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Place the item s into a sturdy shipping package origional packaging is acceptable and seal it. Include ONLY the items for which the return was authorized. Place the shipping label on the package. Give the package to your local parcel carrier, or drop it off at any carrier location store, terminal or drop box. Great patch! The American Flag and a Gunship together This patch is well made and has good detail.
The edges are sewn so it looks like it will last. I 'm working on a VB6 interface for these mods, and this will hopefully be available in the first half of The patch made a huge difference, but by then the reviewers had lost interest. I've never seen a review of the patched version of Gunship. It fixed the flight model-related issues, non-functioning keys, and improved on-line multiplayer stability. Many of the original reviewers seemed to be most upset that Gunship was not a more technical "study" sim, such as Longbow 2.
It was never intended to be that type of product, but many reviewers seemed to think it was a failed attempt to be Longbow 3. So Gunship ended up being dismissed for failing to hit a target it wasn't aiming at, and under-appreciated for what it is. Gunship is not so much a helicopter simulator, as a helicopter combat simulator.
It tries to simulate the overall experience of the pilot, rather than simulate the helicopter. And it does this extremely well. Unfortunately, it's very unlikely. It's current owner, InfoGrames seems to have no interest, understanding, or even awareness, of Tank Platoon. It sits forgotten in a vault. Even though a large amount of the code, graphics and sounds are actually hidden within the released version of Gunship, bringing Tank Platoon to life now without the source code is not something you want to hold your breath for.
Tank Platoon was described as an upgraded version of the excellent M1 Tank Platoon 2 engine, with Gunship's updated graphics. A desert terrain set was apparently also under development, and several desert graphic elements are dormant in Gunship. It's really a shame, because Tank Platoon was clearly very close to completion when it was cancelled by it's new owner, Hasbro.
Publicly, they blamed poor Gunship sales, but there seem to have been other forces at work. Well there is often a VERY late shout from the Gunner, but often it's too late, and concerning infantry handheld missiles there is often no warning at all. The different original flyable choppers have a Threat Receiver System TRS that is somewhat different from chopper to chopper.
Three of the choppers have different TRS's. The TRS screen will show a dotted diamond or other shape around a threat if detected and a solid if you are locked. Shoot and duck for cover. The Radar has the described integrated TRS you see everything on the main radar. As for the lack of warning for other types of inbound missiles, I tried to find out more about this from various online sources, and here is my best guess about what happens in the real world.
Corrections are welcome:. So basically, in the real world, you're only automatically warned about radar-guided threats on your screen. I wish GS had an audible radar threat alert, too, and while I couldn't find any specific reference to a real-world audible alert, I got the impression there is one.
So I guess this qualifies as a GS bug. Although getting in the habit of watching any radar sources in your display is easy to do. Clearly combat helicopters are increasingly vulnerable to enemy air defense weapons. I think overall, Gunship portrays that accurately.
So the lesson is: keep your head down. If you want real realistic mode, you must go into your configuration screen and set all parameters to realistic, except perhaps ammo and respawn.
Otherwise the chopper doesn't fly correctly, and won't be as agile as you want. It is also worth spending some time adjusting the flight model until it feels right on your particular controller. First of all you don't have to, but it's fun. You can find a lot of custom missions made by other Gunship fans at these links:.
The Gunship Helipad in the Custom missions area. You probably know the Battlebuilder button situated in the Single Player frame top left, and this can be used to make missions - pretty simple missions with no briefings, but quite good missions anyway. If you really want to more complex missions, you can use the Battlebuilder as a starting point. Then you can add "hidden" aircraft and ground units, create mission briefings, weather reports and place images on the Briefing Map.
You can even have small movies to go with the weather brief, for example. Gunship let's you use a very large number of realistic AI instruction parameters, and with a little bit of effort, you can make very elaborate custom missions. These missions can be for own use, or shared via download or even used in multiplayer. From here on I'll call the Battlebuilder "BB". First things first: In the BB you start out on screen one "Settings", here you select a mission name, a mission place, the mission weather, player and Opfor nationality, and time of day.
All are selected by clicking with the mouse except the name of the mission, which you of course have to write. Remember to hit Enter after entering the name of the mission. Then you move on to "Place Units" and here you use the selection boxes on the right side to choose a unit still by mouseclick, if you click T90 platoon, click again and it will change to T90 HQ etc.
You must include at least one flyable unit for your side in each mission. For the rest you can just go ahead and place your units on the map. But be careful - your system will only move so many units pending capacity, and if you intend to use the mission for MP I suggest you keep below 80 to 90 units per side, keeping in mind that a selected unit actually consists of 3 - 4 vehicles.
So maybe a maximum of 20 unit icons assigned to each side. If you put too many units in, the first thing you will notice is that the Gunship either won't run or weapons will have no effect, even though it might sound correct.
You then have to remove units manually. I suggest you start a bit light on the moving objects and then try to add more as you see it works. That will also give you a smoother mission for post BB work, where you can change selected units and other things just by changing a number in the mission file.
Then on to "Unit Orders" where you basically enter the WP's by left clicking on the map for each unit box- "next" to move on - and max 6 WP's pr unit, WP types and the orders for each WP, etc.
A landing zone WP will actually make original non-flyable choppers like the Blackhawk land and drop of infantry and depending of the delay you enter later make them depart again. Also the orientation is important - try to make your AA's and SAM's point in the direction of the incoming foe.
Or if you like to simulate a surprise, let them point in an other direction, they will turn when they detect you. After the "Units Orders" you go to "Unit Timing" which is quite useful. You can set delays as you want and for example delay a tank movement in the rear, in order not to have so many moving objects at a time.
Here supposing that you eliminate some enemies along the way. It's also usable for the time on ground if you want to insert troops by choppers etc. Important thing, the delay must be set for each WP, where you want delay of progression. On the last frame as you can see above, an objective area, a sector or a defensive and offensive line can be set.
The hardest is to make an objective area where you for example put an HQ and select a radius of 1, 2 or 3 kilometers. Do that for each side and the winner is the first inside that area.
Now you have a mission. Suggest you rename the txt file to the same name as you gave the mission. Right click on the file, then select "rename". To see how to make manual changes, briefings, Sprites the boxes on the map I mentioned before and write your own personal text and plot see the answer to the Question "How do I make more advanced custom missions? Unfortunately, no. At the moment, there is no roster editing application available.
There are roster editors made by fans for European Air Wars a close cousin and for M1 Tank Platoon 2 Gunship's older brother , so I suspect that a Gunship roster editor is possible if someone wants to try. For now, the only solution is to periodically make backup copies of Gunship!
This contains all the campaign and roster information, so you can at least restore part of your campaigns if the wheels really come off in a mission. The collective control is backwards and it drives me crazy! How do I change it? These were two of the biggest complaints about the original version of Gunship.
The patch released in June of included two new. The Gunship! This prevents the computer pilot from taking control and heading for the next waypoint whenever you enter the map mode by pressing the N key.
Try both to see which feels more comfortable on your system. See the readme. This was probably always out here, but I never knew where it was before today. German version available at: Gunship area at gamecopyworld. This will also work for the new InfoGrames re-release version, too.
There are also cracks for French and German versions of the original 1. Make a new full install of Gunship including movies. This step is optional, but recommended. ZIP file from the above link into your Gunship! The last one, Gsuspat.
If not, try WinZip. A word of caution if you are not making a clean install: when you extract the new files from Gsuspat. Well, contrary to the official InfoGrames page, Yes! Gunship does support most types of force-feedback controllers. However some some older FF controllers may not support Gunship, but getting the latest drivers for those controllers usually fixes that. Well, contrary to the official InfoGrames page, Sort of!
We can't change the green color so far , but you can adjust the brightness of the nav and targeting text in the HUD by pressing and holding S or D. They're big, BTW. About 1. This version incorporates the patch, and my copy included a paper color keyboard chart, with the manual and quick-start guide supplied on the CD.
I have written twice to InfoGrames asking about the after-market availability of these documents, and requesting permission to host them, but I never received a reply. If you are in simulation mode with respawn ON, you can use the respawn function to reload. I'm not sure if it repairs damage or not. This method sends you back to wherever you originally launched the mission and gives you a new load of weps. I'm not sure if this works in other modes besides simulation, but it probably does. The method I often use is simply to jump into another helo which hopefully isn't winchester or heavily damaged, too.
When you see another friendly flyable helo, press shift F1 to take command of it, followed by F1 for Pilot or F2 for Gunner. This method is also fun in multiplayer. It lets you jump into another player's helo, as whatever crew position is currently unoccupied. Mostly the optimum setting will be selected automatically. This is definitely not optimal for graphics performance, but can be used although the manual says no - still a minimum of 32MB D3D AGP card will improve the experience a lot if you are able to purchase one.
You can check what you have by running dxdiag. As we mentioned before, Gunship missions are based upon the very elaborate mission building system first used in M1 Tank Platoon 2. Much of our current understanding is based on the earlier work by many M1 Tank Platoon 2 fans, and their efforts are gratefully acknowledged.
In particular, John Sponauer, Pretzel, Rudi Klaes and Larry Hookins made tremendous contributions to our understanding of how these great sims work. Missions are written in a simple. This makes it even sadder that Tank Platoon was never released. There are also many "hidden" vehicles and aircraft which were not included in the original missions or in the BB, but which can be manually included in custom missions.
To further enhance custom missions, a freeware app named GunTool was written by Rudi Klaes. This clever bit of work simplifies the important process of writing and illustrating good mission briefings. It also allows you to manipulate the campaign missions, and even create entirely new campaigns. Detailed information about advanced mission design is beyond the scope of this FAQ, however extensive documentation is available.
Here are some resources:. That's not explained in the manual, but the answer is pretty simple. The Rockets won't launch at speeds over knots. If you stay below that speed they will work. This is realistic performance. That depends on which country version of Gunship you are using.
Send the message by hitting Enter. Yes, there sure are: Shift w , will give your Next Waypoint to the entire flight Shift v , will show your current Flight Model parameters on screen and is removed by shift v as well Shift r , will give you a new chopper, or re-arm your old one and return you to where you entered the mission if respawn is on v , switches radar range between 3 and 6 km.
Only from very green to almost black though. I can't find the right snap view. M re-centers the view. Very cinematic. L in map view, gradually adjusts the blend of topo map and ground texture. This is a simple way to call in arty or air support on a particular point. It is overwritten each time you begin a new mission.
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