Airspeed

        The airspeed is displayed in actual knots, though the performance envelope of the aircraft is considerably scaled down for the Second Life environment.

      2. Attitude Indicator

        This displays the aircraft's pitch and roll relative to the earth. With this type of attitude indicator, the pitch bars in the background move up and down only, while the aircraft symbol itself rolls to indicate the roll of the aircraft, which is "pilot up" and not "horizon up". Meaning, if the aircraft symbol appears to be banking to the right, the aircraft is similarly banking to the right.

      3. Altitude

        Altitude is displayed in feet above ground level (AGL). This graphic ranges from zero to 500 feet, with major marks every 100 feet (delineated by vertical tick marks for each hundred) and minor tick marks every 20. The ground is represented by a diagonally striped block. The scale will appear red when the helicopter is within 20 feet of the ground.

        1. Ground Proximity Warning System (GPWS)

          The GPWS works in conjunction with the altitude indicator to alert you to imminent flight into terrain. When moving faster than 6 knots, if the Apache's current flight path will result in surface impact within 5 seconds, this will appear in yellow and sound an alert. If an impact will happen within 2.5 seconds, this will appear in red and sound another alert.

      4. Vertical Speed

        Displays aircraft vertical speed from +50 to -50 feet per second. When descending greater than 16 feet per second, the triangle indicator will appear red. Impact with the ground or other large objects is likely to cause serious damage at or above this velocity.

      5. Compass

        Displays the helicopter heading, which may not necessarily be the direction in which you are looking.

      6. Missile Warning Indicator

        The MW indicator appears where the FLARE button is located in the event of missile launch detection. This is a two-stage indicator, flashing yellow to alert the aircrew to the launch of an infra-red seeking missile, and flashing red to warn them that a missile is currently en route. When the HIDAS (Helicopter Integrated Defensive Aids Suite) is set to auto, this second stage will trigger the automatic deployment of flares at the rate of two per second.

    4. Flight Controls

      The WAH-64 can be flown in or out of mouselook. Shift + A and Shift + D (or Shift + Left Arrow and Shift + Right Arrow if you prefer) will control the cyclic out of mouselook just like they do without the shift key, but act as rudder control while in mouselook, which gives you a more fine-grained level of control.

      Key Control
      W or Up Arrow Forward Cyclic
      S or Down Arrow Back Cyclic
      A or Left Arrow Left Cyclic (Rudder Left with Hover Assist)
      D or Right Arrow Right Cyclic (Rudder Right with Hover Assist)
      Shift + A or Shift + Left Arrow Rudder Left (Out of mouselook)
      Shift + D or Shift + Right Arrow Rudder Right (Out of mouselook)
      E or Page Up Collective Up
      C or Page Down Collective Down

    5. So Many Buttons

      What do they mean?

      TURB Starts up and shuts down the turbine engines. (Pilot only)
      HOVER Toggles hover assist mode.
      GUNNR Selects or assigns the active gunner. (Pilot only)
      HIDAS Toggles the Helicopter Integrated Defensive Aids Suite
      CAM Cycles through preset camera views of the aircraft
      DUST Toggles dust effects on and off (Pilot only)
      PAGE Cycles the left side of the MPD through the turbine, weapon and system pages
      EGRS Moves you gracefully out of the cockpit so you don't look like a noob.
      EJECT Removes an unwanted person from the CPG position. (Pilot only)
      SAFE Disarms all weapon systems.
      CANN Selects and arms the M230 30mm chain gun.
      CRV7 Selects and arms the CRV-7 rockets.
      HELLF Selects and arms the AGM-114 Hellfire guided missiles.
      LOAL HI Hellfire Lock-On After Launch High flight profile mode.
      LOAL LO Hellfire Lock-On After Launch Low flight profile mode.
      LOAL DIR Hellfire Lock-On After Launch Direct flight profile mode.
      LOBL Hellfire Lock-On Before Launch mode, and toggles multi-lock mode.
      LOBL DIR Hellfire Lock-On Before Launch Direct flight profile mode, and toggles multi-lock mode.
      FIRE MULTI Fires Hellfires in sequence when multiple targets are locked.
      DROP Drops all targets in LOBL modes.

    6. Starting/Stopping the Turbines

      After boarding, to start the turbines, press the TURB button, which will appear red, and will appear yellow when the turbines are starting up and also when they are shutting down. They will reach full power in about 20 seconds and the TURB utton will appear green, while you'll notice full torque and rotor speed will take a few seconds longer. This is normal. If starting on an uneven surface, applying some collective down (C key or Page Down) can help prevent the helicopter from skidding. Lift off is possible without full torque and rotor speed, but will be sluggish at best.

      After landing, to shut down the turbines, the TURB button requires two clicks - this is to prevent accidental shutdown while flying.

    7. Lift off

      Once torque and rotor speed are up to 100%, apply some collective up (E key or Page Up) until you leave the surface and rise into the air. Releasing will cause the Apache to slow and then stop its ascent. It is, more or less, neutrally buoyant and will neither rise nor fall with no control inputs.

    8. Flying

      Flying the Apache is a skill that must be learned, and learned with a light touch. While it is much more forgiving than a real helicopter, it will take some practice and familiarity with how the aircraft handles to become a competent pilot. While you may first find it challenging if you are accustomed to the unrealistic "magic carpet" model of helicopter flight, you will earn considerable bragging rights when you master it. (And you will, we promise!)

      1. Wind and Turbulence

        Second Life regions have wind. Who knew? This helicopter is affected by the regional wind and will display turbulence effects, becoming more pronounced with higher wind speeds and in closer proximity to the ground.

      2. Ground Effect

        Within approximately 8 meters of the ground, i.e. about half of the rotor diameter, helicopters (including this one) will experience more lift, due to the "cushion" of high pressure air below the rotor disc and the reduced downward velocity of the air around the rotor. What does this mean for you? It means you will find the Apache at full power lifts off the ground quickly, then slows its ascent somewhat after it's 8 or so meters up. It also means if you lose one turbine, while the helicopter can fly on one, ground effect can be a considerable help in getting the helicopter to a suitable landing site.

    9. Hover Assist

      Hover assist does what it says on the package. It helps the pilot maintain a position above the ground without having to constantly correct for wind and turbulence. It allows the helicopter to freely yaw while suppressing pitch and roll. It will also allow the helicopter to change altitude, a useful feature for "pop-up" target engagement. Do note, altitude changes of less than 2.5 meters vertically will cause the hover assist to return the aircraft to its original position. You may toggle hover assist or move beyond the 2.5 meter range to set a new hover altitude.

    10. Landing

      Landing requires a horizontal speed under 6 knots and vertical speed under 16 feet per second to avoid damage to the aircraft. Try to land on flat areas or surfaces, as landing on uneven terrain can cause the helicopter to tip and pull itself laterally, which can easily lead to rotor strikes with the surface and loss of the main rotor.

    11. Taking Damage

      The Apache can be damaged in one of two ways: Accidentally by the pilot flying it into terrain or solid objects, or on purpose by adversaries using OCS-enabled weaponry against it. It offers a high degree of protection to the crew against OCS damage. Either or both turbines are subject to damage and failure, as are the main and tail rotors. Flight performance and handling is degraded as hit points are lost, usually resulting in an aircraft that is just too ornery to land in a controlled fashion. Catastrophic failure, such as experienced from flight into terrain, may result in fire and explosion, which can be damaging to an OCS enabled aircrew.

      1. Turbine Damage and Failures

        The turbines may be degraded or disabled by weapon fire or, rarely, as result of mechanical failure. The state of the turbines is reflected in the torque and Np% gauges, as explained below.

        The helicopter can fly on one turbine, though with reduced performance. Failure of both turbines will require any pilot hoping to walk away from the inevitable crash that's in his or her near future, to perform an autorotation.

      2. Tail Rotor Failures

        Tail rotor failures can result from weapon fire, or impact with land and objects. The tail rotor's function is to counteract the torque produced by the main rotor, such that loss of the tail rotor will result in the aircraft yawing uncontrollably, which will also result in loss of lift and make the aircrew very dizzy. The procedure for crash landing a helicopter with a tail rotor failure is to power down the turbines, which will remove the torque from the drive system and allow the main rotor to freewheel as without significant torque the pilot can maintain control and perform an autorotation.

    12. Autorotation

      Autorotation is a (normally intentional) state in which the main rotor is allowed to spin faster than the turbines driving it. All helicopter transmissions have a free wheeling unit to allow this without the turbines taking energy away from the rotor and slowing it down. The main rotor will have a considerable, though limited amount of inertia which can be used to produce lift, albeit at the expense of this stored inertia. The pilot will be able to control the descent speed and main rotor RPM with the collective control stick. The main rotor RPM can be increased and maintained by reducing the collective pitch, i.e. descending. Forward movement will also help maintain the rotor RPM.

      1. Entry: Reduce collective to cause the helicopter to descend and maintain rotor RPM. Do not let the nose drop during the entry. Whatever attitude the helicopter is in, enter the autorotation in that attitude. After the autorotation is established make any attitude adjustments required for proper airspeed.
      2. Glide: Keeping an eye on the rotor RPM (Nr%) establish a descending glide.
      3. Landing Area: A preferred landing site is flat, level and with no obstructions such as buildings. A good pilot is always considering contingency plans and stays aware of nearby areas which could facilitate an emergency landing.
      4. Flare: As you approach the landing site, initiate the flare by pitching the nose up using aft cyclic. The purpose of the flare is to reduce vertical and horizontal speed and set up for a survivable landing.
      5. Landing: Touchdown is typically accomplished by putting the aircraft into a level attitude and raising collective to bleed off vertical speed just above the ground. (This is the entire autorotation procedure for an autorotation from a hover.) It is important to maintain a steady descent at this point, and not stop downward progress and find yourself in a hover, which will bleed off rotor RPM followed by a short but sudden drop to the surface.

    13. Page: Turbines

      The turbine page of the MPD is where you'll find all the information about the health of the turboshaft engines and rotor system of your aircraft - the components that actually keep it in the air.

      A turboshaft engine is similar to a jet engine, except the exhaust jet drives a turbine which then delivers the power through a rotating shaft. The WAH-64 is equipped with two Rolls-Royce/Turbomeca RTM322 engines, which have two turbine stages each. The first turbine, known as the gas producer (Ng), compresses the air before combustion, and the second which powers the drive shaft, known as the power turbine (Np).

      The Np turbine is constructed to run at a constant RPM, and is directly connected to the main rotor through a reducer. The engine itself will attempt maintain the Np turbine at 100% RPM. The speed of the Np turbine depends on the amount of energy given to it by combustion, and the energy taken from it by the rotors and associated systems. Increasing collective will make the main rotor demand more power, and large control inputs will cause Np% and rotor RPM (Nr%) to deviate from 100%, but will return once the additional load is reduced.

      1. Torque

        Torque is how much force is available to spin the main rotor.

      2. Ng%

        This is the generator turbine RPM, the first stage of the turbine engines. This turbine stage pulls in air for combustion, which subsequently drives the power stage.

      3. Np%

        This is the power turbine RPM, the second stage of the turbine engines, and the turbine stage that actually provides the power to the transmission and rotor.

      4. Nr%

        Main rotor revolutions, in percent. This directly represents how much power you have to maintain the helicopter in the air. Below approximately 50%, the aircraft will not be able to remain flying. This is very important information in the event you need to perform an autorotation.

    14. Page: System

      1. Heli HP

        The total OCS hit points remaining on the helicopter, represented with a colored bar, and with 100% indicated by a full green bar. Flight performance and handling is degraded as hit points are lost, and if exhausted, result in the complete destruction of the aircraft.

      2. Fuel

        The Apache burns fuel, and will give you approximately 45 minutes of flight before it runs out, or less if the aircraft is damaged.

        1. Low Fuel Warning

          When the fuel level is at or below 20%, you will receive a warning telling you so, and an estimated remaining flight time, in minutes. In an undamaged aircraft, this will be 9 (nine) minutes.

        2. Refueling

          Refueling and rearming are accomplished by landing back at the same point from which you took off and shutting down the helicopter. To help you locate this place, the TO/LP instrument is available and explained below.

      3. Turbine

        This displays the relative health of each of the turbines, with 100% indicated by a full green bar for each.

      4. Take-Off / Landing Point (TO/LP)

        This pair of readouts tells you from where you took off with an arrow and how far away that point is in meters. When you are within 15 horizontal meters of your take off location, the distance readout will appear green, to let you know that you are within the refueling/rearming radius.

  4. Weapons

    Before you can select and take control of any of the Apache's weapon systems, you must be the active gunner. As the pilot, clicking the GUNNR button will toggle control of the weapon system. When the button appears green, you are the "active gunner" and as such, have control over all weapons systems. If a second avatar boards the aircraft and occupies the CPG position, they will automatically assume the active gunner role. In this arrangement, the pilot may, by pressing the GUNNR button, designate themselves the active gunner, toggle control back to the person in the CPG position, or release control of the weapons suite.

    In addition to causing appropriate OCS damage (impact and blast) the weapons on the WAH-64 also deliver 100% damage in Linden Damage enabled areas.

    1. Page: Weapons

      1. Weapon Selection

        Select the weapon suite you wish to use by pressing the SAFE, CANN, CRV7 or HELLF button for safe mode, the 30mm cannon, CRV-7 rockets or AGM-114 Hellfires, respectively. The operation of each is described below.

        1. Rearming

          Rearming and refueling are accomplished by landing back at the same point from which you took off and shutting down the helicopter. To help you locate this place, the TO/LP instrument is available and explained above.

      1. Safe/Arm

        When set to SAFE, the weapon system is disarmed and you will not accidentally blow anybody up through inadvertent weapon fire.

      2. Chain Gun

        The M230 30mm chain gun, mounted below the canopy on the underside of the aircraft, has a rate of fire of 600 rounds a minute. It carries 1200 rounds of M789 High Explosive Dual Purpose shells, capable of shredding most light vehicles and personnel, and considerably damaging light armor.

        When actioned, the cannon will follow the mouselook aim of the gunner or pilot controlling it. It can pivot 90 degrees to the left or right, to a maximum elevation of 15 degrees, and to a maximum depression of 45 degrees. It is parallax compensated to be "zeroed" at approximately 100 meters. Its normal work cycle is two second bursts of fire, with a minimum of two seconds between bursts.

        1. Chain Gun Weapon Page

      3. AGM-114 Hellfires

        The AGM-114 Hellfire missile, the signature weapon of the Apache helicopter, weighs 45 kilograms and explodes with a force of five million pounds of pressure per square inch. It is capable of cutting through three meters of solid steel and will penetrate all known tank armor. The Hellfire guided missile system is the primary weapon of the WAH-64 for engagement against armour and light fortifications. The AGM-114 features "fire and forget" modes which requires no further guidance after launch and make the missile capable of successful engagements against targets that are not in a direct line of sight from the aircraft.

        1. Targeting and Flight Profile Modes

          Hellfires have two targeting methods and three flight profiles, for a total of five modes. These modes are suited to different targeting scenarios based on range, visibility and terrain.

          1. Lock-On After Launch Modes (LOAL)

            Lock-On After Launch is a rapid targeting and firing mode requiring the single step of selecting a target to engage. In mouselook, point at the intended target, and left-click. The missile will come off the rail immediately and begin its flight profile, completing acquisition in flight and closing on the target. The one drawback to this mode is the inability to verify the target before the missile is launched.

            1. LOAL HI (Lock-On After Launch, High profile)

              HI is a high flight profile that allows the Hellfire to fly above terrain or other obstructions and approach the target at an attack angle of approximately 45 degrees. This profile is best for longer range targets, as at shorter ranges, the missile may not be able to lock the target in the acquisition phase of flight, resulting in overshoot.

            2. LOAL LO (Lock-On After Launch, Low profile)

              LO is a low flight profile meant for intermediate range targets and can fly over moderate terrain and obstructions and approach the target at an attack angle between 30 to 45 degrees. This profile is ideal for medium range targets, and can often successfully engage targets at short range, though in situations where successful acquisition is paramount, the direct flight profile is preferred.

            3. LOAL DIR (Lock-On After Launch, Direct profile)

              DIR or Direct is ideal for short-range targets without terrain or other obstacles masking their position. It also has the shortest flight time, which is advantageous when you need to engage a target immediately. It is especially useful against fortifications, as its attack angle in this profile is nearly horizontal, and the Hellfire's guidance is accurate enough to put it through windows.

          2. LOBL (Lock-On Before Launch)

            LOBL mode is useful when there are fewer immediate threats to the aircraft or crew, or in cases when a moving target is being engaged. In mouselook, aim at the target you wish to lock on to and click. When a lock is established, a tone will alert you and a message on your screen will tell you what you have locked on to. Click again in mouselook to launch a missile at that target. In such cases, if the target moves more than 128 meters from the point at which the lock was acquired, the missile will lose its lock and detonate.

            1. Multi-Lock Mode

              A second press of the LOBL or LOBL-DIR button will toggle Multi-Lock mode.

              In LOBL Multi-lock mode, multiple targets (Up to 8, or as many as you have AGM-114 missiles remaining), can be queued and engaged simultaneously. In this mode, clicking in mouselook will establish a lock on the object or avatar at which you were aiming, and add it to the targeting queue. To engage queued targets, press the “Multi Fire” button on the HUD.

              If you have targets queued in single or multi-lock modes, pressing the DROP button will clear the queue.

          3. LOBL DIR (Lock-On Before Launch, Direct profile)

            LOBL DIR functions much like the standard LOBL mode, with the exception that missiles will take a direct flight profile to the target. This is useful if the target is in a very close range to the aircraft, or to engage targets sheltered from above.

        2. AGM-114 Status Displays

      4. CRV-7 Rockets

        On the WAH-64, The CRV-7 (Canadian Rocket Vehicle 7) is a design chosen over the similar, US-made Hydra 70 rocket for its increased accuracy, range, and kinetic energy. They carry as a standard payload the WDU-50001/B HEISAP 70mm warhead, designed for effective engagement against fortifications, armored targets, and infantry.

        1. CRV-7 Weapon Page

          The CRV-7 rockets on the Omega Concern WAH-64 will fire at the user’s aim point – provided that the aim point is within a ten degree circle from the aircraft’s forward axis. The diagrams below illustrate the aiming circle from both the pilot’s and CPG’s seats.

        2. CRV-7 Pilot's Aiming Circle

        3. CRV-7 CPG's Aiming Circle

  5. Defense and Risk Mitigation

    1. Helicopter Integrated Defensive Aids Suite (HIDAS)

      The Helicopter Integrated Defensive Aid Suite is the WAH-64’s greatest line of defense against missile threats. In automatic mode, It utilizes the sensor arrays mounted on the avionics bays and fuselage of the helicopter to detect OCS missile launches against it, and automatically deploys countermeasures. In manual mode, the pilot is warned by a loud alarm tone of the launch, and can deploy flares by using the HUD button or the gesture included with the helicopter.

      1. Flares

        The WAH-64’s flares confuse a guided missile’s seeker, attracting it away from the aircraft. In order for flares to be effective protection, a pilot ideally will maneuver the aircraft to put the flares between the helicopter and the missile threat.

    2. "Nap of the Earth"

      The Apache series of attack helicopters was designed for low-altitude operations, and its complement of survivability features reflect this intended environment. Remaining as low as possible minimizes exposure to direct-fire weapons (such as anti-aircraft guns and shells) and obscures the helicopters radar and infra-red signature to mitigate the risk of anti-aircraft missile fire.

    3. Flight Into Terrain and Structures

      High speed "landings" can damage the aircraft and its systems, including both turbines and rotors. Successful autorotations are very unlikely at low altitude, and survivability in such circumstances becomes a matter of luck. However, the WAH-64 is designed to be "ridden in" in the event of loss of airworthiness, and there are additional actions you can take to increase the odds of crew survival.

      1. Fire burns. OCS fire will take hit points continuously if you are too close. Fire is not a guaranteed outcome from an Apache crash, but particularly violent impacts increase this risk, as well as the risk of aircraft explosion.
      2. Water landings will prevent fires, but OCS equipped aircrews can drown.
      3. Long skidding crashes down slopes actually contribute more energy to the crash. For a given velocity, a short, hard stop is better than a long, slow one.

  6. Troubleshooting

    1. The WAH-64 has been extensively tested and is free of any known bugs. If you believe you have discovered a bug, please contact This email address is being protected from spambots. You need JavaScript enabled to view it. and provide, with as much detail as you can, step-by-step instructions for reproducing it. Things don't get fixed if we don't know what needs fixing. :)

    2. Anti-littering Feature: Normally, if you leave the vehicle on land you do not own and leave the region, the vehicle will self-delete. You can toggle this while seated in the vehicle by typing the command "/5 autodel" (without the quotes). When Auto self-delete is disabled, the vehicle will not do this. This option is intended for those who wish to display the vehicle on land they lease or group owned land, where they are not the technical landowners.

    3. To rez the WAH-64, the parcel in which you are doing this needs to have at least 211 prims/prim equivalent free.

    4. If the rotors do not appear to be working correctly, make sure that that Advanced > Network > Velocity Interpolate Objects (viewer 1.x) or Develop > Network > Velocity Interpolate Objects (viewer 2.x) is enabled.

    5. If you abandon the WAH-64 on land you do not own (As in are the actual landowner), it will delete itself after a short time to prevent littering.

    6. If things aren't rezzing for you, such as the gun rounds, rockets or missiles, check your group tag and the group tag of the helicopter to make sure it is harmonious with the area you are in. Some viewers give the option of always creating objects under the group to which the land is set, which may cause you issues if you aren't expecting it and travel to another parcel that requires a different group.

    7. The system is set up to handle the OCS 'death' of the pilot, but having the pilot jump out of the aircraft by simply 'standing' is not a supported function and may result in unintended and unwanted behaviour.

    8. If you seem to be doing no damage in OCS, first make sure you are wearing an OCS HUD. The OCS logo near the bottom of the WAH-64 HUD will appear orange when OCS is engaged and working.

    9. You may have other gestures using the same F-keys as the ones included in this package. To locate and correct these conflicts, press control - G in your viewer and click on the"Key" column header to sort by key assignment. The F-keys are merely suggested key bindings, feel free to reassign them to whatever works best for you.

    10. Sounds, and not being able to hear them: If you're using a Viewer 2 or 3 based viewer, the default sound settings cause sounds to carry a few meters at most, then be unable to be heard. If not already showing, press Control-Alt-Shift-D and make the Advanced Menu appear. From that menu, select "Show Debug Settings." In the box, enter or locate "AudioLevelRolloff" and try setting it between 0.040 and 0.200 for better hearing.

    11. Asset corruption happens. Rarely, a copy of something will become corrupt and behave in very strange ways. The first thing to try is to unpack a fresh copy of the item from the box in which it came. If that doesn't solve the issue, you can have another box of the same item sent to you via the service kiosk at The Omega Concern's main store. Failing that, contact the support address and request a new box be sent to you and you will receive it as soon as possible.

  7. The End

    First, a heartfelt thank you to all The Omega Concern's customers over the years. You guys gave me the sweetest gig in the world, and I love you all for it. I do this all for you.

    Big thank yous to Ropemasterdom Skellerjup, Caete Chevalier, and Fisk Zinnemann for beta-testing, constructive criticism, the creative ways they find to give me headaches, and for putting up with me after giving me one.

    As it always has been, and always will be: Fun is the whole point. Do go have some. :)

    Also, your support passphrase is "Crybaby."