Product: Mi-24 Hind
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: 2013-03-14

Thank you and congratulations on your purchase of The Omega Concern's Mi-24 Hind attack helicopter. Please read this manual before terrifying high school kids in occupied Colorado.

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 Mi-24 Hind

The Omega Concern's Mi-24 Hind is a functioning and detailed model of the helicopter gunship and low-capacity troop transport produced since 1972 by Mil Moscow Helicopter Plant and operated by the Soviet Air Force, its successors, and by more than 30 other militaries.

The Omega Concern is not affiliated with, nor endorsed by Mil Moscow Helicopter Plant, the former Soviet Union (1922 - 1991) or any other entity involved in the design and production of the Mi-24 or its weapon systems. All trademarks and copyrights are and remain the property of their respective owners.

Unpacking and Setup

Package Contents

The Hind comes in a box that's obviously bigger on the inside than on the outside. 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 "Mi-24 Hind 1.0 (Boxed)" (or similar) which will contain the items above.

The included gestures are bound to keys which are are merely suggested key bindings, feel free to reassign them to whatever works best for you, or not use them at all - they are completely optional. If you are not using a viewer that allows you to bind gestures to the keys these are, editing the existing gestures will not allow you to save with the current letter and number key bindings. You may have other gestures using the same 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.

Rezzing the Hind

The Hind 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 "Mi-24 Hind 1.0" 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 18 meters, and you will need 269 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.

Pilot and Copilot/Gunner Roles


The pilot's job is first and foremost to fly the aircraft and to maintain watch over the aircraft's flight systems, communicating with the CPG to position the aircraft for the effective deployment of the weapons systems.

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.

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 behavior.


Getting in and out

  • Pilot: The pilot boards the Hind by right-clicking on the helicopter body and selecting "Board" (Some viewers may simply show "Sit Here" which serves the same function).

  • CPG: The CPG boards in the same way as the pilot, and must board after the pilot has.

  • Passengers: Passengers board by right-clicking on the helicopter body and selecting "Board". They will be seated in one of the six passenger positions. They may board while the aircraft is running, but the helicopter must be within 1 meter of the ground or other suitable surface, and the cargo doors must be open.

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.

For those without HUDs (i.e. passengers) the chat command "/5 egress" or "/5 out" will serve the same function, but only within 1 meter of the ground or other suitable surface, and the cargo doors must be open. Normally, you will exit the aircraft on the side to which you are closest. However, if you wish to specify which side you get out on, adding a "L" or "R" to the command will serve to do just that. Thus, "/5 egressl" or "/5 outl" will exit to the port (left) side, and "/5 egressr" and "/5 outr" will exit to the right (starboard) side.

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.


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 if you are the pilot or CPG. 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 Hind, it will hide itself from view. To detach, simply locate it in your inventory, right-click and detach.



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

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.


The Hind altimeter is based on a radar altimeter, meaning it will display the distance from the helicopter to the ground, or any obstacle below it such as a building. 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.

Proximity Warning System (PWS)

The PWS works to alert you to imminent flight into terrain or other obstacles. When moving faster than 6 knots, if the Hind'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, higher-pitched alert.

Aircraft Collision Avoidance System (ACAS)

ACAS is related to the PWS, but is an active system which will apply collective and cyclic controls to pull the helicopter up and away to avoid forward flight into terrain or other obstacles. Its look-ahead is three seconds in the direction of flight.

Vertical Speed

Displays aircraft vertical speed from +25 to -25 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.


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

Missile Warning Indicator

The missile warning 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 Countermeasures (CM) are set to auto, this second stage will trigger the automatic deployment of flares at the rate of two per second.

Flight Controls

The Mi-24 can be flown in or out of mouselook, with slightly differing functions for the left and right keys depending on modifiers, hover status, and mouselook.

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

Buttons: Your Friends

FLARE Press to deploy flares. Also flashes during missile warnings.
TURB Starts up and shuts down the turbine engines. A double-click is required for shutdown.
HOVER Toggles hover assist mode.
ACAS Toggles the Aircraft Collision Avoidance System.
CM Toggles the helicopter's countermeasure suite.
DOORS Opens and closes the cargo area doors.
DUST Toggles dust effects on and off.
CAM Cycles through preset camera views of the aircraft.
EJECT Removes an unwanted person from the CPG position. (Pilot only)
GUNNR Selects or assigns the active gunner. (Pilot only)
SAFE Disarms all weapon systems.
YAK-B Selects and arms the 12.7mm Gatling gun.
9M114 Selects and arms the 9M114 Kokon anti-tank missiles.
S5K1 Selects and arms the S-5K1 rockets.
FAB250 Selects and arms the FAB-250 General Purpose bombs.
EGRS Moves you gracefully out of the cockpit so you don't look like a noob.
PAGE Cycles the left side of the MPD through the turbine, weapons and systems pages.
OCS Logo When orange, indicates that OCS mode is active. Clicking it will bring up the aircraft color menu.

Starting 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 button 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.

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 Hind to slow and then stop its ascent. It is, more or less, neutrally buoyant and will neither rise nor fall with no control inputs.


Flying the Hind 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!)

Wind and Turbulence

Second Life regions have wind, and you're flying in it. 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.

Ground Effect

Within approximately 9 meters of altitude, 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 Hind at full power lifts off the ground more easily, 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.

Hover Assist

Hover assist does what it says. 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. When yawing to a new heading, release and tap again the left or right control input to indicate the new heading, or alternatively toggle the hover assist off and back on at the new heading.

Hover assist will 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.


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 and/or tail rotors.

Once on the ground, clicking the "TURB" button once will cause it to turn orange, and clicking it again while it is orange (or simply double-clicking while it is green) will begin the turbine shutdown sequence. This is to help prevent accidentally turning off the turbines in flight.

Taking Damage

The Hind can be damaged in one of two ways: By flight into terrain or solid objects, or by OCS-enabled weaponry. It offers a high degree of protection to the crew and passengers 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.

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.

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.


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.

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.

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 Mi-24 is powered by two Isotov TV3-117 turbines 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.


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


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.


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.


Main rotor revolutions. 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.

Page: System

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.


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

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.


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 magical place, the TO/LP instrument is available and explained below.


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

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.


Before you can select and take control of any of the Hind'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.

The S-5K1 rockets and FAB-250 GP bombs also feature a 'takeover' mode, by which the pilot can directly take control of those systems while the gunner remains in command of the Yak-B Gatling gun and 9M114 Kokon anti-tank missiles.

In addition to causing appropriate OCS damage (impact and blast) the weapons on the Mi-24 also deliver 100% damage in Linden Damage enabled areas.

Page: Weapons

Weapon Selection

Select the weapon suite you wish to use by pressing the SAFE, YAK-B, S5K1, 9M114 or FAB250 button to select safe mode, the 12.7mm Gatling gun, S5K1 rockets, 9M114 anti-tank missiles or FAB-250 GP bombs, respectively. The operation of each is described below.


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.


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

Yak-B Gatling Gun


Yak-B Gatling Gun Weapon Page

9M114 Kokon Anti-Tank Guided Missiles

The procedure for launching and guiding the Kokon is as follows:

  1. Arm the weapon by selecting the "9M114" button on the HUD.
  2. In mouselook, center your view on the intended target.
  3. Press the left mouse button to launch. The missile will leave the tube and you will see it flying forward to your port or starboard (left or right).
  4. Stay in mouselook. Keep your centered on the target. If the target moves, track it, keeping your cross hairs on it. The Kokon will fly along your line of sight, and moving your aiming point will cause it to fly to re-acquire flight along the new line of sight.
  5. Visually guide the missile to the target until impact.

The Kokon can be steered up to 90 degrees away from its launch orientation, but no more. For example, if you launch the missile due east and attempt to guide it to fly to the northwest, the missile will self-destruct approximately at the point it is turned north. This is to keep you from shooting yourself. If you leave mouselook or the missile flies over a region border, it will simply continue on its course at the time. Due to Second Life limitations, it cannot track your line of sight over region borders.

9M114 Kokon Missile Page

S-5K1 Rockets

The S-5K1 is an unguided rocket carrying a high-explosive, dual-purpose warhead for engagement against light armor, fortifications and dismounted infantry.

When operating the Hind with a pilot and CPG, the S-5K1 rockets can be controlled by the pilot, independently of the CPG by clicking on the S5K1 button, which will turn blue to indicate that the pilot has control of them.

S-5K1 Rocket Page

  1. Arm the weapon by selecting the "S5K1" button on the HUD.
  2. Aim the nose of the aircraft toward the intended target. Do note there will be a degree of drop and dispersion. The S-5K1 is not a precision weapon.
  3. Press the left mouse button to fire. Holding the button down will result in salvo fire, launching four rockets per second. Release the mouse button to stop firing.

The S-5K1 rockets on the Omega Concern Mi-24 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.

S-5K1 Pilot's Aiming Circle

S-5K1 CPG's Aiming Circle

FAB-250 General Purpose Bombs

The FAB-250 is a 250 kilogram free-fall (a.k.a. "dumb") bomb, used as an area of effect weapon against fortifications, light armor and dismounted infantry.

When operating the Hind with a pilot and CPG, the FAB-250 bombs can be controlled by the pilot, independently of the CPG by clicking on the FAB250 button, which will turn blue to indicate that the pilot has control of them.

  1. Arm the weapon by selecting the "FAB250" button on the HUD.
  2. Fly the aircraft in the direction of the intended target. Momentum after bomb release will carry the weapon in the direction of flight as it falls.
  3. Press the left mouse button to release. The bomb will release and begin to fall. It is advisable to drop bombs from a significant altitude, as having it impact and detonate nearby will damage your helicopter.
  4. "Yank and bank" to turn and pull away from the bomb's flight path and to put as much distance between you and its impact point.

FAB-250 General Purpose Bomb Page

Defense and Risk Mitigation

Countermeasures Suite

The Countermeasures Suite is the Hind'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.


The Hind'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 incoming missile.

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 Mi-24 is designed to be "ridden in" in the event of the loss of airworthiness, and there are additional actions you can take to increase the odds of crew survival.

  • Fire burns. OCS fire will take hit points continuously if you are too close. Fire is not a guaranteed outcome from a crash, but particularly violent impacts increase this risk, as well as the risk of aircraft explosion.

  • Water landings will prevent fires, but OCS equipped aircrews can drown.

  • 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.


The Mi-24 Hind has been extensively tested and is free of any known scripting 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. :)

  • There is a known issue with the Firestorm viewer which can cause the textures of the Hind and other models with moving parts to take on an unusual appearance. This can be solved by going into Preferences > Graphics > Hardware Settings and disabling "Enable OpenGL Vertex Buffer Objects".

  • Anti-littering Feature: Normally, if you leave the aircraft on land you do not own and leave the region, the aircraft will self-delete. You can turn this off by selecting"AutoDel" from the options menu. (OCS button) When Auto self-delete is disabled, the aircraft will not do this. This option is intended for those who wish to display the aircraft on land they lease or group owned land, where they are not the technical landowners.

  • To rez the Mi-24, the parcel in which you are doing this needs to have at least 269 prims/prim equivalent free.

  • 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.

  • 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 behavior.

  • 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 helicopter's HUD will appear orange when OCS is engaged and working.

  • You may have other gestures using the same 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 keys are merely suggested key bindings, feel free to reassign them to whatever works best for you. If you are not using a viewer that allows you to bind gestures to the keys these are, editing the existing gestures will not allow you to save with the current letter and number key bindings.

  • 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.

  • 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 above and request a new box be sent to you and you will receive it as soon as possible.

  • Your support passphrase is Five Rotors.

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 Eddison Campbell, Caete Chevalier, Eric Sheppard, and Daren Rappaport, for beta-testing, constructive criticism, and helpful feedback..

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