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\begin{document}

\title{FRONTIER (ELITE II) Game Info}
\author{collected by lots of people on {\em comp.sys.amiga.games} \\
	compiled by Christoph Tietz (Christoph.Tietz@gmd.de)}
\date{\today}
\maketitle

\section{Disclaimer}
\hspace{\parindent}I play this game on a PC and have tried to verify as much
of the given information as possible. Information that is marked with ``(?)''
is untested and may apply to the Amiga version only or may be wrong
altogether.
\hspace*{\fill} {\tt (-;} Anything else may be wrong too {\tt ;-)}.
\hspace*{\fill}
If you find any mistake, I would be glad to hear from you.

Parts of the information listed here were not found by me initially, but
unfortunately I cannot reconstruct who contributed all the bits and pieces.
Instead I dedicate this collection to the Frontier playing network community
with many thanks. I hope you don't mind, that I have put your contribution
together with lots of others and redistributed the whole thing without
mentioning your name.

Enough smalltalk and excuses. Now to the facts:

\section{Game Tips}

\paragraph{Golden Rule} \mbox{}

 Before you do anything that looks only remotely dangerous, SAVE YOUR GAME.
 Do this even if you only want to do something perfectly normal. The game is
 full of bad surprises that have nothing to do with the game itself but with
 bugs and strange crashes. Always keep the last few games, in case a saved
 game is unusable.

\paragraph{Dongles and Other Strange Beasts} \mbox{}

 There have been reports of problems with Frontier on an Amiga if a dongle
 occupies the 2nd joystick port. If you cannot control your ship because it
 starts to spin uncontrollably remove the dongle and try again.

\paragraph{Copy Protection} \mbox{}

 The copy protection scheme counts headlines as text and ignores the case of
 your input. Page headers and footers and the captions of pictures are
 not counted as text. 

\paragraph{Ships In System Maps} \mbox{}

 Ships are marked in the system map as little crosses in the color in which
 the ships would appear on the scanner. Your own position is marked with a
 purple dot regardless of the type of your ship and your hyperjump cloud will
 be marked with a blue dot. You will see the blue dot also for the hyperjump
 clouds of ships that you had selected before they jumped out of the system.
 Sometimes it is even possible to use your cloud analyzer on such clouds.
 You can not center the map relative to ship marks.

\paragraph{Planet Selection} \mbox{}

 A planet or station can only be selected if it is annotated with its name.
 This annotation is only performed when the game assumes that the object is
 clearly visible. The heuristic that is used for this decision sometimes
 fails badly. Therefore some planets can only be selected if the system is
 zoomed {\em and rotated} until the observer's position is near the
 planet. Try it with Pluto in Sol [0, 0]. It really is selectable!

\paragraph{Autopilot} \mbox{}

 Your autopilot tries to fly to your target in a straight line. If there is a
 planet between you and your target, the autopilot will happily try to fly
 through the planet, crashing you in the process.

 If you don't want to risk crashes because of high gravity or other mishaps
 that could confuse your autopilot you should always land using time
 acceleration at least at level 2. If you don't watch it too closely your
 autopilot definitely performs better.

\paragraph{Docking} \mbox{}

 Docking your ship in a space station without causing damage can become a
 quite complicated task for large ships. You have to remember that your
 forward view from a ship like the Panther Clipper is not centered in the
 ship but instead you look out of your forward window that may be high above
 the center axis of your ship. As a result you have to aim not at the middle
 of the docking bay of a station but at a point somewhere in the upper half
 of the back wall of the dock. One nicely working trick is to use the outside
 view to look at your ship from a point in front of it and align your ship
 such that you look at it from within the station and it keeps well clear of
 the dock walls. In a station you may keep your landing gear up to keep your
 ship as small as possible.

\paragraph{Initial Trading} \mbox{}

 As a beginner you will want to make fast cash to be able to buy a better
 ship that brings you to all the wonders of the universe. You can earn your
 money with trading. As a beginner you should choose a trading route where
 there is no risk of being attacked by pirates. Sol and Barnard are two
 such systems. You can carry luxury goods from Sol to Barnard and
 robots back. Sell all of your initial equipment you don't need, to make room
 for merchandise. You won't need missiles, laser or your scanner. As soon as
 you have left Merlin (on Ross 154) you can sell your atmospheric shielding
 too at the next starport, if you avoid planets with atmosphere in the
 future. On the route between Sol and Barnard this will pose no problem,
 because there are enough space stations in either system. Be sure to check
 the bulletin board when you bring robots to Sol. Very often you can get a
 better price there than on the stock market.

 You cannot afford Luxury Goods or Computers in the very beginning. Carry
 Fruit and Vegetables to Barnard instead until you have enough cash to
 switch to more profitable goods. Buy a bigger ship as soon as you have
 enough money to pay it {\em and} enough cash to buy some initial cargo for
 your new ship too.

 Another good route in imperial space has been reported to be Facece to
 Vequess and back. You can perform military missions on one way and carry
 slaves back, if you don't mind the moral implications.

\paragraph{Crew Members} \mbox{}

 Every day at midnight the bulletin board is updated and may show new
 potential crew members. \\
 It is a very bad idea to fire someone of your crew. Your reputation will
 suffer badly. If you repeat this several times, it will take you a very long
 time (sometimes years!) to hire crew members again.

\paragraph{Passengers} \mbox{}

 Passengers want to be delivered to their destination in one month or less.
 If they get impatient, they will tell you so, leave at the next starport and
 refuse to pay. The main problem is, that your reputation will
 suffer badly and future passengers may even refuse to be transported by you.
 You can persuade them sometimes by asking several times.
 You should be careful with passengers that tell you, that they owe someone
 money. They will most probably refuse to pay at the destination port.

 For some systems you need a permit to enter. The only way to get a permit is
 to transport a passenger or parcel to such a system. The people that give
 you military missions assume that you already have a permit.

\paragraph{Charity} \mbox{}

 If you give money to charity, you will get a better reputation and people
 will trust you more. This means that you can get $10\%$ more money for
 deliveries, get all or part of the money in advance and more people will
 want to work for you (?). Your reputation will also grow if you succeed with
 passenger transports without receiving too much damage to your ship.
 Therefore giving away your money is not really necessary if your reputation
 is not too bad for passengers to accept you carrying them.

\paragraph{Dumping Radioactives} \mbox{}

 One way to get rid of the radioactive waste from military drives is to dump
 it into space right out of your cargo bay. If you are in a system where a
 strong police force is watching, this can get you in trouble even if you
 dump directly after your jump into the system. In such systems you should
 simply sell your waste or (if radioactives are illegal) find a reliable
 merchant on the black market who takes it back.

 You can have loads of fun if you try a few highly illegal dumping places. A
 space port is a very nice place to dump your waste on. Some people prefer to
 dump their radioactives into the still open landing bay of an underground
 spaceport. You can even fling your waste into a long range cruiser that
 waits outside of some space stations. Of course you can do the same with
 mines for the thrill of finally seeing a mine hit something!

 There seem to exist systems where you can get real money for your
 radioactives. Look out for systems in the state of civil war. Sometimes you
 can sell your radioactives there on the black market.

\paragraph{Countryside Landing} \mbox{}

 Lower your speed and raise your nose until you fall with approx.\ $3\;m/s$.
 When you are down to $10-15\;m$, cut your speed to 0 and align your nose
 with the horizon. Don't forget to lower you landing gear!

\paragraph{Mining} \mbox{}

 Select a system with little or no registered settlers, look for an unnamed
 planet above 0$^{\circ}$C and below 200$^{\circ}$C without a starport or
 station and unload your MB4. Wait a few months and land near your mining
 equipment. Pick it up and leave. If you try again at the same place you will
 find less and the third time you will find nothing. This is not dependent on
 the time you let your machine work or the amount of minerals the machine has
 produced. Only the number of trials counts.

 A builtin camera (you get it for your first reconnaissance mission) does not
 prevent you from using the mining machines. Just use the camera icon in the
 near of the mining machine. Frontier will know, that you don't want to take
 pictures.

\paragraph{Fuel Scoop from a Gas Giant} \mbox{}

 Autopilot to the target, aim at the horizon and set your speed to $15,000\;
 km/h$. Use time acceleration and decelerate to keep the target tunnel frames
 coming at constant speed; when the atmosphere gets visible, aim for the
 middle and reduce your speed to $4000\;km/h$, go back to normal time. The
 fuel scoop will first fill up the cargo space and then the internal tanks.

\paragraph{Fighting} \mbox{}

 There seem to exist a lot of misunderstandings with respect to fighting. The
 first one is, that your movement vector has to point to your enemy to move
 towards him. This is not true. Your movement vector is shown as the vector
 of your movement with respect to the currently selected reference mass. This
 is totally insignificant for a fight, because there only the relative
 velocities of the fighting ships count. This also means, that you don't have
 to decelerate for a fight. Your attacker will have a similar velocity vector
 as you or he wouldn't stay in your vicinity for long. Important are the tiny
 differences in your movement vectors that result in movements of your ships
 relative to each other. If you both fly parallel with $10,000\;m/s$ in the
 same direction and accelerate towards each other, this will have the same
 effect as when you don't move at all and accelerate towards each other. What
 counts is the resulting relative movement. To make a long story short:
 Simply ignore your displayed velocity during a fight. It doesn't matter at
 all!

 What does count is your velocity relative to the attacking ships. You cannot
 measure it directly, but you can select an attacking ship and watch the
 distance change to get an estimate of your velocity. This is the only
 velocity information that helps you to maneuver during a fight.

 \begin{itemize} \vspace{-\parskip} \greedy
  \item Always switch your engines off while fighting and use mouse direction
	control and acceleration/deceleration buttons for maneuvering.
  \item Ignore the indication of your velocity vector. It is insignificant
	for a fight.
  \item Be careful not to shoot yourself with your own turret mounted lasers.
  \item If you attack a ship with your front laser, aim 5 deg past it,
	accelerate until near, decelerate and follow accelerating while it
	flies by. Shoot it from behind.
  \item You can shoot incoming missiles: evade with full thrusters, u-turn,
	select with annotation (to make the missile visible) and shoot.
 \end{itemize}
 \hspace{\parindent}I have developed a standard sequence for fighting that
 uses a little cheating to compensate for the very poor HUD and the bad
 interface to the functions you need during a fight:
 \begin{itemize} \greedy
  \item When the attack warning comes up, stop time.
  \item Switch off your engines.
  \item Select the outside view of your ship and zoom out as far as possible.
  \item Switch on the id labels to identify the attacker.
  \item Move the outside view until the attacker rotates into your view.
  \item Select the attacker and activate your radar scanner to get type and
        damage info.
  \item Remember the position of the attacker on your scanner.
  \item Switch back to the front view.
  \item Restart time.
  \item If you use your front laser, rotate your ship to face the attacker
        and use your engines to accelerate at the same time to evade the
        initial attack.
  \item Perform any maneuvers necessary and shoot to get rid of the attacker.
  \item Select the system map and reselect your initial target.
 \end{itemize}
 \hspace{\parindent}Some players find it sufficient to use the id labels, so
 they don't have to deselect the original flight target and select the
 attacker. I found the distance information the selection provides very
 helpful though. Especially when I have to use a powerful laser economically
 because it can be fired only a limited time until it overheats and needs
 time for cooling.

\paragraph{Military Missions} \mbox{}

 Be careful not to accept military missions that clearly cannot be
 finished in time. You will have to look at the destination starsystem,
 estimate your travelling time through hyperspace and the time you need in
 the target system to reach your destination. A good distance estimate is to
 add $10\;AU$ to the orbital distance of your destination. If your
 destination is orbiting another planet use the orbital distance of this
 planet instead and add the orbital distance of your destination to the
 result.

 If you don't get missions from your local military agent, don't despair.
 Often it is sufficient to change the starport in the same system to get
 missions. If all else fails and you don't want to change the base for your
 military career, simply make a small hyperspace jump out of the system and
 back. In the mean time your military agent may have changed his mind. If he
 still has nothing to do for you you should ask yourself a few questions.
 Would you give someone like you military missions? For whom have you worked
 in the past? Are you really trustworthy? See, you know the reason!

\paragraph{Assassination}
 \begin{itemize} \vspace{-\parskip} \greedy
  \item Always save the game before accepting a contract.
  \item Don't arrive in your target system too early. If the police has
        enough time to investigate, the victim will be warned. This makes it
	very difficult to finish a contract in systems like 61 Cygni [-1, 1]
	or Omicron Eridani [2, 0] where you have to travel $40\;AU$ or more
	to the next station. Don't even think about a mission for Alpha
	Centauri [0, 0] or Cegreth [-1, -3]. Such missions can only be
	accomplished if you cheat. For details see the {\bf Autopilot Break}
	below. It seems to be ok.\ to arrive at the target system about one
	week before contract time.
  \item Don't wait too long in front of the target station or port, the
	victim may get frightened and refuse to start. 15 minutes before
	contract time seems ok.

        There seems to be a way to force victims out of a station if they
        refuse to start. If you attack the station, the launch bay must be
        cleared for the police vipers. If your victim is in the station,
        he/she will be in the launch bay and get forced to start as soon as
        you attack the station.
  \item Don't wait directly in front of the station, the victim may run into
        you.
  \item Don't wait directly above a star port. If the launch bay doesn't
        close after your start, your victim cannot start.
  \item You should never try to watch the take off of your victim in
        accelerated time. In most cases your victim will sneak past you while
        you are dreaming your time away and be gone before you even know it.
  \item Don't attack too close to a star port or station, the victim may try
	to land again.
  \item If you have to attack near a star port, don't use missiles too early.
        If you do, your victim might try to evade the missile and crash in
        the process. If your victim kills himself, you failed.
  \item You can use missiles to prevent the victim from hyperjumping while you
        attack. If you fire a missile before you use your lasers, the local
	authorities will charge you only 600 credits for illegal weapon
	usage. Otherwise you will get fined 10,000 credits for piracy and
	murder.

        One very nice attack method based on this trick is to wait at some
        planet far from your destination until you can spot your victim on
        the system map. As soon as it appears, target it and fire a missile.
        This is already sufficient to prevent your victim from hyperjumping
        and you can approach now and do what you came for.
  \item If the victim hyperjumps, use a cloud analyzer and simply
	follow. Select the arrival cloud and wait until the victim arrives or
	you can be sure it made a misjump. If you are not fast enough to
	overtake your victim on the direct route, you can always use a
	wormhole route that is nearly always faster. A drawback of the
        wormhole route is, that your entry point of the target system may
        be far away from the entry point of your victim.
  \item If you are too far from your victim when he or she starts, use the
	system map and watch for a ship mark on the map that belongs to your
	victim. Select it and proceed as usual. You can verify your selection
	via communication. Don't call, just verify the registration number.
  \item If you have more than one assassination on your list, collect the
	money for the first one before you try the next. Your employer
	seems to actively look for you to pay you and spreads rumors of your
	profession in the process. This obviously warns other victims.
 \end{itemize}

 With these points in mind I have succeded with every contract (civil or
 military) that I have accepted so far. In every case a victim didn't
 show up I could find a reason from the list above and succeeded in the next
 trial.\\
 On the other hand there have been reported lots of problems with victims not
 showing up or refusing to land at the port of destination. Some of these
 problems seem to stay even if you use every trick in the book. In such a
 case your only chance is to reload a saved game from the time before you
 accepted the contract.

\paragraph{Reconnaissance Missions} \mbox{}

 One problem with such missions is, to find your target at all. It should work
 if you approach the planet until it nearly fills your screen. If the
 military base is visible, you should see it as a grey pixel that can be
 selected. If you don't see it, fly to the back of the planet or simply wait
 a few hours (in accelerated time) until the planet rotates the base into
 your view.

 The maximum distance to take pictures from is about $80\;km$. You get
 excellent pictures if you fly below $10\;km$. One nicely working method
 for an approach is:
 \begin{itemize} \greedy
  \item Use autopilot and maximum time acceleration until you arrive in the
        ``vicinity of the planet''.
  \item Use time acceleration 3-4 and $50,000\;km/h$ to fly to
        $7000-8000\;km$ distance.
  \item Orbit the planet and lock on the target when it is at the horizon.
  \item Save the game.
  \item Aim a little below the horizon and descend to $1000-3000\;m$.

	On planets with high gravity this is the most difficult part. I
        always save a game before actually reaching the planet so I can try
        different routes to the target station. The problem on planets with
        high gravity is, that you don't get height information until you
        cannot decelerate anymore in time to avoid a crash. You have to
        approach such planets very carefully. Another problem
        is, that you can control you descent only via the velocity readings
        because you cannot see your actual velocity vector or the target
        tunnel with your nose up high enough to make a controlled descent to
        your target. You can aim at your target with your nose up, if you use
        the outside view.
  \item Continue towards your target with $10.000\;km/h$ and time
	acceleration 2 until your distance is down to $200\;km$.
  \item Decelerate to $5.000\;km/h$ and switch off time acceleration.
  \item From a distance of $80\;km$ downwards you can take pictures. I
	usually fly between the towers or a small distance above. After you
	have taken the pictures, accelerate with full power and make your
	escape. 
  \item After having taken my pictures I often pick a few interesting enemies
	and practice my fighting skills before jumping out of the system.
 \end{itemize}

 A few times I managed to rough land between the buildings of a target
 station.  The stations don't seem to have a starport, but only a hangar out
 of which the interceptors start. It is interesting to watch them
 materialize in front of this hangar (and crash shortly afterwards).

 Reconnaissance missions to imperial stations are most difficult, because you
 are attacked by Imperial Couriers with $20\;MW$ lasers. For my Asp
 with up to 10 shields this means that you are history with only one direct
 hit. If you fly very low between the buildings of a target station you must
 be extremely careful, not to be rammed by an enemy ship that suddenly appears
 directly in front of you.

\paragraph{Bombing Missions} \mbox{}

 If you have succeeded with reconnaissance missions and shot a lot of
 excellent pictures you will find bombing missions very boring. You can fire
 your nuclear missile from $500\;km$ distance or even more without adverse
 effects if the station lies within your line of sight. The crater that
 replaces the station after a successful attack is no hole in the ground. It
 hovers above the planet just where the station used to be. If you rough land
 at the position of the station you land actually below the crater. Very
 strange\ldots

\paragraph{Ratings} \mbox{}

 If you want to improve your combat rating fast, there is one simple trick.
 Buy a Panther Clipper and equip it with about 300 shield generators. It is
 nearly invincible now. Select a system with lots of pirates. Anarchies are
 very nice and some dictatorships also work very well. Jump into the system
 and switch off your engines. Accelerate time to the maximum and wait for the
 pirates to come. When they arrive, simply wait. They will crash into you and
 you will get the bonus for destroying them. Only one ship can get dangerous
 to you and this is the Imperial Courier which is very often equipped with a
 $20\;MW$ laser. Fight this one and do it carefully because once this gun
 starts to hit you, your shields will degrade very fast and you don't have
 the engine power to evade quickly.

 After you have cleaned up the system, jump to a neighbor system and back or
 still better, simply jump to another anarchy. Repeat until you run out of
 fuel, are bored too much or have advanced to ELITE after 6000 destroyed
 ships.

 As soon as you get reconnaissance missions from the military, you can
 advance even faster. Pick a mission to a station on a planet with low
 gravity and fly towards it. From approximately $500\;km$ downward you can
 watch interceptors start continuously. All you have to do is to reduce your
 velocity or switch off your engines and wait until they start crashing into
 you. In the near of imperial stations it is not as easy, because you will
 have to actively fight the attacking Imperial Couriers that would cut you
 into pieces otherwise. They are quite easy to destroy, if you adapt your
 course until they approach you in a straight line. Then you can activate the
 autopilot and fire as soon as they are in range. As long as you move to
 follow one of the Imperial Couriers the others are usually too clumsy to hit
 you hard enough to cause damage. Other ships can safely be ignored. They
 will crash into you from time to time or reduce your shields a few percent
 if they hit you with their lasers. Keep well above the planet to avoid crash
 landings.

 You can accelerate all this still further if you use an energy bomb to wipe
 out a lot of enemies with one keypress. This works most satisfactory if you
 are surrounded by lots of police vipers after some little disagreements
 with the local authorities.

\paragraph{Sling shot} \mbox{}

 Aim just past a large gas giant and get fast enough ($700\;km/s$ for
 Jupiter). Switch off your engines and watch. Speed and distance are
 critical. You will have to practice a bit to get the feeling.

\paragraph{Sightseeing} \mbox{}

 You can fly through all the domes on planets without a breathable
 atmosphere and land between the buildings. If you do this for the
 transparent domes at Ross 154 you will find in one dome administration
 buildings of Vega Line, Sirius Corporation and other trading houses and in
 the second dome the usual combination of concrete blocks and green patches
 in between with scattered brick houses. It is definitely fun to fly between
 the buildings and look at your surroundings. Agriculture domes are a bit
 boring, because they contain nothing more than lots of green balls at ground
 level.

 Domes that are not tranparent, can be entered too but contain absolutely
 nothing. It is interesting, that they are no obstacle for you though. At
 least they are good for some very strange graphical effects if you land in
 one of these domes and use your outside view to look at your surroundings.
 \medskip

 In every major city with more than the space port and a little industry you
 can find little churches with working clocks. The cities are structured as
 large blocks of ugly concrete buildings and patches of green between them
 with scattered brick houses and every now and then a little church. Try to
 rough land in the vicinity of such a church and watch the clock on the
 church steeple. Use time acceleration for better effect. If you are close
 enough you can even read the roman numbers on the clock face. The buildings
 give you an interesting impression of the size of your ship. A Cobra MK III
 looks huge compared with this tiny little church. And have you ever seen a
 huge space ship standing in the graveyard behind a church? It looks
 definitely strange. \medskip

 At some time in the future I will look for one of the bridges you can see in
 the intro sequence of the game. This will be my last action before voluntary
 retirement. A kind soul already gave me the tip to look in the near of New
 San Francisco on Earth, Sol [0,~0]. Do you really want me to retire?

\paragraph{Other Galaxies} \mbox{}

 If you use the galactic view and zoom out of the galaxy you can see lots of
 other galaxies that are arranged in a regular grid. These galaxies are all
 copies of your home galaxy, so it is really not worth the effort to try
 and find wormholes to distant galaxies. There is only one galaxy and a lot
 of mirror images.

\paragraph{Thargoids} \mbox{}

 A lot of oldtimers from the era of the original Elite game still remember
 the menace of the Thargoids and miss them in Frontier. Nobody has seen a
 Thargoid in Frontier yet but in an interview David Braben shall have told
 that there is a single Thargoid ship in a system far out in the galaxy. I
 personally think this is only a trick to keep us playing Frontier until
 add-ons appear. But who knows?

 If you fly bombing missions to federal bases you can sometimes see two big
 violet octagonal ships that look just like the good old Thargoid ships but
 they are not disturbed by your approach. Perhaps the Thargoids sleep for a
 few hundred years after the exhausting fight with mankind?

\section{Bugs / Features}

\paragraph{Enemies One At a Time} \mbox{}

 Maximum time acceleration will separate groups of ships to get them in line,
 waiting for you.

\paragraph{Perfect Autopilot} \mbox{}

 Your autopilot always succeeds if you use maximum time acceleration.

\paragraph{Planet Landing Without Fuel} \mbox{}

 While you still have fuel, use the autopilot to align with your target
 planet, switch to maximum time acceleration and wait for the landing
 sequence. Switch back to maximum time acceleration and you are save.

\paragraph{Zero Time Shooting from Gun Turrets} \mbox{}

 If an attacker approaches, get him in sight of a laser turret, stop 
 time, select the attacker, aim the laser and test fire (you see the
 blue or the explosion light effect if you hit). Keep firing while
 releasing the time stop. Repeat if necessary.

\paragraph{Missile Fire While Docked} \mbox{}

 You can fire missiles even from within a space station. This might
 help in case of the passenger/no crew problem described in the
 Bugs / Bugs section.

\paragraph{Certain Missile Hit} \mbox{}

 Switch to maximum time acceleration after firing the missile. Your missile
 will hit even if you use a nuclear missile and/or have $900\;km$ distance
 to your target.

\paragraph{Selling Ship With Passenger} \mbox{}

 If you sell a ship with passenger on board you get the money and keep
 the ship (and the passenger). This bug seems to be fixed in the 1.05 version
 of the game for the Amiga and in the American PC version.

\paragraph{Engine Upgrade for Imp Courier or Imp Trader} \mbox{}

 The only way to get an upgrade for the non-removable engine in an Imperial
 Courier or an Imperial Trader seems to be to let it fail due to maintenance
 neglection and then put in a new engine. The new engine will be fixed just
 as the original drive.

 To let time pass in a controlled way select a route between two star systems
 and perform lots of jumps. If you select Barnard $\leftrightarrow$ Sol, you
 can sell all your equipment except for the autopilot and load your ship with
 fuel for the jumps. After 10 or 11 months you should stop jumping around to
 avoid a misjump. The few remaining days you can simply wait outside a
 station until your drive falls off.

\paragraph{Autopilot Break} \mbox{}

 You can activate the autopilot for immediate deceleration from	arbitrary
 high velocities in the vicinity of your selected target, if you use maximum
 time acceleration.

\paragraph{Crash Avoidance} \mbox{}

 Assume you have to perform a mission on some planet, reached it and find out
 that you are too fast to be able to decelerate in time to avoid a crash
 landing. What can you do? The correct way is to watch the crash, reload a
 previously saved game and try again. The Frontier way is to use time
 acceleration to avoid the crash. Simply switch to maximum time acceleration
 just before the crash. You will make a big jump through the planet and be
 safe at some distance at the other side.

 This is not really a bug but more or less a consequence of the
 implementation of time acceleration. Collisions are detected if your ship
 collides with an object at a given time frame of the simulation. When you
 accelerate time these time frames are farther apart and so are your
 positions in space if you are moving. If your position at one time frame is
 above a planet and at the next time frame on the other side of the planet
 Frontier will not detect the collision that should have happened in between.
 A simple picture can illustrate this:

 \begin{figure}[htbp] \label{fig:collision}
  \epsfxsize=\hsize
  \epsffile{collision.ps}
  \caption[Collision Detection]{Collisions are only detected if you collide
    with an object at one of the time frames of the simulation}
 \end{figure}

\paragraph{Fast Ascent to ELITE} \mbox{}

 You can use the properties of time acceleration to acsend to ELITE status
 very fast, once you get foto or bombing missions. Just buy a Panther with
 lots of shields, get yourself an imperial foto or bombing mission and stop
 about $10\;km$ above the target station. Next destroy all ships in your
 near. You can use your turrets and the zero time shooting feature to achieve
 this. Now you can select the first level of time acceleration. The ships
 that now start from the station fly directly into your shields and are
 destroyed. The only thing you have to watch very carefully is your height
 above the planet. You can expect a ``right on commander'' message every 7 to
 10 minutes. These messages reset time acceleration, so you will have to
 destroy all ships in your near again and select time acceleration until the
 next message comes up. After a few hours of work you will have advanced to
 ELITE status.

 You can not use higher time acceleration levels because then the destroyed
 interceptors are not counted.

\paragraph{Negotiations With The Police} \mbox{}

 If you have been caught selling or buying illegal goods or having them on
 board, the police will fine you. If the officer is not corrupt, you can
 always lower your fine to the original amount if you claim you ``haven't
 done it''.


\section{Bugs / Bugs}

 \hspace{\parindent}Most of the bugs can be circumvented in one or another
 way. The only bug that really annoyed me is the crash that happens after you
 have unloaded a mining machine and leave the system (PC only). This bug
 makes the mining part of the game unplayable and should have been found if
 the game had been beta tested at all. The many program confusions and
 crashes during heavy fights are a nuisance that can only be partially
 avoided with frequent game saving.

\begin{itemize}
 \item The german translation is a complete mess. Most of the time it gives
       you crippled nonsense texts and hides important information in a
       ruined screen layout. Game and manuals are full of spelling errors and
       sometimes you have to translate text back to English to be able to
       understand it at all.

 \item The protection scheme sometimes gets confused and asks for the first
       letter of e.\ g.\ page 8238, line 27764, word 29263.

 \item The attack and missile warnings and the ``photograph taken'' message
       stay on the screen much too long, hiding vital scanner information. In
       case of an attack warning you can stop time as soon as the warning is
       given, select the attacker and start normal time again. The warning is
       sometimes repeated, but then you already have some hints about the
       position of the attacker.

 \item In some systems (mostly large systems with more than one sun, e.\ g.\
       Cegreeth [-1,~-3]) the reference mass selection is broken and will not
       switch to the nearest planet or station. In some cases it is
       sufficient to avoid the autopilot and fly by hand. In some systems
       even this does not work (because of discretization problems if the
       reference mass is too far away?) and the target will jump around
       wildly. Sometimes it helps not to use maximum time acceleration or fly
       by hand. If this does not help either: \begin{enumerate} \greedy
	\item Avoid such systems.
	\item If you absolutely have to dock or land in such a system use the
              autopilot to accelerate under maximum time acceleration, switch
              off your engines until you are 1-2 AU from your target and
              reactivate autopilot (still under maximum time acceleration) to
              decelerate and teleport to your target.
        \item If 2. fails, try again from another angle.
       \end{enumerate}
       Reconnaissance missions to such systems are very difficult, because you
       cannot use the teleport-and-decelerate trick. Furthermore the drawing
       of the target planet gets totally inconsistent with the drawing of the
       station to be filmed, resulting in ``flying'' stations that seem to be
       located above the planet and other strange effects that make
       navigation by hand a matter of pure luck. I got such missions to
       Micanex C,Da [3,~-4] and Hoethcan A,B3b [3,~-5].

 \item Bombing missions for systems like Candaess [2,~-4] lead to problems
       too. You cannot hit the flying station above Candaess A,B1b because
       the nuclear missile seems to have a fixed velocity between $15,000$
       and $25,000\;km/h$. Because the gravitation reference is never
       switched to the planet, you have to adjust your velocity relative to
       Candaess C,D. In my case I had to select around $28,000\;km/h$ to be
       able to approach the station at all. Whenever I fired my missile it
       somehow decelerated and never reached the station. The only trick that
       worked was to fire the missile from a distance around $900\;km$ and
       use the missile-hit feature/bug to destroy the station. You can do
       this only from a great distance because you are unable to switch to
       full time acceleration if the interceptors are near you.

 \item In systems with a central supergiant, the simulation of this sun is
       broken. In the Betelgeuse system [59,~14] I got no gravitational
       effect of the central sun and could fly right through it. The
       displayed disk sometimes transformed into a rotating rectangle (e.~g.\ 
       at $1.39\;AU$ distance) and sometimes vanished completely (e.~g.\ at
       $0.8\;AU$ distance). The supergiant was never selected as reference
       mass.

 \item If you are near a planet that was not selected as reference mass (see
       above), you can watch the same effects for this planet as have been
       described for supergiants.

 \item Sometimes the scanner may fail without damage report. All systems seem
       to be ok., but the scanner doesn't show the attacking ships. It has
       been reported that you can fly through these ghost ships without
       damaging them or you. This seems to happen mostly in the near of the
       famous ``flying'' stations above planets that have not been selected
       as reference mass. The attacking ships also fire at you but seem to be
       unable to hit.

 \item Be careful not to accept delivery missions to systems without bases or
       space stations. You might not be able to deliver.

 \item You sometimes get reconnaissance or bombing missions from the military
       that are impossible to accomplish, because there is no planet in the
       denoted system. These missions are cancelled as soon as you select
       them but they stay in the mission list.

 \item If you are stuck in an underground base but have enough fuel and
       your engines are ok., there is no safe way to start but you can try out
       a few alternatives that have been reported to work in some cases:
       \begin{enumerate} \greedy
	\item Use maximum time acceleration just after you have got launch
              permission. When you get the message that your launch time
              expired, switch to maximum time acceleration again.
        \item Build up a little motion, pull up your landing gear and use
              maximum time acceleration to warp through the wall.
        \item Buy lots of shields and fly through the wall.
        \item Perform takeoff as if all were normal (up gear, increase
              throttle, pull up nose) this might result in your ship starting
              normally.
       \end{enumerate}
       For some of these methods a few retries might help (save the game
       before you try anything!). If nothing else helps, select a target for
       a hyperjump and force a misjump via \verb|ALT| + \verb|F8|.

 \item Some versions of the game for the Amiga don't allow you to jump into
       the van Maanens [0,~1] system. Neighbor systems are reachable without
       problem, the star map shows the system as reachable but you cannot
       trigger the hyperjump to van Maanens.

 \item On planets with a breathable atmosphere you are sometimes cleared for
       landing on pads that are already occupied by other ships that seem to
       have landed far from their destination pad.

 \item Mountains are sometimes placed directly on the landing pads of a
       starport on planets with a breathable atmosphere.

 \item Sometimes a starport is reported to be busy even if there are free
       landing pads and no incoming ship exists that may have been assigned
       to the pad.

 \item If you do not have enough crew and a fugitive passenger on board,
       someone might attack you from outside a station, preventing time
       acceleration to wait for enough crew {\em and} (through the passenger)
       also the selling of your ship. The only way to solve this dilemma
       seems to be to use the missile bug to shoot the attacker from inside
       the station (?).

 \item The autorefuel system may magically empty your internal tanks if you
       try to fill them by hand. I had this effect in a Panther Clipper once
       even without the autorefuel system.

 \item When a passenger gets impatient waiting to be delivered and leaves at
       the next starport, you get cabins that are falsely reported occupied,
       preventing you from selling your ship or using the cabin again. The
       only way out of this situation seems to be to buy an escape capsule
       and use it at the next opportunity. You will lose your ship but you
       can at least buy a new one.

 \item If you have more than one MB4 mining machine, you must always deal
       with the last one on your list first. If you by accident destroy or
       even sell another one first, the game crashes (?).

 \item Do not leave a system with mining gear left behind. The game will
       crash. This seems to be a problem that appears only in the PC version.
       As in the missile fire bug on the Panther this is a bug in the EMS
       handling that hits you whenever you hyperjump.

 \item If, as a result of your asteroid mining operation, many objects appear
       in your neighborhood, the game may crash (?).

 \item You have not fulfilled a killing contract if your victim crashes.

 \item If you fly towards the horizon of a planet, strange graphical effects
       may happen, showing pie slices of the planet flashing everywhere. Also
       the horizon may jump wildly up and down.

 \item The same effect happens if you are in the midst of a fight at the
       right height above a planet. Your enemies will wildly jump around
       making them impossible to hit. Interesting enough they don't seem to
       have the same problems.

 \item You can fly through mountains, transparent domes, buildings and the
       walls of spaceports.

 \item On some star ports ships of contract targets seem to be unable to
       start without crash. This happens preferably on planets with gravity
       comparable to earth gravity or higher. Example: Lion Transport in
       Manchester City on Matthews World in Behoqu [2, -4]. The only
       workaround I have found is to avoid contracts to such targets.

 \item The height calculations are broken on some planets, e.\ g.\ on Hoopers
       World in 82 Eridani, where I got a distance reading of 0.65 km for a
       target that was at the starport (not yet started!) and my height was
       shown as 2345 meters. Another example is Mitterand's World in Liabeze
       [2, -4].

 \item For the upper gun turret on the Tiger Trader at elevation angles above
       50 deg, 5 MW beams fill the whole lower screen or strange crossing
       beams are shown, hiding possible targets.

 \item Missiles that are fired from a Panther Clipper crash immediately
       without hitting anything except the own ship. This makes many bombing
       missions impossible to accomplish with a Panther. The bug only appears
       after hyperspace jumps (EMS access on the PC) and you can avoid it if
       you dock at a station or land at a starport before you try to fire a
       missile. You can shorten the extra time you need for this if you use
       the Autopilot Break to reach the point of your intermediate landing as
       early as possible. This makes bombing missions to systems with
       spaceports possible but still leaves a lot of impossible cases.

 \item The trajectory drawing for planets or stations shown in the system map
       sometimes gets confused and draws straight lines from one point of the
       trajectory to the screen border.

 \item A jump into the Beta Lyrae system [-146,~85] crashes the game.

 \item The attempt to get system info for the Andolqu system [-76,~29]
       crashes the game.

 \item If you select system info for an unexplored system, you get the info
       for the last selected explored system.

 \item If you select population info for an unexplored system, the game may
       crash.

 \item Sometimes you may get a starport reported to be located on a sun.
       While being docked at Gilmour Orbiter in Tau Ceti, system info showed
       a starport on the sun Exbephi~B \mbox{[-1225,~-853]}. The starport
       vanished when I jumped into the system. Also a population of 100,000
       to 1 Million was reported for Ethfala [-2174,~-879] which is a binary
       system without planets!

 \item If you recenter the star map to your position you will still get the
       system info of the system you looked at before recentering until you
       have moved the cursor away from your current system and back.

 \item Sometimes a selected star is not surrounded with the green circle at
       the position of the star but at the wrong end of the pin which shows
       the system's height with respect to the galactic ecliptic.

 \item The ships section of the documentation contains at least 19 errors.

 \item The masses of Panther, Kestrel and Hawk do not add up to the total
       mass of $1775\;t$, $20\;t$ and $18\;t$ respectively.

 \item The reverse thrusters of the Eagle MkII are way too weak to be meant
       this way. The available $4\;g$ should probably be $14\;g$.

 \item If you switch between the status screens of your display, your ship may
       get drawn erroneously on the contract list page.

 \item In the repair section of the shipyard, hull damage is not measured
       relative to the actual hull weight and can exceed the actual hull
       weight by a large amount.

 \item After a heavy fight the repair section of the shipyard may get
       confused. I once got as a damage report the message of the police
       officer that arrests you if you haven't paid your fines. The repair
       costs were 26315 credits.

 \item Another effect in a similar situation produced damage reports for all
       my thrusters that kept reappearing at each entry of the repair screen
       even after repair. Save and restore of the game didn't help. I had to
       return to a saved game from before the fight.

       The effect can be reproduced if you buy a new ship and immediately buy
       a new drive for it. If you now enter the repair screen, all your
       thrusters are reported to be damaged. You can try to repair them with
       very strange effects that cause repaired thrusters to get damaged from
       the repair of other thrusters. If you have succeeded with the repair
       and no thruster is reported damaged anymore, you will get the old
       damage reports again the next time you enter the repair screen.

       The effect can be ignored and will vanish after you have refueled and
       taken off to the next starport.

 \item You can get game crashes during a fight. A few times I got strange
       beeps from the speaker in my PC that got lower and lower until the
       game froze. The exect situation was a fight where I was receiving
       damage by an enemy laser when he was hit by my front laser
       simultaneously.

 \item The ejection system may be triggered if you try to rough land with a
       large ship (?).

 \item If you crash during a failed attempt to rough land, the game may crash
       with a memory exception.

 \item The system map allows centering on planets only if the planet is
       annotated with its name. The annotation sometimes happens only shortly
       before the planet vanishes from the screen. For some planets it is
       very difficult to find a rotation/zooming combination that works, for
       some planets like Phiagre A,B2 [1,~-3] I have not yet found a setting
       that makes the planet selectable.

 \item When you have docked at a station using maximum time acceleration, the
       system map still shows your position outside the station.

 \item If you hyperjump while traffic control is warning you you will get a
       final warning message and a fine from the star system you jump into.

 \item In early versions of the game for the Amiga there is a bug that may
       confuse the bulletin board that then shows parts of the stockmarket
       section. One trick to avoid this problem is to always return to the
       top of the bulletin board before leaving it. If the damage is done,
       you can accelerate time to wait until midnight. The bulletin board
       will then be reset and corrected.

 \item The manual states that the game is completely playable via
       keyboard, but I have not found an equivalent to a right mouse click on
       the keyboard. Therefore rotation control for the system and sector
       maps seems to be dependent on the mouse.

 \item A mouse click that misses a function icon or the scanner display in
       the lower part of the screen deselects the current target. As a
       consequence you often have to reselect your target only because you
       missed some icon by a small amount.

 \item Released mouse keys sometimes keep autorepeating.

 \item The joystick cannot be calibrated and is way too imprecise (even with
       a high quality joystick) on a 40MHz 386 PC.

\end{itemize}

\section{Hacking and Cheating}
 \hspace{\parindent}If you don't want to spoil your game completely, please
 ignore this section!

 \subsection{Executables}

  \hspace{\parindent}FRONTIER.EXE and the .OVR files of the PC version have
  been packed with an LZEXE compatible packer. You can safely unpack them,
  they will run without problems afterwards. The advantage of unpacking your
  executables is that you can use your favourite byte editor to look for
  strings in the game and find out what you can expect in your future
  gameplay. It also should speed up the startup time of your game
  significantly.

 \subsection{Save Files}

  \hspace{\parindent}Saved games are not portable between the Amiga and the
  PC versions of the game. They seem to be compressed in the PC version but
  the compressor program is not yet known.

  There are some hack sheets floating around for the Amiga version but I will
  not include them here because I simply don't like this kind of cheats. I
  think it is bad enough to exploit the bugs in the game for your gameplay.
  If you really want to cheat badly, write your own game or find out the
  cheats for yourself!

\section{Wish List}
\begin{itemize} \greedy
 \item If the system map would follow the events outside, you could watch your
       progress in the map without having to switch repeatedly between main
       view and map.

 \item It should be possible to center the system map relative to a displayed
       ship.

 \item There should be a possibility to fast zoom out of the system map just
       enough to make your ship or the next planet visible.

 \item It would be nice to have a stack of autopilot targets: select your
       flight target, push it and select a target for a fight, return to your
       flight target\ldots

 \item If you don't use the autopilot, it is very difficult to land on
       planets with high gravity, because you have no easy way to estimate
       your current position relative to the planet without deselecting your
       target. It would be nice to have a switchable height meter that gives
       you readings all the time (not only from 50.000 m downwards) in
       addition to your information about the target distance. Also some
       velocity information like rate of descent and velocity with respect to
       the planet surface would be extremely helpful. Why not switch to a HUD
       that contains this information in the near of a planet, if your
       autopilot is not activated?
\end{itemize}


\section{Flight Physics}
\[ \begin{tabular}{l @{\hspace{2mm}=\hspace{2mm}} r l l}
 1 AU & $1.496 \times 10^{11}$ & $m$       & (astronomical unit) \\
 1 g  & $9.81$		       & $m/s^{2}$ & (gravitational acceleration on
	earth) \\
 1 h  & $3,600$    	       & $s$       & (hour) \\
 1 d  & $86,400$   	       & $s$       & (day) \\
\end{tabular} \]

\subsection{Equations for Free Fall}
\hspace{\parindent}With velocity $v\;[m/s]$, acceleration $a\;[m/s^{2}]$,
distance $d\;[m]$ and time $t\;[s]$ we get:
\begin{equation}
 \begin{array}{c}
  v = a t = \sqrt{2 a d}
 \end{array},
 \hspace*{1cm}
 \begin{array}{c}
  d = \frac{1}{2} a t^{2}
 \end{array},
 \hspace*{1cm}
 \begin{array}{c}
  t = \frac{v}{a} = \sqrt{\frac{2 d}{a}}
 \end{array}
\end{equation}

\subsection{Navigation Equations}
\hspace{\parindent}For the distance $d$ travelled with initial acceleration
$a_{1}$ and final deceleration $a_{2}$ the values of interest for the journey
are the maximum velocity at the turning point (where we change from
acceleration to deceleration) $v_{u}$, the distance $d_{2}$ of the turning
point from the target and the time $t_{d}$ that is needed for travelling the
distance $d$.

We assume that forces other than those produced by our own engines can be
neglected and that we start and reach the target with zero velocity.
Furthermore we assume that the engines are used all the time at full power.

If the main engine is used for acceleration {\em and} deceleration the
equations are very simple:
\begin{equation}
 \begin{array}{c}
  v_{u} = \sqrt{a d}
 \end{array},
 \hspace*{1cm}
 \begin{array}{c}
  t_{d} = 2 \sqrt{\frac{d}{a}}
 \end{array},
 \hspace*{1cm}
 \begin{array}{c}
  d_{2} = \frac{d}{2}
 \end{array}
\end{equation}

This fastest mode of flight is used to accelerate up to the turning point
velocity at the distance $d_{2}$, turn the ship and decelerate until the
target is reached.

If the autopilot is used instead, it will use the main engine for
acceleration and the secondary thrusters (retro thrusters) for deceleration.
In this case we get the equations:
\begin{equation}
 \begin{array}{c}
  v_{u} = \sqrt{2 d \frac{a_{1} a_{2}}{a_{1} + a_{2}}}
 \end{array},
 \hspace*{1cm}
 \begin{array}{c}
  t_{d} = \sqrt{2 d \frac{a_{1} + a_{2}}{a_{1} a_{2}}}
 \end{array},
 \hspace*{1cm}
 \begin{array}{c}
  d_{2} = d \frac{a_{1}}{a_{1} + a_{2}}
 \end{array}
\end{equation}

The time $t_{d}$ is always a lower bound for the really used time because the
autopilot doesn't use the engines at full power all the time.

I approximated the real time consumption of autopilot flight with a least
mean square fit of data from 20 undisturbed flights with a Cobra MK III.
Measuring the distance in astronomical units $[AU]$ and the acceleration in
units of earth gravitational acceleration $[g]$, I got for the time $[d]$:

\begin{equation} \label{time}
 t_{d}^{A} = \frac{1.212}{86400} \; \sqrt{\frac{2.992 \times 10^{11}}{9.81}
					  \frac{d(a_{1} + a_{2})}{a_{1} a_{2}}}
	     - 0.001 
\end{equation}


\subsection{Hyperdrives and Jump Ranges}

\hspace{\parindent}A hyperdrive lets you travel its maximum range in seven
days, which is 168 hours. Travel time is linear with distance, so you will
use one day to travel a seventh of your hyperdrive range. For a class $n$
drive you will need $n^{2}$ tons of fuel to travel the maximum range, except
for the class 8 hyperdrive which actually is a class 9 drive and therefore
uses 81 tons for a maximum range jump. The fuel consumption is linear with
the distance, using only integer amounts of fuel, so you will need e.~g.\ 
$\lceil\frac{n^{2}}{2}\rceil$ tons of fuel to travel half the maximum drive
range. The only difference between the civil and military versions of a drive
is the weight of the drive and the type of fuel used.

The relation between jump cost $c\;[t]$, jump time $t\;[h]$, ship mass
$m\;[t]$ and jump distance $d\;[lj]$ can be expressed a little more exact to
give you a few numbers to crunch. Here the equations:
\begin{equation}
 \begin{array}{c} \displaystyle 
  c = \left\lceil \frac{d m}{200} \right\rceil
 \end{array},
 \hspace*{1cm}
 \begin{array}{c} \displaystyle 
  t = \frac{168}{200}\; \frac{d m}{h^{2}}
 \end{array}
\end{equation}
\hspace{\parindent}If you set the time to the maximum $168\;h$ in the second
equation you can calculate the maximum range of the drive of a given class in
a given ship.  If you do this for the class 8 drive in a Panther or Boa you
get inconsistencies. From table \ref{tab:ships} you can see that the class 8
drive behaves like a class 9 drive in the Panther and like a class 7.79 drive
in the Boa. I hope this indicates a mistake in the table. The maximum ranges
for the Lynx Bulk Carrier and the Long Range Cruiser are calculated as if the
class 8 drive were actually class 9 drive. I don't know whether these ships
can carry hyperdrives at all.

\section{Wormhole Theory}
 \hspace{\parindent}The following seems to be invalid for the newer PC
 versions of the game. \medskip

 A ship can jump very large distances due to a modulo
 effect in the hyperspace continuum with a base of $W_{sect} = 81.62$ sector
 lengths ($655.36\;lj$). One can use this behavior to find jump paths
 that are much shorter in time and fuel consumption than the straight
 distance. This also allows you to use a smaller hyperdrive and leaves more
 room for fuel and cargo.

 The optimal jump points for a journey between two systems with one
 intermediate stop are found on the intersections of circles around the two
 endpoints of the journey. On such a circle lie the systems that can be
 reached from the center of the circle with a minimum amount of fuel and
 time. A system at the intersection of such circles can be reached easily
 from the centers of both circles, making it an ideal intermediate jump
 point. The circles have multiples of the wormhole distance ($655.36\;lj$) as
 radii.

 To make the calculations simple we assume at first, that the ``thickness''
 of a sector can be neglected and that two jumps with equal distance shall be
 made, resulting in circles with equal radius. The coordinates of the ideal
 intermediate jump points can now be found on a line that perpendicular
 bisects the segment between the two endpoints of your journey, at the points
 of intersection of the circles around the endpoints.

 \begin{figure}[htbp] \label{fig:jump_points}
  \epsfxsize=10cm
  \centering{\ \epsffile{jumppoint.ps}}
  \caption[Intermediate jump points]{Location of intermediate jump points for
                                     equal distance wormhole jumps}
 \end{figure}

 For two star systems at the coordinates $(x,y)$ and $(u,v)$ we define:
\begin{equation} \label{shortcut}
 \begin{array}{c}
 a = (u-x)
 \end{array},
 \hspace*{1cm}
 \begin{array}{c}
 b = (v-y)
 \end{array}
\end{equation}
 \hspace{\parindent}We choose a jump distance of $W_{n} = n \times W_{sect}$
 sectors. With this definitions we get as coordinates for the intermediate
 jump $(p,q)$:
\begin{equation}
 \begin{array}{c}
 p = \frac{x+u}{2} + b \sqrt{\frac{W_{n}^{2}}{a^{2} + b^{2}} - \frac{1}{4}}
 \end{array},
 \hspace*{1cm}
 \begin{array}{c}
 q = \frac{y+v}{2} - a \sqrt{\frac{W_{n}^{2}}{a^{2} + b^{2}} - \frac{1}{4}}
 \end{array}
\end{equation}
 or
\begin{equation}
 \begin{array}{c}
 p = \frac{x+u}{2} - b \sqrt{\frac{W_{n}^{2}}{a^{2} + b^{2}} - \frac{1}{4}}
 \end{array},
 \hspace*{1cm}
 \begin{array}{c}
 q = \frac{y+v}{2} + a \sqrt{\frac{W_{n}^{2}}{a^{2} + b^{2}} - \frac{1}{4}}
 \end{array}
\end{equation}
 \hspace{\parindent}Now $n$ has to be chosen such that the square root has a
 real solution (the jump radius is larger than the half distance between the
 systems) and we have to find a system near one of the intermediate jump
 points. If such a system cannot be found, we simply increment $n$ and try
 again with a wormhole distance of the next greater order.

 If you want to perform two jumps with different jump sizes the equations
 have essentially the same structure but get a bit more complicated. We
 define $a$ and $b$ as in (\ref{shortcut}) and choose the jump distances
 $W_{m} = m \times W_{sect}$ for the first jump and $W_{n} = n \times
 W_{sect}$ for the second jump. $m$ and $n$ must be chosen such that: 
\begin{equation}
 \left| m - \frac{\sqrt{a^{2} + b^{2}}}{W_{sect}} \right| \leq
 n \leq
 m + \frac{\sqrt{a^{2} + b^{2}}}{W_{sect}}
\end{equation}
 This ensures, that there exists an intermediate jump point at all. With 
\begin{equation} \label{alpha}
 \alpha = \frac{W_{m}^{2} - W_{n}^{2}}{2 (a^{2} + b^{2})} + \frac{1}{2}
\end{equation}
 we get for the coordinates of the intermediate jump point $(p,q)$:
\begin{equation}
 \begin{array}{c}
 p = (1 - \alpha) x + \alpha u +
     b \sqrt{\frac{W_{m}^{2}}{a^{2} + b^{2}} - \alpha^{2}}
 \end{array},
 \hspace*{1cm}
 \begin{array}{c}
 q = (1 - \alpha) y + \alpha v -
     a \sqrt{\frac{W_{m}^{2}}{a^{2} + b^{2}} - \alpha^{2}}
 \end{array}
\end{equation}
 or
\begin{equation} \label{jump}
 \begin{array}{c}
 p = (1 - \alpha) x + \alpha u -
     b \sqrt{\frac{W_{m}^{2}}{a^{2} + b^{2}} - \alpha^{2}}
 \end{array},
 \hspace*{1cm}
 \begin{array}{c}
 q = (1 - \alpha) y + \alpha v +
     a \sqrt{\frac{W_{m}^{2}}{a^{2} + b^{2}} - \alpha^{2}}
 \end{array}
\end{equation}
\newpage

\section{Programs for a HP42S pocket calculator}
\hspace{\parindent}Here comes a collection of programs for my pocket
calculator that I have found useful in navigation and the collection of
statistical data.

\subsection{Convert time display formats}
\hspace{\parindent}First a program that converts a time interval given as
days:hours:minutes to decimal fractions of a day:

{\small \begin{verbatim}
% convert number in the form ddhhmm to a decimal dd.dd form
% =========================================================
%
% memory:       dhm     day in ddhhmm form

lbl     "dhm->d"
input   "dhm            % input ddhhmm here
xeq     d
stop
goto    "dhm->d"

% subroutine for conversion ddhhmm -> dd.dd
% -----------------------------------------
%
% input:        ddhhmm on stack
%
% memory:       00      accumulator for dd.dd
%               01      temporary storage
%               02      unprocessed input

lbl     d
sto 02
10,000 /
ip                      % isolate day number
sto     00
10,000 x
sto-    02              % remove days, leaving hhmm
R^                      % normalize stack
rcl     02
100 /
ip                      % hours number
sto     01
24 /                    % hours per day
sto+    00
R^                      % normalize stack
rcl     01
100 x
rcl     02
x<>y
-                       % leave mm entry of input
1440 /                  % minutes per day
rcl+    00
rtn
end
\end{verbatim} }

\subsection{Estimate travel time}
\hspace{\parindent}The next program uses equation (\ref{time}) to calculate
an estimate for the duration of a flight. You put the acceleration of your
main and secondary thrusters into the global variables \verb|mn_g| and
\verb|bk_g| and the program asks you for the distance in astronomical units.
Acceleration is measured in units of earth gravitational acceleration and is
constant for a given ship, so you have to initialize the variables only once
for a ship. The calculated time is output in decimal fractions of a day.

{\small \begin{verbatim}
% calculate time estimate in days for a local journey
% ===================================================
%
% memory:       mn_g    acceleration of main thruster in g
%               bk_g    acceleration of back thruster in g
%
%               s_au    distance to be travelled in AU

lbl     "au->t"
input   "s_au"
sqrt

% calc. factor for conversion

rcl     "mn_g"
rcl+    "bk_g"
9.81 /
rcl/    "bk_g"
rcl/    "mn_g"
2.992E11 *
sqrt
1.212 *

*                       % mult with conversion factor
86400 /                 % convert to days dd.dd
0.001 -
end
\end{verbatim} }

\subsection{Calculate jump points}
\hspace{\parindent}The following program uses equations (\ref{alpha}) to
(\ref{jump}) to calculate the position of jump points for wormhole jumps. You
provide it with the jump orders and in complex form the coordinates of your
current and target system. It gives you the coordinates of the optimal jump
points as output (also in complex form).

If no jump point exists for the given jump orders, an error is produced
while calculating the square root.

{\small \begin{verbatim}
% calculate coordinates of jump point
% ===================================
%
% memory:       ord1    order of first jump
%               ord2    order of second jump
%               x,y     coordinates of start system  (complex)
%               u,v     coordinates of target system (complex)
%
%               00      x
%               01      y
%               02      u
%               03      v
%               04      a = u-x
%               05      b = v-y
%               06      alpha
%               07      x + alpha * a
%               08      y + alpha * b
%               09      a^2 + b^2
%               10      sqrt (...)
%               11      a * sqrt
%               12      b * sqrt

lbl     "hjmp"
realres                 % only real results of sqrt
fix     02              % only two digits after decimal point

input   "ord1"          % get order of jumps
input   "ord2"

input   "x,y"           % get start coordinate
complex                 % convert to real/real
sto     01
R^
sto     00
R^
input   "u,v"           % get target coordinate
complex
sto     03
rcl-    01
sto     05              % store b
R^
sto     02
rcl-    00
sto     04              % store a

% calculate alpha

x^2                     % a^2
rcl     05
x^2
+
sto     09              % save a^2 + b^2
2 *
rcl     "ord1"
81.62 *
x^2
rcl     "ord2"
81.62 *
x^2
-
x<>y
/
0.5 +
sto     06              % store alpha

% calculate sums in front of square root

rcl*    04
rcl+    00
sto     07              % x + alpha * a
R^
rcl     06
rcl*    05
rcl+    01
sto     08              % y + alpha * b
R^

% calculate square root

rcl     "ord1"
81.62 *
x^2
rcl/    09
rcl     06
x^2
-
sqrt
sto     10
rcl*    04
sto     11      % a * sqrt
R^
rcl     10
rcl*    05
sto     12      % b * sqrt

% calculate coordinates of first jump point

rcl+    07      % p coordinate on stack
rcl     08
rcl-    11      % q coordinate on stack
complex

% and now the second jump point

rcl     07
rcl-    12      % p coordinate on stack
rcl     08
rcl+    11      % q coordinate on stack
complex

end
\end{verbatim} }
\newpage


\section{Keyboard Reference (German Keyboard)}
\begin{center}
%\bottomcaption{Keyboard Reference} \label{tab:keyref}
\begin{supertabular}{l @{\hspace{2mm}:\hspace{2mm}} l} \hline
\multicolumn{2}{|c|}{\bf global control} \\ \hline\tbsp
 game exit		& \verb|^C| \\
 pause			& \verb|ESC| \\
 accelerate time, level \verb|x| & \verb|SHIFT| + \verb|Fx| \\
 dump screen (?)	& numeric \verb|*| \\[2mm] \hline
\multicolumn{2}{|c|}{\bf cursor control} \\ \hline\tbsp
 move cursor		& \verb|ALT| + arrow keys \\
 select (= mouse left)	& numeric \verb*|0| \\[2mm] \hline
\multicolumn{2}{|c|}{\bf flight control} \\ \hline\tbsp
 turn down		& \verb|A| \\
 turn up		& \verb|Y| \\
 turn starboard		& \verb|.| \\
 turn port		& \verb|,| \\
 accelerate		& \verb|CR| \\
 decelerate		& \verb|RIGHT SHIFT| \\
 hyperjump		& \verb|H| \\
 force misjump		& \verb|ALT + F8| in flight menu \\[2mm] \hline
\multicolumn{2}{|c|}{\bf external view control} \\ \hline\tbsp
 rotate			& arrow keys \\
 zoom in		& \ss \\
 zoom out		& \verb|'| \\[2mm] \hline
\multicolumn{2}{|c|}{\bf weapon control} \\ \hline\tbsp
 fire laser		& \verb|SPC| \\
 fire missile		& \verb|M| \\
 fire ECM		& \verb|E| \\
 fire energy bomb	& \verb|B| \\
 activate radar scanner	& \verb|R| \\
 activate milit.\ camera & \verb|D| \\
 activate escape capsule & \verb|X| \\[2mm] \hline
\multicolumn{2}{|c|}{\bf sector map} \\ \hline\tbsp
 recenter map		& \verb|C| \\
 hyperjump		& \verb|H| \\
 map panning		& arrow keys \\
 fast map panning & \verb|SHIFT| + arrow keys \\[2mm] \hline
\multicolumn{2}{|c|}{\bf system map} \\ \hline\tbsp
 time forward		& \verb|RIGHT| arrow key \\
 time backward		& \verb|LEFT| arrow key  or  \verb|#| \\
 fast zoom-in		& double click zoom-in \\[2mm] \hline
\multicolumn{2}{|c|}{\bf misc} \\ \hline\tbsp
 unload/pick up MB4	& \verb|D|
\end{supertabular}
\end{center}
\hspace{\parindent}In menues you can select the items via keyboard. To select
an item you simply type the number (NOT on the numerical keypad!) of it's
position in the list.  The items are numbered from top to bottom, starting at
1. The keys \verb|2|, \verb|4|, \verb|6| and \verb|8| on the numerical keypad
are equivalent to the arrow keys.

\section{Game Tables}

\subsection{Ships}
 \hspace{\parindent}Ships are given with their type, hull weight, loading
 capacity, retro thruster acceleration, main thruster acceleration, number of
 crew members, number of gun mountings, number of missile pylons, jump
 distances for different drive classes, possibility to mount a fuel scoop,
 the initial drive class and the price. Values that differ from the manual
 are marked with a frame.

\begin{center} \small
\tablefirsthead{\hline
 Type & Hull & Cap & Re & Mn & Cr & Gn & Ms & Drive & FS & Cl & Pr \\
 \hline\tbsp}
\tablehead{\hline
 Type & Hull & Cap & Re & Mn & Cr & Gn & Ms & Drive & FS & Cl & Pr \\
 \hline\tbsp}
\bottomcaption{Ship Reference} \label{tab:ships}
\begin{supertabular}{l r @{\hspace{1mm}} r @{\hspace{1mm}t\hspace{2mm}}
		       r @{\hspace{1mm}} r @{\hspace{1mm}g\hspace{2mm}}
		       r @{\hspace{1mm}} r @{\hspace{1mm}} r
                     l c @{\hspace{1mm}} l @{\hspace{1mm}} r @{\hspace{1mm}k}}
Adder & 15 & 40 & 8.0 & 18.1 & 1 & 1 & 0 &
	 1 : 3.63/14.54/32.72 & y & 2 & 73 \\
Anaconda & 150 & 650 & 3.0 & 6.0 & \fbox{8} & 2 & 8 &
	 4 : 4/6.25/9/12.25 & y & 6 & 1,060 \\
Asp & 30 & 120 & 7.0 & 22.2 & 2 & 2 & 1 &
	 2 : 5.33/12/21.33 & y & 3 & 187 \\
Boa & 200 & 1300 & 4.0 & 8.0 & \fbox{10} & 4 & 6 &
	 5 : 3.33/4.8/6.53/8.1 & y & 8 & 2,474 \\
Cobra Mk I & 15 & 60 & 6.0 & 16.1 & 1 & 2 & 2 &
	 2 : 10.66/24 & y & 2 & 97 \\
Cobra Mk III & 20 & 80 & 7.0 & 20.1 & 1 & 2 & 4 &
	 2 : 8/18 & y & 2 & 124 \\
Constrictor & 30 & 90 & 10.0 & 22.0 & 2 & 2 & 2 &
	 2 : 6.66/15/26.66 & y & 2 & 143 \\
Eagle Mk I & 5 & 20 & 10.0 & 25.2 & 1 & 1 & 2 &
	 1 : 8/32 & n & 1 & 38 \\
Eagle Mk II & 6 & 22 & 4.0 & 28.2 & 1 & 1 & 2 &
	 1 : 7.14/28.57 & n & 1 & 41 \\
Eagle Mk III & 8 & 22 & 15.1 & 28.2 & 1 & 1 & 2 &
	 1 : 6.66/26.66 & n & 1 & 43 \\
Falcon & 5 & 11 & 9.0 & 30.2 & 1 & 1 & 2 &
	 1 : 12.5 & n & 1m & 46 \\
Gecko & 11 & 34 & 9.0 & \fbox{16.1} & 1 & 2 & 1 &
	 1 : 4.44/17.77/40 & n & 2 & 66 \\
Hawk & 5 & \fbox{7} & 6.0 & 27.2 & 1 & 1 & 2 &
	 1 : 11.11 & n & 1m & 48 \\
Imp Courier & 130 & 350 & 6.0 & 16.1 & \fbox{1} & 1 & 6 &
	 3 : 3.75/6.66/10.41/15 & n & 5 & 609 \\
Imp Trader & 175 & 525 & 4.0 & 9.0 & \fbox{1} & 1 & 6 &
	 4 : 4.57/7.14/10.28/14 & n & 6 & 949 \\
Int.\ Shuttle & 4 & 4 & 3.0 & 5.0 & 1 & 0 & 0 &
	 --- & n & I & 14 \\
Kestrel & 5 & \fbox{9} & 6.0 & 25.2 & 1 & 1 & 2 &
	 1 : 10 & n & 1m & 50 \\
Krait & 8 & \fbox{27} & 10.0 & 20.1 & 1 & 1 & 4 &
	 1 : 5.71/22.85/51.42 & n & 1 & 50 \\
Lifter & 3 & 7 & 2.0 & 4.0 & 1 & 0 & 0 &
	 1 : 20 & n & I & 16 \\
Lion & 65 & 235 & 3.0 & 5.0 & 4 & \fbox{3} & \fbox{8} &
	 3 : 6/10.66/16.66 & y & 3 & 348 \\
Moray & 17 & 70 & 6.0 & 14.1 & 1 & 1 & 4 &
	 2 : 9.19/20.68 & y & 2 & 109 \\
Osprey & 4 & 11 & 8.0 & 27.2 & 1 & 1 & 2 &
	 1 : 13.33 & n & 1m & 45 \\
Panther & 400 & \fbox{2000} & 3.0 & 6.0 & \fbox{12} & 4 & 8 &
	 6 : 4.05/5.52/9.1 & n & 8 & 2,753 \\
Puma & 175 & 825 & 3.0 & 6.0 & \fbox{9} & 4 & 8 &
	 4 : 3.2/5/7.2/9.8 & y & 6 & 1,265 \\
Python & 100 & 400 & 4.0 & 10.0 & 7 & 2 & 4 &
	 3 : 3.6/6.4/10/14.4 & y & 4 & 575 \\
Sidewinder & 8 & 25 & 12.1 & 23.2 & 1 & 1 & 0 &
	 1 : 6.06/24.24/54.54 & y & 1 & 44 \\
Tiger Trader & 80 & 320 & 5.0 & 12.1 & 5 & \fbox{3} & 1 &
	 3 : 4.5/8/12.5/18 & y & 4 & 472 \\
Transporter & 40 & 160 & 4.0 & 9.0 & 3 & \fbox{3} & 2 &
	 2 : 4/9/16/25 & n & 3 & 241 \\
Viper & 15 & 50 & 10.0 & 24.2 & 1 & 1 & 4 &
	 1 : 3.07/12.3/27.69 & y & 2 & 87 \\
Lynx Bulk Carrier & 1200 & 6000 & 1 & 3 & 20 & 0 & 0 &
	 8 : 2.25 & ? & ? & 7,228 \\
Long Range Cruiser & 1000 & 15000 & 1 & 3 & 100 & 1 & 0 &
	 8 : 1.01 & ? & ? & 16,110
\end{supertabular}
\end{center}

The drives for Imperial Courier and Imperial Trader are fixed and not
changeable. The Interplanetary Drive of the Lifter cannot be removed to add a
jump drive.

The Lynx Bulk Carrier and the Long Range Cruiser can both sometimes be seen
in the near of space stations. They don't seem to move but if I remember
right, the Lynx Bulk Carriers at least answer your communication. Long Range
Cruisers seem to be abandoned and are only good for hide and seek games with
the Vipers of the local police or for target practice. I know of no
opportunity to buy one of the ships.\medskip

\subsection{Lasers and Shields}

\hspace{\parindent}A shield works like an extra hull that can take up to 16
tons damage before your real hull is damaged. It regenerates at a few percent
per second and does this faster if you use an Energy Booster (approximately
$3\%$ per second). The regeneration rate is independent of the number of
shields you have and the state of your shields. The strength of your
shielding is proportional to the number of your shields, so 10 shields can
take 160 tons damage before your hull is damaged.  A pulse laser can inflict
12.5 tons of damage per $MW$ power. This means that one shield can absorb one
hit of an $1\;MW$ pulse laser and will degrade to $22\%$ in the process. A
directly following second hit would reduce your shield to $0\%$ and cause
nine tons of damage to your hull.  This shows that the damage a shield can
absorb is proportional to its state, which means that one shield can take
e.~g.\ eight tons of damage at $50\%$ reducing it to $0\%$ without causing
damage to your hull.

Here a more complex example: You have two shields and get hit four times by
an $1\;MW$ pulse laser. Your shields recharge $5\%$ between the hits. The
first hit reduces your shields from the original 32 tons protection to 19.5
tons protection or $60\%$. Before the next hit the shields recharge $5\%$ to
21.1 tons protection. The next hit reduces the shields to 8.6 tons which are
recharged to 10.2 tons. The third hit cuts through your shields and causes
2.3 tons damage to your hull. Recharge will bring your shields back to 1.6
tons protection and the last hit will take them down again and cause another
10.9 tons of damage to your hull for a total damage of 13.2 tons.

The higher firing rate of beam lasers seems to result in approximately five
times the power of pulse lasers resulting in higher damage over the same time
interval. This means that a $1\;MW$ beam laser should be approximately
equivalent to a $5\;MW$ pulse laser. Mining lasers have a very low firing
rate but inflict enough damage to destroy an Imperial Courier with one hit.
The damage they can cause with one hit is estimated to be somewhere between
750 and 1,500 tons.

\subsection{Equipment}
\hspace{\parindent}The possible equipment items together with their weight
are given in the following table:

\begin{center}
 \tablefirsthead{
 \multicolumn{1}{c}{Equipment}  & \multicolumn{1}{c|}{Weight} &
 \multicolumn{1}{|c}{Equipment} & \multicolumn{1}{c}{Weight} \\ \hline\tbsp}
 \tablehead{
 \multicolumn{1}{c}{Equipment}  & \multicolumn{1}{c|}{Weight} &
 \multicolumn{1}{|c}{Equipment} & \multicolumn{1}{c}{Weight} \\ \hline\tbsp}
 \bottomcaption{Equipment Reference} \label{tab:equipment}
\begin{supertabular}{l r @{\hspace{1mm}t\hspace{2mm}} | l r @{\hspace{1mm}t}}
 XB13 Dummy Mine	&   1 & XB74 Proximity Mine	&   1 \\
 Energy Bomb		&   4 & KL760 Homing Missile	&   1 \\
 LV111 Smart Missile	&   1 & NN500 Navy Missile	&   1 \\
 30 MW Mining Laser	&  10 & 1 MW Pulse Laser	&   1 \\
 5 MW Pulse Laser	&   3 & 1 MW Beam Laser		&   5 \\
 4 MW Beam Laser	&  20 & 20 MW Beam Laser	&  75 \\
 100 MW Beam Laser	& 200 & Laser Cooling Booster	&   1 \\
 Small Plasma Accel.	& 500 & Large Plasma Accel.	& 900 \\
 ECM			&   2 & Naval ECM		&   2 \\
 Cargo Bay Life Support	&   1 & Extra Passenger Cabin	&   5 \\
 Auto Pilot		&   1 & Auto Refueller		&   1 \\
 Scanner		&   1 & Radar Mapper		&   1 \\
 Hyper-Space Cloud Anal.&   1 & Shield Generator	&   4 \\
 Energy Booster		&   5 & Escape Capsule		&   5 \\
 Atmospheric Shielding	&   1 & Hull Auto Repair	&  40 \\
 Fuel Scoop		&   6 & Cargo Scoop Converter	&   2 \\
 MB4 Mining Machine	&  30 &	Interplanetary Drive	&   4 \\
 Hyperdrive Class 1	&  10 & Hyperdrive Class 2	&  25 \\
 Hyperdrive Class 3	&  45 & Hyperdrive Class 4	&  80 \\
 Hyperdrive Class 5	& 150 & Hyperdrive Class 6	& 250 \\
 Hyperdrive Class 7	& 400 & Hyperdrive Class 8	& 600 \\
 Military Drive Class 1	&   6 & Military Drive Class 2	&  12 \\
 Military Drive Class 3	&  24 & Military Drive Class 4	&   ? \\
 Fighter Launcher	&   ?
\end{supertabular}
\end{center}

A Class 8 Hyperdrive can only be bought as a builtin drive with the Boa or
the Panther Clipper. No one has ever seen a Class 4 Military Drive or a
Fighter Launcher but there are rumors that they exist in the game somewhere.

\subsection{Merchandise}
\hspace{\parindent}Just for reference, here the list of merchandise:

\begin{center}
 \tablefirsthead{
 \multicolumn{4}{c}{Merchandise} \\ \hline\tbsp}
 \tablehead{
 \multicolumn{4}{c}{Merchandise} \\ \hline\tbsp}
 \bottomcaption{Merchandise Referenc} \label{tab:merchandise}
\begin{supertabular}{l | l | l | l}
Water		& Liquid Oxygen	   & Grain	    & Fruit and Veg.	\\
Animal Meat	& Synthetic Meat   & Liquor	    & Medicines		\\
Fertilizer	& Luxury Goods	   & Heavy Plastics & Metal Alloys	\\
Precious Metals	& Gem Stones	   & Minerals	    & Hydrogen Fuel	\\
Military Fuel	& Industrial Parts & Computers	    & Air Processors	\\
Farm Machinery	& Roboters	   & Radioactives   & Rubbish	 	\\
Narcotics	& Animal Skins	   & Live Animals   & Slaves	 	\\
Hand Weapons	& Battle Weapons   & Nerve Gas 	    &
\end{supertabular}
\end{center}

\subsection{Ranks}
\hspace{\parindent}Here comes the list of ranks in the German and the English
version together with the number of points you have to get to advance to a
given rank.

\begin{center}
 \tablefirsthead{
  Federation German & English & Empire German & English & Points
  \\ \hline\tbsp}
 \tablehead{
  Federation German & English & Empire German & English & Points
  \\ \hline\tbsp}
 \bottomcaption{Rank Reference} \label{tab:ranks}
\begin{supertabular}{l | l | l | l | r}
 Keiner		      & None	      & Au{\ss}enseiter	& Outsider & 0 \\
 Gefreiter	      & Private	      & Leibeigener     & Serf	   & 1 \\
 Unteroffizier	      & Corporal      & Master	        & Master   & 16 \\
 Feldwelbel	      & Sergeant      & Sir	        & Sir	   & 81 \\
 Hauptfeldwebel	      & Sgt-Major     & Squire          & Squire   & 256 \\
 Major		      & Major	      & Lord	        & Lord	   & 625 \\
 Oberst		      & Colonel	      & Baron	        & Baron	   & 1,296 \\
 Leutnant	      & Lieutnant     & Viscount        & Viscount & 2,401 \\
 Korvettenkapit{\"a}n & Lt. Commander & Count		& Count	   & 4,096 \\
 Kapit{\"an}	      & Captain	      & Earl		& Earl	   & 6,561 \\
 Kommodore	      & Commodore     & Marquis	        & Marquis  & 10,000 \\
 Konteradmiral	      & Rear Admiral  & Herzog	        & Duke	   & 14,641 \\
 Admiral	      & Admiral	      & Prinz	        & Prince   & 20,736
\end{supertabular}
\end{center}

The following table shows the correspondence between the mission type and the
points you get for the successful completion of a mission:

\begin{center}
 \tablefirsthead{
  Mission Type & Points \\ \hline\tbsp}
 \tablehead{
  Mission Type & Points \\ \hline\tbsp}
 \bottomcaption{Points for Missions} \label{tab:points}
\begin{supertabular}{l | r}
 delivery		& 2 \\
 assassination		& 14 \\
 foto			& 16 \\
 bombing		& 18 \\
 ``excellent'' foto	& 20
\end{supertabular}
\end{center}

\hspace{\parindent}Different kinds of military missions are bound to your
rank. In the federation you carry unimportant stuff until you get promoted to
Sergeant; then the first secret messages may be carried by you. You will get
your first military assassination mission as Sgt-Major. After your promotion
to Major you will get additional reconnaissance missions and a Colonel may
execute bombing missions. The empire handles equivalent ranks the same way.
You seem to get no new type of mission when you advance further in rank
although there are many rumors that you get new missions to destroy enemy
ships at Commodore/Marquis level.

The above does not hold, if you execute missions for more than one side. I
made the mistake of working for the empire after I advanced to Colonel and
had gotten my first few bombing missions. I advanced to Squire in the empire
and went back to the federation. Now I had the problem, that I got no more
bombing missions but had to stay with the usual reconnaissance missions. I
eventually got bombing missions again, but working for the empire surely
stopped my federal career for a while.

The safest way to advance in the federation and the empire at the same time
seems to be the famous ``rank swing'': Advance one rank in the federation,
work for the empire and advance one rank there, return to the federation and
so on until you are Admiral/Prince and ELITE and bored to death.

Your rank is not the only prerequisite you need to get a certain type of
mission. You have to own all the possible medals for earlier missions first.
You get medals for:
\begin{enumerate} \greedy
 \item the first delivery of an important item like gravitic detonators,
 \item the first delivery of secret communication,
 \item the first successful assassination,
 \item the first successful reconnaissance mission,
 \item the first reconnaissance mission with resulting excellent film and
 \item the first successful bombing mission.
\end{enumerate}
\hspace{\parindent}A strange side effect is, that you must not perform all
reconnaissance missions perfectly, because if you do, you will not get your
fourth medal!

The complete list of medals for the German and the English version of the
game looks as follows:
\begin{center}
 \tablefirsthead{
  Federation German & English & Empire German & English \\ \hline\tbsp}
 \tablehead{
  Federation German & English & Empire German & English \\ \hline\tbsp}
 \bottomcaption{Medal Reference} \label{tab:medals}
\begin{supertabular}{l | l | l | l}
Tapferkeitsurkunde & Certificate of Valor & Rote Armbinde & Crimson Brassard \\
Sternexplosion & Starburst & Schwarzes Polygon & Black Polygon \\
Purpur-Omega & Purple Omega & Goldene Lanze & Gold Spike \\
Zinnober-Krone & Vermillion Crest & Platinkreuz & Platinum Cross \\
Blauer Exzelsior & Blue Excelsior & Ehrenlegion & Legion of Honour \\
Frontier Medaille & Frontier Medal & Himmelskrieger & Celestial Warrior
\end{supertabular}
\end{center}

\subsection{Combat Rating}
\hspace{\parindent}And here your combat rating with more magic numbers. They
seem to denote the number of ships you have destroyed multiplied by 256. In
other words, you get 256 points for each destroyed ship regardless of its
type.

\begin{center}
 \tablefirsthead{
 German & English & Points & Kills \\ \hline\tbsp}
 \tablehead{
 German & English & Points & Kills \\ \hline\tbsp}
 \bottomcaption{Rating Reference} \label{tab:rating}
\begin{supertabular}{l | l | r | r}
 Harmlos		  & Harmless	    & 0		&     0 \\
 Meistens Harmlos	  & Mostly Harmless & 1,024	&     4 \\
 Schwach		  & Poor	    & 2,048	&     8 \\
 Unterdurchschnittlich	  & Below Average   & 4,096	&    16 \\
 Durchschnittlich	  & Average	    & 8,192	&    32 \\
 {\"U}berdurchschnittlich & Above Average   & 16,384    &    64 \\
 Kompetent		  & Competent	    & 32,768    &   128 \\
 Gef{\"a}hrlich		  & Dangerous	    & 256,000   & 1,000 \\
 T{\"o}dlich		  & Deadly	    & 768,000	& 3,000 \\
 ELITE			  & ELITE	    & 1,536,000	& 6,000
\end{supertabular}
\end{center}

For every 256 destroyed ships you will get a message like: ``right on
commander''. This is an indication of your advances between the ranks. From
the table you can see, that you should get Dangerous between the third and the
fourth message of this kind. You advance to Deadly between the 11th and
12th message. You should become ELITE after the 23rd message.

\subsection{Legal Status}
\hspace{\parindent}The last table gives the possible legal status with the
associated fines (?):

\begin{center}
 \tablefirsthead{
 German & English & Fine \\ \hline\tbsp}
 \tablehead{
 German & English & Fine \\ \hline\tbsp}
 \bottomcaption{Legal Status Reference} \label{tab:legal}
\begin{supertabular}{l | l | r}
 W. Weste		& Clean		& 0 \\
 Straff`ll.		& Offender	& 1 \\
 Krimin.		& Criminal	& 5,500 \\
 Outlaw			& Outlaw	& 20,000 \\
 Fl{\"u}chtig		& Fugitive	& 100,000
\end{supertabular}
\end{center}
\newpage

\section{System Info}

\hspace{\parindent}There seem to be differences between the coordinates of
systems in the PC and the Amiga version of the game. Usually they are smaller
than one sector, the only verified case of a large difference being the
Andolqu system \mbox{[PC~-76,~29]}, \mbox{[Amiga~-74,~29]}. The following
tables correspond to the PC version. If you find systems to be located in a
different sector on your Amiga, I would be glad to include a list of
differences (that you will have to provide). If they are too many, it would
be interesting to find out, whether a more systematic approach could be
successful.

The system names in the tables that correspond with really existing
astronomical objects are printed underlined. Not all probable candidates for
astronomical objects (like 82 Eridani) could be found in the star catalogues
I have access to. They may be astronomical objects or not.

\subsection{Settlements and Tourist Attractions Far Out}
\hspace{\parindent}Here comes a list of inhabited systems with starports far
from the core systems, mixed with a few systems of specific interest.

\begin{center}
\tablefirsthead{\hline
 \multicolumn{1}{c}{System} & \multicolumn{2}{c}{Coord} &
 \multicolumn{1}{c}{Politics} &
 \multicolumn{1}{c}{Comments} \\ \hline\tbsp}
\tablehead{\hline
 \multicolumn{1}{c}{System} & \multicolumn{2}{c}{Coord} &
 \multicolumn{1}{c}{Politics} &
 \multicolumn{1}{c}{Comments} \\ \hline\tbsp}
\begin{supertabular}{l @{\hspace{2mm}$[$\hspace{1mm}} r @{,\hspace{1mm}} r
                       @{\hspace{1mm}$]$\hspace{2mm}} l p{\commentBoxLength}}
Aaqu			&   771 & -1302 & indep corp &
	\\
Ackargre		& -4310 & -1999 & indep anarchy &
	\\
Ackarol			& -2000 &  -879 & indep corp &
	\\
\underline{Alcyone}	&    32 &    32 & uninhabited &
	\\
Aliafa			& -2107 & -1017 & indep corp &
	\\
\underline{Antares}	&   -39 &   -34 & uninhabited &
	no planets \\
Anvequ			&   360 &    -5 & indep corp &
	\\
Arfaess			&  1020 &     0 & indep corp &
	\\
Arwabe			&  -766 &  -766 & indep corp &
	\\
\underline{Atlas}	&    32 &    32 & uninhabited &
	\\
Ayessand		& -1022 & -1022 & indep corp &
	\\
Aysool			& -1495 & -1574 & indep anarchy &
	\\
Ayurda			&  -666 &   117 & indep anarchy &
	\\
Becaness		&   772 & -1303 & indep corp &
	\\
Becanol			& -1509 &   -35 & indep corp &
	\\
Beenbe			& -2757 &   -35 & indep anarchy &
	\\
Beenla			&   254 &     0 & indep corp &
	\\
\underline{Beta Lyrae}	&  -146 &    85 & uninhabited &
	contact binary star \\
\underline{Betelgeuse}	&    59 &    14 & uninhabited &
	supergiant \\
Betiess			& -2344 &   -35 & indep anarchy &
	\\
Daaya			&   937 &   789 & indep anarchy &
	\\
Edaso			& -1790 & -1790 & indep corp &
	\\
Edcelia			& -2107 &   503 & indep corp &
	\\
Edenve			&   254 &     0 & indep corp &
	\\
\underline{Electra}	&    32 &    32 & uninhabited &
	\\
Enangre			& -1225 &  -922 & indep corp &
	\\
Enlabe			& -1792 & -1792 & indep corp &
	\\
Enquze			& -1674 & -1498 & indep corp &
	\\
Esswaze			& -1790 & -1790 & indep corp &
	\\
Exvefa			& -2000 & -1945 & indep corp &
	\\
Faarfa			&  -509 &  -770 & indep corp &
	\\
Fainin			&   771 & -1302 & indep corp &
	\\
Famiay			& -2107 &   -63 & indep corp &
	\\
Greurqu			&   772 & -1303 & indep corp &
	\\
\underline{Hadar}	&    -6 &   -40 & uninhabited &
	supergiant \\
Hoessce			& -5180 & -2000 & indep corp &
	\\
Ioandqu			&   772 & -1303 & indep corp &
	\\
Iocana			&  -383 &  -207 & indep anarchy &
	\\
Ioceay			& -1509 &   -35 & indep corp &
	\\
Ioquex			&   772 & -1303 & indep corp &
	\\
Iozeio			&  -376 &  -426 & indep corp &
	\\
Lahola			&  1022 &    -4 & indep corp &
	\\
Lasolia			& -2000 & -1566 & indep corp &
	\\
\underline{Maia}	&    32 &    32 & uninhabited &
	\\
\underline{Merope}	&    32 &    32 & uninhabited &
	\\
Micanex			&  -739 &  -539 & indep anarchy &
	\\
Miphimi			& -2102 & -1745 & indep corp &
	\\
Oletphi			& -2331 &   -35 & indep corp &
	\\
Phiolbe			& -2187 &   -35 & indep anarchy &
	\\
\underline{Pleione}	&    32 &    32 & uninhabited &
	\\
\underline{Polaris}	&     0 &    76 & uninhabited &
	supergiant \\
Qumia			& -2107 &   503 & indep corp &
	\\
\underline{Rigel}	&    92 &     6 & unexplored &
	supergiant \\
Solaqu			& -2107 & -1017 & indep corp &
	\\
\underline{Spica}	&    -4 &   -17 & uninhabited &
	no planets \\
\underline{Taygete}	&    32 &    32 & uninhabited &
	\\
Tiafa			&  -748 &  -863 & indep corp &
	\\
Urbela			&  -719 &    -6 & indep corp &
	\\
Urceve			& -1814 & -1745 & indep corp &
	\\
Urioed			& -2000 &  -879 & indep corp &
	\\
Ururur			& -1814 & -1745 & indep corp &
	\\
Vewela			& -1790 & -1790 & indep corp &
	\\
Wafaa			&  -666 &   117 & indep anarchy &
\end{supertabular}
\end{center}
\vspace*{5mm}


\subsection{System Database}
\hspace{\parindent}A table of systems I have had contact with is given on
the next pages. For every system the sector coordinates, maximum
distance to the nearest starport or station and the political system are
listed together with some comments.

\begin{center} \small
\tablefirsthead{\hline
 \multicolumn{1}{c}{System} & \multicolumn{2}{c}{Coord} &
 \multicolumn{1}{c}{AU}     & \multicolumn{1}{c}{Politics} &
 \multicolumn{1}{c}{Comments} \\ \hline\tbsp}
\tablehead{\hline
 \multicolumn{1}{c}{System} & \multicolumn{2}{c}{Coord} &
 \multicolumn{1}{c}{AU}     & \multicolumn{1}{c}{Politics} &
 \multicolumn{1}{c}{Comments} \\ \hline\tbsp}
\begin{supertabular}{l @{\hspace{2mm}$[$\hspace{1mm}} r @{,\hspace{1mm}} r
		       @{\hspace{1mm}$]$\hspace{2mm}} r l p{\commentBoxLength}}
$1^{\circ}4774$		& -1 &  1 & 9.02	& indep corp &
	\\
% A
AC+$79^{\circ}3888$	&  0 &  2 & 8.97	& indep corp &
	\\
Aandti			&  0 & -5 & 8.58	& indep corp &
	no starport \\
Achenar			&  1 & -4 & 57.78	& imp capital &
	\fussy luxury goods export, computer import, radioactives illegal,
	Honest John That\-cher's ok, avoid Ulrich's Ware\-house \\
Ackcanphi		& -4 & -4 & 		& indep disputed &
	\\
Ackdati			&  0 & -5 & 19.74	& imperial &
	\\
Ackexa			& -3 &  3 &		& indep corp &
	\\
Acklave			&  2 & -2 & 18.30	& indep anarchy &
	no starport \\
Ackwada			& -5 & -3 & 		& indep corp &
	\\
Ackzece			&  1 & -5 & 10.30	& imperial &
	\\
Aenze			&  3 & -6 & 8.68	& indep anarchy &
	\\
\underline{Alcor}	&  0 &  5 &		& indep corp &
	no planets \\
\underline{Aldebaran}	&  6 &  4 &		& uninhabited &
	no planets \\
\underline{Alioth}	&  0 &  4 & 23.63	& indep democracy &
	disputed system \\
\underline{Altair}	& -2 &  1 & 10.87	& fed democracy &
	robot import \\
\underline{Alpha Centauri} &  0 &  0 & 990.00	& fed colony &
	\\
Anacka			&  4 & -4 & 9.21	& indep corp &
	no starport \\
Anacketh		&  0 & -5 & 13.79	& imperial &
	\\
Anave			&  3 &  0 & 7.70	& indep anarchy &
	\\
Anayeth			& -1 & -4 & 		& imp colony &
	\\
Andceeth		& -5 &  2 & 		& indep disputed &
	\\
Andcefa			&  2 & -3 & 11.15	& imp colony &
	\\
Andinol			&  3 & -6 & 4.15	& indep anarchy &
	no starport \\
Andwafa			& -2 &  3 &		& indep corp &
	\\
Anlaol			&  1 & -6 & 11.19	& imperial &
	\\
Anlave			&  0 &  3 & 10.57	& fed democracy &
	\\
Anphiex			&  2 & -2 & 10.98	& indep corp &
	\\
Arayess			&  4 & -7 &		& indep dict &
	\fussy under federal interdict \\
\underline{Arcturus}	& -2 &  0 & 12.02	& fed democracy &
	\\
Arexack			& -1 & -5 & 		& indep corp &
	\\
Aveed			&  3 &  0 & 12.73	& indep corp &
	\\
Ayarlia			&  3 &  1 & 6.94	& indep corp &
	\\
Ayethti			& -3 & -1 & 		& indep democracy &
	\\
Ayfati			&  1 & -5 & 9.69	& imperial &
	\\
Aymiay			&  1 &  4 & 6.17	& fed democracy &
	\\
Aymifa			&  2 & -5 & 10.81	& imperial &
	\\
Aymigre			&  2 & -3 & 9.32	& indep anarchy &
	no starport \\
Ayqugre			&  4 & -5 & 11.02	& indep anarchy &
	no starport \\
Ayurso			&  4 &  0 & 9.09	& indep civil war &
	\fussy exorbitant prices for robots and luxury goods \\
% B
BD 946			& -1 &  2 &		& indep corp &
	\\
\underline{Barnard}	& -1 &  0 & 11.08	& fed colony &
	\fussy robot export, luxury goods import, Haynes and Son Inc.,
        Merchant Darke's ok \\
Becanin			&  3 &  0 & 7.71	& indep corp &
	\\
Bedaho			& -4 & -2 & 7.74	& fed democracy &
	\\
Befaqu			& -2 &  8 &		& indep dict &
	\fussy under federal interdict \\
Behoqu			&  2 & -4 & 9.34	& imperial &
	\fussy contract targets may crash on start from Manchester City \\
Besaex			&  3 &  0 &		& indep corp &
	\\
\underline{Beta Hydri}	&  0 & -2 & 10.69	& fed democracy &
	\\
Beuress			&  0 & -5 & 10.62	& indep anarchy &
	\\
Beurqu			&  3 & -5 & 10.60	& indep anarchy &
	no starport \\
Bewaack			&  0 & -5 & 10.92	& indep anarchy &
	no starport\\
% C
CD-$37^{\circ}15492$	&  0 &  0 & 10.52	& indep corp &
	\\
CD-$44^{\circ}11909$	& -1 & -1 & 11.20	& indep anarchy &
	\\
CD-$46^{\circ}11540$	& -1 & -1 & 10.94	& indep corp &
	\\
CD-$49^{\circ}13515$	& -1 & -1 & 8.65	& indep corp &
	\\
Canayce			&  2 & -6 & 421.41	& indep anarchy &
	\\
Candaess		&  2 & -4 & 238.55	& imperial &
	\\
Caninve			&  3 & -2 & 9.48	& indep anarchy &
	no starport \\
\underline{Canopus}	&  6 & -6 &		& indep anarchy &
	supergiant \\
\underline{Capella}	&  4 &  4 &		& indep corp &
	\\
Ceessze			&  3 & -4 & 10.15	& indep anarchy &
	\\
Cegreeth		& -1 & -3 & 220.00	& imp colony &
	\fussy reference selection fixed on Cegreeth D,
	dis\-cre\-ti\-za\-tion prob\-lems \\
Cemiess			& -2 & -2 &		& imperial &
	\fussy negative black market prices for gem stones and precious
	metals, Richard's Exchange, Patrick's Exchange, Judd's Trading ok \\
Cetilia			&  4 & -5 & 17.10	& indep anarchy &
	\\
\underline{Cygni, 61}	& -1 &  1 & 48.62	& fed democracy &
	\fussy single starport, often busy \\
% D
Daceess			&  2 & -5 & 17.01	& indep anarchy &
	no starport \\
Dainay			&  2 &  3 & 10.49	& indep corp &
	\\
Dainfa			&  3 & -6 & 10.72	& indep corp &
	\\
\underline{Delta Pavonis} & -1 & -2 & 10.59	& fed democracy &
	\fussy many political contracts \\
Diso			& -3 & -6 &		& indep democracy &
	\\
% E
Edethex			&  3 & -3 & 8.35	& fed democracy &
	\\
Edlave			&  3 & -2 & 15.64	& indep anarchy &
	no starport \\
Edliaze			&  2 & -2 & 10.01	& indep corp &
	\\
Enaness			& -5 &  1 &		& indep communist &
	\\
Encea			& -2 &  2 & 10.73	& indep corp &
	\\
Enquze			&  4 & -3 & 10.79	& indep corp &
	\\
\underline{Epsilon Eridani} &  1 &  0 & 11.07	& indep corp &
	\\
\underline{Epsilon Indi}& -1 & -1 & 10.63	& fed democracy &
	\\
Eridani, 82		&  1 & -1 & 9.02	& indep corp &
	\\
Essaa			&  1 & -5 & 10.37	& imperial &
	\\
Essethlia		&  4 & -2 &		& indep corp &
	\\
Essliagre		&  2 & -4 & 11.33	& indep anarchy &
	no starport \\
\underline{Eta Cassiopeia} &  0 &  2 & 10.09	& fed base &
	\fussy bring your own military fuel \\
Ethgrece		&  2 & -5 & 9.23	& indep corp &
	\\
Exbeur			& -3 &  4 & 10.31	& fed colony &
	no military fuel \\
Exhoed			&  2 &  4 & 9.90	& indep dict &
	\\
Exioce			& -1 & -3 & 10.54	& imperial &
	\\
Exiool			&  2 & -4 & 10.79	& imperial &
	\\
Exlagre			& -5 &  3 &		& indep corp &
	\\
Extila			& -4 & -1 &		& indep feudal &
	\\
% F
Facece			&  0 & -4 & 9.59	& imp base &
	\fussy luxury goods, medicine export, many military missions \\
Famiso			&  3 & -4 & 7.59	& indep corp &
	\\
Faphive			&  3 & -4 & 8.73	& indep anarchy &
	no starport \\
Fawaol			&  2 & -3 & 15.84	& imp colony &
	\\
\underline{Fomalhaut}	& -1 &  0 & 14.11	& fed democracy &
	\fussy radioactives illegal, Austin's Exchange, Shepherd's
	Merchandise ok,	avoid O'Han\-lon's Goods Emporium. \\
% G
Greayqu			&  3 & -2 & 272.33	& indep anarchy &
	no starport \\
Gretiay			&  3 &  2 &		& indep &
	no population \\
Groombridge 34		&  0 &  1 & 135.23	& indep corp &
	\\
% H
Hobegre			&  2 & -6 & 111.44	& indep anarchy &
	no starport \\
Hocancan		&  1 & -3 & 14.38	& indep anarchy &
	no starport \\
Hoethcan		&  3 & -5 & 614.74	& indep anarchy &
	no starport \\
% I
Inedol			&  3 & -5 & 5.81	& indep anarchy &
	no starport \\
Inena			&  3 & -6 & 9.22	& indep dict &
	\\
Intiol			&  2 & -4 & 380.41	& indep anarchy &
	no starport \\
Ioarqu			&  2 & -3 & 530		& indep anarchy &
	no starport \\
Iohoay			&  3 &  0 & 8.46	& indep corp &
	interesting contracts \\
Ioioqu			&  4 & -5 & 11.21	& indep anarchy &
	no starport \\
Ioliaa			&  2 & -6 & 10.06	& indep corp &
	\\
Ioququ			&  3 & -4 & 10.93	& imperial &
	\\
Iozegre			&  3 & -2 & 634.68	& indep anarchy &
	no starport \\
% J
% K
% L
LP 658-2		&  2 &  0 & 10.14	& indep anarchy &
	\\
Lacaille 8760		& -1 &  0 &		& indep corp &
	\\
Lacaille 9352		& -1 &  0 &		& indep corp &
	\\
Lacancan		&  3 & -6 &		& indep anarchy &
	no starport \\
Laedgre			&  2 & -2 & 9.14	& indep anarchy &
	\\
Laedla			& -4 &  1 &		& imp colony &
	\\
Laesscan		&  4 & -3 & 74.92	& indep anarchy &
	no starport \\
Laiogre			&  4 & -4 & 8.13	& indep anarchy &
	\\
Lalande 21185		&  0 &  0 & 9.94	& indep corp &
	\\
Lalande 25372		&  0 &  0 & 10.48	& indep corp &
	\\
Lave			& -3 & -6 &		& indep dict &
	\\
Liabeze			&  2 & -4 & 10.77	& imperial &
	\\
Liaedin			&  4 &  3 &		& indep disputed &
	\\
Liaququ			&  2 & -2 & 10.07	& indep democracy &
	\\
Luyten			& -1 &  0 &		& indep corp &
	\\
Luyten 97-12		&  1 & -2 & 11.14	& indep corp &
	\\
Luyten 205-128		& -1 & -2 & 7.88	& indep corp &
	\\
Luyten 674-15		&  2 & -1 & 10.68	& indep corp &
	\\
Luyten 789-6		& -1 &  0 &		& indep corp &
	\\
% M
Maanens, van		&  0 &  1 & 9.49	& indep dict &
	\fussy isolationistic religious enclave, permit re\-quired \\
Miandze			&  3 & -5 & 547.58	& indep anarchy &
	no starport \\
Micanex			&  3 & -4 & 92.42	& indep anarchy &
	no starport \\
Miolgre			&  2 & -5 & 8.52	& imperial &
	\\
Miolze			&  2 & -3 & 9.25	& indep corp &
	\\
\underline{Mizar}	&  0 &  5 &		& indep corp &
	no planets \\
% N
% O
Olaygre			&  4 & -3 & 7.63	& indep anarchy &
	\\
Olcanze			&  1 & -3 &		& imperial &
	\\
Ollaex			&  2 & -3 & 11.19	& indep corp &
	no starport \\
Oltiqu			& -1 &  4 & 11.76	& fed democracy &
	\\
\underline{Omicron Eridani} &  2 &  0 & 43.38	& indep corp &
	\\
Ophiuchi, 36		& -1 & -1 & 78.84	& indep corp &
	\\
Ophiuchi, 70		& -2 &  0 &		& indep corp &
	\\
% P
\underline{Phekda}	&  2 &  5 & 13.61	& indep anarchy &
	\\
Phiagre			&  1 & -3 & 241.90	& indep corp &
	\\
% Q
Quexce			& -2 & -2 & 9.45	& indep corp &
	\\
Quince			& -1 & -5 &		& imperial &
	\\
Quphieth		& -3 &  0 &		& indep feudal &
	\\
Ququve			&  1 &  4 &		& fed democracy &
	\\
% R
\underline{Regulus}	&  5 & -1 &		& indep corp &
	no starport \\
Riedquat		& -3 & -6 &		& indep anarchy &
	\\
Ross 128		&  0 &  0 & 10.71	& fed colony &
	\fussy prison colony, permit needed, Donaldson's Warehouse ok \\
Ross 154		& -1 &  0 & 10.65	& fed colony &
	\fussy single starport, often busy, Merchant Na\-ka\-mi\-chi's ok \\
Ross 986		&  2 &  1 & 9.96	& fed democracy &
	\\
% S
\underline{Sigma Draconis} & -1 & 2 & 		& indep corp &
	\\
\underline{Sirius}	&  1 &  0 & 20.18	& indep corp &
	\\
Sodaack			&  1 & -6 & 12.34	& indep anarchy &
	no starport \\
Sohoa			&  0 & -4 & 10.71	& imperial &
	\\
\underline{Sol}		&  0 &  0 & 9.47	& fed capital &
	\fussy luxury goods export, robot import, good ship selection at
	Moon, radioactives illegal, Haynes Merchandise, Greenhill's
        Warehouse, Brennans Holdings, Honest John Coate's, Baker's Trading
        Company, Merchant London's, Honest John	Loma's ok, avoid Honest John
        Brennan, Merchant Go\-mez's, That\-cher's Mer\-chan\-dise,
        Mac\-mil\-lan's Goods Em\-po\-ri\-um, Sheehan's Exchange \\ 
Sophilia		&  3 & -1 & 10.38	& indep corp &
	\\
% T
\underline{Tau Ceti}	&  0 &  0 & 10.04	& fed democracy &
	\fussy many military missions, Gil\-mour Orbiter is a good base for a
        federal military career\\
Tiacan			&  3 & -4 & 6.48	& imperial &
	overpopulated \\
Tiancan			&  4 & -5 & 11.95	& indep anarchy &
	no starport \\
Tiaycan			&  3 &  0 & 10.83	& indep anarchy &
	\\
Tiessgre		&  3 & -3 & 306.07	& indep anarchy &
	\\
Tiliala			& -4 & -1 &		& fed democracy &
	\\
Tivecan			&  2 & -3 & 248.84	& indep anarchy &
	no starport \\
% U
Urfaa			&  5 &  7 &		& uninhabited &
	station \\
Urlaay			&  3 & -2 & 10.82	& indep corp &
	robot export for Zeaex \\
Urquay			&  4 & -5 & 6.85	& indep anarchy &
	no starport \\
% V
Veareth			&  0 & -5 & 21.02	& imperial &
	no starport \\
Vecanlia		&  0 & -5 & 11.31	& indep anarchy &
	no starport \\
\underline{Vega}	& -3 &  2 & 10.40	& fed democracy &
	\\
Vequess			&  0 & -4 & 8.88	& imperial &
	\\
% W
WX Ursa Majoris		&  1 &  1 &		& uninhabited &
	no planets \\
Waarze			&  4 & -4 & 133.73	& indep anarchy &
	\\
Waayol			&  4 & -5 & 9.77	& fed democracy &
	\\
Waceol			&  3 & -4 & 162.38	& indep anarchy &
	no starport \\
Waessol			&  2 & -3 & 305.88	& indep anarchy &
	no starport \\
Wainze			&  3 & -2 & 9.90	& indep corp &
	\\
Waolex			&  4 & -4 & 549.67	& indep anarchy &
	\\
Wolf 359		&  0 &  0 & 11.35	& indep corp &
	\\
Wolf 630		& -2 & -1 & 170.00	& fed democracy &
	radioactives illegal\\
% X
% Y
YZ Canis Minoris	&  2 &  0 & 8.79	& indep communist &
	permit required \\
% Z
Zeaex			&  3 & -2 & 10.29	& indep disputed &
	\fussy robot import, lots of trouble \\
Zeancan			&  2 & -2 & 9.68	& indep anarchy &
	\\
Zeanlia			&  2 &  2 & 34.99	& indep corp &
	\\
Zearla			& -5 &  1 &		& indep feudal &
	\\
Zeceand			&  6 & 10 &		& uninhabited &
	starport \\
Zeessze			&  0 &  3 & 9.20	& fed democracy &
	\\
Zeessze			&  1 & -6 & 9.02	& indep anarchy &
	\\
Zelada			&  1 &  4 &		& indep anarchy &
	\\
\end{supertabular}
\end{center}
\newpage


\section{Wormhole Routes}

In this table, sector coordinates are interpreted relative to the integer
coordinates of a sector center (the intersection of the faintly colored
lines). Therefore the sector [0,~0] has the corners [-0.5,~0.5] [0.5,~0.5],
[0.5,~-0.5] and [-0.5,~-0.5]. Furthermore the coordinates [-0.7,~1.3] are
located in sector [-1,~1].

I am sure that for many jumps better jump points can be found, but
this little navigation library already helps me a lot. It gets continuously
updated.

\begin{center} \small
\tablefirsthead{\hline
 \multicolumn{1}{c}{From} & \multicolumn{2}{c}{Coord} &
 \multicolumn{1}{c}{To}   & \multicolumn{2}{c}{Coord} &
 \multicolumn{1}{c}{Via}  & \multicolumn{2}{c}{Coord} \\ \hline\tbsp}
\tablehead{\hline
 \multicolumn{1}{c}{From} & \multicolumn{2}{c}{Coord} &
 \multicolumn{1}{c}{To}   & \multicolumn{2}{c}{Coord} &
 \multicolumn{1}{c}{Via}  & \multicolumn{2}{c}{Coord} \\ \hline\tbsp}
\begin{supertabular}{l @{\hspace{1mm}$[$\hspace{1mm}} r @{,\hspace{1mm}} r
                       @{\hspace{1mm}$]$\hspace{1mm}} l
                       @{\hspace{1mm}$[$\hspace{1mm}} r @{,\hspace{1mm}} r
                       @{\hspace{1mm}$]$\hspace{1mm}} l
                       @{\hspace{1mm}$[$\hspace{1mm}} r @{,\hspace{1mm}} r
                       @{\hspace{1mm}$]$\hspace{2mm}}}
$1^{\circ}4774$		&    -0.65 &    1.25 &
 Delta Pavonis		&    -0.90 &   -1.70 &  
 Exaycan		&    80.80 &   -7.25 \\
$1^{\circ}4774$		&    -0.65 &    1.25 &
 Eta Cassiopeia		&     0.00 &    2.50 &
 Anlaso			&   -72.80 &   39.60 \\
$1^{\circ}4774$		&    -0.65 &    1.25 &
 Maanens, van		&    -0.05 &    1.10 &
 Anexess		&    19.65 &   80.40 \\
$1^{\circ}4774$		&    -0.65 &    1.25 &
 Sol			&     0.00 &    0.20 &
 Exquar			&   -70.10 &  -42.05 \\
$1^{\circ}4774$		&    -0.65 &    1.25 &
 Tau Ceti		&     0.30 &    0.40 &
 Milaze			&   -54.95 &  -59.90 \\
% A
AC+$79^{\circ}3888$	&     0.15 &    1.80 &
 Eta Cassiopeia		&     0.00 &    2.50 &
 Aressan		&    80.15 &   19.30 \\
AC+$79^{\circ}3888$	&     0.15 &    1.80 &
 Zeanlia		&     1.60 &    1.95 &
 Inarin			&     8.80 &  -79.60 \\
Aandti			&    -0.10 &   -4.75 &
 Tau Ceti		&     0.30 &    0.40 &
 Dalaar			&    81.60 &   -8.05 \\
Achenar			&     0.95 &   -4.15 &
 Barnard		&    -0.75 &    0.10 &
 Inarho			&    76.00 &   28.20 \\
Achenar			&     0.95 &   -4.15 &
 Eta Cassiopeia		&     0.00 &    2.50 &
 Zetiso			&    81.35 &   10.80 \\
Achenar			&     0.95 &   -4.15 &
 Facece			&     0.30 &   -4.05 &
 Ayvequ			&   -11.65 &  -85.10 \\
Achenar			&     0.95 &   -4.15 &
 Sol			&     0.00 &    0.20 &
 Ceioho			&    80.45 &   15.20 \\
Achenar			&     0.95 &   -4.15 &
 Tau Ceti		&     0.30 &    0.40 &
 Vecanwa		&    81.45 &    9.90 \\
Ackdati			&     0.40 &   -5.15 &
 Sol			&     0.00 &    0.20 &
 Esshocan		&   -81.25 &   -9.20 \\
Ackdati			&     0.40 &   -5.15 &
 Tau Ceti		&     0.30 &    0.40 &
 Zeandar		&   -81.35 &   -3.80 \\
Acklave			&     1.80 &   -2.50 &
 Tau Ceti		&     0.30 &    0.40 &
 Anmiay			&    73.80 &   36.15 \\
Ackzece			&     1.30 &   -5.20 &
 Tau Ceti		&     0.30 &    0.40 &
 Olethan		&   -79.50 &  -17.75 \\
Aenze			&     2.95 &   -5.85 &
 Tau Ceti		&     0.30 &    0.40 &
 Greanda		&   -73.35 &  -35.10 \\
Alioth			&    -0.50 &    4.40 &
 Anlave			&    -0.20 &    2.80 &
 Ethveur		&    80.55 &   18.60 \\
Alioth			&    -0.50 &    4.40 &
 Aymiay			&     0.90 &    4.25 &
 Grececan		&     9.15 &   85.80 \\
Alioth			&    -0.50 &    4.40 &
 Dainay			&     1.60 &    2.95 &
 Etheneth		&   -45.85 &  -63.65 \\
Alioth			&    -0.50 &    4.40 &
 Eta Cassiopeia		&     0.00 &    2.50 &
 Migreur		&   -79.30 &  -17.40 \\
Alioth			&    -0.50 &    4.40 &
 Exhoed			&     1.95 &    4.00 &
 Phicanve		&    14.25 &   85.00 \\
Alioth			&    -0.50 &    4.40 &
 Oltiqu			&    -1.50 &    3.95 &
 Arsoa			&   -34.30 &   78.80 \\
Alioth			&    -0.50 &    4.40 &
 Phekda			&     1.50 &    5.00 &
 Enphiphi		&    23.80 &  -74.20 \\
Alioth			&    -0.50 &    4.40 &
 Sol			&     0.00 &    0.20 &
 Andesswa		&    81.85 &   12.00 \\
Altair			&    -2.00 &    0.65 &
 Andwafa		&    -1.90 &    3.05 &
 Ackgrean		&   -83.75 &    5.30 \\
Altair			&    -2.00 &    0.65 &
 Arcturus		&    -1.50 &   -0.50 &
 Arquho			&    73.25 &   32.70 \\
Altair			&    -2.00 &    0.65 &
 CD-$46^{\circ}11540$	&    -1.20 &   -1.30 &
 Ackena			&   -77.30 &  -31.35 \\
Altair			&    -2.00 &    0.65 &
 Cygni, 61		&    -0.90 &    1.20 &
 Tiioess		&    35.25 &  -72.35 \\
Altair			&    -2.00 &    0.65 &
 Delta Pavonis		&    -0.90 &   -1.70 &  
 Iozeti			&   -75.50 &  -35.15 \\
Altair			&    -2.00 &    0.65 &
 Epsilon Indi		&    -0.50 &   -0.65 &
 Daayho			&    52.40 &   61.65 \\
Altair			&    -2.00 &    0.65 &
 Eta Cassiopeia		&     0.00 &    2.50 &
 Miarfa			&    54.75 &  -58.30 \\
Altair			&    -2.00 &    0.65 &
 Lalande 25372		&    -0.45 &   -0.25 &
 Aydami			&    39.60 &   70.95 \\
Altair			&    -2.00 &    0.65 &
 Liabeze		&     1.60 &   -4.20 &
 Ceandphi		&   -65.90 &  -50.60 \\
Altair			&    -2.00 &    0.65 &
 Luyten 97-12		&     0.90 &   -1.95 &
 Soedar			&   -55.00 &  -61.65 \\
Altair			&    -2.00 &    0.65 &
 Ophiuchi, 36		&    -1.80 &   -1.15 &
 Greliave		&   -83.25 &   -9.30 \\
Altair			&    -2.00 &    0.65 &
 Ophiuchi, 70		&    -2.05 &    0.00 &
 Beurcan		&    79.65 &   -5.30 \\
Altair			&    -2.00 &    0.65 &  
 Oltiqu			&    -1.50 &    3.95 &
 Quceve			&    79.20 &   -9.80 \\
Altair			&    -2.00 &    0.65 &
 Ross 154		&    -1.10 &   -0.30 &
 Hoenve			&   -61.00 &  -55.85 \\
Altair			&    -2.00 &    0.65 &
 Sol			&     0.00 &    0.20 &
 Fasove			&   -18.70 &  -79.40 \\
Altair			&    -2.00 &    0.65 &
 Tau Ceti		&     0.30 &    0.40 &
 Phiwaze		&    -9.80 &  -80.70 \\
Altair			&    -2.00 &    0.65 &
 Tiancan		&     4.35 &   -5.15 &
 Anququ			&   -53.75 &  -62.70 \\
Altair			&    -2.00 &    0.65 &
 Vega			&    -2.60 &    1.80 &
 Soanden		&    70.20 &   39.05 \\
Altair			&    -2.00 &    0.65 &
 Wolf 630		&    -2.20 &   -0.75 &
 Grecaneth		&    78.70 &  -11.95 \\
Anacka			&     3.75 &   -3.70 &
 Tau Ceti		&     0.30 &    0.40 &
 Faqua			&    64.55 &   51.10 \\
Anacketh		&     0.05 &   -5.00 &
 Tau Ceti		&     0.30 &    0.40 &
 Besoso			&   -81.45 &    1.85 \\
Andcefa			&     1.55 &   -3.15 &
 Sol			&     0.00 &    0.20 &
 Zephila		&    74.80 &   33.30 \\
Andcefa			&     1.55 &   -3.15 &
 Tau Ceti		&     0.30 &    0.40 &
 Cemiho			&    77.90 &   25.95 \\
Andinol			&     2.90 &   -6.50 &
 Tau Ceti		&     0.30 &    0.40 &
 Cemiho			&    77.90 &   25.95 \\
Anlaol			&     1.40 &   -6.00 &
 Eta Cassiopeia		&     0.00 &    2.50 &
 Greence		&   -80.10 &  -15.05 \\
Anlaol			&     1.40 &   -6.00 &
 Ross 128		&     0.30 &   -0.40 &
 Exedze			&    81.05 &   12.85 \\
Anlaol			&     1.40 &   -6.00 &
 Sol			&     0.00 &    0.20 &
 Ceioho			&    80.45 &   15.20 \\
Anlaol			&     1.40 &   -6.00 &
 Tau Ceti		&     0.30 &    0.40 &
 Waethwa		&    81.45 &   10.80 \\
Anphiex			&     1.60 &   -1.65 &
 Sol			&     0.00 &    0.20 &
 Waayan			&    62.65 &   52.65 \\
Arcturus		&    -1.50 &   -0.50 &
 Barnard		&    -0.75 &    0.10 &
 Ethaso			&    50.15 &  -63.85 \\
Arcturus		&    -1.50 &   -0.50 &
 BD 946			&    -0.70 &    1.65 &
 Zeexce			&   -77.75 &   29.20 \\
Arcturus		&    -1.50 &   -0.50 &
 Delta Pavonis		&    -0.90 &   -1.70 &  
 Anbeda			&    72.60 &   34.40 \\
Arcturus		&    -1.50 &   -0.50 &
 Epsilon Indi		&    -0.50 &   -0.65 &
 Tiesswa		&   -13.15 &  -81.53 \\
Arcturus		&    -1.50 &   -0.50 &
 Ophiuchi, 70		&    -2.05 &    0.00 &
 Esseuve		&   -56.65 &  -60.85 \\
Arcturus		&    -1.50 &   -0.50 &
 Sol			&     0.00 &    0.20 &
 Zecanmi		&    33.60 &  -74.40 \\
Arcturus		&    -1.50 &   -0.50 &
 Tau Ceti		&     0.30 &    0.40 &
 Anayce			&   -37.60 &   72.85 \\
Arcturus		&    -1.50 &   -0.50 &
 Vega			&    -2.60 &    1.80 &
 Faenex			&   -75.70 &  -34.70 \\
Arcturus		&    -1.50 &   -0.50 &
 Wolf 630		&    -2.20 &   -0.75 &
 Tiexex			&   -29.40 &   76.45 \\
Ayarlia			&     3.15 &    0.65 &
 Sol			&     0.00 &    0.20 &
 Tiayho			&    12.50 &  -80.70 \\
Ayarlia			&     3.15 &    0.65 &
 Sophilia		&     3.20 &   -1.35 &
 Grewalia		&   -78.60 &   -2.65 \\
Ayfati			&     1.35 &   -5.30 &
 Tau Ceti		&     0.30 &    0.40 &
 Exedze			&    81.05 &   12.85 \\
Aymiay			&     0.90 &    4.25 &
 Eta Cassiopeia		&     0.00 &    2.50 &
 Ayaen			&    73.20 &  -34.00 \\
Aymifa			&     1.55 &   -5.20 &
 Sol			&     0.00 &    0.20 &
 Uracka			&    79.25 &   19.80 \\
Aymifa			&     1.55 &   -5.20 &
 Tau Ceti		&     0.30 &    0.40 &
 Essandeth		&   -78.85 &  -20.00 \\
Aymigre			&     2.10 &   -2.85 &
 Tau Ceti		&     0.30 &    0.40 &
 Ackackar		&    72.60 &   38.50 \\
Ayqugre			&     3.70 &   -5.20 &
 Tau Ceti		&     0.30 &    0.40 &
 Tilaze			&  -137.45 &  -87.40 \\
Ayurso			&     3.80 &   -0.50 &
 Tau Ceti		&     0.30 &    0.40 &
 Waackio		&    23.80 &   78.75 \\
% B
Barnard			&    -0.75 &    0.10 &
 Beta Hydri		&    -0.10 &   -1.80 &
 Olmieth		&    77.00 &   25.95 \\
Barnard			&    -0.75 &    0.10 &
 Delta Pavonis		&    -0.90 &   -1.70 &  
 Urgreol		&   -82.25 &    5.60 \\
Barnard			&    -0.75 &    0.10 &
 Eta Cassiopeia		&     0.00 &    2.50 &
 Aylaeth		&    77.85 &  -22.75 \\
Barnard			&    -0.75 &    0.10 &
 Fomalhaut		&    -1.15 &   -0.10 &
 Arethwa		&    35.15 &  -73.40 \\
Barnard			&    -0.75 &    0.10 &
 Ross 154		&    -1.10 &   -0.30 &
 Ethiool		&   -62.40 &   53.95 \\
Barnard			&    -0.75 &    0.10 &
 Sol			&     0.00 &    0.20 &
 Hoessho		&    11.05 &  -80.85 \\
Barnard			&    -0.75 &    0.10 &
 Tau Ceti		&     0.30 &    0.40 &
 Ackphied		&    21.60 &  -78.70 \\
Barnard			&    -0.75 &    0.10 &
 Wolf 359		&     0.40 &   -0.15 &
 Liagrelia		&   -17.80 &  -79.90 \\
Bedaho			&    -4.20 &   -1.50 &
 Sol			&     0.00 &    0.20 &
 Edphibe		&   -33.20 &   75.00 \\
Bedaho			&    -4.20 &   -1.50 &
 Wolf 630		&    -2.20 &   -0.75 &
 Beessbe		&   -31.65 &   75.40 \\
Behoqu			&     2.10 &   -4.40 &
 Eta Cassiopeia		&     0.00 &    2.50 &
 Tiliada		&    79.65 &   22.20 \\
Behoqu			&     2.10 &   -4.40 &
 Sol			&     0.00 &    0.20 &
 Laandlia		&    75.40 &   31.80 \\
Behoqu			&     2.10 &   -4.40 &
 Tau Ceti		&     0.30 &    0.40 &
 Veingre		&   -75.10 &  -31.30 \\
Beta Hydri		&    -0.10 &   -1.80 &
 Luyten 674-15		&     2.10 &   -1.00 &
 Ackdawa		&   -27.20 &   75.30 \\
Beta Hydri		&    -0.10 &   -1.80 &
 Tau Ceti		&     0.30 &    0.40 &
 Phigreay		&    80.60 &  -15.05 \\
Beta Hydri		&    -0.10 &   -1.80 &
 Wolf 630		&    -2.20 &   -0.75 &
 Sophimi		&    35.45 &   72.15 \\
Beta Lyrae		&  -146.20 &   85.20 &
 Sol			&     0.00 &    0.20 &
 Vewaay			&  -143.40 &  -78.40 \\
Betelgeuse		&    58.85 &   13.75 &
 Sol			&     0.00 &    0.20 &
 Aredcan		&    12.10 &   81.15 \\
Beuress			&    -0.35 &   -5.40 &
 Tau Ceti		&     0.30 &    0.40 &
 Hoinqu			&    81.10 &  -12.10 \\
Beurqu			&     2.90 &   -5.00 &
 Tau Ceti		&     0.30 &    0.40 &
 Phiveay		&    75.40 &   32.70 \\
Bewaack			&    -0.50 &   -5.15 &
 Tau Ceti		&     0.30 &    0.40 &
 Liaethlia		&   -80.95 &    8.90 \\
% C
CD-$37^{\circ}15492$	&    -0.30 &   -0.20 &
 Lalande 21185		&     0.35 &    0.30 &
 Labeex			&    50.15 &  -64.65 \\
CD-$37^{\circ}15492$	&    -0.30 &   -0.20 &
 Ross 128		&     0.30 &   -0.40 &
 Greurmi		&   -25.10 &  -78.10 \\
CD-$37^{\circ}15492$	&    -0.30 &   -0.20 &
 Sol			&     0.00 &    0.20 &
 Zeurce			&    65.40 &  -49.15 \\
CD-$46^{\circ}11540$	&    -1.20 &   -1.30 &
 Sol			&     0.00 &    0.20 &
 Sodabe			&    63.15 &  -51.75 \\
Canayce			&     2.30 &   -6.30 &
 Sol			&     0.00 &    0.20 &
 Ququfa			&    78.50 &   23.85 \\
Canayce			&     2.30 &   -6.30 &
 Tau Ceti		&     0.30 &    0.40 &
 Edacka			&   -77.00 &  -26.25 \\
Candaess		&     2.05 &   -4.25 &
 Eta Cassiopeia		&     0.00 &    2.50 &
 Tiliada		&    79.65 &   22.20 \\
Candaess		&     2.05 &   -4.25 &
 Liabeze		&     1.60 &   -4.20 &
 Hoyaze			&    10.25 &   77.20 \\
Candaess		&     2.05 &   -4.25 &
 Sol			&     0.00 &    0.20 &
 Laandlia		&    75.40 &   31.80 \\
Candaess		&     2.05 &   -4.25 &
 Tau Ceti		&     0.30 &    0.40 &
 Beackwe		&   -75.20 &  -31.15 \\
Candaess		&     2.05 &   -4.25 &
 Tau Ceti		&     0.30 &    0.40 &
 Veingre		&   -75.10 &  -31.30 \\
Caninve			&     2.50 &   -2.30 &
 Tau Ceti		&     0.30 &    0.40 &
 Grewaho		&   -61.80 &  -52.70 \\
Ceessze			&     3.30 &   -3.65 &
 Tau Ceti		&     0.30 &    0.40 &
 Hoessar		&   -63.95 &  -50.15 \\
Cemiess			&    -1.50 &   -2.50 &
 Phekda			&     1.50 &    5.00 &
 Exdain			&   -75.80 &   31.70 \\
Cemiess			&    -1.50 &   -2.50 &
 Sol			&     0.00 &    0.20 &
 Uressmi		&    70.10 &  -41.90 \\
Cetilia			&     4.15 &   -4.90 &
 Sol			&     0.00 &    0.20 &
 Dalaqu			&    65.35 &   49.20 \\
Cetilia			&     4.15 &   -4.90 &
 Tau Ceti		&     0.30 &    0.40 &
 Tizeay			&    68.20 &   45.85 \\
Cygni, 61		&    -0.90 &    1.20 &
 Epsilon Indi		&    -0.50 &   -0.65 &
 Zecephi		&    79.15 &   17.50 \\
Cygni, 61		&    -0.90 &    1.20 &
 Ross 154		&    -1.10 &   -0.30 &
 Andolda		&   -82.10 &   10.75 \\
Cygni, 61		&    -0.90 &    1.20 &
 Sol			&     0.00 &    0.20 &
 Laackho		&   -61.20 &  -54.05 \\
Cygni, 61		&    -0.90 &    1.20 &
 Tau Ceti		&     0.30 &    0.40 &
 Philaso		&    45.30 &   68.65 \\
% D
Daceess			&     2.15 &   -4.55 &
 Sol			&     0.00 &    0.20 &
 Laandlia		&    75.40 &   31.80 \\
Daceess			&     2.15 &   -4.55 &
 Tau Ceti		&     0.30 &    0.40 &
 Essessze		&    77.90 &   26.10 \\
Dainay			&     1.60 &    2.95 &
 Exhoed			&     1.95 &    4.00 &
 Inayphi		&   -75.90 &   29.30 \\
Dainay			&     1.60 &    2.95 &
 Phekda			&     1.50 &    5.00 &
 Veethphi		&   -80.35 &    0.25 \\
Dainay			&     1.60 &    2.95 &
 Ross 986		&     1.85 &    1.35 &
 Olcanen		&    81.50 &   14.70 \\
Dainay			&     1.60 &    2.95 &
 Sol			&     0.00 &    0.20 &
 Edzemi			&    71.40 &  -39.85 \\
Dainfa			&     3.15 &   -6.45 &
 Tau Ceti		&     0.30 &    0.40 &
 Inbeex			&    77.35 &   27.85 \\
Delta Pavonis		&    -0.90 &   -1.70 &  
 Epsilon Indi		&    -0.50 &   -0.65 &
 Andzeand		&    75.75 &  -30.45 \\
Delta Pavonis		&    -0.90 &   -1.70 &  
 Exioce			&    -0.60 &   -2.90 &
 Bequan			&    78.70 &   17.75 \\
Delta Pavonis		&    -0.90 &   -1.70 &  
 Luyten 205-128		&    -1.25 &   -1.80 &
 Mizece			&    21.25 &  -80.30 \\ 
Delta Pavonis		&    -0.90 &   -1.70 &  
 Quexce			&    -1.60 &   -1.80 &
 Bedaqu			&   -13.40 &   79.20 \\
Delta Pavonis		&    -0.90 &   -1.70 &  
 Ross 128		&     0.30 &   -0.40 &
 Haethda		&    59.90 &  -56.60 \\
Delta Pavonis		&    -0.90 &   -1.70 &  
 Ross 986		&     1.85 &    1.35 &
 Inphiur		&    61.25 &  -55.00 \\
Delta Pavonis		&    -0.90 &   -1.70 &  
 Sol			&     0.00 &    0.20 &
 Tiinay			&   -75.20 &   32.45 \\
% E
Edethex			&     3.25 &   -2.95 &
 Sol			&     0.00 &    0.20 &
 Tisophi		&   -55.35 &  -60.10 \\
Edethex			&     3.25 &   -2.95 &
 Tau Ceti		&     0.30 &    0.40 &
 Begreho		&   -59.65 &  -55.30 \\
Edlave			&     2.95 &   -1.95 &
 Sol			&     0.00 &    0.20 &
 Latifa			&   -46.65 &  -66.95 \\
Edlave			&     2.95 &   -1.95 &
 Tau Ceti		&     0.30 &    0.40 &
 Laessay		&    55.85 &   60.35 \\
Encea			&    -1.90 &    2.05 &
 Eta Cassiopeia		&     0.00 &    2.50 &
 Inolack		&   -20.05 &   81.90 \\
Enquze			&     4.45 &   -2.80 &
 Tau Ceti		&     0.30 &    0.40 &
 Candalia		&   102.25 &  128.05 \\
Epsilon Eridani		&     0.90 &    0.30 &
 Luyten 97-12		&     0.90 &   -1.95 &
 Urgrebe		&    82.60 &   -0.60 \\
Epsilon Eridani		&     0.90 &    0.30 &
 Ross 128		&     0.30 &   -0.40 &
 Arethur		&    62.80 &  -53.30 \\
Epsilon Eridani		&     0.90 &    0.30 &
 YZ Canis Minoris	&     2.25 &    0.05 &
 Olwada			&    16.70 &   80.70 \\
Epsilon Eridani		&     0.90 &    0.30 &
 Zeanlia		&     1.60 &    1.95 &
 Iozebe			&    76.55 &  -30.70 \\
Epsilon Indi		&    -0.50 &   -0.65 &
 Quexce			&    -1.60 &   -1.80 &
 Iophice		&   -60.25 &   55.40 \\
Epsilon Indi		&    -0.50 &   -0.65 &
 Sol			&     0.00 &    0.20 &
 Uressmi		&    70.10 &  -41.90 \\
Eridani, 82		&     1.10 &   -0.70 &
 Ross 154		&    -1.10 &   -0.30 &
 Edbeeth		&    15.10 &   79.95 \\
Eridani, 82		&     1.10 &   -0.70 &
 Sirius			&     1.05 &   -0.15 &
 Laayqu			&    82.40 &    6.85 \\
Essaa			&     0.95 &   -4.90 &
 Tau Ceti		&     0.30 &    0.40 &
 Ayliaur		&    81.80 &    7.35 \\
Essliagre		&     2.40 &   -3.75 &
 Sol			&     0.00 &    0.20 &
 Greolar		&    70.95 &   40.80 \\
Essliagre		&     2.40 &   -3.75 &
 Tau Ceti		&     0.30 &    0.40 &
 Canvefa		&   -71.30 &  -39.10 \\
Eta Cassiopeia		&     0.00 &    2.50 &
 Fomalhaut		&    -1.15 &   -0.10 &
 Enaed			&    74.40 &  -31.65 \\
Eta Cassiopeia		&     0.00 &    2.50 &
 Ioioqu			&     3.85 &   -4.60 &
 Ethcanphi		&   -70.00 &  -39.65 \\
Eta Cassiopeia		&     0.00 &    2.50 &
 Lalande 25372		&    -0.45 &   -0.25 &
 Cearce			&    80.40 &  -11.95 \\
Eta Cassiopeia		&     0.00 &    2.50 &
 Liabeze		&     1.60 &   -4.20 &
 Essandeth		&   -78.85 &  -20.00 \\
Eta Cassiopeia		&     0.00 &    2.50 &
 Liaququ		&     2.35 &   -2.40 &
 Arayess		&    74.80 &   35.40 \\
Eta Cassiopeia		&     0.00 &    2.50 &
 Miolze			&     2.20 &   -2.65 &
 Aressfa		&   -74.10 &  -32.20 \\
Eta Cassiopeia		&     0.00 &    2.50 &
 Oltiqu			&    -1.50 &    3.95 &
 Inenda			&    56.10 &   62.00 \\
Eta Cassiopeia		&     0.00 &    2.50 &
 Ross 986		&     1.85 &    1.35 &
 Liafaze		&   -42.10 &  -67.75 \\
Eta Cassiopeia		&     0.00 &    2.50 &
 Sol			&     0.00 &    0.20 &
 Faenol			&   -81.85 &    0.85 \\
Eta Cassiopeia		&     0.00 &    2.50 &
 Tau Ceti		&     0.30 &    0.40 &
 Exedze			&    81.05 &   12.85 \\
Ethgrece		&     1.95 &   -4.75 &
 Tau Ceti		&     0.30 &    0.40 &
 Hoceed			&    78.90 &   22.85 \\
Exbephi			& -1224.85 & -852.90 &
 Tau Ceti		&     0.30 &    0.40 &
 Aeda			&  -801.40 & -154.55 \\
Exbeur			&    -3.40 &    3.85 &
 Vega			&    -2.60 &    1.80 &
 Beinfa			&   -79.20 &  -26.75 \\
Exiool			&     1.95 &   -3.75 &
 Sol			&     0.00 &    0.20 &
 Micanack		&    74.35 &   34.25 \\
Exiool			&     1.95 &   -3.75 &
 Tau Ceti		&     0.30 &    0.40 &
 Arvephi		&   -74.80 &  -32.05 \\
Exiool			&     1.95 &   -3.75 &
 Vega			&    -2.60 &    1.80 &
 Laphiess		&    62.40 &   51.35 \\
% F
Facece			&     0.30 &   -4.05 &
 Sohoa			&     0.30 &   -3.65 &
 Andliafa		&    82.05 &   -3.60 \\
Facece			&     0.30 &   -4.05 &
 Sol			&     0.00 &    0.20 &
 Phiedur		&    82.30 &    3.75 \\
Facece			&     0.30 &   -4.05 &
 Tau Ceti		&     0.30 &    0.40 &
 Laarar			&   -81.35 &   -1.80 \\
Facece			&     0.30 &   -4.05 &
 Vequess		&    -0.40 &   -4.15 &
 Lafacan		&   -11.80 &   76.85 \\
Famiso			&     3.35 &   -4.25 &
 Tau Ceti		&     0.30 &    0.40 &
 Entiar			&    70.05 &   43.20 \\
Faphiwe			&     2.50 &   -4.30 &
 Tau Ceti		&     0.30 &    0.40 &
 Phiveay		&    75.40 &   32.70 \\
Fawaol			&     2.45 &   -2.65 &
 Sol			&     0.00 &    0.20 &
 Betila			&    63.25 &   52.05 \\
Fawaol			&     2.45 &   -2.65 &
 Tau Ceti		&     0.30 &    0.40 &
 Vequcan		&   -65.65 &  -48.00 \\
Fomalhaut		&    -1.15 &   -0.10 &
 Luyten 205-128		&    -1.25 &   -1.80 &
 Lasocan		&   -82.80 &    3.80 \\
Fomalhaut		&    -1.15 &   -0.10 &
 Ross 154		&    -1.10 &   -0.30 &
 Lacanfa		&    78.20 &   19.80 \\
Fomalhaut		&    -1.15 &   -0.10 &
 Sol			&     0.00 &    0.20 &
 Ensoda			&   -21.25 &   79.20 \\
% G
Greayqu			&     3.15 &   -2.35 &
 Tau Ceti		&     0.30 &    0.40 &
 Enqugre		&   -54.85 &  -59.90 \\
Gretiay			&     3.15 &    1.70 &
 Tau Ceti		&     0.30 &    0.40 &
 Aexar			&   -32.55 &   75.65 \\
% H
Hobegre			&     2.45 &   -5.55 &
 Tau Ceti		&     0.30 &    0.40 &
 Qulaur			&    78.15 &   25.35 \\
Hocancan		&     1.50 &   -3.00 &
 Intiol			&     1.90 &   -4.00 &
 Zedaar			&   -74.20 &  -33.80 \\
Hocancan		&     1.50 &   -3.00 &
 Sol			&     0.00 &    0.20 &
 Zephila		&    74.80 &   33.30 \\
Hocancan		&     1.50 &   -3.00 &
 Tau Ceti		&     0.30 &    0.40 &
 Cemiho			&    77.90 &   25.95 \\
Hoethcan		&     3.50 &   -4.90 &
 Sol			&     0.00 &    0.20 &
 Zelati			&    68.95 &   44.10 \\
Hoethcan		&     3.50 &   -4.90 &
 Tau Ceti		&     0.30 &    0.40 &
 Hoquso			&   141.65 &   82.45 \\
% I
Inedol			&     3.20 &   -4.60 &
 Tau Ceti		&     0.30 &    0.40 &
 Ayquar			&    72.35 &   39.20 \\
Inena			&     3.40 &   -6.45 &
 Tau Ceti		&     0.30 &    0.40 &
 Zemive			&   -72.70 &  -36.60 \\
Intiol			&     1.90 &   -4.00 &
 LP 658-2		&     2.35 &    0.25 &
 Behoar			&    83.55 &   -9.45 \\
Intiol			&     1.90 &   -4.00 &
 Sol			&     0.00 &    0.20 &
 Laandlia		&    75.40 &   31.80 \\
Intiol			&     1.90 &   -4.00 &
 Tau Ceti		&     0.30 &    0.40 &
 Essessze		&    77.90 &   26.10 \\
Ioarqu			&     1.90 &   -2.80 &
 Tau Ceti		&     0.30 &    0.40 &
 Arcear			&   -71.85 &  -38.15 \\
Ioioqu			&     3.85 &   -4.60 &
 Sol			&     0.00 &    0.20 &
 Arioand		&   -62.30 &  -52.85 \\
Ioliaa			&     1.55 &   -6.20 &
 Tau Ceti		&     0.30 &    0.40 &
 Exedze			&    81.05 &   12.85 \\
Ioququ			&     2.80 &   -3.60 &
 Tau Ceti		&     0.30 &    0.40 &
 Zeayur			&    70.80 &   41.70 \\
Iozegre			&     3.15 &   -2.30 &
 Tau Ceti		&     0.30 &    0.40 &
 Phiedda		&   -54.35 &  -60.35 \\
% J
% K
% L
LP 658-2		&     2.35 &    0.25 &
 Sol			&     0.00 &    0.20 &
 Edbear			&     3.15 &  -81.60 \\
Lacancan		&     3.40 &   -6.05 &
 Tau Ceti		&     0.30 &    0.40 &
 Phiveay		&    75.40 &   32.70 \\
Laedgre			&     2.00 &   -2.10 &
 Tau Ceti		&     0.30 &    0.40 &
 Canveol		&    68.90 &   44.90 \\
Laesscan		&     3.85 &   -2.60 &
 Tau Ceti		&     0.30 &    0.40 &
 Anessur		&  -103.30 & -125.95 \\
Laiogre			&     4.35 &   -4.30 &
 Tau Ceti		&     0.30 &    0.40 &
 Begreho		&   -59.65 &  -55.30 \\
Lalande 21185		&     0.35 &    0.30 &
 Ross 128		&     0.30 &   -0.40 &
 Miurar			&    81.95 &   -5.15 \\
Lalande 21185		&     0.35 &    0.30 &
 Tau Ceti		&     0.30 &    0.40 &
 Auray			&    73.20 &   37.40 \\
Lalande 25372		&    -0.45 &   -0.25 &
 Tau Ceti		&     0.30 &    0.40 &
 Falaa			&   -53.60 &   61.90 \\
Liabeze			&     1.60 &   -4.20 &
 Sol			&     0.00 &    0.20 &
 Ededeth		&    77.60 &   25.90 \\
Liabeze			&     1.60 &   -4.20 &
 Tau Ceti		&     0.30 &    0.40 &
 Ioioack		&   -77.80 &  -23.90 \\
Liaququ			&     2.35 &   -2.40 &
 Sol			&     0.00 &    0.20 &
 Phiayand		&   -59.40 &  -55.90 \\
Liaququ			&     2.35 &   -2.40 &
 Tau Ceti		&     0.30 &    0.40 &
 Olveve			&   -65.10 &  -48.75 \\
Luyten 97-12		&     0.90 &   -1.95 &
 Ross 128		&     0.30 &   -0.40 &
 Laceti			&    76.90 &   28.10 \\
Luyten 97-12		&     0.90 &   -1.95 &
 Sol			&     0.00 &    0.20 &
 Beanfa			&   -74.70 &  -32.90 \\
Luyten 97-12		&     0.90 &   -1.95 &
 Tau Ceti		&     0.30 &    0.40 &
 Argreed		&   -78.65 &  -20.80 \\
Luyten 674-15		&     2.10 &   -1.00 &
 Maanens, van		&    -0.05 &    1.10 &
 Miolfa			&   -56.20 &  -58.40 \\
Luyten 674-15		&     2.10 &   -1.00 &
 Sol			&     0.00 &    0.20 &
 Edexed			&   -39.60 &  -71.35 \\
Luyten 674-15		&     2.10 &   -1.00 &
 Sophilia		&     3.20 &   -1.35 &
 Enhove			&   -21.35 &  -79.35 \\
Luyten 674-15		&     2.10 &   -1.00 &
 YZ Canis Minoris	&     2.25 &    0.05 &
 Ceioeth		&    83.25 &  -12.10 \\
% M
Miandze			&     2.60 &   -5.35 &
 Sol			&     0.00 &    0.20 &
 Ioayess		&   -72.75 &  -37.05 \\
Miandze			&     2.60 &   -5.35 &
 Tau Ceti		&     0.30 &    0.40 &
 Inbeex			&    77.35 &   27.85 \\
Micanex			&     2.75 &   -4.30 &
 Sol			&     0.00 &    0.20 &
 Zequess		&    71.05 &   40.70 \\
Miolgre			&     2.10 &   -4.65 &
 Tau Ceti		&     0.30 &    0.40 &
 Qulaur			&    78.15 &   25.35 \\
Miolze			&     2.20 &   -2.65 &
 Tau Ceti		&     0.30 &    0.40 &
 Arlada			&    70.50 &   42.45 \\
% N
% O
Olaygre			&     3.95 &   -3.50 &
 Tau Ceti		&     0.30 &    0.40 &
 Inquol			&    62.15 &   53.95 \\
Ollaex			&     1.95 &   -2.95 &
 Tau Ceti		&     0.30 &    0.40 &
 Urayda			&    74.60 &   34.50 \\
Ophiuchi, 36		&    -1.80 &   -1.15 &
 Sol			&     0.00 &    0.20 &
 Enbeay			&   -50.15 &   64.85 \\
% P
Phekda			&     1.50 &    5.00 &
 Sol			&     0.00 &    0.20 &
 Esszeand		&    78.70 &  -22.10 \\
Phiagre			&     0.85 &   -2.65 &
 Tau Ceti		&     0.30 &    0.40 &
 Tisoess		&   -79.95 &  -15.35 \\
% Q
% R
Ross 128		&     0.30 &   -0.40 &
 Omicron Eridani	&     1.50 &    0.45 &
 Mienio			&    47.95 &  -66.90 \\
Ross 128		&     0.30 &   -0.40 &
 Sol			&     0.00 &    0.20 &
 Hoarti			&    73.40 &   36.45 \\
Ross 128		&     0.30 &   -0.40 &
 Tau Ceti		&     0.30 &    0.40 &
 Eddafa			&    82.20 &   -0.25 \\
Ross 154		&    -1.10 &   -0.30 &
 Sol			&     0.00 &    0.20 &
 Zecanmi		&    33.60 &  -74.40 \\
Ross 154		&    -1.10 &   -0.30 &
 Tau Ceti		&     0.30 &    0.40 &
 Anayce			&   -37.60 &   72.85 \\
Ross 986		&     1.85 &    1.35 &
 Sol			&     0.00 &    0.20 &
 Waave			&    43.75 &  -68.90 \\
Ross 986		&     1.85 &    1.35 &
 Tau Ceti		&     0.30 &    0.40 &
 Hoolti			&   -41.80 &   70.50 \\
% S
Sirius			&     1.05 &   -0.15 &
 Sol			&     0.00 &    0.20 &
 Cecanlia		&   -25.00 &  -77.75 \\
Sodaack			&     1.30 &   -5.60 &
 Tau Ceti		&     0.30 &    0.40 &
 Waethwa		&    81.45 &   10.80 \\
Sohoa			&     0.30 &   -3.65 &
 Sol			&     0.00 &    0.20 &
 Exedce			&    81.70 &    4.50 \\
Sohoa			&     0.30 &   -3.65 &
 Tau Ceti		&     0.30 &    0.40 &
 Hovea			&    82.00 &   -1.65 \\
Sohoa			&     0.30 &   -3.65 &
 Vequess		&    -0.40 &   -4.15 &
 Liaandex		&    46.85 &  -70.85 \\
Sol			&     0.00 &    0.20 &
 Sophilia		&     3.20 &   -1.35 &
 Ceessess		&   -33.90 &  -74.25 \\
Sol			&     0.00 &    0.20 &
 Tau Ceti		&     0.30 &    0.40 &
 Edbeur			&   -68.05 &   45.40 \\
Sol			&     0.00 &    0.20 &
 Tivecan		&     2.30 &   -3.45 &
 Canedand		&   -67.85 &  -45.55 \\
Sol			&     0.00 &    0.20 &
 Vequess		&    -0.40 &   -4.15 &
 Iocanwa		&    81.15 &   -9.75 \\
Sol			&     0.00 &    0.20 &
 Waolex			&     3.60 &   -4.35 &
 Arioay			&    65.95 &   48.45 \\
Sol			&     0.00 &    0.20 &
 Wolf 630		&    -2.20 &   -0.75 &
 Zeliaur		&    31.25 &  -75.35 \\
Sol			&     0.00 &    0.20 &
 Zeancan		&     1.55 &   -2.00 &
 Bemiio			&   -66.35 &  -47.60 \\
% T
Tau Ceti		&     0.30 &    0.40 &
 Tiacan			&     2.85 &   -3.50 &
 Ackgreho		&   -66.85 &  -46.30 \\
Tau Ceti		&     0.30 &    0.40 &
 Tiancan		&     4.35 &   -5.15 &
 Ollaan			&    68.40 &   45.75 \\
Tau Ceti		&     0.30 &    0.40 &
 Tiessgre		&     2.70 &   -3.45 &
 Zeayur			&    70.80 &   41.75 \\
Tau Ceti		&     0.30 &    0.40 &
 Tivecan		&     2.30 &   -3.45 &
 Anmiay			&    73.80 &   36.15 \\
Tau Ceti		&     0.30 &    0.40 &
 Urlaay			&     3.15 &   -2.35 &
 Enqugre		&   -54.85 &  -59.90 \\
Tau Ceti		&     0.30 &    0.40 &
 Urquay			&     4.30 &   -5.10 &
 Zesoand		&   -63.75 &  -50.40 \\
Tau Ceti		&     0.30 &    0.40 &
 Veareth		&     0.00 &   -4.65 &
 Arquho			&    81.70 &   -6.70 \\
Tau Ceti		&     0.30 &    0.40 &
 Vecanlia		&     0.00 &   -5.00 &
 Arquho			&    81.70 &   -6.70 \\
Tau Ceti		&     0.30 &    0.40 &
 Vequess		&    -0.40 &   -4.15 &
 Laceti			&    80.65 &  -14.45 \\
Tau Ceti		&     0.30 &    0.40 &
 Waarze			&     3.85 &   -4.35 &
 Enengre		&   -63.65 &  -50.70 \\
Tau Ceti		&     0.30 &    0.40 &
 Waayol			&     3.95 &   -5.15 &
 Arlada			&    70.50 &   42.45 \\
Tau Ceti		&     0.30 &    0.40 &
 Waceol			&     2.75 &   -3.55 &
 Canquar		&    70.85 &   41.65 \\
Tau Ceti		&     0.30 &    0.40 &
 Waessol		&     1.70 &   -3.35 &
 Zeceeth		&    77.65 &   27.20 \\
Tau Ceti		&     0.30 &    0.40 &
 Wainze			&     3.45 &   -1.70 &
 Hoexho			&    47.40 &   67.30 \\
Tau Ceti		&     0.30 &    0.40 &
 Zeaex			&     3.35 &   -1.70 &
 Quayho			&    48.05 &   66.70 \\
Tau Ceti		&     0.30 &    0.40 &
 Zeessze		&    -0.30 &    2.75 &
 Phitiay		&   -79.20 &  -18.65 \\
Tau Ceti		&     0.30 &    0.40 &
 Zeessze		&     0.75 &   -5.70 &
 Veexio			&  -162.35 &  -14.60
% U
% V
% W
% X
% Y
% Z
\end{supertabular}
\end{center}

\end{document}
