1. Introduction
2. Space Combat & Tactics
3. Hidden Features, Important Strategies & Business Tips
4. Secrets/Cheats
5. Internet Quick Links




1. Introduction
Welcome to the RiftSpace strategy guide. This document will give you the information it takes to dominate the game and cheat if you choose to. This guide is offered for those players looking for inside tips and tricks to help complete the game and become more successful players. While the information contained in this document may give you an advantage, the single best way to improve your chances and abilities is to practice.

This guide may also be updated from time to time with new tips and to keep current with any revisions the game might receive.





2. Space Combat & Tactics
Since the dawn of the 20th century, the concept of combat aviation has developed from a bi-plane pilot pointing a pistol at another aircraft to ion-powered and shielded starfighters. Aircraft were developed to use the various environmental factors to attain flight while the latest spacecraft almost completely avoid using any outside environmental parameters for flight. This means pilots have had to learn new techniques and technologies to keep their edge over their adversary in an ever changing field. For many years, it was believed computers should be the only pilots of this new generation of fighter technology. And even today, many types of spacecraft still use a computer based pilot system. But in the figher role, the unpredictability and decision making abilities of a trained human have once again placed people back into the cockpit. This would never have happened had counter-technologies not been created by the Federation, which were easy to generate after capturing just one of our damaged computer-controlled fighters. Once the software was analyzed, the Federation could easily design their own pilot systems to counter our efforts. And the introduction of advanced shielding systems meant that the human pilot was more protected in a fighter combat situation than ever before. This section will cover basic combat and maneuvering tactics you can use to increase your chances for success in the realm of space combat.

Space Flight Dynamics


Space flight technology has changed dramatically since spacecraft of the 20th century first launched. Early primitive spacecraft were limited to using thrusters to turn and were often a distracting challenge to effectively fly. These thrusters were often not modulated, requiring the pilot to time the amount of thrust they used. Thrusting in one direction often meant continually moving until counter-thrusting was done. Needless to say, flying in space certainly consumed most of the pilot's attention. When combat began in space, it was obvious pilots needed a way to focus their attention on fighting rather than becoming overwhelmed with trying to fly their fighters. So just as jet fighters went from cable controls to "fly-by-wire" computer systems that allowed pilots to focus on fighting, space fighters also improved their flight dynamics. Primitive directional thrusters were retired in favor of modulated ion emitters that gave the pilot a near "point-and-shoot" flight model. The modern systems minimize sliding in various directions while performing high-G maneuvers. The emitters counter-act the the effects of intertia and constantly work to keep the fighter's movement and momentum as stable and predictable as possible. Some sliding is still allowed since immediate response would risk injury to the pilot from harmful G-forces. So the momentum of a modern starfighter generally keeps the flight model within 10 G's.

To acheive this level of performance, the flight systems on modern starfighters use vectoring thrust and various emitters to control maneuvering. The pilot is not required to input thruster controls to counter rotations, slides, or movement... the control system does it automatically.

The Challenge of Space Combat


Combat in space means the pilot must keep track of a situation that involves every directional angle and any possible position. While the freedom of space flight allows maneuvering to be much more versatile, it also means more skill is involved to master the options available and counter those options from a defensive standpoint. In atmosphere combat, it was easier to keep track of targets since there were certain limitations and guidlines each plane had to abide by in order to maintain flight. Aircraft always moved in a forward direction, fought using a certain speed range, and were limited in the ways they could turn due to the limitations of air flight. So tracking a target aircraft and predicting it's future movement were easier tasks then they are today. In the realm of space flight, a target can approach from any position at just about any speed from any direction. And spacecraft can climb or dive just as fast as they can fly in any other direction, there are no dimensional direction restrictions. With these added challenges, the flight systems of fighter craft have had to adapt and present the pilot with the necessary information to help them effectively fight, without overloading them with too much information that might distract their concentration. The main method for presenting this information to the pilot is the Heads-Up-Display (HUD). The HUD is simply a transparent display panel that projects flight and target data directly onto the pilot's helmet visor.

One of the most important combat tools is your 3D radar system. This device gives you the exact direction of every craft in the area. In 3D space, knowing the direction a target is approaching from is critical to completing effective combat maneuvers. The radar displays direction data from a birds-eye type perspective, as if viewing the combat area from above and slightly behind the position of the pilot. A light blue box is placed in the middle of the display and indicates the exact forward direction of the player. You can use this as a reference to determine how far you need to turn to face a particular craft in the area. Here's an example of how the radar system works:



Combat Tactics


The MDTS can be used very effectively at certain speeds and angles of attack. It's best to use the MDTS when flying directly toward a target that is flying directly at you, or when a target is flying slow. As illustrated in the diagram below, keeping your target in one corner of your gunsight will maximize your ability to hit an enemy fighter while minimizing their ability to return fire. Make sure your speed is above 70 or so, otherwise you may fly slow enough for incoming gunfire to strike you. Try to be the first to shoot as soon as you are in range and be prepared to evade incoming gunfire if needed.

A very useful MDTS maneuver is the slide-n-shoot. This tactic involves using your strafe jets to slide sideways or diagonally while you are heading in for an attack. While keeping your target at the edge of your outer HUD gunsight and at a distance of about 500 meters, use the strafe jets to slide in the opposite direction of the edge to minimize the chances of getting hit by incoming gunfire. It's important to keep your speed over 50 at this point, 70 or higher is recommended. Also, make sure your MDTS is always on. This maneuver helps evade incoming gunfire more effectively and can usually let you get in closer for an attack. Begin firing at a distance of 500 meters or less and continue to fire until you need to turn away or decide to perform a different maneuver.



Your opponent's MDTS system can't compensate for strafe jet movement. Although at low speeds, the strafe jets can't move your fighter out of the way in time before incoming gunfire can hit you. It is best to use the strafe jets at high speeds, or to hide behind asteroids or large ships, then peak around a corner to launch an attack.

In most missions, it is beneficial to order your pilots to join formation, then approach an enemy squadron at an angle not directly toward them. Once fairly close, 500 meters or less, press the F key again to let them resume their attack. The AI in RiftSpace will perform better at closer ranges. Always avoid letting your squadron just fly straight into an attack. As your wingmen improve their combat skills, they're chance of getting destroyed will decrease greatly. You may want to keep ordering them to join formation if their shields get dangerously low in the early stages of the game. It's better to use your wingmen sparingly until their skills improves enough that you can let them fly more independently.

The swirl approach (illustrated below) can be used to increase your evasion effectiveness. To do this, keep an approaching target at the edge of your gunsight so the MDTS is always active. Use the turn and pitch controls to move the target in a circular pattern around the edge of the gunsight. Begin firing immediately when the target is in range. If the target is approaching at a slower speed or flying directly at you, your shots will likely strike while their shots will likely miss. Make sure you use pitch and turn controls, not just roll. If you just roll in circles, you aren't changing your position and will be an easy target.



There are several important combat issues/tactics to keep in mind:
- If you take engine damage, afterburners won't work until your engines have repaired themselves to about 75%. Your Fulcrum Jump Drive won't function until your engines are at 100%. Engine damage is the most critical. If you have weapon or navigation system damage, you can still use your engines to get away and repair, but if your engines are damaged, you may not be able to escape and will likely have to evade.
- If you collide with another ship or object in space, you can use your strafe jets to avoid another collision or evade gunfire. You can also use your afterburner to quickly regain lost speed after an impact. Try to avoid colliding with other craft as it leaves you very vulnerable to attack. Occasionally, colliding with an asteroid or other ship can give you an optimal attack position on a target that is following you. But make sure your speed is low enough to do this safely (usually 70 or less is safe for asteroid collisions, most speeds are safe when colliding with other ships).
- If you take weapon damage, your primary guns will likely misfire. The rate of misfiring will decrease as the system repairs itself, but this process can take time. Do you best to evade enemy gunfire and try to buy yourself enough time to repair any systems that may be damaged.
- When a target is flying away, the effective range of your primary cannons is reduced since it takes longer for the shots to reach the target. It is best to fire only at close range when a target is flying away from you. Also, the farther away a target is, the less likely your shots will hit. It's best to fire only at a range of 400-500 if the target is approaching you directly, otherwise you may lose valuable weapon energy when you may need it later as the target gets closer.
- Another useful maneuver is the high speed attack. This tactic can be highly effective if used correctly, but it can also quickly destroy you if not done carefully. To perform this maneuver, make sure your starting distance is at least 1000-1200 meters away. Use your jumpjet to get away from your target if needed. Keep your target in the corner of your gunsight and hit the jumpjet. As you approach, make sure your weapon energy charges to at least 75% or more before attacking, otherwise you may need to wait and make another pass (and adjust your starting distance if your target is moving faster or slower). Try to secure a missile lock as you approach. Once your range is about 400-500, begin firing your main cannons (which should be well charged), your speed should still be well above 200 at this point. Turn slightly as needed to avoid any incoming gunfire, but always keep your target at the edge of the gunsight so the MDTS can track it. Once you are near point blank range (100-200 or so), fire your secondary weapon to destroy the target if the gunshots haven't done so already. The most important point to keep in mind when doing this maneuver is always watch for incoming gunfire and missiles. At jumpjet speeds, you will have very little time to react if a missile is launched or a stream of gunfire is sent your way. It's better to turn away and try a different maneuver then it is to attempt completing your run and risk being destroyed. Use your strafe jets for an extra measure of evasion, if desired.
- Remember to use your helmet cam views. If you have a game controller with HAT support, this can help you in a dogfight. Learn how to track a target visually with the HAT and still perform the maneuvers needed to obtain the optimal attack angle. With practice, the padlock view (V key pressed twice) can also help, but the HAT control is by far the most useful in an intense dogfight.



3. Hidden Features, Important Strategies & Business Tips
RiftSpace includes several hidden features that can speed up your progress in the game and greatly increase your wealth. Here is the list of hidden features:

- Need a good ship early in the game? Head to the military orbital station at New Saturn. This station only sells Raptors and doesn't care who you fly for or what your skill rating is. They will sell Raptors to anyone, just make sure you've got the money... the Raptor is costly in Federation space, plus you will have to pay a hefty fine if you return to Alliance space later on.

- Earned a high skill rating and want a Raven? Once you're skill rating is above 15, you are eligible to buy this highly valuable fighter. Head to Deneb or Thuban in the Grissom system to find one. You may have to leave and come back later, but one should be available eventually.

- If you've purchased a new fighter and want to buy some upgrades, head to Virgo. Upgrade costs are roughly half of what they are in other systems.

- Need some fast cash? There is nearly half a million credits hidden throughout three specific systems. Go to the following systems and turn so your yaw and pitch indicators display as follows right after you exit the fulcrum gate to locate the cargo containers filled with cash:


NEW HOPE
Roughly 115 yaw, +15 pitch
$75,000 credits



FAUSTON
Roughly 125 yaw, -50 pitch
$115,000 credits



AQUILA
Roughly 235 yaw, +38 pitch
$225,000 credits


- Buy low and sell high. Prices will vary from system to system, so you may want to hunt around for the best prices when looking for upgrades, new ships, or for selling the ones you own.

- Want some more free money? Doing a little fighter shipping can gain you some money without having to fly missions. Simply buy an available fighter in Alliance space and hire any pilot to fly it, then take it to a Clan planet to sell. Alliance fighters can command a good premium in Clan space and you should be able to consistantly make a few thousand dollars with each sale.

- It's best to hire pilots in Alliance space, Federation pilots will likely have loyalty problems until you earn their trust. If you're looking for cheap pilots and decide to hire Federation wingmen, do not let them fly on their own until you've earned their trust.

- If you need to destroy a capital ship, attacking from directly above, below, behind, or in front of the vessel can shelter you from turret fire. You'll still need to keep an eye on your shield level due to incoming flak, which can still hit you at such angles.



4. Secrets/Cheats
Odds are, half of you skipped to this section. So without any further delay, here's what you're after.

If you want to find RiftSpace and the hidden planet, you can follow the trail this way:
Locate the first artifact on Sierra B. Skim through the contracts until you find the one that offers an artifact (usually the last contract in the list). Complete the contract and dock with the cargo ship, the first artifact will be displayed. You'll notice the drawing on the artifact resembles the land pattern of Onyx. Head to Onyx and repeat the procedure, the next artifact will resemble the land pattern of Thuban. The Thuban Artifact will point you to Sirius. Once you have the final artifact, land on Sirius to get the final clue message. The artifact itself will have a drawing of Thuban with a star behind it. This gives you the clue as to what you need to do next. The message will tell you to take the artifacts to a planet of blue and green, unfortunately, there are several planets that have blue and green, so the clue drawing will be the most help to you. Head to Thuban as indicated by the clue and fly to the far side of the planet. Look for anything that seems out of place and fly to it. If you locate the RiftSpace portal and have all of the artifacts (5 total, there are two in Sirius, one decodes the text message, one is the artifact offering the final visual clue), you will be transported to RiftSpace and must battle the 9 Vonari Guardians before you can bring humanity to the hidden planet.

Although this cheat is discouraged because it detract from the challenge of the game, it can provide a way to advance in the game without much effort... if you're struggling to make progress:

Tired of getting destroyed over and over again in those tough missions? There is a cheat that can help you out. Although not recommended since it detracts from the challenge of the game, you can give yourself invincibility by entering your pilot's callsign as "imacheater" in lower case letters, no quotes. You're shields won't drop again until you change your callsign.



5. Internet Quick Links

RiftSpace discussion forum - Click here...
RiftSpace News - Click here...
RiftSpace FAQ (Frequently Asked Questions) - Click here...
Star Wraith: Shadows of Orion 3D Starfighter Simulation - Click here...
SW3D Games Website - Click here...