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Now That's What I Call Games 3
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Now That's What I Call Games 3 - Games & Goodies (1993)(Multi Media Machine)[!][CD32-CDTV].iso
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ins.doc
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Air Warrior Instructions
1. Read Manual
2. Version Notes
Air Warrior
Version 1.4
November 1988
Copyright 1987
Kesmai Corporation
1. Preface
Air Warrior is a multiplayer aerial combat
simulation. Using sophisticated software on
both the user's microproces- Press <RETURN>,
or <S>CROLL?S
sor and the GEnie system, Air Warrior
provides the level of graphical detail and
responsiveness expected from a video game,
yet at the same time the scope and large
number of participants of an online game.
Players of Air Warrior belong to one of three
national- ities. These three small countries
are continually at war, primarily waged in
the air (though it is rumored they are
building armies as well). Each country has
several primary airfields and a number of
secondary fields, including air- craft
carriers in nearby bodies of water. Because
these countries are so poor, the best they
can afford is surplus World War II planes,
which their highly skilled mechanics keep in
excellent working order despite difficult
condi- tions. They take whatever they can
get, be it used Ameri- can, British, German,
or even Soviet planes, stealing them from
each other whenever possible. Thus a wide
variety of planes are available to pilots of
each country. Sometimes even World War I
vintage planes show up.
In addition to aircraft, Air Warrior also
models ground support vehicles and ships.
Players can drive around in a jeep with a .50
caliber machine gun mounted on the back to
fend off low flying attackers. A half-track
with a large anti-aircraft gun is in the
planning stages. Players will also be able to
control small ships such as PT boats.
Air Warrior is currently supported for
several popular microcomputers. Each version
of Air Warrior is customized specifically for
the hardware it is running on, to take full
advantage of each machine's capabilities. For
this reason, there are some minor differences
in the user interface between the versions.
Likewise, differences in the graphics
hardware of the various machines mean that
some versions of Air Warrior render the 3-D
graphical images faster than oth- ers.
Despite these differences in hardware
capabilities, the aerodynamic and combat
performance of the different ver- sions is
identical.
2. Obtaining the Air Warrior Software
To play Air Warrior, you will need to
download several files that are specific to
your particular brand of com- puter. The
supported machines are limited currently to
the Apple Macintosh (512KE and up, including
the Macintosh II), the Commodore Amiga (with
at least 512K of memory), and the Atari ST
(Color Systems only).
Your first step will be to obtain some sort
of Xmodem file transfer program, so that you
can download the Air War- rior software from
GEnie. Most commercial communications
packages have Xmodem capability, and many
excellent free and shareware programs are
also available. Macintosh users will need to
have a program that supports the MacBinary
transfer protocol, which is a superset of
Xmodem used to transfer icon information as
well as the data in the file. In addi- tion
the StuffIt program, available as shareware,
will enable you to download the compressed
version, which will save somewhat on download
charges. Amiga and Atari ST users will need
the Arc program, which does compression and
bun- dling of binary data.
Once you are online on GEnie with your file
transfer program, type AIR (or M 870) to go
to the Air Warrior page. Select option 4,
Download Software, to see the download menu.
The first entry on this page will contain
detailed up to date information on
downloading the various versions of software
available. You should read this information
online before proceeding further. You should
make sure you under- stand the licensing
agreement under which you are download- ing
the game software, which is also available
online.
The Air Warrior package consists of two or
more files: the program, terrain data base,
and possibly some additional aircraft
customization files. You will have several
down- loads to do, a long one to obtain the
program (roughly half an hour at 1200 baud)
and a relatively short one to obtain the
terrain file. If the version for your
computer has additional data files, they may
need to be downloaded separately. Also, if
your computer supports directories or
folders, you should place both the Air
Warrior program, the terrain file, and any
data files into the same one. In the current
versions, the terrain data base must be
called terrain.dat, so if your file transfer
method does not set the name properly, you
will need to rename it.
The reason you need to download a separate
file for the terrain is that we are thus able
to alter the map of the world periodically,
and all that is required is a relatively
short download to obtain the latest version
of the data file. You should keep an eye on
the banner going into the game for
information on when you will need to do a
download, although the program itself will
inform you if you enter the game on GEnie
without the latest file.
If you encounter difficulties downloading the
software, or getting the program to work
after downloading it, you can get help by
sending GE mail to KESMAI, using the Feedback
option there on the main Air Warrior menu
page. Also, if you encounter what you think
is a bug in the program or one of the data
files, do NOT just re-download it without
check- ing with us first. If StuffIt or Arc
do not give an error unpacking the file, the
download was OK and the problem lies
elsewhere. Before wasting money on another
download, ask a question and we may be able
to solve the problem.
For further details on the downloading
process see the Appendix for your machine.
3. Software Updates
Every once in a while, we may find it
necessary to make a change in the software,
either to fix a bug or to add a new feature.
Generally we will be able make sure that
existing versions of the software will
continue to work, but this is not always
possible or desirable. If you are told your
software is out of date when you try to enter
the game on GEnie, this means a major change
has been made that requires another download.
When this happens there will always be an
explanation of what has happened in the
Version Notes, which can be found under the
Instructions menu on page 870.
In addition, changes will often be made to
the GEnie end of the program to enhance
performance or add new features. The date
that the program displays on the banner when
you enter page 870 can tell you whether the
GEnie software has been changed recently.
Again, details of any changes will be placed
in the Version Notes. You should make it a
practice to watch for changes in the host
version date, and to read the version notes
whenever it changes. Quite often important
changes to the game will be explained there,
and you will be at a significant disadvantage
if you do not read about them. It is the
nature of online games to evolve over time,
continually improving in response to new
ideas.
4. Operation in Single-Player Mode (Local)
The microprocessor program starts up in
practice mode. In this mode the Control,
Planes and Options menus are enabled. You can
practice flying a plane by selecting the one
you want from the Planes menu. Everything
works in practice mode except the guns, but
there is nothing to shoot at anyway. You'll
always start out at Airfield 1 of Country A
(generally denoted as A:1), but the other
airfields are all present if you want to fly
to them (some versions may let you change
your starting point with a menu option.). The
practice mode is primarily designed for you
to learn to fly the plane well, and hopefully
to land it safely. Once you have the hang of
flying, its time to get on GEnie and test
your mettle against other pilots.
Practice is the most important thing you can
do to learn to fly and fight well. Use the
Practice Mode of the program to master
landing, as getting a landing or ditch is
vastly superior to bailing out at the end of
the mission. Aerobatic skills can also come
in handy in eluding a plane on your tail, or
making a fancy maneuver to get on someone
else's.
5. The Display
The graphical display on the computer screen
contains all the information you need to fly
your plane. The largest part of the display
is taken up by the graphical picture, which
shows what you can see from your plane. You
will see runways, roads, buildings,
mountains, other planes, and sometimes guns
or vehicles on the ground. Part of the pic-
ture will be obscured by your own plane,
which may be represented by a silhouette, or
may be drawn in detail depending on the plane
and the version you have. If you do see
another plane or ground target which is
within 5000 yards (less for some small
targets), the program will textu- ally
display the id number or plane type of the
target, the range to the target in yards, and
a small unique icon used to identify the
target. This small icon will also appear
below the picture, directly below the
corresponding target. The different icons can
be used to distinguish small images of other
planes on the screen, compensating for the
small size of the computer screen. The
country of the indicated aircraft is
represented by the shape of the icon on the
Macintosh and by the color of the icon on the
Amiga and the Atari ST.
Below the picture on the screen is a
representation of the aircraft's instrument
panel. The major instruments are the
altimeter, rate-of-climb gauge,
accelerometer, compass, fuel, oil, and ammo
indicators, and the airspeed indicator. The
altimeter has three needles, representing
tens, hun- dreds, and thousands of feet, and
a small knob that travels around the inside
rim of the gauge to show tens of thousands.
The following description applies to the
stan- dard Macintosh instrument panel
arrangement. Amiga and Atari ST control
panels differ slightly, and it is possible to
customize the arrangement for each plane, in
some cases radically altering the appearance.
The digital compass reads in degrees, with
zero as north and ninety due east. Fuel, oil,
and ammo indicate in percentages. The
accelerometer measures how much force the
airframe is being subjected to by the current
maneuver. In straight and level flight the
accelerometer will read 1 "g", meaning the
wings are exactly supporting the weight of
the plane. If the plane executes a level or
climbing turn, the wings will have to provide
more lift, and the accelerometer is used to
monitor how much more is being produced.
The velocity gauge displays airspeed, usually
in knots, or nautical miles per hour.1 By
default, the gauge indi- cates true airspeed
(TAS). By selecting the appropriate option
from the Options menu, Indicated Airspeed
(IAS) can be displayed instead. Indicated
airspeed is what the pilot of a real aircraft
generally sees; it is measured by sam- pling
the air pressure outside the plane with a
Pitot tube. IAS will go down as the the plane
climbs to higher altitude, because of
decreasing air density. A plane that does 300
knots at sea level (where IAS and TAS are the
same) may only do 250 knots IAS at 20,000
feet, whereas it's TAS may have in fact
increased substantially with altitude. IAS is
an accurate indication of how close the plane
is to stalling, and how close it is to
exceeding one of its maximum safe speeds,
because IAS is a direct measure of the force
being exerted on the plane by the air.
Other indicators on the control panel are
aircraft con- trol indicators. The large box
in the center of the panel is the "stick
box", or stick position indicator. Below it
is the rudder position indicator (The rudder
on an Amiga or Atari ST is located inside the
stick box at its top.) The throttle indicator
shows the current throttle setting. Small
icons indicate whether the landing gear are
up, down, or in motion, and the position of
the flaps. A stall indi- cator shows whether
the airflow over the wings is stalled or not.
If this light comes on during flight, a
audible stall horn will sound also.
5.1. Mouse Controls
The basic controls of the plane are on the
mouse. Pushing the mouse forward or backward
lowers and raises the nose, respectively.
Moving the mouse from side to side will bank
the plane, which will turn it in that
direction. The Amiga version will also
support an analog joystick, and the Macintosh
version has an option to configure the
program for use with a joystick that can
emulate a mouse.
There are two basic modes of mouse control,
expert mode and autopilot mode. Expert mode
is designed to give realis- tic responses to
mouse or joystick motions, whereas autopi-
lot mode is designed to provide a simple and
stable control system at the cost of some
realism. In autopilot mode, the mouse
controls the actual position of the plane
rather than the positions of its control
surfaces. Moving the mouse to the right banks
the plane to the right, the farther to the
right it goes the steeper the bank. To make a
right turn, move the mouse to the right to
bank the plane. When it reaches the desired
course, move the mouse back to center to
straighten the plane out. Unlike the expert
mode, the mouse motions here bear little
resemblance to the actual motions of the
stick in a plane, but they are easy to
understand and easy to fly with. The variety
of maneuvers the plane can perform in this
mode is basically limited to level flight,
climbs, dives, and turns. Autopilot mode can
only be engaged when the plane is in
basically stable flight. Loops, rolls and
more complex maneuvers require the use of
expert mode. We do not recommend using the
autopilot mode in combat, because of the
serious limitations it imposes on aircraft
tactics and maneuver.
In expert mode, a mouse motion to the right
causes the plane to bank to the right, the
more the mouse is moved the faster the plane
rolls to the right. If you move the mouse to
the right and keep it there, the plane will
execute a full roll, and keep rolling till
you move the mouse back to center. Likewise
pulling the mouse back and keeping it there
will put the plane through a full vertical
loop. To execute a controlled turn to the
right, you would move the mouse to the right,
causing the plane to roll to the right. Once
it reaches an acceptable angle of bank, such
as 45{ or so, move the mouse back to center
to stop the roll. A plane can make a slow
shallow turn merely by being banked in this
manner, but if it attempts to make a steep
bank, it will sideslip, that is slip in
towards the center of the turn and lose
altitude. In order to make a fast turn, a
large force is needed to bend the flight path
of the plane into a curve. This force is
provided by increasing the angle at which the
airflow is striking the wings (known as the
angle of attack), causing them to generate
additional lift. Thus, to make a fast turn in
Air Warrior without losing altitude, you pull
back on the stick (mouse) just the amount
needed to balance the force of gravity
pulling the plane down with the lift of the
wings pulling the plane up along the angle at
which the plane is banked. A glance at the
accelerometer and rate-of-climb gauges can
help you to judge the force required. Air
Warrior always performs what is known as a
coordinated turn, meaning that the program
automatically provides the rudder force
necessary to compensate for the stick
deflection you make, so that the plane
remains prop- erly aligned with the flight
path. The rudder control in Air Warrior is
used only for deflecting the plane away from
this condition.
On the Atari ST and Amiga (with appropriate
option selected) the left mouse button
activates a feature called roll lock, where
the stick is constrained to move only for-
ward and backward along its centerline,
making it easy to push the stick forward or
pull it back without introducing an
inadvertent roll. This feature can be quite
handy when executing a hard turn or a loop.
Roll lock is activated from the keyboard on
the Macintosh.
On the Macintosh and Amiga (if the roll lock
option is not activated), with the mouse
button held down, moving the mouse forward or
backward will adjust the throttle up and down
(note the throttle gauge on the screen that
tracks the motion of the mouse.) The throttle
on the Atari ST is con- trolled by the
keyboard. You'll want to use full throttle
for take off and steep climbs, with maybe 70%
throttle for level cruising, and will usually
shut the engine down to 40% or so for a
descent for landing.
Double-clicking the mouse button will center
the stick, extremely useful for trimming the
plane to fly straight in expert mode, or
leveling the plane out in autopilot mode.
On the Amiga and Atari ST, the right mouse
button can be used to fire the guns.
5.2. Keyboard Commands
There are a number of keyboard commands. They
fall into three categories, those that are
pressed once to ini- tiate an action
(immediate commands), those that are line-
oriented commands (command-line commands),
and those that you hold down to perform an
action (hold-down commands). The following
keys of the first type are the ones used by
the Macintosh version. The Amiga and Atari ST
versions uses some different keys on the
keypad to achieve a more logical arrangement
(since these machines have a standard
keypad), although the Amiga version supports
many of the Macintosh keys as well. In
addition the Macintosh and Atari ST versions
allow re-mapping of the immediate style keys.
5.2.1. Immediate Commands
Starting the Engines
The * key is used to start the engine(s). Hit
the * once for each engine the plane has.
With all the engines running, hitting * again
will shut them off. On the Atari ST, F10
(function key 10) performs this operation.
Braking On the Macintosh and Amiga, holding
down the space bar will push down on the
brake pedal, in order to stop a plane on the
ground. On the Atari ST, the same function
is accomplished by holding down the Alt key.
On planes so equipped, the air brakes or dive
brakes are also activated with this key.
The Rudder
The a, s, and d keys are used to control the
plane's rudder. The rudder control is not
needed for ordinary turns, because the
program always assumes competence on the part
of the pilot and adjusts the rudder
automatically for properly coordinated
flight. The rudder control is used in expert
mode to push the plane away from the normal
steady flight condition. Hitting the a key
will move the rudder one position to the
left, causing the plane to turn to the left.
Hitting the d key will move the rudder to the
right one position. Hitting the s key will
immediately center the rudder. The rudder
will move up to five positions to either
side. On the Amiga, the rudder can also be
controlled by the 0, 3, and keys on the
keypad, preforming equivalent functions to
the a, s, and d keys mentioned above.
Emergency Power
Pressing e on the Macintosh, 7 on the Amiga,
or control c (c with the control key held
down) on the Atari ST, will turn emergency
power on and off. Generally This is limited
to a total of 10 minutes in Air Warrior. You
can turn Emergency Power off by hitting the
key again or throttling back from 100%. The
F4U-1D Corsair and Me 109 G-6 use water or
water/methanol injection, the Fw 190 A-8 has
nitrous oxide injection. For the other planes
Emergency Power is just pushing the engine to
its limits.
Landing Gear
Pressing ; (or F9 on the Atari) will raise or
lower the landing gear. Make sure your gear
are down before you try to land. Landing with
the gear up can be dangerous. Note that
leaving the landing gear down will generate
excess drag, which may be good or bad
depending on whether you want to slow down or
speed up. On the F4U-1D Corsair, the landing
gear key may be used for dive brakes by
lowering them before a dive (the doors open
and trail in the airflow, generating drag,
but the gear themselves will not come down if
the airspeed is too high.) Be sure to close
the doors as soon as the dive is completed,
or the gear themselves may come down and lock
into place, where they can be damaged by the
high speed.
Flaps
Pressing > will lower the flaps one notch.
Lowering the flaps is used to increase the
lift and the drag of the airplane, especially
for landing or maneuvering in combat.
Pressing the < will raise the flaps a notch.
The w and e keys on the Atari ST and Keypad 7
and 1 on the Amiga perform the same
functions. The flaps will often not operate
above a certain plane specific airspeed.
Guns
Pressing the f key will fire the machine guns
in a 1 second burst. If you are within 500
yards or so of the target you may see debris
coming off as you hit. On the Amiga and Atari
ST the right mouse button will also fire the
guns.
Dropping Bombs
Hitting a b will drop a bomb or cluster of
bombs. You should not do this while you are
sitting on the ground! Multiple keypresses
will release successive bombs for planes that
can carry more than one. The bomb release
must be armed prior to this command.
Expert Mode
Pressing x will toggle expert mode on and
off. You can go into expert mode freely, as
the situation war- rants, but can only go
back to autopilot mode if the plane is close
to level
Picture Range
The distance at which terrain items are
displayed can be controlled to allow the user
to get rid of distant objects during combat
thereby reducing screen clutter and
increasing frame rate. The keys 1 through 5
specifty the range with 1 being full picture
display and 4 being combat display. Display
mode 5 is an extreme mode which eliminates
almost all terrain, requiring the pilot to
keep a sharo lookout for dangerous objects!
Text Buffer
Pressing - on the Macintosh or F4 on the
Atari ST will replace the graphics display on
the screen with a text buffer, where radio
messages and other text that has scrolled off
the small in-flight text window can be
reexamined. On the Macintosh, hit the - key
again to return to the graphics display, on
the Atari ST hit any of the other view
function keys. On the Amiga, holding the p
key will replace the control panel with an
expanded text buffer. Releasing the key will
put the control panel back.
5.2.2. Looking Around
The keyboard commands that control the
direction of view are hold-down style
commands on the Macintosh and Amiga and
immediate-style commands on the Atari ST.
This largely due to a lack of vision on the
part of the Atari OS designers. The Macintosh
allows the user to select immediate-style
view keys as an option (the Sticky Keys
option).
On the Macintosh and Amiga, holding down the
h key will cause you to look out over the
left wing of the plane. As long as the key is
held down, you'll look to the left. The l key
does the same thing, to the right. The m key
is used to look directly behind you. The k
key looks straight up, and the j key looks
straight down.The g key is used as a forward
key, although you do not need to hold that
key down, as forward is the normal default
view. Holding down the h and m or l,and m
keys in combination will give you an over the
shoulder and leaning to the side view, which
can be use- ful in a plane with a high
fuselage behind the pilot. There are a number
of combination views, accessed by holding
more than one key down at once. On the Amiga,
a series of keys on the keypad will perform
the same actions. On the Atari ST, pressing
the desired view direction key will change
the display until another view key is
pressed. To use the com- bination views the
keys are pressed in sequence instead of
simultaneously. All the default view key
definitions are summarized in the table
below.
Table of View Directions
View Direction Macintosh Amiga Atari ST
Left h 4 7
Right l 6 9
Rear m 2 5
Up k 8 *
Down j 5 +
Left Rear h and m 2 and 4 4
Right Rear l and m 2 and 6 6
Up and Rear k and m 2 and 8 * and 5
Down and Rear j and m 2 and 5 + and 5
Up and Forward g and k 7 and 8 * and )
Down and Forward g and j 7 and 5 + and )
Up and Left h and k 4 and 8 * and 7
Up and Right l and k 6 and 8 * and 9
Down and Left h and j 4 and 5 + and 7
Down and Right l and j 6 and 5 + and 9
Forward and Left h and g 4 and 8 (
Forward and Right l and g 6 and 8 /
Amiga and Atari ST views are located on the
Keypad. All the Macintosh view keys also work
on the Amiga.
5.3. The Radar Screen
Air Warrior has what may loosely be called a
"radar" mode built into each plane. This is
not radar in the usual sense, and is not
intended to represent a realistic radar
display. It is instead intended to provide
the pilot with a quick overview of the area
around his plane, so that he may most
economically locate targets to attack or
friends to aid. It compensates to some extent
for the small size of the computer screen and
the lack of depth perception and detail,
which make it difficult to know whether the
little dot on the horizon is worth chasing or
not. During World
War II, very few fighters were equipped with
radar, but fighters were often guided to
targets by a steady stream of radioed
instructions. This is what the Air Warrior
radar mode simulates. Radar may not be
available at all times or in all areas, and
usually if radar is available it will be
centered on some building located in friendly
territory.
5.3.1. The Macintosh Radar Screen
Holding down the = key is used to request
radar mode, to tell you whether any enemy
planes are nearby. The map display, like the
above illustration, shows several things.
Your plane is represented by a small + in the
center of the picture. North is always to the
top of the screen. Gray lines represent map
grids (see the discussion of the Map). Short
horizontal or vertical lines show the
positions of the various runways. Small x's
represent nearby fighter planes, and small
boxes bombers, within about 8 miles. Any
plane you can see out the window, either with
or without a range and tracking icon, will be
displayed on the map, with a tracking icon
enabling you to identify it. In addition to
these true position indicators, each map
sector within a radius of two sectors will
have a set of small icons along its sides
telling you how many friendly and enemy
planes are within the sector. Up the left
side, small black boxes represent enemy
planes. Up the right side of the sector,
small diamonds represent friendly planes.
Note that these counters are only updated
every 45 seconds or so, whereas the true
position indicators are updated continuously.
5.3.2. The Amiga Radar Screen
Holding down the Enter key on the keypad on
the Amiga is used to request radar mode. The
Amiga radar mode is similar to the Macintosh.
The same information is presented but the
format is slightly different. Your plane is
indi- cated by a white dash which is always
centered on the display. Nearby aircraft are
indicated by either dashes (fighters) or
t-shapes (bombers). The dashes and t-shapes
are appropriately colored for the allegiance
of the aircraft they represent. Grid lines,
airfields, and tracking icons are essentially
equivalent in nature to those available on
the Macintosh. The information on the
Macintosh which is indicated by the black
boxes and diamonds on the Macintosh is
represented on the Amiga with colored boxes
occupying the upper portion of the grid box.
Enemy aircraft are represented with light
green boxes, friendly aircraft with dark
green.
5.3.3. The Atari Radar Screen
Pressing the F2 key on the Atari ST is used
to request the radar display. .The display
format is similar to the Macintosh. Small
plane shapes depict fighters and larger ones
represent bombers. The relative position of
your plane is indicated with an X. Small
black boxes at the top of each sector
represent the number of enemy planes (all
types) in that sector; and diamond shapes are
friends. Press the F1 key to return to normal
viewing.
6. Line Oriented Commands
The line oriented keyboard commands are used
primarily for things that require
communicating to GEnie, such as talking to
another plane. To enter one of these
commands, hit the esc key (or the ` key on a
Macintosh that does not have an esc key.) A >
prompt will appear on your screen, and
anything you type will be echoed back next to
the prompt. All of the line oriented commands
should be entered just by their first
character. These commands are ter- minated
with a return, and can be canceled by
entering a control X (-X on the Macintosh).
Ending
The e (end) command is used to leave the
plane and return to the conference area. You
must be stationary on the ground to end,
which implies a successful landing on or off
the airfield.
Bailing Out
The p (parachute) command can also be used to
leave the plane and return to the conference
area. The p command can be entered anywhere,
and will rapidly eject you from the plane (on
most planes the pilot leaps to the right to
use the propeller slipstream to aid in
clearing the tail, on the P-38 Lightning the
pilot goes out the door on the left hand
side.) You will find yourself falling
rapidly. A second p command will pull the
ripcord, allowing you to float gently down.
The mouse may be used to steer. You may find
it useful to free fall to within 1000 feet or
so of the ground before pulling the ripcord.
Tuning the Radio
The t (tune) command is used to tune your
in-flight radio. Just enter t, then a channel
number from 1 to 999. Channel 1 is a public
channel, the others are private to each
country.
Using the Radio
To talk on the radio, hit a slash /. You'll
see a : prompt, which means you can type your
message. It'll
be sent out over the radio channel you have
tuned when you hit return.
Using the Intercom
To talk on the intercom p