Subject: Hellcats/Leyte FAQ, Version 2.5
Date: Wed, 18 May 94 09:42:15 -0700
From: Jack Repenning <jackr@dblues.wpd.sgi.com>

Here's a new edition of the Hellcats/Leyte Gulf FAQ.  This version
adds a pointer to the updaters to fix the sound problems on AV and
newer Macs.

It should replace the old one in game/com/hellcats-faq.txt.



Hellcats Over the Pacific FAQ/Tips

FTP from: /info-mac/game/com/hellcats-faq.txt
Posted to comp.sys.mac.games and the Info-Mac Digest

Jack Repenning
jackr@sgi.com

Version 2.5  UPDATE May 18, 1994 by Jack Repenning
		(Patches for broken sound on certain Macs)

------------

This file's organized as follows, for easy reference.  Sections I through VI
contain both Q&A's and general tips.

    I.    AIR COMBAT MANEUVERING
		I.I  Leyte Gulf
    II.   GROUND ATTACK
		II.I  Leyte Gulf
    III.  GROUND DEFENSES
		III.I  Leyte Gulf
    IV.   TAKING OFF, LANDING, AND GROUND MANEUVERING
    V.    SCENARIO-SPECIFIC TIPS
		V.I  Leyte Gulf
    VI.   SCORING/GENERAL GAME
    VII.  COMMON PURCHASING/MACHINE REQUIREMENT QUESTIONS
    VIII. EXERCISES
    IX.	  FTP ARCHIVE
    IX.   CREDITS
		IX.I  Leyte Gulf
    X.    CHEATS
		X.I  Leyte Gulf
    XI.   FAQ BACKGROUND

Note that a lot of the following is bona fide "spoiler" material.  Read
this only if you're REALLY stumped, or have "played the game out," and
are looking for things to do.


I. AIR COMBAT MANEUVERING (ACM)
	(including air-to-sea tactics)

    Tip 1: To register a kill, try to shoot when the Zero is still
    relatively small.  There is a bug, such that even if one's immediately
    behind a Zero, pouring one's guns into him, he won't die.  In real
    life, a Zero would be torn to shreds in a similar situation.  So you do
    want to be behind him, but not TOO close (having the airplane fill the 
    screen is too close; having it span the cross-hairs is probably about
    right).  
    
    Head-on attacks or side attacks are more successful/damaging, when up-
    close.  Usually, though, he's shooting at you at the same time, so it's 
    not a good idea to make a habit of this.
    
    Tip 2: When dog-fighting, always try to get behind the Zeros.  Try not
    to  let them get behind you.  
    
    Tip 3: When dog-fighting, it is usually better to come in low, a
    little off  to the side, and start turning BEFORE the enemy fighter
    flies past you.   Put the flaps in the up position so you can turn
    faster, and if you're  about to crash, use your rudders to pull you up
    without having to roll out  (actually, this rudder technique works for
    all turns).  If you do this, you  come up behind the enemy, relatively
    close, and you just have to shoot at  him until he gets hit.  Make sure
    you don't go too fast and fly past him  (or worse, crash into him if
    you're not careful).
    
    Tip 4: A technique to use when dog-fighting is a "skidding turn."  In 
    World War II, a consistent trait of American aces was their willingness
    to "abuse" the airplane; the Japanese pilots, in comparison, were very 
    good, but tended to fly "coordinated" too much.  Liberal use of the 
    rudder--man handling the airplane to your will--can give you the winning 
    edge.
        
    Tip 5: Getting someone off your tail:
    
        Plan A:  start a tight turn, drop the gear, reduce power, and kick in 
        the flaps.
        
        Plan B: build up as much airspeed as you can, go level, kick the flaps
        in and pull up into a vertical position.
        
        (Plan B may not be a good thing to try with a sick engine).
    
    Tip 6: Make liberal use of the rudder controls.  With these you can out-
    turn the Zeros. In fact, with good airspeed you can turn faster with the 
    rudders than by banking. They also provide excellent  attitude control 
    when you are on your side in a turn. I find this very useful  when turning 
    close to the ground. They can be used to do snap rolls. When flying slowly,
    bank one direction, then hold hard opposite rudder. This takes a little 
    fooling around. The most important use of rudders is to line up a 
    target, either on the ground or in the air.  (Use Caps Lock so you don't
    have to use the shift key all the time.)
    
    Tip 7: To keep from overtaking your target (aircraft), simply reduce
    throttle while holding your attitude.  If that doesn't work (closure rate
    too fast), try gear, and flaps, in that order, giving time to get a trend
    rate from each attempt.  To counteract the upward pitching moment of the
    flaps, anticipate it, and command pitch-down slightly, to keep the target 
    in sight.  If this still doesn't work, climb, but keep the Zero in sight.  
    If you get really close, the Zeroes will turn, so take a guess and turn 
    in that direction. If you guessed wrong, just complete the circle and pick 
    your victim up again.
    
    Tip 8: Lower the gear to slightly decrease your speed. Flaps may be used 
    for more effect.
    
    Tip 9: You rarely (if ever) need a full tank of gas, and the difference
    in performance is amazing.  No mission really needs more than 30% to
    be completed in a reasonable amount of time; an extra 25% would be a good
    reserve.
    
    Tip 10: If your mission doesn't need them, leave bombs behind.  They are
    heavy  and decrease performance.  Take as little fuel as possible for
    the  same reason.  A full tank is 1500 pounds and is good for 3 hours
    at 70%  throttle.
    
    Tip 11: Don't waste ammunition!  You've only got so much.  If you see
    flames, instantly break of the attack and move to another target; don't 
    be morbid and wait for the splash.
    
    Tip 12: Lots and lots of quick bursts are better than a couple of long 
    ones.
    
    Tip 13: To judge the altitude of bogies, keep in mind that if they're
    BENEATH the horizon, they're below you; if above the horizon, they're
    above you.  In general, by the time you see them (straight and level), if 
    they're in your field of view, they're no more than 1500' above or below 
    you.

    Tip 14: Taking on the whole flock:  When you have several enemies
    coming against you all at once, you need more than good offensive
    moves: you need something that keeps one from nailing you while
    you're chasing another.  Here are two "one for all" techniques:

       Aerobee effect: This is kind of a yo-yo while in a tight
       circle.  The basic posture is a tight, level circle - this gets
       them all chasing you, and usually herds them all into a tight
       little knot, more or less opposite you on the circle.  Now, you
       need to work them around into your sights.  Since you're
       turning hard, you're already banked into the turn; bank out/up
       a bit, while keeping the stick way back: you open the circle a
       bit, and climb.  Now, roll back over and down.  As you return
       to your base altitude, you gain speed around the circle,
       catching up with the trailing zeke. Get it right, and he falls
       right into your sights - smoke him!

       Divide and conquer: if they're all in a fur-ball, going every
       way from Sunday, drive through taking pot-shots and ducking.
       One or the other of two things will happen: either one of them
       will latch onto your tail, in which case you go to the "getting
       them off your tail" maneuvers - fast!  Or, more desirably, one
       of them will turn tail and run away.  Don't be fooled: this is
       not cowardice, it's group fighting, but you can use it anyway.
       While you're chasing this one, two bad things are happening:
       you're leaving the scene, where you're probably trying to
       protect something or other, and one of the others is probably
       latching onto your tail.  So don't chase the decoy very long,
       and watch your tail closely, but you'll probably get one or two
       good shots in at him.  Make them count, and he'll be bleeding
       too much to play in the rest of the fight.  Then, wade back in
       and cut the odds down some more.

    ** On Using a Mouse for flight control **
    
    Tip 15:  Some people like using the keyboard with Hellcats.  There is
    nothing wrong with that.  However, a lot of folk use the mouse.  Using
    the mouse is easiest for most Hellcat pilots.  When you use the mouse, make
    sure that your Mouse Control Panel Device is set at its lowest tracking 
    speed.  If tracking is set high, your control over the aircraft will
    be near zero and your maneuvers will seem choppy and erratic.  If your 
    mouse CDEV has a 'tablet' setting, this is preferred.  Above all, 
    experiment and adjust.  There are pilots out there who are very
    proficient with the mouse set at its highest setting.

    Another thing about the mouse: the idea is that you hold the mouse
    in a particular position - a bit to the right to roll right, or a
    bit back to pull the nose up - *not* that you move the mouse
    momentarily to make a change.  This sometimes confusing to people
    who've used the keyboard to fly, where you usually tap a key to
    change the control surfaces.  The farther you move the mouse, the
    more the control surfaces move.

    If you have your tracking set high, then a small mouse motion
    makes a large control surface motion.  Sounds good, huh?  But a
    fast motion makes a bigger change than a slow one: if you twitch
    the mouse away from the center, then move it back to the center
    more slowly, the control surfaces will *not* return to center
    position.  This is the basic reason why you should turn the
    tracking down.

    It is normal, depending on air speed and whether you have the
    flaps down or not, for the "neutral" position (where you hold the
    mouse to fly straight and level, or to continue some turn) to
    change: if you're going slow, for example, you not only have to
    hold the nose higher to maintain altitude, you need to pull back
    farther on the stick - er, mouse - to keep it there.  If you
    neutral point drifts uncomfortably, or you get too close to the
    edge of the mouse pad, just lift the mouse and reposition it
    nearer the center - but not actually *at* the center: try to put
    it in the spot you expect it to be for what you're doing at that
    moment, or you'll just fall off the other side of the pad a moment
    later.
    
    Q: Just because I see something on radar, does it see me? Will they 
    immediately come after me, or do I have some time to pursue my mission 
    before I worry about the Zeros?
    
    A: Maybe, maybe not.  Most likely yes.  Unless you are in 'Scramble' or 
    'Flying Fortress,' you can take your time.  Usually Zeros are easy
    points  and it is fine to try and take them out.  You *DO* need to
    worry about  the Zeros in 'Scramble' and 'Flying Fortress' as your
    objective in those  missions is to protect.


    Q: Is it possible to collide with another plane?
    
    A: Yes.  If you slam into a plane, you will explode and die.
    This is another danger of using the autopilot.  
    
    
    Q: Is it possible to shoot down the pilot after he bails out? 

    A: No.  Don't even waste your ammunition.  This feature was not
    provided, due to "humanitarian reasons."
    
    
    Q: Is it possible to collide with the pilot after he bails out?
    
    A: Yes!  Colliding with a parachute, as discussed before, or the pilot,
    or  the lines, will result in immediate death.
    
    
    Q: If I try to dogfight with another pilot using the autopilot key,
    half  the time the autopilot drives me into the ground.  Am I doing
    something wrong?
    
    A:  Yes.  Your autopilot is not smart enough to know when you are too
    close to the ground.  Watch your altimeter.  If you are getting down to
    300 or so feet and are above 180 knots, get the hell out of dodge! 
    Pull up on the stick or make a steep climbing bank.  If you don't, you
    will auger into the ground and will go home in a pine box.
    

    Q: What's wrong with my plane?  The Zeros run circles around me!
    
    A: If you try turning with your flaps down, you'll find that you can
    keep up  with the Zeroes.  But watch your airspeed!
    
    
    Q: Why does the plane seem to over react to stick movements?
    
    A: Your mouse speed is set too fast. Use the control panel and set mouse
    speed to "tablet".
    
    
    Q: I can't get the hang of getting behind the Zeros, how can I
    improve...is  there a quick way to learn?
    
    A: Just lots of practice.  Practice tight turns using your flaps, gear, 
    and (if necessary) decreased throttle.  Don't be afraid to make "out of 
    plane" maneuvers (for example, instead of a level turn, at constant 
    altitude, lower (or raise) the nose, and turn in a tighter, smaller, 
    cone).  You can also use the autopilot, but that's a really miserable 
    cheat. :-)
    

    Q: How can I out maneuver a Zero that's behind me?
    
    A: You can use the flaps ('f' key) as an air brake to slow your plane. 
    Then  you can do a tight turn to the opposite heading from your
    original heading.  When your heading is where you want it, then retract
    your flaps and gear (if down) and increase the throttle fully.  It will
    probably not be able to follow you,  and you'll be behind it soon!
    
    
    Q: Why, in frontal passes, do the Zeros seem to always damage the
    Hellcat engine, contrary to actual experience?
    
    A: Try evasive maneuvers when you are approaching the Zeros.  If your
    radar is scanning in '1 mile' mode, and you are one square away from
    the Zero, use your rudder and weave to the Zero.  Contrary to real life,
    it helps to come up from below, and slightly slow, on first contact--given
    the limitations of the display, what matters here is YOU seeing THEM first,
    and just accept that they'll probably see you, no matter what you do. Fire
    short bursts, head-on, break, and turn as fast as possible to re-acquire
    them.

I.I  LEYTE GULF

    Tip 1:  To sink both cruisers and the aircraft carrier.  There are a 
    couple of hints.  First, torpedoes are definitely sensitive to attitude 
    as well as altitude and speed.  You don't have to be very far out or 
    level for the torpedo to fail. You can use an alternate view (rear, chase,
    ...) to see the torpedo hit the water.  If you don't see it 'running' 
    after hitting, then you failed to drop it properly.  Go back around and 
    try again.
	
    Tip 2:  When dropping torpedoes, *try* to maintain an altitude of
    250 or *less*.  Also, keep your air speed to below 140 knots.  Also, if
    your airspeed is too slow, the torpedoes will explode on impact.
    Try to stay above 80 knots.  Sometimes at 100 knots your torpedoes
    will explode.  When approaching a target, remember to sight the
    ship...find out in what direction the ship is traveling.  Approach the
    target oriented to the bow.  Aim slightly ahead.  AAA gunners are
    deadly, try not to travel in a straight line, use  your rudder and
    zig-zag to the target.  Try not to shoot back, maintain your 
    concentration on the target.
	
    Tip 3:  The other difficult thing about torpedoes is that it is very hard 
    to lead in formation to the enemy ships.  The F6-F with a torpedo goes 
    much slower than the Corsair, it appears.  This makes it easy to make 
    your lead too short.  But if you fly straight out from your carrier,
    (scenario) you should hit either the enemy carrier or the nearest 
    escort.  Of course, once the ship is stopped by a torpedo or bomb, 
    torpedoes are easy to deliver and very effective.

    Tip 4:  The problem with torpedoes is simple mechanics:



           CARRIER ----------->Explosion at t=t0 + delta
                                     ^            (at t=t0 v=37 knots)
                                     |
                                     |
                                     |
                                     |
                                     |
                                     |
                           F6-F Hellcat 
						        
						   (dropping torpedo at t=t0)
                           (v<200 knots)

    A simpler approach is to aim in "collision" course against the target, 
    with a narrow angle and small lead.  It is really much safer then using 
    bombs, because we are not so exposed to AAA fire (and those Japanese 
    gunners did quite an improvement in 2 years of war ;-)

	TORPEDO BUG:   In "Deep Trouble" sometimes you hit a sub with a 
	torpedo, you can see the explosion of the torpedo on the sub 
	(<ctrl - I> confirmed) but sometimes you never get credit for it. 
	Good old 500 lb bombs are much more reliable against submarines.
	
	
	
    Tip 4:  The only mission where enemy ships are of any concern is 
    'Lighting Strike' - unless you count the gun boats in 'Bridge Out'...
    don't bother with torpedoes until you've got a carrier at full stop, like 
    some big, fat, sitting duck.  If you take bombs for your first run against 
    an enemy task force, you can take out both cruisers with one pass - yes, 
    it can be done - and thus eliminate 50% of the AAA fire. 

    While you're headed back to base, take out all the Zeros and 
    Franks you can.   If there's still a live P-38 at the end of the dogfight, 
    he'll plant a bomb on the carrier for you.  Then you've got that 
    aforementioned sitting duck...

    The hardest part about a torpedo run is that, after you've dropped both 
    fish in the water, it is hard to leave until you get to  watch the 
    detonations.  The carrier's still got live AAA!  Zeros will be popping 
    up occasionally - so if you're a bit sadistic, and want to stick around to 
    watch the carrier's crew take a bath, keep an eye on the scope, and 
    watch your distance to the carrier.

    Tip 5:   Submarines are the easiest target in Hellcats (Leyte Gulf)--
    they don't fire back!!
	
    Tip 6:  Reading the original F6 owner manual in HellCats. the Guns shoot 
    like this:
                      .    
                     . . 		point A
                    .   . 
                   .     .	point B
                  .       .
                 -----^-----	Guns location

    The bullets converging on point A;  if you get real close to AAA,
    (something like point B)  bullets will hit around the AAA's.  Same 
    thing is true about *dog fights*.  

    Tip 7:  If you've got the time, do some climbing while flying away from 
    the target.  It avoids triggering additional air-cover takeoffs.

    Tip 8:  The fastest way to gain altitude, especially after takeoff
    is to open the throttle wide and raise the nose enough so you're
    going about 140 knots.  If you use the flaps while you're doing
    this, you'll be able to keep the nose low enough to see where
    you're going, but the optimum speed is still 140 knots.  If you're
    moving faster than 140 knots when you decide to climb, pull way
    back on the stick and "zoom" up, trading your speed for immediate
    altitude.  As you approach 140 knots, let the nose fall until you
    hold steady at 140 knots.  Don't do it this way if you're within
    shooting range of an enemy, though:  140 knots makes you a sitting
    duck!

    Tip 9:  If you need a desperation kill for a fighter or bomber, launch 
    more than one pair of missiles.  When launching four or six, the 
    chance of one of them hitting is pretty high.  And considering you 
    only need one hit to kill any plane, it may be worth it.
	
    Tip 10:  When firing rockets, don't get too close to the explosion.  
    Pilots have had PLANES not only lose engines, but some actually blow 
    up because of the explosions.  It is very dangerous firing missiles at 
    planes  that are only a few hundred yards in front of you--almost
    guaranteed death.
	
    Tip 11:  When dog fighting with a wingman, go after any smoking 
    Japanese plane, even if the wingman was responsible for the damage. 
    By "scoring" the last hits on the Japanese plane (or better yet flaming 
    it), you can get full credit for a very easy kill.
 
    Tip 12:  When initially approaching the Japanese fighters, do so 
    completely head on - when you are approximately 1/4 of a mile away, 
    launch a couple of missiles. It is relatively easy to get one smoking in 
    this fashion.  A very useful technique with the Franks.
	
	
II. GROUND ATTACK QUESTIONS

    Tip 1: Make only one pass, hit 'em hard and accurately, and get out of
    there.
    
    Tip 2: If you drop a bomb while flying level it will have forward
    momentum  and will be VERY inaccurate.  That is why we use the
    technique of dive bombing.  The manual suggest you climb to 8 to 12
    thousand feet.  This is about right, as any lower any you will get shot
    up by flack (AAA fire) and it will be hard to line up the shot.  The
    ideal angle of a dive is 60 to 80  degrees.  A good technique is to
    make sure you're level and look straight down.   The field should be
    about 1/3 the way down the screen (this only works if you are level). 
    To look down hit the down arrow twice.  If the "Pan Cockpit View"
    option is checked the view will sweep the area, if not the change is 
    instant.  I keep it on.  You should drop the bomb between 1 and 2
    thousand feet to 500 to 800 feet.  Any higher is inaccurate, any lower
    is too  dangerous.
    
    Tip 3: The Setup:  To get a direct hit on a pinpoint target (as in the
    test  target in the training mission) fly at the point you want to hit
    low  (500 feet or less) and fast (200 knots IAS as target is likely to
    be HOT  as in Battleships).  Zoom straight down when target goes below
    your panel  view.
    
    Tip 4: The Hammerhead Stall:  When target appears at the edge of your 
    view, pull up sharply until you are vertical, climb until you are about
    to  stall and pull over so that as you stall, your plane flips over and
    you  are pointing straight down at the target.
    
    Tip 5: Timing the Drop:  Watch your shadow on the ground.  Give this a 
    couple of tries on the training mission target to get a feel for how
    the  shadow indicates your position and the time to drop your
    ordinance.
    
    Tip 6: Pulling Out (or Popping your Rivets)
    
        A:   BETTER OFF DEAD METHOD:  After the drop, cut the engine,
        continue to fall until you hit 500 feet, put down your flaps and
        simultaneously pull back hard.  Immediately re-throttle. You'll
        scrape the ground and bounce up to around 600 feet again.
        
        B:  MOMMA, I WANNA GO HOME METHOD: Hit the flaps the moment you
        drop the bombs and pull back to a steep dive.  Hold this
        attitude till you reach 200 feet and then pull level and retract
        the flaps.  You'll be out of AAA range quickly.
        
        WARNING! WARNING! WARNING! Never attempt this bombing maneuver
        when there are enemy fighters (smoking or not) around.  They
        WILL hit you when you slow down for the stall.
            
    Tip 7: When attacking enemy targets, try to hit them as you fly over
    them  length wise.  This way, you don't have to time your bombs exactly
    to hit if  you're coming in to your target on a perpendicular angle. 
    This is also very  good because many times, you can sink an enemy
    carrier with only 2 bombs if they hit near the middle of the carrier.
    
    Tip 8 There is a small village in the south-east of Henderson
    Field--three  houses and a small lake--try these out for target
    practice.
    
    Tip 9: South of Henderson field there is a bridge that can be "sunk."
    
    Tip 10: You can actually sink a carrier with one bomb!  If you can
    manage to  drop the bomb in such a way that it goes under the flight
    deck and explodes on the main deck (under the flight deck), then the
    carrier will sink.  It looks great in instant replay because after the
    bomb explodes within the carrier, you see debris fly all over the
    place.
    
    Tip 11: Another trick when going after a carrier is to dive at the
    red-dot  on the deck.  Go up to around 8-10K feet, cut power to 60-70%,
    and head  directly for the nice red dot on the deck.  At about
    1000-1500 feet (a higher  percentage hit occurs at 500-800 feet...but
    the chances of being shot down  are higher) drop both (or one) bomb,
    break away from the escort (if there  is one), and go to full power
    like a bat out of hell!
    
    Tip 12: Desperate kill :  If your engine is out or you are out of fuel
    after the first pass of a carrier (with two hits) and you are too low
    for expecting going back home (or whatever), try to crash you plane
    into the carrier (and don't forget to jump before and high enough). 
    That way you can kill the carrier and you have a reasonable chance of
    being rescued (anyway it has worked several times with me). Anyway, you
    won't get a medal for your mission as you lost the aircraft.
    
    Tip 13: In most of the scenarios, you most likely don't require a full
    tank  of gas--half at most.  Take what you need, but not more!  If you
    don't  need bombs, don't take them.  In some of the scenarios, if you
    do a good  job of protecting the carrier, you can land back on the
    carrier and rearm,  this time with a bomb load.
    

    Q: How can I sink a enemy carrier?

    A: You must put 3 bombs on it.  One method is to fly very low on the
    same heading as the ship.  Use rudders to fly in a zig-zag pattern when
    approaching the ship to escape the AAA (Anti-Aircraft Artillery) fire. 
    Another method is to climb to 9,000 feet and dive bomb the carrier or
    ship.
    
    
    Q: Why don't I get credit for bombing the enemy's runway?  I know I
    dropped the bomb right on it!
    
    A: You probably dropped the bomb on the Japanese flag, which is a
    decoration between two runways.  You need to make sure you drop a
    bomb right in the middle of the runway.  Try to drop the bomb in
    the center (width) and the middle (length) of the runway.  Once
    you get the hang of it, you will be able to plant the bomb
    anywhere on the runway.

II.I  Leyte Gulf

    Tip 1:  You get a warning for firing at friendly units when you land
    if you try using rockets at the enemy while AAA is active.  (What
    goes up, must come down....especially if your orientation is 90
    degrees or less (toward the ground)).  Good advice is, do not kill enemy
    bombers with rockets when your own flack is active. But it is ok
    to do it to get another 50 points when over enemy area.
	
    Tip 2:  The rockets tend to have a greater rate of decent than bombs(!); 
    shoot high, even in rocket-bombing runs.  Whereas, in a 80-degree 
    dive-bombing run, you want to release with the sights set just under 
    the target, when dive-rocketing, aim just over.

    Tip 3:  In most surface-attack scenarios, you can clean out all the 
    enemy air cover in one or two flights.  You can then take your time 
    with the bombing, "only" worrying about the AAA.  Approach well 
    above 10,000 feet, dive sharply, drop at about 1000 feet, and then get 
    your tail up above 5000 and outta town, and you should be fine.

    Tip 4:  When using rockets, make sure you aim "above" your target.  
    The farther you are, the higher you aim.  This is because gravity has 
    a terrible effect on rockets.
	
    Tip 5:  Always carry missiles around.  They are the most versatile of 
    your weapons.  You can use them to kill subs and gun boats, planes, 
    tanks, buildings, enemy torpedoes, etc.

 
III. GROUND DEFENSES

    Tip 1: Dodging AA: 
    
    Never under value the view from behind, from this vantage point you
    can see the AAA machine gun fire before it crosses your plane, and
    thereby dodge potentially mission ending bullets.
    
    Tip 2: When attacking any target that shoots back, other than fighters,
    their shots always seem to go in bursts.  Just stay out of the stream
    when  the burst starts, and then get back to business.  This is
    especially helpful  against that stupid bomber.


III.I  Leyte Gulf Ground Defenses

    Tip 1:  When coming in for an attack, especially if making a torpedo 
    run, stay VERY VERY low (i.e. less than 100 feet).  This is because 
    a) flak gunners can't fire at less than 1000 feet
    b) the AA gunners keep shooting above you if your low.  It's actually 
    pretty neat in replay.  It seems your almost skimming the sea.  Be 
    careful not to get too low though, because bad things can happen if 
    you hit the water at such a high speed.  (this works with both hellcats).

    Tip 2:  When firing rockets, it is sometimes better to launch them 
    when your Hellcat is sideways (i.e. wings point up and down).  This 
    tends to spread your missiles farther so they kill two targets, rather 
    than overkilling one target.  It is especially useful in killing narrow 
    targets as well, such as the bridge or enemy subs and torpedoes.
	
    Tip 3:  When attacking a sub or torpedo, you don't have to hit exactly 
    on target.  Hitting anywhere near the front of the wake will kill a 
    torpedo, and hitting anywhere in front or in back of the conning 
    tower will kill a sub.  So, if you have a decent shot, but not a bull's 
    eye, fire anyway.  Odds are you'll hit.
	
    Tip 4:  Hellcats Leyte Gulf missions provides you with some snappy 
    new targets to shoot at.  When bombing tanks you can actually take 
    out more than one target with a single bomb.  By placing your weapon
    between two fairly close tanks, both of them explode!  Be careful not to 
    get too far away though, or you won't destroy either of them!  My 
    secret is to approach the two tanks by either lining them up (so I'm 
    pretty sure of nailing at least  one of them if not both) or approaching 
    directly perpendicularly to the line formed by the two tanks (so I can 
    come in high, drop down on the center point between the two tanks 
    with more accuracy.)

    Tip 5:  When bombing surface contacts (the safe and sane way),
    approach high (>10K) and fast (>200mph), no flaps, looking down
    between your knees (one tap down-arrow).  Hold the horizon just
    about even with the top of the screen (you'll be climbing around
    500fpm, and can cruise at around 230 mph wide open).  When the
    target disappears off the bottom of the screen, you're nearly over
    it.  Push forward hard on the stick, return to cockpit view, and
    dive down with the cross-hairs just before the target.  Don't
    forget to dodge left and right a bit with the rudder!  Around 2000
    feet (by which time, you'll be moving maybe 400mph!), drop your
    load.  Drop bombs a little short; rockets a little long.  Then,
    yank back on the stick and drop the flaps, with maybe a little
    evasive left-or-right;  retract the flaps when your nose rises
    above the horizon;  get back up above 5000 feet as quickly as you
    can without slowing much below 150 - and watch out for air cover
    while you're going so slow.
	
IV. TAKING OFF, LANDING, AND GROUND MANEUVERING QUESTIONS.

    Tip 1: To take off go to full throttle by holding down the "+" key. 
    Around 50 knots, start pushing down on the nose, such that you're level
    with the horizon.  Unlike P-51, you needn't worry about prop
    strike.  Around 80 knots, ease back slightly on the stick.  Hold your
    attitude, with the horizon about 1" beneath the cross-hairs, and wings
    level.  Flaps are not necessary for takeoff, but help one after taking
    off from a carrier, if one didn't use the entire available runway for
    takeoff (such as a sloppy landing, then starting a takeoff mid-point
    on the carrier deck).
    
    Tip 2: To land normally on any surface, the idea's to maintain a constant
    attitude, keep wings level, modest sink rate (vertical-speed indicator
    unstuck), and maneuver as little a possible.  Lower gear and flaps when 
    the runway's still less than a centimeter large; don't rush things.  
    Reduce power to 30-40%, and aim for a touchdown airspeed of 80 knots.  
    Keeping the nose about an inch above the horizon will do this for you.  
    Use pitch to control the rate of descent, adding not more than 20% power, 
    as necessary.  Right before touchdown, hit the "M" button, to kill your 
    engine (unless you have engine damage--you might not be able to restart for
    a go-around).  After touchdown, lower the nose until it's level with the 
    horizon, and hit the space bar for braking.
    
    "Tactical" landings (under fire, Zeros behind you) require a bit more 
    skill, but can be done flaps-up, abeam the carrier, in a circling 
    approach.  Work at it!
        
    Tip 3:  Use the rudder to line yourself up with the runway, when 
    landing, rather than ailerons.  This will keep your plane level but still
    allow you to move left and right.  If you have a Gravis Mousestick, try 
    the setting the other  two buttons to control the rudder.  Note that, 
    unlike a real airplane, the rudder in Hellcats doesn't raise the
    leeward wing any.
    
    Tip 4: To land on a carrier you must catch an arresting wire.  They are
    on  the back half of the carrier.  That is the side with the numbers. 
    The tower  should be on the right.  Using flaps will give a steeper
    decent.  If you miss  the wires, gun the throttle and try again.  Don't
    land on a damaged carrier. If you do, reload quickly, and take off
    quickly or you will go down with the  ship!
    
    Tip 5:  How to land on a listing carrier: Land like you usually do, but
    keep the Hellcat on a horizontal plane *with* the listing carrier and
    use the rudders to maintain your heading and position relative to the
    horizontal plane of the carrier.
    
    Tip 6: If you are damaged you have 3 options in landing.  You can
    attempt a disabled landing, a ditch (water landing- make sure gear is
    up), or bail out.  Landing is the preferred option since you will keep
    the plane and get mission credit.  Bailing out loses the plane, and
    mission credit.  Also if you successfully land, you are much more
    likely to live than the other two options.  Bailing out is the most
    risky.
    
    Tip 7: You can't ditch w/ your gear down.

    Tip 8: If you're screwing up the approach, don't despair: full power,
    clean up (gear up), raise the nose, and go around.


    Q: I can't turn around tight enough, especially after landing on a
    carrier.
    
    A: Hit the down-arrow once, so you can see where you're going.  Then,
    hold down the brakes and apply full power.  Steer with the rudder keys.
    When you're headed in the right direction, release the brakes, pick
    up 10-15 knots, and cut the engine again.
    
    
    Q: Can you land on the bridge in 'Bomb Base?'
    
    A: Yes.  It has been done.  However, watch out.  The bridge is in enemy
    territory.  Many pilots report that if they come to complete stop on
    the  bridge or near it, then they are captured by the Japanese.
    
    
    Q: Why is it so easy to crash on landing contrary to what films show
    of actual landings from WWII?
    
    A: PC Flight simulators, no matter how good they are, are not very good
    "visual" simulators.  They have lousy input devices, and lousy displays.
    You lose virtually all the cues that are normally available to the pilot
    (ground texture, grass, nearby structures, sounds, motion), and are look-
    ing out a window with a 90 degree peripheral field of view, without chang-
    ing views--45 degrees on both side of the centerline (compared to around 
    180 degrees in a real airplane).  So there's a significant difference in 
    HOW the airplanes are flown; comparing this to the real thing just won't 
    work.  But note that Hellcats has one of the best "in-envelope" flight 
    control models around; if you're consistently landing, best look up the 
    landing sections in the manual, or work through the FS 4.0 tutorials.  
    The "tail-dragger" aspect of Hellcats has little to do with effectively 
    landing the airplane.
        
    In a nutshell, make sure you are straight and level when you land the
    plane.  Make sure your Artificial Horizon instrument indicates that you
    are parallel to the ground.  Once you get the hang of it, it is pretty
    easy.  Fly--don't mush--onto the ground.
    


V. SCENARIO-SPECIFIC TIPS

    Tip 1: In 'Flattop' where you take off from a field and try to sink a
    carrier, I've found that the most effective technique is as follows:
    
        1. Fly directly north (? or whatever the direction the
        runway is pointed) at  50-100 ft. altitude till you get to
        the ocean.
        
        2. Turn left and fly directly at the midsection of the
        carrier (again as  low as possible about 50 ft.).
        
        3. Fire the machine guns constantly, spraying the carrier
        as you approach.
        
        4. At the last second, release the two bombs and pull up
        sharply to avoid slamming into the side of the carrier.
        
        5. Get the hell out of Dodge.
        
        6. Gun down the Japanese plane while returning to base.
    
    Tip 2: In 'Flattop,' the enemy fighter is going after your cruiser. 
    Kill  it before you attack the enemy carrier, it's an easy 500 points.
    
    Tip 3: In 'Bomb Base' and 'Capture Island,' after bombing the runway
    its  possible to take out the AAA batteries on either end of the enemy
    runway,  after which you can strafe the airfield to your heart's
    content. 

    Tip 4: In Bomb Base you get credit for shooting the planes that are on
    the  ground.
    
    Tip 5: In 'The Duel,' Try to hit one or both of the leading Zeroes as
    you  go into them head on, and even if you miss, go after them
    immediately,  otherwise they'll ignore you and go straight for the
    carrier.
    
    Tip 6: In 'The Duel,' after you've shot down all the Zeroes, follow
    the other Hellcat to the enemy ships, and wait for him to bomb them,
    after which you can finish them off. 
    
    Tip 7: In 'Divine Wind,' keep an eye on long range radar after the
    fourth  or fifth Zero...if there is no others in sight, land and reload
    as quickly  as possible, as a whole bunch more will show up, and you'll
    need the ammo.
    
    Tip 8: Another fun HotP thing to do:  In "Flying Fortress" mission,
    when returning, let the B-17 get well ahead of you (10 miles or so) and
    configure your Hellcat to fly strait-and-level.  Then use the "e" cheat
    to see what the "enemy" sees.  What you will see is the bomber base and
    final approach and landing!  Keep swapping back-and-forth to be sure
    that your Hellcat is doing what you think it's doing.  Then, you can
    land, refuel, and take off and go try to sink both ships that where
    near the island!
    
    Tip 9:In 'Flying Fortress,' fly ahead of the B-17 on the way there,
    and  behind it on the way back.
    
    Tip 10: Engage the enemy bomber in "Scramble" from above and to the
    front. You can usually get him smoking on the head-on run.
    
    Tip 11: In 'Scramble,' one way to minimize exposure to the gunners is
    to  attack in a steep dive from 4 or six o'clock--there is a gap in the
    coverage  there. 
    
    Tip 12: Another approach to the bomber in scramble is to fly very fast
    at  about 100 feet until almost (<1/3 mile) directly under it, then
    pull up  and roll around.  You'll be approaching it from slightly
    behind and almost  directly below it, giving you  about 10 seconds of
    good shot time and  putting you directly behind it after the maneuver.

V.I  Leyte Gulf Scenarios

    Tip 1:  In 'Scramble 2', there's one Frank practically on top of you as 
    you take off; make an honest effort to tag him once (try a fast 180 to 
    the left off the runway tip, underneath the Lightning), but be quick 
    to leave him to the Lightning as you race south-south-east to catch 
    the bombers.

    They have a close-cover Frank as well; if you fly in the treetops, he 
    may not notice you (unless you've spent too much time playing 
    with the first Frank, or unless that one follows you radioing your 
    position!).  Stay down with the squirrels until you pass under the 
    two bombers, then pop up in a no-flaps Immelmann.  You'll be 
    right on the bombers' tails, and the escorts will be way ahead and out
    of the action for a fair time.  If you're good with rockets, especialy 
    from an inverted firing posture, you might be able to drop both 
    bombers while the Frank is turning back!
	
    Tip 2:  When there are lots of enemy planes (like in Texas Tea), keep 
    flying in circles and fire at all enemy planes.  Don't try to go after one 
    plane unless there are no other enemy planes nearby, because as soon 
    as you get in a straight path, the other planes will get behind you and 
    kill you.  Just fly around and smoke most of the planes before you start 
    going after individuals.

    Tip 3:  In the Lightning Strike scenario, you can score a lot of kills by 
    ignoring the Japanese carrier and escort - instead, focus on downing 
    all the Zeros and Franks that come after you. I've downed 6-8 Japanese 
    fighters in this scenario using this carrier avoidance technique.
   
    Tip 4:  In "Texas Tea":  East of that airfield, just north of a mountain, 
    there is a small enemy encampment(?) at one end of a road - some 
    buildings but no AAA.  Refueled, returned, and rocketed the buildings 
    then followed the road at treetop level. It wound north for several 
    miles. Saw no traffic on the road :( but did encounter 2 Zeros :). Not 
    sure where their base is. Flamed them and kept following the road. It 
    ended up veering west and running to the coast and ended in another - you 
    guessed it - unarmed encampment!


   
VI. SCORING/GENERAL GAME QUESTIONS.

    Tip 1: Make sure the "Triple Time" setting is turned off if you are
    trying  to attack targets.
    
    Tip 2: The first time you play a new copy of Hellcats it will take
    about   a minute to "build instrument panel".  This needs to be done
    only  once,  but makes the file bigger.  If you decide to play a game
    with  a different  number of colors, or a different screen size, it
    will  also construct the  instrument panel and get bigger.
    
    Tip 3: If your Hellcat is on fire and you have no control, *bail out*!
    
    Tip 4: Command T is the triple time option.  It makes the game go 3
    times  as fast when you are over 500 feet.  It is good for long trips
    to bomb a base.
    
    Tip 5: You have enough ammo to fire for 45 *continuous* seconds.  It is
    best  to fire  in short bursts.  The manual suggests 2 to 3 seconds. 
    You can re-arm and refuel when you land.  You must be at a full stop
    (brake with space bar), and your engines must be off (hit "m").
    
    Tip 6: Be careful using the autopilot down close to the deck.  If
    you've  damaged the Zero, and there aren't any more in range, the
    autopilot will  release when it crashes.  If you happen to have the
    controls "hard over"  in some way, you could crash yourself before you
    realize what's happening. 
    
    Tip 7: Change the Gravis joystick's settings so that instead of the
    gear  and flaps on the base's buttons,  place the throttle controls
    there.  It  makes the plane a lot easier to fly with the speed controls
    handy.  If you  are right handed, the flaps and gear are easily
    accessible on the left side  of the keyboard.
    
    Tip 8: The biggest mistake people make in all flying games is to simply
    cruise  around with the throttle wide open all the time.  Use your
    throttle  wisely. Drop down to about 80% once you get behind the bogey
    and shoot that sucker out of the sky!
    
    Tip 9: When your machine crashes during a landing, or your  aircraft
    gets flamed or something like that, just hit <Esc> and end (or  is it
    abort) mission.  You will then survive keeping the points from previous
    missions, plus what you have added to your permanent score on the
    current mission. This does not work if you get hit direct by a bullet
    though. Then you're dead immediately.
    
    Tip 10: The north west quadrant there are several strange, small,
    islands and  a field right in the middle of the sea.
    
    Tip 11: Most of the Missions (except "Divine Wind") are of short
    duration, compared to your fuel capacity.  Especially in the carrier
    missions you should keep your fuel at half and only make one pass at
    the target.  Once you have eliminated fighter support, you can always
    land, refuel and rearm.  This works great with "Bomb Base" and "The
    Duel".  I keep my fuel at just over half for both and my takeoffs are
    easier.  "Flattop" is also a good example.  You should lower your fuel
    levels each time you fly a mission and see how close you come to
    "dead-stick"/BINGO landings.
    
    Tip 12: Use "tablet" mode (from the Mouse control panel) for more mouse
    control.


    Q: Is it possible to fly under the bridge?
    
    A: Yes.  It has been done.  Upside down, and some have landed on the
    bridge. 
    
    
    Q: What's in the "off limits" area to the west in "Flight School"?
    
    A: A lake with two sailboats enjoying a relaxing afternoon. 
    
    
    Q: What happens if you shoot or bomb your own carrier, base, other
    Hellcat,  etc?
    
    A: You usually get a warning that you destroyed a friendly unit when you
    land. After two more occurrences, you are discharged.  In "The Duel"
    someone shot down Lt. Cmdr Herbert *and* sunk the carrier, then  bailed
    out of my plane.   He was given a court martial and executed.
    
    
    Q: What is the highest score anybody has made?
    
    A: The sky is the limit.  That has not been recorded as of yet.  That
    would be  a little trivia.  If you are a 'net-person' you could find
    out in comp.sys.mac.games.
    
    
    Q: Has anybody successfully completed all of the missions without
    cheating,  i.e., without using ResEdit to resurrect a dead pilot?
    
    A: Yes.  Many have.  
    
    
    Q: Are the planes in the training mission SUPPOSED to be shot down?
    
    A: Yes.  Please feel free to do so.  You should decide to either
    practice  bombing or downing the drones.  The drones are good practice
    for attack  angles.  They are not that good in evasive situations and
    do not attack you.   When you first load up with bombs in the training
    mission, you get six!   You will only get two if you reload after that.
    
    
    Q: Why, if you pause the Flying Fortress mission when the Hellcat is
    still in  the hangar, does the B-17 still take off?  This makes it a
    little difficult  to catch up and protect it.
    
    A: Well, you are pausing it for you.  If you pause the game in
    'Scramble' and pay attention to your radar, it does move.  If you
    pause, it is wise not  to pause that long.  Pausing in the air seems to
    not have this same effect  for some reason.  It is best to have all
    your settings as you want them  before you begin and saved.
    
    
    Q: How does the collision detection work? Only in the middle?
    
    A: This author is not 100% sure.  But, it seems to be the way it works
    with  naval objects.  If it is the ground, then the first contact of
    your plane  and the ground usually results in an explosion.
    
    
    Q: Sometime in the play back, after crashing, it seems that the Hellcat
    literally falls in the sea the last few meters. What happens ?
    
    A: Refer to the question above.  The water seems to be treated as a
    transparent object to a certain depth.  (sort of like what happens in
    REAL water)  When you hit a certain depth after penetrating the water,
    the Hellcat will always explode.  
    
    
    Q: How is it possible to have enough fuel to go in the extreme
    north-west of  the map (and see the north directional arrow)?
    
    A: Don't forget the previously mention 'cheat' key.  (ctrl-s)  Also,
    this  author has been able to do this on a full tank of gas at 70%
    throttle at  Triple speed.  However, I run out of fuel and cannot get
    back to a base.   You can also Island hop.  Pause the game, do
    command-m for map, and look  for the nearest airfield.  Most are
    friendly.  You can fill-up, take off  and reach an island closer to the
    directional arrow, then take-off again  with full tanks, then return to
    that nearest island and fill up again!
    
    
    Q: What happens if you jump and a plane hits you? Does the plane
    explode? Are you killed?
    
    A: Well, when a plane hits,  it has only happened to a few pilots as of 
    this date, you die.  The plane explodes.  The same thing happens if you
     run into a parachute from a Japanese pilot.  
    
    
    Q: Where is the second F6F Hellcat going in 'The Duel?'
    
    A: The other pilot is heading toward the carrier.  He usually runs into
    other Japanese pilots and they end up in a dog fight.  If you follow
    your wing-man, then you are bound to end up in a dog fight.
    
    
    Q: How much time has elapsed if you resume a mission after loosing the
    first Hellcat?
    
    A: It depends.  If you live, and are close to your base, not long.  It
    is hard  to tell since there is not clock or game timer which is
    visible.  In  'Scramble,' if you lose your plane and you are close to
    the base and are  found, it is not very long. You can usually see the
    other planes on radar  when you are in your new plane.
    
    
    Q: Can I hide from the radar from the Zeros or the Japanese ships?
    
    A: Yes.  You have to stay very low; you can see the effect when you
    fired on a Zero and somehow it disappeared from your radar at some
    point in it's fall. You just need to do the same.  Stay up off the
    trees around 200-300 feet!   You can do this if you are short of ammo
    and there are still Zeros around.   Just make sure the Zeros are not in
    sight.  Chances are that they can see  you if you can see them.
    
    
    Q: Why is my Hellcats program growing in size?
    
    A: Each time you use it on a new size of monitor or 1/2 or 1/3 size,
    then  Hellcats generates a picture of the cockpit and other stuff to
    match this  size, and stores it in the program for faster redraws.  So,
    for example, using it on a  21" monitor may add significantly to the 
    program size.
    
    
    Q: How can I visit or look around the Hellcats scenarios real quick? 
     
    A: There is a hidden command that put you in the 'Superman chair' and
    allows you to move all around at a great speed.  Just type 'Control S'
    while playing. Your plane is now immobile, you can move it around with
    the key pad. for example, '7' to go up, '8' to go forward, '5' to stop.
    You can press  repeatedly on the keys to accelerate, but be careful
    with the speed, it  will lead you outside the game !  You can fire when
    in this mode, but the  point will not be added to your score. if you
    try to bomb, that bomb will  fall when you resume the game. Be careful
    when resuming the game, the  plane will be nose DOWN and the engines
    will be OFF ! so remember to gain  a lot of altitude! (ctrl-s will get
    you back).
    


VII. COMMON PURCHASING/MACHINE REQUIREMENT QUESTIONS.

    Q: What is the current version?*
       *(As of April, 1994)

    A: Hellcats: 1.0.4.
       Leyte Gulf: 1.0.2.

       These versions incorporate the fix for the sound on AV and
       newer Macs.  Updaters are available for older versions:

       ftp://ftp.hawaii.edu/mirrors/info-mac/game/com/
       		hellcats-102-to-104-update.hqx
		leyte-101-to-102-updt.hqx


    Q: Are there any scenery disks available?

    A: "Missions at Leyte Gulf" should be released sometime in November.
       It will include additional enemy fighter types, different Hellcat
       weaponry, and additional scenery.


    Q: What does HOtP stand for?
    
    A: Well, it is the acronym for the game  Hellcats Over the Pacific.
    
    
    Q: What is the "ultra" cheat key?
    
    A: Well, it depends on how you want to cheat.  The 'e' key will give you
    the enemy's viewpoint.  'a' is the autopilot key, as you already know. 
    'crtl-s',  as you again know, is the speed key to travel all over the
    scenario at high  speeds.
    
    
    Q: How do I resurrect a dead pilot & modify other scores 'n' stuff?
    
    A:  There is a utility called 'Hellcats Rescue.'  It will resurrect
    your pilot from his death.  You may also edit your copy of Hellcats
    with  Res-edit.  See the section following, explaining how to do that.  
    Don't use res-edit  unless you have done so before and know how to use it
    correctly.  
    
    In order to really appreciate this game and earn rank ethically, most
    Hellcats pilots do *not* cheat.
    
    
    Q: What hardware is needed to run Hellcats?
    
    A: You need 2megs of RAM, system 6.0 or higher, and a microprocessor of
    68020 or higher.  The best machine to run this on is a Quaddra, fx, or
    a ci.  It  will work on others, but these are best.  It runs much
    faster if installed  on a hard drive.  If you are using system 7, do
    *not* increase your virtual  memory above 50% of what the real memory
    is or the game will be sluggish.
    
    
    Q: Does it use color?
    
    A: Once you use color, you will never want to go back to B&W.  It is
    better  to use color because you have *MUCH* better visibility.
    
    
    Q: Is the flight simulation fairly accurate?
    
    A: It is not perfect.  Like most games, it is an approximation of a
    flight model, and this model is one of the most pleasant-feeling,
    "realistic" of any simulator on the market.  However, there are
    artificial limits to the  program: one cannot, for instance, stall the
    airplane (it always sorts of "mushes out"; nor is the ground model
    highly realistic (one can't lift  off a carrier until one flies off the
    end, even if one has an abundance of airspeed).  In some ways, it's a
    "fly-by-wire" aircraft, providing coordinated controls with a single
    input mechanism (the mouse).  The rudder controls, by the author's own
    admission, were a last-minute  addition, and aren't properly
    represented by the flight model. 
    
    
    Q: Does Hellcats run under System 7?
    
    A: Yes.
    
    
    Q: Can two or more people play using networked Macs?
    
    A: No.  The current version of Hellcats does not allow this.  There is a
    new version *expected* to be released next summer that may incorporate
    network flying and combat.
    
    
    Q: Does it support the creation of general mayhem on the ground, or can
    you only shoot down other planes?
    
    A: Oh yes.  You can take out AAA batteries, other aircraft, bomb
    hangars, and other ships.  Many people report completing a mission and
    getting their mission award and resuming the mission to go back and
    take out the AAA batteries and any planes on the ground.  The air combat
    maneuvering (ACM) component of Hellcats is MUCH better than any other 
    PC-based combat simulator, including Falcon (2.2 OR 3.0).
    

    Q: What kind of alternate input devices are available?
    
    A: The Gravis MouseStick is the most popular input device.  However,
    many users have found that the mouse is just as satisfactory, given the
    control model; others have found the ergonomics of the MouseStick to be
    unsatisfactory (it's more of a fingertip-device, than a grab-it device;
    thus, given the height of the stick,it's difficult to command full stick-
    back--which one's almost always doing in ACM).
    
VII.I  Leyte Gulf

    Recently I got a device called "MACFLY". It is a gamestick for the
    Macintosh.  The device plugs into one of the serial ports and doesen't
    require unhooking the mouse, in fact the mouse is still active. It has 2
    trim wheels, two fire buttons, with the aid of a mode button it has
    multiple programmable settings , and best of all the stick feels like a
    real control stick. I should also note that the stick will also center
    itself.  I like it much more than the Gravis stick and it has given me many
    hours of flying fun.
 
    IZU Products Co.
    Rt. 2 Box 3985
    Lufkin, TX 75901
    Phone (409) 824-3332
    FAX (409) 824-3303
	 
They will take your order by phone and I spoke to them by phone and they
said it was OK to post their address.  I have no financial interest in this
product. I enjoy it a great deal and wanted to pass the info along.
    (provided by:  z_smarttpl@ccsvax.sfasu.edu)
	
	
VIII.  EXERCISES

All of the following have been done.

    * Try to ditch and take off after a loooooong slide.
    
    * Try to land on a enemy carrier.
    
    * Fly and dogfight upside down.
    
    * Try to follow one Zero without killing it. (very good practice)
    
    * Try to land on the mountain, or a wounded carrier.
    
    * Bomb everything in flight training.  
    
    * Place a bomb on the top of the control tower in flight training.
    
    * Bomb all the bases (friendly or enemy) on your map after completing 
     'Scramble.'
    
    * In 'Scramble,' take off with bombs and kill one Zero and the Beatty. 
      Let  the other Zero go.  Stay a good distance away and follow it on
      radar.  See  where it goes!
    
    * Fly upside down at 200 feet when flying over the runway at Henderson
      Field.  Buzz the control tower!
    
    * Fly your plane, fully loaded with fuel and bombs, straight into your
      carrier or friendly ship.  Bail out at 200 feet!  See what happens!
    
    * Fly by the bunkers in 'Capture Island.'  (The bunkers are the
      buildings on the beach, being shelled by the cruiser you have to
      fly around to get to your target.)  See if you can see the doors.
    
    * In 'Capture Island,' try to get a bomb to hit the doors on the bunkers.  
      [use replay as soon as you know your bomb hit so you can see how it
      went].
    
    * Try to get right over the Beatty in 'Scramble.'  When you are
      maintaining  the same speed as the Beatty, try to maintain a height of
      about 100 feet  above it.  Push your down arrow twice to get a bottom
      view.  You can sit  there and watch as the Zeros try to shoot you
      down....they will put their  machine gun fire into the Beatty!  Also,
      if you are at LEAST 100 feet above  the Beatty, you can drop a bomb
      right on top of it.  As soon as you release  the bomb, lower the flaps
      and go to full throttle and go vertical.  By the  time the bomb hits
      the Beatty, you should have climbed at LEAST 400-500 feet.
    
    * Fly under the bridge--inverted.
    
    * Land on the bridge.
    
    * Do a touch-and-go on the dock.
    
    * Land on the carrier the wrong way.
    
    * Miss the arresting wire, and complete a landing on the carrier.
    
    * See how little runway it REALLY takes to take off from the carrier.
      You'd be surprised.
      
    * Kill a Zero with a bomb.

    * You can land just as well on a carrier in either direction.  In fact, it 
      may even be a little easier to land in the wrong direction since the 
      arresting wires are now at the far end instead of the near. 
	
    * When landing either on the ground or on a carrier, it is easiest 
      to make a fairly high speed, low altitude approach.  Not only do you 
      have more control, but since it happens faster, you have less chance 
      of making a boredom mistake.
	
    * If you fly up to around 30,000 feet, the altimeter starts misbehaving 
      - it registers negative feet!  If you do a high speed dive from this 
      altitude (full throttle), the plane will instantly reverse its 
      direction and head straight up once you have gained enough speed.

IX.  FTP ARCHIVE

There is an archive of movies of amazing Hellcats stunts that you may
be able reach via anonymous FTP.  Connect to chemotaxis.biology.utah.edu, 
log in as "ftp", provide your email address as the "password".  You'll
already be in the "/Public" folder; look down into Hellcats_Feats/QT
and see what you find.  The site also has permission from Graphic
Simulations to include movies of the soon-to-be-released F/A-18
follow-on to HellCats, and several beta testers have contributed.
And, you'll find several Hellcat/Leyte-related applications there as
well.

Below is a directory of
chemotaxis.biology.utah.edu/Public/Hellcats_Feats/QT

AquaTank.cpt  by smills@umaxc.weeg.uiowa.edu
	Hilarious montage of Island Storm tanks driving out onto the sea.

Bombicide.cpt by smills@umaxc.weeg.uiowa.edu
	Hellcat kills self by dropping a bomb on itself.

BombRun.sea by Brian Williams (darkstar)
	Two bombs being dropped on the deck of a carrier.

BombTheBomber.cpt  by Tom Morrison (Tempest)
	Two bombs being dropped on a bomber.

CarrierLanding.cpt by Tom Morrison (Tempest)
	Hellcat landing on a Japanese Carrier.

Chappy takes 3 to Tango.CPT  by Jonathan Chapman (Chappy)
	Inverted plane passing under deck of carrier to drop a bomb and sinking
the carrier upon dropping two more in the same spot.

ChappyGetsADrink.cpt by Jonathan Chapman (Chappy)
	Plane passing sideways under water tower.

Chappy_Under_The_Bridge.cpt by Jonathan Chapman (Chappy)
	Plane passing upside down under a dock.

FA18_buzz.cpt by anonymous
	FA18 buzzing some buildings.

Hammerhead.cpt by smills@umaxc.weeg.uiowa.edu
	Hellcat performing a hammerhead stall maneuver.

Inverted Bomb.cpt by smills@umaxc.weeg.uiowa.edu
	An inverted bombing run on the training mission airfield.

LongMissileLead.sit by Earl Williams (earl@cognet.ucla.edu)
	Missles destroying a Frank.

Me&MyBomber.sit by Earl Williams (earl@cognet.ucla.edu)
	Hellcat flying in unusual formations with a bomber.

NiceTryFrank.sit by Earl Williams (earl@cognet.ucla.edu)
	Frank near-crash into a grounded Hellcat.
	
Scrape.cpt by schneide@ponder.csci.unt.edu
	Hellcat buzzing the training airfield, scrapes the ground on its pass.
	
ShipRunAground.cpt by smills@news.weeg.uiowa.edu (MuffinHead)
	Hellcat takes out a land cruiser.

StripDeck.cpt by Tom Morrison
	Rockets stripping a carrier deck of all AA.

ThreadNeedle.cpt by Tom Morrison (Tempest)
	Plane dropping bomb while passing under carrier deck.

UnderCarrier.sea by Brian Williams (darkstar)
	An inverted plane flying under deck of carrier.

WhatWentWrong.cpt by Tom Morrison (Tempest)
	You get to guess what went wrong with this landing.


X.  CREDITS	(For Hellcats FAQ/Hints by Ted Wagner)

Below are the names of about everyone who contributed.  If you did 
contribute and your name is not below, your item was a repeat and I 
apologize.  I used the first of each suggestion.  I do wish to thank 
EVERYONE on the net who contributed either with wish-lists, suggestions, 
or just undying support to see the finished product.

I want to thank all of you.  Without your help, this project would have 
taken several longer weeks than it has.  Without all of your contributions, 
this never would have come about.

If I misspelled anyone's name, I apologize.  I just cut and pasted names 
so they are spelled just the way they were when they were cut from the mail 
messages that were sent.

    Howard Berkey
    Wile E.
    Babak Gohari
    John Hirsch
    Erik Hoel
    Jim Hogue
    Thomas A. Kephart
    Steven John Knezevich
    Mathieu Lafourcade
    Charles Lamonte
    Bob Lesser
    Derek LeLash
    Jim Melton
    Joe Mac
    michel@segin.com
    "Mike"
    Peter Newton
    Povl H. Pedersen
    Michel Pollet
    Jon Pugh
    Peter Rigsbee
    Ramiro Sarmiento
    James Stricerz
    Mike Tanner
    Brad Ward

X.I  LEYTE GULF CREDITS

    I hope I have everybody credited that provided information to make
    the Leyte Gulf additions a reality.  I may have missed someone, and
    if I have, please send me e-mail and I will update the credits section.
    I am appending the version statements to the end of this document
    but leaving the current version of the document at the beginning.
	
    I did pool some comments and suggestions into one tip where 
    someone's comments supplemented another's comments.  For
    those that I e-mailed for your permission to reprint your usenet
    comments, that is usually what happened (some of you didn't
    recall what you said).  So, many of your comments were all pooled
    together and some smoothed out the edges of others.
	
    In version 2.0, I tried to take the first person 'I' out.  I may have 
    missed some as this is becoming quite a document.
	
    Subsets will continue to be a part of this Hellcats FAQ for Leyte Gulf.
    However, if there are more and more contributions as there were
    for Hellcats, a separate document will be created.
	
	Contributors:

	Ron Guest
	Eric Lucas
	Jose Antonio Basto
	James Preston
	Dan Walkowski
	Ty Willis
	Povl H. Pedersen
	Stephen W. Evans
	fischer1@student.msu.edu (Patch tip)
	Homayoon Akhiani
	Glenn Schneider  (Patch tip)
	Babak Gohari
	David Magagnosc
	Erik  (hoel@cs.umd.edu)
	Chuck Welsh
	Jack Repenning
	LOMBARDI@steffi.uncg.edu
	Jose Luis Beine
	Michel Pollet (Patch Tip)
	
XI.  CHEATS

It is hard to 'cheat' per se.  We have already discussed the 'e,' 'a,' 
'ctrl-s,' and 'command-t' keys.  We are now getting into more sophisticated 
cheating.  Most game pilots don't do this.  Please be warned again, if you 
have *NOT* used Res-edit before, please do not try this stuff.  If you still 
want to try, MAKE SURE YOU MAKE A BACKUP COPY AND EXPERIMENT ON YOUR BACKUP 
COPY!

To resurrect a pilot:

For the ResEdit-headed, the 'HEL1' resource contains the pilot data.  The 
first resource ('HEL1') is unrelated to the second one (I forget the ID's, 
but they do have names).

In any event, the HEL1 resource containing the pilot data is a list of 20
records 64 bytes each.  The first 32 bytes seem to be reserved for the 
pilot's name.  These are Pascal-style strings with a preceding length-byte.  
The 32 bytes of data following the space reserved for the name appear to be 
shorts (integers of 2 bytes in length each).  The first word is whether you 
are alive or dead (0=alive, 1=dead).  Changing this to 0 can resurrect the 
dead pilot.

The integers that follow are rank, # of fighters downed, bombers, etc.  There 
are a few bytes in there that appear to do nothing.  Some seem to increase 
your score but have no mention of how or why (perhaps reserved for subs and 
other targets in future scenarios).  The rank can go from 0-5, the others 
don't appear to have a cap.  Explore, have fun.

The score is not stored in the resource - instead it appears to be calculated 
on the fly based upon # of various targets you've downed.  Rank, however is 
not calculated.

(Information from by John Calhoun)


Q:  Is there a Hellcats patch?

A:  Yep.  However, this author does not support patches ethically.  Again, 
this is a first rate game.  It is worth buying.  You won't be sorry if you 
do.  I know some do not want to wait for their unlock code and still want 
it for that reason.  What's the big deal with waiting 2 weeks?  It *is* a 
pain.  But, I think if we get high quality games like this one, we should 
support the efforts of the programmer and his company or distributor. 

X.I  Leyte Gulf Cheats

    Tip 1:  If you want up to 255 missiles in the new Leyte Gulf module of 
    Hellcats over the Pacific, the following must be done:

    Using a sector editor open up the "Leyte Gulf" application and search 
    for the following (in HEX):  
	
    48E7 0080 7006  and replace the last 4 HEX (the 7006 part) with 70FF

WARNING:  The FF says you want 255 missiles, one can also use any 
other number, such as 20, 3F, 60, 1F, etc..  Notice it was "06" to begin
thus you were given (before patching) 6 missiles.  The *risk* you take is 
that Hellcats subtracts mass from your airplane every time you fire a 
missile, lose fuel, or drop bombs.  So, after launching about 70 missiles, 
your plane's mass will become near zero, and funky stuff starts to 
happen.  My advice is set it so that you start with the ability to shoot 
40 missiles or so.  The only problem with this patch seems to be that 
one needs to have their preferences configured so that the "Rockets(6)" 
button is turned off when one is prompted with the dialog containing it.  
Then, turn it on and the patch becomes functional.

    Tip 2:  You can make a patch for missiles with Res-Edit:

    1) open Leyte gulf (a copy) with resedit.
    2) open the "code's" resource.
    3) open code id=4.
    4) at location 000F08 is the hex string 48E7 0080 7006.  The patch is to 
       change the 06 to anything between 00 & FF.
    5) save and quit.


    Be careful with large amounts of missiles.  I added 40 rockets to my 
    arsenal and couldn't take off from the carrier in DEEP TROUBLE.  I was 
    able to take off with sixteen, but the rocket indicator goes off so one 
    never really knows how many rockets are left.  (Glenn Schneider)

    Tip 3:
	
    I tried the patches above and they have the drawback that you don't 
    really know if you have those missiles or not.. I change that patch, 
    and now the check box is 'real' ;-) 

    The original patch was

    CODE id 4, offset 0xF08 : change 48e7 0080 7006 
    with // // 70xx where xx is the right
    number.

    If you also change
    offset 0xEE0 : change 7000 0080 7006
    with // // 70xx same xx as before :-)

    the check box will works all the time.  (Michel Pollet)



	*****  DISCLAIMER ON PATCHES  *****
	
	In no way does the author of this FAQ condone the use of patches
	to change the original composition of the program.  All patches
	above are provided at the request of readers and of contributors.
	The use of patches alters the intended content of the program
	and is ethically questionable to a growing sector of game players
	and programmers.
	
	If you use a patch, do so at your own risk.  If you don't know how
	to use editing programs correctly, you could permanently damage
	or ruin your copy of Hellcats and/or Leyte Gulf.  
	
	This disclaimer is provided after a few concerns were raised by
	contributors and readers of the FAQ.  The inclusion of patches
	in future FAQ's is in doubt at the present time.  Out of respect
	of Eric Parker, the Hellcats creator, all patches may be eliminated
	in future versions of this FAQ.


XII.  FAQ BACKGROUND  (By Ted Wagner)

I saw a lot of questions on this game and felt that a FAQ/Tip  document would 
be useful.  This document is not intended to replace the manuals.  It is 
meant to enhance the novice HOtP gamer's pleasure and skill in the game.

I fully support all efforts to complete the missions without cheating and to 
buy this product from Graphic Simulations or a software retailer or 
mail order company.  

Hellcats Over the Pacific FAQ/Tips was created with the HOtP 
enthusiast in mind.  It is my hope to expand this document in the 
future to accommodate the new scenarios to be released in a few months 
and the new Hellcats version next summer.  This document will include 
FAQ's, Tips and Hints while playing this game, easy 'cheat' methods, 
neat stuff to try or see, and an appendix with a list of all the gracious 
people who were instrumental in the completion of this document.  A couple 
people had sent some reproductions of the HOtP manual typed by hand.  Thank 
you for your contribution, however, I cannot print what is in the HOtP
manual without permission from the author.  (And besides, as I will mention 
many times, this is a game worth buying...if you buy the game, you have 
the manuals.)

I hope this document is useful to everyone who reads it.  If you have 
any suggestions for changes to this document, please e-mail me at the 
address above.

I tried to get everything in here that everyone sent.  This will grow 
in the future, there is no doubt about that!  Some of these look like 
redundant questions.  Some of the hints, tips, and FAQs do look the 
same...but are subtly different.  I left it that way because of the way 
people read and understand things.  Some things click for some people, 
some other things click for other people.

This was a rather rushed job as I completed this while on vacation here
between August 13-August 26, 1992.  The updated version which will be released 
this fall will promise to be a bit more organized with sub-categories 
beneath sections.  This should make it much easier to find things.

If you get the new scenarios or just have some stuff to add that is 
not included in this document, please e-mail me at the address at the top 
of this page.
 

Technical Notes:  (Added by Robert Dorsett)

1.  It's not possible to out-turn the Zeros *in plane*, per se--merely 
*out-maneuver* them.  It's an important difference.  Due to the control 
logic, they don't react quite like a real pilot should, when one tries
out-of-plane maneuvers.

2.  On bombing, you don't need to be much below 2000' to both release and
climb out, even if you're 90 degrees down, and have got the airspeed 
indicator pegged.  It is suicide to try to slow down after dropping: use 
your excess airspeed to get away from the ack-ack batteries as fast as 
possible, or climb beyond their effective range (fast!), and come in for
another run.


*************************IMPORTANT NOTICES*******************************

**Contributions**
For those pilots who are consistent at winning in Leyte Gulf OR feel
comfortable about making suggestions, please send in your contributions
to me at your own speed.  Leyte Gulf hints will be added to this document.
At a later date, OR if there are a deluge of contributions, a separate
FAQ/Hint document will be created solely for Leyte Gulf.

**Future additions and versions of Hellcats**
If you can write to Graphic Simulations or Eric Parker, please do so!!
This game has terrific potential for expansion in several directions.
Please support both parties in possible upgrades of this game.  Who
knows, if we are loud enough and supportive enough, Hellcats may feature
several scenarios, many different aircraft to choose from, and 
internet and/or AppleTalk networking capabilities!


_______________

Version Notes:

Version 2.4  UPDATE Sept 28, 1993 (Two maneuvers to use against
		multiple opponents) 
Version 2.3  UPDATE May 31, 1993 (HellCats Feats FTP archive, basic mouse use)
Version 2.2  UPDATE April 27, 1993 by Ted Wagner 
		(Leyte Gulf additions, Disclaimer on Patches, addition to 
		notices)
Version 2.1  UPDATE  April 6, 1993 by Ted Wagner (Leyte Gulf additions)
Version 2.0  UPDATE  March 15, 1993 by Ted Wagner (New Leyte Gulf version)
Version 1.5  UPDATE  January 7, 1993 by Ted Wagner (Note on Leyte Gulf)
Version 1.4  UPDATE  December 13, 1992 by Ted Wagner
Version 1.3  UPDATE  November 7, 1992 by Robert Dorsett
Version 1.2  UPDATE  September 1,1992 by Robert Dorsett