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Hardcore Gamer Resource Kit - Disc 2.iso
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README.TXT
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1995-01-13
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1942: THE PACIFIC AIR WAR UPDATE V1.4
Machine Requirements:
--------------------
To run 1942: The Pacific Air War Update v1.4, you will need:
1) 1942: The Pacific Air War
2) A 386SX processor (386DX 33 MHz or higher recommended)
3) 580k free conventional memory
4) 1600k free EMS memory
5) 6 Megabytes of hard drive space (this is required for
installation only after installation only 4.5 Megabytes
are required for game play files)
6) A Joystick or mouse
NOTE - 1942: The Pacific Air War has not been tested under
Microsoft Windows.
New Features
------------
1) Improved Enemy AI
2) Spins
3) Accelerated Stalls
4) Digital Sounds
5) 3 New American Fighters (P-38, P-40, P-51)
6) 3 New Japanese Fighters (Tony, George, Frank)
Design Changes
--------------
During the ongoing play test process, we made design adjustments
that could not be included in the manual or technical supplements.
The following is a list of these changes:
1. Autopilot
When flying in training mode, the autopilot key will enable full
computer control of your aircraft. The autopilot will land,
dive bomb, and make torpedo runs. We encourage you to use this
feature to learn how to perform difficult maneuvers (such as
carrier landings!).
When not in training mode, your autopilot will only takeoff,
maintain formation on the way to and from the target, and fly
your patrol route on CAP. Landing, dogfighting, dive bombing,
and torpedo bombing must be done by you.
2. Kill Credits
Pilots are given credit for a kill based on the percentage of
damage they inflicted on the plane. If two pilots damaged the
same enemy plane, the pilot who inflicted the most damage will
get credit for the kill. So you may not receive credit for a
kill even if you are the last pilot to damage a plane.
3. Ditching
Planes can be successfully ditched in the ocean. You need to
hit the water at a very slow speed (stall the plane below 50
ft.). During a pilot career, ditching will be treated the same
as if you bailed out (you will be rescued, captured, or killed).
4. Setting Cruising Altitudes
When a strike flies to a target, there is always a lead flight
that everyone else follows. For mutual fire support reasons,
the flights in a strike stay close to each other until they
reach their target. Because of this, you may only adjust the
cruising altitude of the lead flight. All other flights will
automatically adjust their cruising altitudes to match.
5. Controlling Flights and Individual Planes
While using the Flights menu in the map screen the Spacebar will
now toggle between control of the entire flight or individual
planes.
6. Freeing Up Hard Drive Space
If you wish to free some space on your hard drive, you can
delete animations from the game. 1942 will detect that the
animation files are missing, and continue to run normally
The following files (and ONLY these files!) are O.K. to
delete:
OPEN.FLC (1,563,324 bytes - 1942 title animation)
MPSLOGO.FLC ( 794,272 bytes - MicroProse animation)
ANIM.CDF (1,931,486 bytes - Carrier battle newsreels)
7. Virtual Cockpit Padlock Feature
When you select the padlock feature from within the Virtual
Cockpit, 1942 will lock on the enemy plane closest to the center
of the screen. The easiest way to padlock an enemy is to center
the virtual cockpit view and use the gun sight to line up the
enemy plane.
8. Carrier Battle 3-D Engagements
If you abort out of a 3-D engagement before the mission is
completed, the computer will finish the attack as if you had
selected to observe.
Keep in mind that, due to limitations in the number of planes
that can be represented in 3-D, damage from large strikes will
be a combination of the damage done in 3-D, and damage
calculated statistically. Your performance in 3-D, however,
will have a limited effect upon the outcome of the statistical
damage.
9. Realistic Flight Option
The difference between realistic and non-realistic flight modes
is quite significant. We decided to combine all the realistic
and potentially irritating problems that a pilot faces into this
category. The "purist" can select this mode to experience a
more accurate simulation of air combat, while the casual gamer
can focus on the more "fun" elements. Here is a list of
problems added in this mode:
- Engine torque will effect flight.
- Planes will shake and break apart if flown too fast.
- Engines will overheat and burn up if kept at max power.
- Torpedoes will fail if dropped at too high a speed or altitude.
- Arrestor cables will be limited to the rear 1/3 of carrier.
10. Career Tailgunners
After several heated debates, the design team/lead tester have
agreed to allow tail gunners in the career.
11. Japanese Radios (or Lack Thereof)
The Japanese usually preferred not to carry radios in their
aircraft due to their excessive weight. Therefore, as a
Japanese pilot, you will not receive the radio messages the
Americans did in flight.
12. Scuttling Ships in a Carrier Battle
When severely damaged ships slow a Task Group down to a degree
that is dangerous to the remaining ships, you should scuttle the
ship. This was not an uncommon practice used to prevent the
enemy from capturing the ship. You can scuttle ships in the
Damaged Ships option in the Taskgroup menu. Select a displayed
ship to scuttle.
13. Look-up View ('Z' key)
In an effort to provide better visibility, 1942 has created a
45 degree 'lookup' view from the cockpit. You can access this
view from any other view by pressing the <Z> key. The key will
act as a toggle between the original view and the "lookup" view.
If you are using a joystick with a hat switch (A 4 position
switch on the joystick. ie Thrustmaster, Flight Stick PRO ...)
to control your view angle, pushing the hat switch forward will
toggle between the forward view and the 'lookup' view.
14. Carrier Battles
The Carrier Battles have been modified to allow for surface
action between two opposing fleets. The action will be resolved
on a statistical basis similar to that of Task Force:1942.
MODEM PLAY:
Modem Initialization String
---------------------------
The files MODM28_8.TXT, MODM14_4.TXT, MODM9600.txt, and
MODMINIT.TXT will be installed into your 1942 directory with
this update. 1942 will read the file MODMINIT.TXT to find
the initialization string for your modem. The other three
files contain recommended initialization strings for 28.8K,
14.4K and 9600 baud modems.
If you are encountering any problems connecting make sure you have
selected the correct Comm Port and Baud Rate. If you are still
having problems connecting to another modem, copy the appropriate
initialization string file to MODMINIT.TXT. If you are still having
problems, change the initialization string in MODMINIT.TXT using
any text editor (such as DOS EDIT). Consult the manual for your
modem for how to properly initialize your modem. The following
command codes must be in the string "E0V0X0".
1942 does NOT use error correction or data compression.
Mission Builder
---------------
Using the Mission Builder, you can design your own modem
missions within certain parameters. A maximum of six aircraft
are allowable with a minimum of two. When creating a Head to
Head mission you must have a 'flyable' airplane on each side
for it to be recognized, while in Cooperative, you need to
have two flyable aircraft on the same side.
We suggest when designing your own missions to place the
opposing flights extremely close to prevent a long uneventful
flight.
ADDITIONAL INFO ON PADLOCK VIEW
While in the virtual cockpit, hitting the <J> key toggles the
padlock view on and off. When the padlock view is initialized, it
will lock on the enemy plane that is closest to the center of the
screen. The virtual cockpit will swivel to keep the enemy plane
centered. While tracking the enemy plane, you can quickly return
to a forward looking viewpoint to regain your orientation.
If you are using the MOUSE to control the view angle:
While the padlock view is active, you must hold the left mouse
button down to view the enemy plane. Otherwise, you will view
straight ahead.
If you are using the JOYSTICK to control the view angle:
While the padlock view is active, you must hold the second
joystick button down to view the enemy plane. Otherwise, you
will view straight ahead.
If you are using the KEYBOARD or COOLIE HAT to control the view
angle:
While the padlock view is active, you must hold the <CTRL> key
down to view straight ahead. Otherwise, you will view the enemy
plane.
We realize that the 'quick forward' view control is not
consistent between the various methods of view angle control, but
we chose the method that we felt worked best for each controller.
TECHNICAL ISSUES:
1. Thrustmaster WCS Mark II Support
We have provided a configuration file for the WCS Mark II. It's
name is 1942PAW.ADV. Consult your Thrustmaster documentation
for instructions concerning how to upload this configuration.
2. Tandy Keyboard Problems
If you are using a Tandy computer and are experiencing problems
with the game not properly responding to game keystrokes, the
'Alt' status of the keyboard has probably reversed. That is,
pressing 'A' results in an 'Alt-A' keystroke and vice-versa.
To fix this problem, tap on the 'Alt' key until the status
reverses back again. We apologize for the inconvenience, but
there seems to be something unique to the Tandy keyboard BIOS
that causes this problem. Our play testers using Tandy machines
report that this problem occurs infrequently and does not
significantly detract from the enjoyment of 1942. We will try
to work with Tandy to solve this problem in a future update.
3. BOOTDISK.EXE - EMM386 Problems
In some Packard Bell, Tandy, IBM PS/1, Gateway 2000 computers or computers
with network cards, there may be a problem with the standard Microprose
bootdisk application and some memory configurations. If you experience
a lock up and you are using a bootdisk made by the 1942 install program,
edit the CONFIG.SYS file on the bootdisk from:
DEVICE=EMM386.EXE ram x=b000-c400 /d=48 frame=e000 6800
TO:
DOS 5.0 users:
DEVICE=EMM386.EXE 2048 ram
DOS 6.0 or later users:
DEVICE=EMM386.EXE ram highscan
If your hard drive is doublespaced, you are using the bootdisk,
and you experience a problem, please add the following line to
the end of the config.sys file on the bootdisk:
DEVICEHIGH=C:\DOS\DBLSPACE.SYS /move
Please note that if you are using QEMM v7.00 or later version and
you are loading COMMAND.COM into a high region with DOSUP.SYS.
BOOTDISK.EXE will be not be able to load COMMAND.COM. The solution is
to modify the SHELL statement in the CONFIG.SYS file on the bootdisk to:
SHELL=A:\COMMAND.COM /p /e:384
4. BOOTDISK.EXE - Sound drivers
Some sound cards require a sound driver to be loaded, either in CONFIG.SYS
or AUTOEXEC.BAT. Due to the large number of sound cards available on the
market today, BOOTDISK.EXE can not identify all of them. If you are
experiencing problems with sound, and are using a boot disk made by
BOOTDISK.EXE then check AUTOEXEC.BAT and CONFIG.SYS on the boot disk
to see if the appropriate sound driver('s) were installed. If not then
refer to the manual for you sound card for what driver('s) that need to
be loaded.
5. Notes about Sound Card Detection
Many sound cards do not have a means of being safely identified. We
have chosen to use only totally safe sound card detections (environment
variables, drivers, etc). As a result, not all cards or options may be
correctly detected, especially if the manufacturer's install was not
fully or correctly performed.
6. If you own a Sound Blaster, Pro Audio Spectrum, or Adlib Gold:
In order to avoid these problems, the Install program performs
sound card detection through a software only approach. For Pro
Audio Spectrum sound cards, the install will look for the
"MVSOUND.SYS" sound driver file. For the Sound Blaster and
Adlib Gold cards, the install will check for the presence of an
environmental variable, which contains a list of parameters
that define how the sound card is configured.
If you are sure you own a Sound Blaster, Pro Audio Spectrum, or
Adlib Gold, and the Install program does not seem to find your
card settings, you should double check if you ran the
install/configuration software that may have come with your
sound card. These install/configuration programs often set up
the necessary information that the MicroProse Install program
will look for.
7. If you own a Roland, General Midi, or other type of sound card:
The MicroProse Install does not perform any checks for
Roland, General Midi, or other types of sound cards. You will
have to manually select your card in the card type menu and
select 'Configure Card' if your card is not set to factory
defaults.
8. New Digital Sound Support for SoundScape, Roland RAP-10:
We have added digital sound support for the Roland RAP-10 and Ensoniq
SoundScape cards in this version. If you are using the SoundScape for
digitized sounds, the digital interrupt should be set to the SoundScape's
BASE interrupt, not the Sound Blaster interrupt.
Many MIDI sound cards use IRQ 9, but often call it IRQ 2. We have
tried to follow the manufacturer's conventions in most cases. If your
option (2/9) is not shown, try the other one.
9. ISA Bus Speeds
On computers that can have their ISA bus speeds greater than 8 MHZ, un-
predictable results can occur. For the complete safety of you machine
we recommend that the ISA bus speed not exceed 8 MHZ.
Modem Play
----------
To play modem missions both players need to select 'Modem Play'
from the Main Menu. Here, each player will need to select the
appropriate settings for their individual modems: Comm Port and
Baud Rate.
Note!! the game will default to the slower baud rate
if they are different.
DO NOT RUN A BAUD RATE FASTER THAN YOUR MODEM CAN HANDLE!
(For Example, connecting at 19200 with a 14400
modem.)
DOING THIS WILL RESULT IN PLANES 'JUMPING' AROUND. RUN YOUR
GAME AT THE FASTEST SPEED THE MODEM IS DESIGNED.
Prior to play, a decision needs to be made as to whom the
'Master' machine (Connect) and the 'Slave' machine (Wait on
connection) will be.
The 'Modem Dial Menu' will only appear for the 'Master' machine.
To dial a number, simply position mouse cursor over the 'Phone'
window and click the LMB. Type the desired number and press
the <Enter> key when finished. Press the button labeled <Dial>
to complete the process.
To facilitate frequently called numbers, 1942 allows for the
storage of ten phone numbers. To select a saved number, simply
click on the desired number, which transfers the information
into the Name and Phone windows, and the press the <Dial> key.
To edit a number, click on the slot where the number resides
displaying the information in the corresponding windows: 'Name'
and 'Phone'. Next, select(by clicking) the desired information
to altered, edit the information and press the <ENTER> key.
Creating new numbers is exactly the same procedure except 'Empty'
will appear in both windows instead of prior information.
Once a link has been established, the 'Master' machine decides
on the mission parameters which include: Mission type, American/
Japanese, Cooperative versus Head to Head, and the actual mission.
You can communicate to each other by clicking on the 'Message
Out' window, typing your desired message and pressing the <ENTER>
key to send it. The communication allows for the remote player
to have some say in the decision process. Ultimately, however,
the decision rests in the hands of the 'Connector'.
Before the mission begins, both player will be given the
'Difficulty Option' screen which either player may alter, but
only the 'Master' machine can exit to begin the mission.
Additionally, the 'Master' machine will be given the ability
to change the weather and time settings for the mission.
Unfortunately due to the lack of a 28.8k spec for high speed modems we
have found that 28.8k modems will not always connect at that baud rate.
To get the machines to connect try the next lower baud rate until a
connect occurs. We apologize for any inconvenience this may cause.
Limitations
-----------
When playing modem missions certain functions are unavailable:
1) Pilot's Map ('M') and all related map functions
2) Time Compression ('T' & 'R')
********************
**** THANK YOUS ****
********************
Thanks to the following people who helped our playtest efforts:
Bob Abe Scott Zlotak
Charlie Andaloro Mick Uhl
Jim Hendry Bill Burton
Doug Whatley Guy LaMarr
Charles Brubaker Todd Cioni
Chrispy Bowling Kathy Crowe
Destin Strader Jimmy Smith
Damon Harris Dan Walker
Last minute programming
John Paquin
Special Thanks
Michael Craighead
Install Program
Jack Miller
Ned Way