|DÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ |Dº |5Fun 'n Games |DºÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ |DÈÍÍÍÍÍÍÍÍÍÍÍÍÍͼÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ ^C^1Frigate ^Cby ^CMatt Kaufman Frigate is a strategic game which pits you and your ship against a Russian fleet of ships. The object of the game is to destroy as many of the Russian ships as possible while avoiding destruction. Points are awarded for destroying your enemy while avoiding their missiles. Your ship, a nuclear powered guided missile frigate, has many advantages over its Russian counterparts, but you are outnumbered by a large margin. You will be operating on an area of 1,000,000 square miles (nautical miles). At your disposal you have radar, sonar, jamming equipment, anti-missile capabilities and three types of ordinance. Your ship's information and position are updated constantly while you give commands. This, however, is not the case with the updating of your enemy and weapon systems. This is because of the amount of time it takes to compute these items. For this reason, Frigate is operated using a "Turn" system. This means that you can enter in as many commands as the time in your "Turn", referred to as the "Turn Time," permits. After this time expires, your enemy and all weapon systems will be updated. Now that I have explained the basic idea of how Frigate operates, we can begin to discuss how to play the game. The means for which you will be executing commands is through a simple Lotus 1-2-3 type menu. It is located at the bottom of your screen in the Menu Window. You can move the cursor, or the highlight, using the arrow keys. A short description of each command is displayed on the second line of the Menu Window. The information displayed here changes to match the highlighted selection. When you have placed the cursor on the item which you would like to select, press the return key and that item will be selected. Instead of using the cursor keys and the return key, you can simply press the first letter of the item which you want to select. To cancel a selection and go back to the main menu you can press the ESCape key. At times you will need to enter a value, i.e. the speed at which you would like your ship to travel at. When this situation arises the Menu Window will change its appearance and you will be prompted to enter a value. While entering a value you can press ESCape at anytime to go back to the main menu. If you press ENTER with no values, the last entered value will be retained. There are many variables which will need to be taken into account for you to make decisions during play. For this reason there are two windows on your screen in which you will find information about the Frigate's status. The first of the large windows from the top, is called the Main Window. The Main Window's format never changes. Its purpose is to give you an overview of the ship's status. The contents, like all of the screens in Frigate, are self-explanatory. Below the Main window you will find the Options Window. This window changes in accordance with the commands you select (i.e. if you select a navigation command it will show you all of the information relevant to navigation.) There are more than ten completely different windows which will appear in the Options Window. On the very first line of the screen you can find four things. The first is the number of points you have accumulated. The next piece of information is the time that has elapsed during play. (Note: this time and all other times given in Frigate are decimal times - i.e. 1.5min is equal to 1 minute and 30 seconds). After this you will find the amount of time you have left in your turn. Finally there will be a short message telling you about the program's status. The following is a list of all the commands, which can be selected in Frigate, and a complete description of each. The commands will be in uppercase and nested commands will be preceded by the first command you select. Example: WEAPONS _ DEFENSIVE-SYSTEMS _ RELEASE-NOISE-MAKER To select this command you would first select WEAPONS from the main menu. Then you would select DEFENSIVE-SYSTEMS in the WEAPONS menu. From the DEFENSIVE-SYSTEMS menu you would select RELEASE-NOISE-MAKER. ^C^1END When selected, it will automatically update the enemy and all weapons systems for the entire Turn Time. It is possible to change the Turn Time using the OPTION _ CHANGE-TURN-TIME command, this will be explained later on. END, regardless of the Turn Time, will be selected for you when a missile is within 5 seconds of your ship. ^C^1INTELLIGENCE When selected it will display a list of coordinates where ships have been spotted. These are rough values, but can give you a general idea of where your enemy is. This screen also gives the location of an emergency re-supply point where you can replenish your supply of weapons. You can only get supplies once every 30 minutes. To go to one of these points use the NAVIGATION _ GOTO-POINT command. ^C^1NAVIGATION This is the most important command that you will be using. Once you select navigation from the main menu another menu will appear with various commands dealing with the ship's navigation. The following is a list of the commands. ^CNAVIGATION _ EVADE-TARGET This command will automatically set your course, and continually update it, so that you will be on a heading directly away from the target you choose. Radar MUST have the target in site for the command to work and if the target is lost the navigation systems will be set to manual. ^CNAVIGATION _ GOTO-POINT When selected you can designate a point, on the 1,000 x 1,000 map, for the navigation systems to head to. This is useful when you are relying solely on intelligence information, described previously, and you don't actually have a target on radar. Once you are within two nautical miles of your destination, your speed will be set to 1 knot. ^CNAVIGATION _ MANUAL This simply lets you set your course and speed manually. ^CNAVIGATION _ PURSUE-TARGET This is the same as Evade-Target in every way except that it sets your course so you are heading directly towards a target. Once you are within two nautical miles of your target, your speed will be set to 1 knot. ^C^1OTHER When selected, this will allow you to issue commands that do not directly affect the operation of the ship. ^COTHER_ ABOUT This will display the version of Frigate and other information in the Options Window. ^COTHER_ CHANGE-TURN-TIME This command allows you to change the Turn Time. The Turn Time is the amount of time you are allowed to enter commands and the time for which the enemy and all weapon systems are updated when you select END or you run out of time. You cannot change the turn time to less time than has already passed. ^COTHER_ QUIT QUIT simply quits the game after giving you the final statistics. ^COTHER_ RETRIEVE This will retrieve a previously saved game from a file called FRIGATE.SAV. ^COTHER_ SAVE This saves the game you are currently playing in a file called FRIGATE.SAV. ^C^1PAUSE This command will pause the game until you press any key. ^C^1RADAR/SONAR When selected, this will display another menu which will allow you to manipulate the Jamming, Radar and Sonar systems. The following is a list of the commands available under RADAR/SONAR. ^CRADAR/SONAR _ EVALUATE This command will fill the Options Window with detailed information about any ship that is currently being tracked by radar. ^CRADAR/SONAR _ JAMMING This command allows you to set the power at which to jam the enemy's radar. If the ship is damaged you may not be able to set it to 100%. You can see its effect by watching the enemy's radar range which will be displayed in the Options Window. ^CRADAR/SONAR _ OVERALL-STATUS This will display the overall status of the Jamming, Radar and Sonar systems. ^CRADAR/SONAR _ RADAR This allows you to set the power of your radar systems. If the ship is damaged you may not be able to set the power to 100%. To see the effect that your change made, look at your ship's radar range which will be displayed in the Options Window. If an enemy ship or missile is not within your radar range you will be unable to see it. ^CRADAR/SONAR _ SONAR This allows you to set the power of your sonar systems. If the ship is damaged you may not be able to set the power to 100%. To see the effect that your change made, look at your ship's sonar range which will be displayed in the Options Window. If an enemy torpedo is not within your sonar range you will be unable to see it. ^CRADAR/SONAR _ TARGETS This gives you a quick summary of all the ships you are currently tracking on radar. ^C^1SHIP When selected you will be able to receive damage reports or statistics about the game. The following are the two commands which can be selected. ^CSHIP _ DAMAGE-REPORT This gives you a quick summary of the capacities for each function of your ship and the amount of supplies remaining. The status of the Hull and Engine directly affect your ship's maximum speed. If the capacity of Jamming, Radar or Sonar is below 100% the value displayed is the maximum percentage at which it can operate. If any of the offensive or defensive weapon systems fall below 80% the system will be rendered unusable. When your cumulative capacity drops below 20%, your ship will sink. ^CSHIP _ STATISTICS This will fill the Options Window with general statistics about the game. ^C^1WEAPONS This command will allow you to fire at your enemy and operate defensive systems to destroy and confuse in-bound missiles. The following is a list of the commands available under WEAPONS. ^CWEAPONS _ DEFENSIVE-SYSTEMS This command allows you to operate your ship's defensive weapon systems. You will find a list of the commands available under DEFENSIVE-SYSTEMS and their descriptions later in the documentation. ^CWEAPONS _ FIRE This command lets your fire either a missile or a torpedo at the enemy. Note: You must have already selected a target with the WEAPONS _ SELECT-TARGET command. You have two different types of missiles. The most powerful and the fastest is the short range missile, but it has a relatively short range compared to that of the long range missile. You have one type of rocket-propelled torpedo. They are the most destructive of your weapons, but they are very slow and have a minimal range. To view more detailed information about these weapons use the WEAPONS _ OVERALL-STATUS command. ^CWEAPONS _ SELECT-TARGET This command allows you to select a target to fire a missile or a torpedo at. A window with each weapon's status and the target's status will be displayed in the Options Window. ^CWEAPONS _ DEFENSIVE-SYSTEMS This command allows you to operate your ship's defensive weapon systems. The following is the list of commands available under WEAPONS _ DEFENSIVE-SYSTEMS. ^CWEAPONS _ DEFENSIVE-SYSTEMS _ FIRE-CHAF This command allows you to fire a chaf rocket. Chaf is thousands of pieces of tin foil which obscure your ship on enemy radar. This can make a missile lose its target and miss. The chaf will remain airborne for approximately 2 minutes. ^CWEAPONS _ DEFENSIVE-SYSTEMS _ RELEASE-NOISE-MAKER This command will release an electronic noise maker into the water. It will mimic the noises made by your ship. The noise maker then can draw the attention of the torpedo away from your ship and towards itself. This is your only defense against a torpedo. It will last approximately 4 minutes. ^CWEAPONS _ DEFENSIVE-SYSTEMS _ TOGGLE-STATUS This command will toggle the Gatling Gun and the Anti-Missile Missiles on and off. They, when toggled to automatic, will automatically fire at in-bound missiles when they come within range. It is a good idea to keep them on automatic all the time during a combat situation. Remember to look at their status occasionally to make sure you don't run out of missiles or Gatling Gun rounds. There are still a few more things to explain before you begin to play. The first is the concept of your ship making "noise". Your radar range is directly affected by the amount of noise the enemy ships make. This is why you may be able to see one ship, but not another, when they are the same distance from your ship. The "noise" or emissions produced by your ship and the enemy ships increase and decrease with almost every action. Emissions will increase with an increase in speed, radar power, and damage. Toggling the Gatling Gun and the anti-missile missiles on will also cause an increase in emissions. Your radar is not completely accurate. The closer an enemy ship is to your radar's maximum range the more "fuzzy" the image will be and his position will be less accurate. This discrepancy causes missiles to miss their target. By raising your radar power you can get a less "fuzzy" image of the enemy and better the chances of your missiles reaching it. To resupply your ship, go to the manual navigation section and enter the direction shown in the main window for the supplies. Keep updating the direction periodically, and when you are less than 10 miles from the supplies, cut your speed to 18 knots. You will be resupplied when you get closer than 2 miles. When END is selected the computer will update the enemy and all weapons systems for the Turn Time specified using OTHER _ CHANGE-TURN-TIME. While the computer updates the enemy, you will be informed if your radar detects a missile launch. It is possible that even if you do detect a missile launch, you may never see it on radar because it aborted so soon after it launched. If there are any missiles in the air, the Options Window will change it's appearance and give you a listing of all in and out bound missiles with their status. After you have been briefed on all missiles, the Options Window will change back to its original format and you can continue the game. The Options Window, unlike the Main Window, will be constantly changing to suit your current needs. The information in it will only change when you select a command in which you will need more information than is available in the Main Window. To change the Options Window, you can select any command which will display the information you want to see and then press ESCape to return to the main menu. When fully equipped, your enemy is able to perform every function that you are able to do. You will encounter seven different types of enemy ships, each with different weapons and performance characteristics. Compared to your enemy, you are quieter, faster, and you have, at your disposal, better weaponry. ^C^1Your ship's characteristics Maximum Speed: 36 knots Best Maneuvering Speed: 18 knots Maximum Turn Rate: 1.895 degrees per second at 18 knots Maximum Acceleration: 0.40 knots per second Weapon Systems Maximum Maximum Maximum Number Speed Burn Time Range Reliability Short Range Missiles 25 2800 kts 54 s 42 nm 95% Long Range Missiles 35 1200 kts 138 s 46 nm 90% Rocket Propelled Torpedoes 20 500 kts 274 s 38 nm 99% Radar/Sonar Radar Maximum Range: 115 nautical miles Sonar Maximum Range: 12 nautical miles ^C^1Enemy Characteristics Ship Types and Characteristics Best Maximum Maneuvering Maximum Maximum Number Speed Speed Turn Rate Acceleration Missiles Aircraft Carrier 23 kts 14 kts 1.65 deg/s .21 kts/s 40 * Battle Ship 26 kts 14 kts 1.60 deg/s .23 kts/s 30 * Cargo Ship 21 kts 17 kts .96 deg/s .21 kts/s 5 * Command Ship 36 kts 13 kts 2.12 deg/s .48 kts/s 12 ** Cruiser 31 kts 13 kts 1.50 deg/s .28 kts/s 25 ** Destroyer 26 kts 14 kts 1.60 deg/s .23 kts/s 30 ** Frigate 36 kts 10 kts 1.49 deg/s .35 kts/s 20 ** kts-means knots deg/sec-means degrees per second kts/s-knots per second * - this is the normal number of missiles **- this is the maximum number of missiles Enemy Weapon Systems Maximum Maximum Maximum Speed Burn Time Range Reliability Short Range Missiles 2600 kts 54 s 42 nm 90% Long Range Missiles 1150 kts 138 s 44 nm 85% Rocket Propelled Torpedoes 480 kts 263 s 35 nm 95% Radar/Sonar Radar Maximum Range: 110 nautical miles Sonar Maximum Range: 11 nautical miles Point System Points will be awarded if you destroy one of these objects. Military Ship Points: 50 Cargo Ship Points: 30 In-Bound Missile Points: 10 Abbreviations used in Frigate: Av Average Max Maximum Dest Destination Min Minimum Dist Distance Pos Position ETIR Estimated time in route S-R Short Range Missile Hd Heading Spd Speed HdTo Head to Stats Statistics L-R Long Range Missile Torp Torpedo Values given in Frigate: Speed: Knots or kts (nautical miles per hour) Distance: Nautical Miles or nm (1.15x Statue Mile) Course/Heading: Degrees (0ø-359ø 0ø being North) Time: Decimal Time (1.5min = 1min 30sec) The following is a sample set of windows which will appear as you play the game. The highlighted items represent the most important information, so pay close attention to these during the game. Title Window and About Window ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Û²±° ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ °±²Û ³ ³ Û²±° ³ þþþ ³ °±²Û ³ ³ Softdisk, Inc Û²±° ³ þþ Frigate þþ ³ °±²Û Matt Kaufman ³ ³ ùþùþùùþùþù Û²±° ³ þþþ ³ °±²Û 19987 Moran Ln. ³ ³ Big Blue Disk Û²±° ÀÄÄ¿ Ver 1.1 ÚÄÄÙ °±²Û Saratoga, Ca 95070 ³ ³ Û²±° ÀÄÄÄÄÄÄÄÄÄÙ °±²Û ³ ³ Û²±° °±²Û ³ ³ Û²±° (c) January 1988 °±²Û ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Main Window ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Navigation Weaponry ³ ³ Dest Hd: 0ø Dest Spd: 0.0kts 30 S-R Missile Status: StandBy ³ ³ Mode: ^1Manual 0ø at 0.0kts^0 40 L-R Missile Status: StandBy ³ ³ Pos: 500.00, 500.00 Dist: 0.00nm 25 Torpedoes Status: StandBy ³ ³ Radar/Sonar Anti-Missile: StandBy ³ ³ Sonar: 100% Targets: 3 Ship-Status ^1Supplies^0 ³ ³ Radar: 75% Missiles: 0 Alert: Yellow ^1Distance: 21.26nm^0 ³ ³ Jamming: 100% Torpedoes: 0 Capacity: 100% ^1Head-To: 221ø^0 ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Intelligence Window ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Intelligence Report Received at 0min ³ ³ ³ ³ Ship Reported at Position: 555, 525 Distance: 60.41nm Head-To: 66ø ³ ³ Ship Reported at Position: 465, 525 Distance: 43.01nm Head-To: 306ø ³ ³ Ship Reported at Position: 435, 465 Distance: 73.82nm Head-To: 242ø ³ ³ Ship Reported at Position: 465, 540 Distance: 53.15nm Head-To: 319ø ³ ³ ³ ³ Supply Point: 486, 484 Distance: 21.26nm Head-To: 221ø ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Navigation Window ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Current Heading: 350ø Current Speed: 7.0kts Pos: 499.99, 500.03 ³ ³ Destination Heading: 313ø Destination Speed: 36.0kts Dst: 464.58, 533.74 ³ ³ Maximum Speed: 36.0kts Maximum Turn Rate: 1.8950ø/sec at 18.0kts ³ ³ ^1Mode: Pursuing Target #1 Distance: 48.87nm^0 ³ ³ ³ ³ Target #1 Name: Karin Type: Destryr Damage: 0% Detection: Yes ³ ³ Distance: ^148.87nm^0 Heading: 54ø Speed: 31kts Direction to: 313ø ³ ³ Radar: 100% Jamming: 100% Total Emissions: 76 Position: 464.58, 533.74 ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Radar / Sonar / Jamming Window ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Normal Radar Jamming TotalEmissions: 64 ³ ³ Power: ^175%^0 Power: ^1100%^0 Target Radar Range: 68nm ³ ³ Capacity: 100% Capacity: 100% Target Sonar Range: 11nm ³ ³ Range: 63nm ³ ³ Sonar Targets ³ ³ Power: ^1100%^0 Ships: 3 MinDist: 48.78nm ³ ³ Capacity: 100% Missiles: 0 MinDist: 0sec ³ ³ Range: 12nm Torpedoes: 0 MinDist: 0sec ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Evaluate Target Window ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Target #1 Name: Karin Type: Destryr Damage: 0% Detection: Yes ³ ³ Distance: 48.72nm Heading: 57ø Speed: 31kts Direction to: 313ø ³ ³ Radar: 100% Jamming: 100% Total Emissions: 76 Position: 464.81, 533.88 ³ ³ ³ ³ S-R Missile L-R Missile Torpedoes ³ ³ Target Equipped Target Equipped Target Equipped ³ ³ ETIR: ^1Too Far^0 ETIR: ^1Too Far^0 ETIR: ^1Too Far^0 ³ ³ %Accuracy: %Accuracy: %Accuracy: ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Targets Window ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Tgt: 1. Karin Tp: Destryr ^1Dst: 48.66^0 Hd: 57 Spd: 31.0 HdTo: 313 ³ ³ Tgt: 3. Sevastapol Tp: Destryr ^1Dst: 48.76^0 Hd: 57 Spd: 31.0 HdTo: 322 ³ ³ Tgt: 5. Amurski Tp: Destryr ^1Dst: 51.94^0 Hd: 57 Spd: 31.0 HdTo: 334 ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Damage Control / Supplies Window ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Supplies Damage Control S-R Missiles: 100% ³ ³ Supply Point: 486, 484 L-R Missiles: 100% ³ ³ Distance: 21.31nm Engine: 100% Torpedoes: 100% ³ ³ Head-To: 219ø Hull: 100% ³ ³ S-R: 30 L-R: 40 Torpedoes: 25 Gatling Gun: 100% ³ ³ Chaf: ^120^0 Noise Makers: 15 Radar: 100% Anti-Missile: 100% ³ ³ Anti-Missile-Missiles: ^125^0 Sonar: 100% Chaf: 100% ³ ³ Gatling Gun Rounds: 7500 Jamming: 100% Noise-Makers: 100% ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Statistics Window ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Enemy Missiles Our Missiles Enemy Ships Sunk ³ ³ S-R Fired: 0 S-R Fired: 0 Military: 0 ³ ³ L-R Fired: 0 L-R Fired: 0 Cargo: 0 ³ ³ Torpedoes Fired: 0 Torpedoes Fired: 0 ³ ³ Navigation Stats ³ ³ Number of Hits: 0 Number of Hits: 0 Av. Speed: 0kts ³ ³ Number Destroyed: 0 Number Destroyed: 0 Distance: 0nm ³ ³ %Accuracy: 0% %Accuracy: 0% ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Weapons Overall Status Window ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ S-R Missiles L-R Missiles Torpedoes ³ ³ ^1Number: 30 Number: 40 Number: 25^0 ³ ³ Range: 42.0nm Range: 46.0nm Range: 38.0nm ³ ³ Max Speed: 2800kts Max Speed: 1200kts Max Speed: 500kts ³ ³ ³ ³ Status: StandBy Status: StandBy Status: StandBy ³ ³ Capacity: 100% Capacity: 100% Capacity: 100% ³ ³ ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Weapons Target Window ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Target #1 Name: Karin Type: Destryr Damage: 0% Detection: Yes ³ ³ Distance: 48.25nm Heading: 63ø Speed: 31kts Direction to: 315ø ³ ³ Radar: 100% Jamming: 100% Total Emissions: 76 Position: 465.28, 534.14 ³ ³ S-R Missile L-R Missile Torpedoes ³ ³ Number: 30 Number: 40 Number: 25 ³ ³ ETIR: ^1Too Far^0 ETIR: ^1Too Far^0 ETIR: ^1Too Far^0 ³ ³ %Accuracy: %Accuracy: %Accuracy: ³ ³ Status: StandBy Status: StandBy Status: StandBy ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Defensive Systems Status Window ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Gatling Gun Anti-Missile Missiles Chaf ³ ³ Rounds: 7500 Number: 25 Number: 20 ³ ³ Range: 1.5nm Range: 5nm Status: StandBy ³ ³ Status: StandBy Status: StandBy ^1Last:^0 ³ ³ Noise-Makers ³ ³ In-Bound Targets Number: 15 ³ ³ Missiles: 0 Torpedoes: 0 Status: StandBy ³ ³ MinDistance: 0sec MinDistance: 0sec ^1Last:^0 ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Technical Notes: Frigate was written in Turbo Pascal ver 4.00. It uses standard Turbo Pascal functions and procedures. Frigate automatically checks to see if you have a color graphics card. When it is detected it will switch to color mode in order to make the screen more readable. To run this program from outside the BIG BLUE DISK menu, type: ^1FRIGATE^0. You may follow it with the following command line parameters: /m Force monochrome display mode /c Force color display mode /s Force snow checking DISK FILES THIS PROGRAM USES: ^FFRIGATE.EXE ^FFRIGATE.SAV