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- 1 -
FLY8
Flight Simulator
_E_y_a_l _L_e_b_e_d_i_n_s_k_y
eyal@ise.canberra.edu.au
11.. IInnttrroodduuccttiioonn
This program is a flight simulator. It puts more emphasis on
the dynamics than on the cosmetics: just wire-frame. It can
run on any machine but a 386DX is the minimum for any decent
performance. A fast video controller is a boon as the pro-
gram, when running on a 386DX/40Mhz, spends 70-80% of its
time pushing pixels. On non-intel machines you can try and
see if it is fast enough...
The program was written for fun. I borrowed ideas from
everywhere and hope to hear some more. The basic design is
based on a program I wrote more than 20 years ago at uni
(the Technion). I had an excellent coach (Danny Cohen) and I
still have fond memories of those times. But now my computer
has more than 24Kbytes of memory! so Fly8 is written in C
(Fly8 was the name of the last version of the original pro-
gram dated 12-JAN-1974, it was written in PDP15 assembly -
macro15 - for a VT15 graphics processor).
On the PC the basic screen drawing uses the standard
Microsoft graphics library. It is OK but not very fast; the
main advantage is that it will support most video adapters.
The Tseng4k drawing was built from the routines from DJGPP
with much personal additions. The flight dynamics was influ-
enced by an SGI program I saw and ACM. The timer routines
come from a microsoft journal article, the user-input rou-
tine (notice how you can use arrow keys etc? use up-arrow to
retrieve history.. I will document it one day) comes from
DDJ (or was it CUJ? author name is Bob Bybee). Well, I avoid
re-inventing wheels unless it is fun. The program compiles
with Microsoft C, Borland C, gcc on a friends Amiga, Sun and
Linux and I hope on other platforms; it is written to be
portable. It runs under MSDOS, MSWindows, Amiga and unix/X-
Windows.
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _2
What? what? WHAT? you want to see some action? OK. just skip
to the next chapter then come back.
The full set of commands is detailed in the 'commands' chap-
ter. Here we will look at the program areas in general.
There are two rather distinct kinds of commands that one
uses: commands that drive (fly) the game and commands that
configure, set options and so on which are used with less
urgency. It was attempted to get the important commands into
the keyboard (a one keystroke command) while the others go
into the main menu system (accessed with the Esc key). Some
of the urgent commands may bring up a menu which you may
ignore if you know the keystokes.
The urgent commands will control the vehicle flight and the
other subsystems (radar, HUD, HDD, weapons etc.). You will
notice early that the program lacks the traditional instru-
ment panel: it is intended to be driven from the HUD and
other digital displays.
The vehicle is also driven by a pointing device (a mouse or,
preferably, a joystick). It will run off the keypad when you
have no such device. The pointer is used only for steering
control although the buttons can be mapped to auxiliary
functions (by default both 'fire').
The display area is typicaly divided into the main view and
a number of secondary Head Down Displays (HDD). The design
has a dozen or so on board instruments that generate visual
data; you select which ones should be displayed on which
HDD. The main view is what you see through the cockpit. The
HUD can be overlaid onto this view (as is the case with a
real plane). Other data may also be shown here for conve-
nience.
One other instrument is designated as an alternate main view
(use the 'v' command to see it). The 'windows' menu handles
the screen configuration.
The program generates various messages as it goes along,
these will appear at the bottom of the main view and stack
up. Each message has a time-out for deletion but you can use
'c' to clear the lot. When the program needs user input it
will open a prompt line at the very bottom of the main view
(in magenta color) where your data will show. You can use
the normal editing keys while entering data here - previous
entries are accessible with the up/down arrows. See 'input
line editing' later.
You may find some of the commands/options strange (if not
outright insane); this will be related to my taste or
(mostly) to much history and quick fixing that did not com-
pletely settle yet. I have looked at other programs (like
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _3
F3, JF2, ACM and SGI f.s.) but this was after the first ver-
sion of this program was finished, so some good ideas missed
the bus this time. In the future I hope to polish the user
interface (especialy after other people get to use it and
express an opinion).
Being as the program is still evolving you will find some
areas less complete than others. I hope that there is enough
of it to make it useful. I expect to see contributions (of
ideas and code) from other people; I will continue to
develop the program (at least for a while) and would like to
see it take it's own path in life [heavy stuff :-)].
22.. QQuuiicckk ssttaarrtt
In this chapter the symbol '@' is used to denote the Enter
key. With the program installed, type
ffllyy --zz55
This starts a demo run and is useful to see if all is OK and
also great as a screen blanker.
If the fly.ini options are correct then your plane will take
off and start looking for action. Some messages are dis-
played during startup - these will disappear after a short
while. The screen will show a simple view of the runway, a
ground grid (in gray) and an overlaid HUD.
If there is no picture, try hitting 'Enter'. Then try 'Esc'
'x' 'y'. If no luck then reboot (I guess). Now check the
fly.log file which may have an error message in it. It was
found that with some accelerator cards the program hangs
(don't know why, I use the MicroSoft C graphics library and
most advanced cards should emulate VGA). Try installing the
correct video VESA bios.
DO NOT RUN THIS PROGRAM IN A DOS WINDOW OF MSWindows OR
OS/2! Use the MSWindows version for MSWindows.
The scene will include you and 5 other planes (drones). Your
auto-pilot will track and shoot the drones. As they are shot
down, new ones take off. To take control back from the
autopilot hit Shift-C. Now use the joystick to fly the
plane. One button shoots while the other un-locks the radar.
When the target is in the correct position the autopilot
will shoot (unless you tell it not to with 'k'). The idea is
to fly your plane so that the target is inside the aiming
reticle (the small circle) and then shoot. A SHOOT cue will
flash when your aim is correct.
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _4
This how you fly the plane: moving the joystick sideways
will start the plane rolling. The further you move the stick
the faster the roll. Once you center the stick the roll will
stop. In order to fly level you need to roll either way
untill you are level and then center the stick.
Moving the stick away from you will puch the nose of the
plane DOWN, pulling the stick back will pull the nose up.
When the stick is centered the plane will maintain it's
climb angle.
So far we roll and pitch but we did not yet turn. In order
to turn one needs to use both controls. To turn right, first
roll to the right, then pull the plane 'up'; at this point
'up' is actualy 'right'. Remember that the joystick controls
the plane relative to itself (the pilot if you wish) and NOT
relative to the ground. Once you turn in the desired dirc-
tion you can roll left to resume level flight in the new
heading.
Because the plane has weight, if you roll and start turning
the plane will also start falling down (the wings no longer
support the full weight of the plane) so a realistic turn
will call for a moderate roll and not a full 90 degrees. The
harder you will pull the stick, the faster you will turn and
the larger roll you should execute to maintain level during
the turn.
You probably do not want more instructions at this 'quick
start' section, not to mention that I never flown a plane
and am not qualified for much in the way of flight instruc-
tion. Any volunteers for writing a flight manual chapter.
Knowing how to fly the plane is not enough, you also need to
know how to partcipate in the game (fight). Actualy, in
order to start winning you will need to be able to fly with-
out thinking, you will need your logic powers to control
your situation and plan your moves. Your strategy is to
avoid being hit and try and kill all enemy planes. There it
is, as simple as can be. I wonder why people fill books with
chat about Basic Flight and Air Combat Maneuvering :-)
Now a quick look at controlling other equipment. For take-
off, release the wheel brakes (b) and set full throttle (1)
or even light the afterburner (a few hits on the '.' key).
You may want to set the flaps (a few ']', then reset with
'[') but it is not necessary. At a speed of 150-200 pull the
nose up gently (not more than 10-15 degrees) and wait for
takeoff. After you gain some high (but rather soon) retract
the landing gear (g). There you are in the air. Do not try a
sharp turn too soon as you may loose altitude and hit the
ground, unless you are exoerienced with this sort of thing.
To land, reduce speed and approach the runway as a steady
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _5
descent. Just before touchdown reduce the descent to the
bare minimum (don't forget to lower the landing gear (g) in
time but not too early). Once on the ground engage the
speed-brakes (+) and reverse (just hit 3 until you have -100
power showing). When your speed is low enough engage the
wheel brakes (b) and towards the end idle your engines (0)
and release the speed brakes (+). Once you are stationary on
the ground with the engine idle your fuel will start to be
replaced and finally your wepons will be replaced and your
damage will be reset.
When flying, use 'r' to switch the radar on and off, use 'w'
to select your weapon and use 'v' to switch of a map view of
the world (with you at the center) and back to normal view.
This should do you for starters.
While we are here, do 'Esc' 'i'. Some numbers will show at
the top of the screen. The first is the total time (in mil-
liseconds) for one frame, the second is the video-drawing
time. If the total time goes over 100 often then you should
buy a faster machine (actually a faster video card may be a
better investment). If it stays under 60-70 then all is
fine.
On MSDOS, if you have a TsengLab ET4000 based card then try
running
ffllyy --ddggrrtt44kk --mm664400xx448800xx225566 --zz55
and if it works you will notice the speedup. Try higher res-
olutions (on my 1Meg card I use 800x600x256 which runs with
double buffering (to eliminate flicker). The standard
Microsoft library does not do double buffering above
640x350x16 even in C7; don't know why - the memory is there.
You may wish to edit the file 'fly.ini' with your preferred
setup so that you will not need to specify it in the future.
To exit hit 'Esc' 'x' and 'y'.
33.. IInnssttaallllaattiioonn
On most environments all you need to do is unpack the dis-
tribution archive into your prefered directory and you are
set. Refer to the README file for specific instructions.
44.. CCoommmmaannddss RReeffeerreennccee
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _6
Fly8 commands are one keystroke each but some expect some
data or options to follow, which may bring up a prompt or a
menu.
Some commands are used only when the 'keypad' is selected as
the pointing device for flying. Otherwise the commands are
grouped here by their physical location and organized alpha-
betically.
The program usually runs with the NumLock engaged which
means that the keypad keys duplicate the digits 0 through 9
and the period '.'.
There is no current facility to redefine the usage of the
keys but the keyboard macros can be of use here. See under
F7/F8.
44..11 AAllpphhaabbeettiicc KKeeyyss
Most commands toggle their function on/off, some cycle
through modes.
A select aiming reticle mode. (cycles) [debug] This
is used for experimenting with various LCOS formu-
lae and will be gone once it settles down. At this
point the calculations are based on linear
motions, it should be modified to follow an arc
instead. The setting is shown as 'Mn' in the
'modes' screen in the 'radar' part.
0 no acceleration correction
1 0.5 second correction
2 1.0 second correction
3 t/2 seconds correction (t=time to hit)
(default)
4 t*t/2 seconds correction
b Wheel brakes (toggle). Can be applied at any time
but only effective when on the ground. In reality
these should not be operated at high speed (use
speed brakes and reverse thrust for initial slow
down).
c Clear text area By now there is no text area any-
more. The only messages expected are the 'paused'
and 'resumed' which may litter the screen. This
command also removes all outstanding messages.
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _7
C Chase the locked target (toggle) This is the auto-
pilot mode. If there is no target (or the radar is
turned off) then the plane will wander around the
airport perimeter. If there are ground targets
then these will be chased and the plane will
crash! This mode is activated by the command line
option '-z'. If the kill-mode is enabled ('k')
then the auto-pilot will fire at the target.
D Descend the parachute. After you eject it may take
a while to get to the ground. You can pass the
time by looking around (use the arrow and F5/F6
zoom keys), or you can jump to the landing phase
with this command. If you land before your plane
crashes then you will have to wait (a WAIT notice
will be shown).
E Eject. If your plane is not dead, your ejecting
will send it crashing.
f Radar target acquisition mode select (cycle). Con-
trols the manner by which the radar selects a tar-
get as explained in the relevant chapter.
g Landing gear up/down (toggle) Don't raise the gear
while on the ground. If you do so while at the
base of the runway then you will go into a plane-
crash loop which will abort the program!
h Help (also ?)
i Intelligence: identify all visible targets (tog-
gle) This is what makes this program better than
the real thing... in this mode all visible targets
are identified even when outside of the HUD area.
You need to have HUD data mode enabled to get info
about the targets.
j Radar sees only real pilots (ignores drones) (tog-
gle) The program can generate drones for target
practice. If you want the radar to ignore these
and only show (and select) real planes then use
this command. There are other pilots only when
you are networked.
k Kill- auto shoot when ready (toggle). When a tar-
get is in range and in correct position the auto-
pilot will flash a SHOOT cue. In this mode the
selected weapon will be fired at this point. The
radar must be active with a locked target (you
should see a piper).
l Lock target (toggle) The radar can operate in two
modes, either it continuously selects a target
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _8
according to the designated target acquisition
mode or it stays locked on the current one. In the
locked mode, the first selected target will be
locked on and no more searching will be done. When
not locked the target designator will be shown as
a broken box. You can use the un-lock command
(usually attached to one of the buttons and to the
space-bar) to release the current target and
acquire a new one.
m Show general program status. (toggle) This
replaces the numerous mode indicators that planes
have.
o Observer select. See the world from another
object's point of view. Also useful for just a
list of the objects. The list of current objects
is presented. Hit Enter to abort or select an
object. The selection 'c' will return you to your
controlled plane. 'l' will select your target as
the view object (if there is a target). In the
list, piloted planes have a 'c' and your target
has an 'l'. Note that you cannot use this command
if networking is active. Also as objects come and
go, by the time you select an object (by a
sequence number in the list) it may have moved up
the list - you end up with the wrong object. The
command is not considered important enough to make
it any more robust.
O As 'o' but also shows minor objects.
p Pause. Will not work when net is active (toggle).
The "Pause" or "Resumed" message tells you what
the new state is. As the prompt is in text mode,
in some implementation it will not clear, so use
'c'.
q Quiet (sound) mode. (cycle) Sets the sounds level
to one of the following. Note that the independent
'aural alarm' option can be used to turn the nag-
ging alarms on/off.
0 no sound.
1 only shoot/hit/alarms sounds (default).
2 all sounds and effects. For now the only
effect is the engine noise.
r Activate radar (toggle)
S resupply plane: full stores and fuel, reset dam-
age.
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _9
u Hud configuration. see 'hud commands' later. Iden-
tical to the main menu 'hud' function.
v Select normal/alternate view (toggle). Will bring
the designated alternate instrument into the main
view. The alternate view is defined through the
window configuration menu. Note the view name at
the top right corner of the screen.
w Select weapon (cycle).
W Remove all weapon stores. The plane manoeuvres
better this way. You can still use the weapons,
the counters will just go negative.
x Calibrate pointer. Mainly for joystick. center it
and then hit x.
44..22 SSyymmbbooll KKeeyyss
These are the rest of the keys on the main keyboard. For
clarity each key's name is spelled out. If it is allocated
then the function follows.
[back del]
[escape] invoke the menu system
[space] release radar lock
` [grave accent]
- [hyphen] see keypad '-'
= [equals sign]
\ [back slash]
[ [l-bracket] less flaps
] [r-bracket] more flaps
; [semicolon]
' [quote]
, [comma]
. [period] see keypad '.'
/ [slash] see keypad '/'
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _1_0
~ [tilde]
! [bang] shell to system. May not restore
isome environment parameters and
pallette. Use 'exit' to resume.
Now implemented on windowed enviro-
ments.
@ [at symbol]
# [hash]
$ [dollar]
% [percent]
^ [caret]
& [ampersand]
* [asterisk] see keypad '*'
( [l-paren]
) [r-paren]
_ [underdash]
+ [plus] see keypad '+'
| [pipe]
{ [l-brace] less spoilers
} [r-brace] more spoilers
: [colon]
" [double quote]
< [less than]
> [greater than]
? [question mark] help
44..33 KKeeyyppaadd
The keypad is a collection of keys that replicate the main
keyboard. These are described as three groups by function.
The following keys surround the numerical keypad and are not
affected by the Shift key.
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _1_1
- view right (+45 degrees)
* view ahead
/ view left (-45 degrees)
+ air brakes (toggle). Note that the air-
brake takes time to deploy, it's status
is shown on the control panel in percent
of full extension.
(Enter) unallocated
The rest of these keys must have NumLock on.
These first four keys respond only if the keypad is your
pointing device.
8 (up) pitch (pull nose) up
2 (down) pitch (push nose) down
6 (right) roll right
4 (left) roll left
The following commands extend all pointing devices capabili-
ties:
5 (center) center ailerons and elevetors, like cen-
tering the joystick. Useful when using a
mouse (or trackball): will move the ref-
erence point to where the mouse is at
this moment.
7 (Home) stop rolling. Levels the plane. For
quiche eaters.
9 (PdUp) more (+5%) power
3 (PdDn) less (-5%) power
1 (End) mil (dry) (100%) power
0 (Ins) zero (0%) power
. (Del) after burner up (+1 unit which is 20% of
full scale)
44..44 SSppeecciiaall kkeeyyss
These keys are a group of six on most keyboard but can also
be duplicated using the Shift key and a numerical keypad
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _1_2
key.
PageUp level (heading 0, pitch 0, roll 0)
PageDn reset coordinates to zero (back to base)
Home unallocated
End unallocated
Insert unallocated
Delete unallocated
44..55 FFuunnccttiioonn kkeeyyss
The function keys are normally used in plain mode (no Shift,
Alt or Ctrl). When the menu is on the up-front, the left
column ten selections are accessible with F1-F10 while the
right column uses AltF1-AltF10.
F1 shoot. Usually also mapped the mouse left button
and both joystick buttons.
F2 rudder left
F3 rudder center
F4 rudder right
F5 zoom in (more detail, narrower view, eye further
from window).
F6 zoom out (less detail, wider view, eye closer to
window).
F7 Macro/HotKey definition. Any key can be used for
a macro name (except F7/F8). If you define a macro
for a HotKey (CTRL-A thru CTRL-Z) then it can be
played back with one keystroke. Other keys are
played using the F8 key. If you use a Macro dur-
ing recording then the Macro will be recorded. If
you later re-define this Macro then it will affect
any other Macros that uses it. During macro
expansion there is a limit of 16 levels of nest-
ing. There is no capability for Macros definition
editing.
define F7<macro-key><keystrokes>F7
If the key is already defined
then you are warned of the re-
definition. You may abort at
any stage (F8F8) and the
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _1_3
original definition will
remain. If you hit F8 during
recording then you are
prompted by Abort/Cont/Quote?
to which you may respond by F8
(abort the recording), F7
(ignore the F8 and continue
recording) or any other key
(the key will be recorded with
the F8 expecting it to be
another macro).
delete F7<macro-key>F7
It is not possible to record a
null macro.
F8 F8<macro-key>
HotKey play <HotKey>
Hot keys are from CTRL-a
through CTRL-z.
F9 unallocated
F10 unallocated
F11 unallocated
F12 unallocated
44..66 AALLTT kkeeyyss
ALT-Arrows: see below.
The other keys are unallocated.
44..77 CCTTRRLL kkeeyyss
CTRL-Arrows: see below.
CTRL-A thru CTRL-Z are reserved for user defined HotKeys.
The other keys are unallocated.
44..88 AArrrrooww kkeeyyss
up turn gaze (head) down
All turns by 5 degrees
down turn gaze (head) up
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _1_4
left turn gaze (head) left
right turn gaze (head) right
use '*' to restore normal front view.
CTLup taller window.
CTLdown shorter window.
CTLright wider window.
CTLleft narrower window.
ALTup debug (varies).
ALTdown debug (varies).
ALTright debug (varies).
ALTleft debug (varies).
55.. MMeennuuss
A menu has a list of options, each associated with a key and
a function. To select a function use the Up/Dn arrows to
highlight it and then Enter, or directly press the corre-
sponding key. When on the up-front, the associated letters
are NOT shown but are recognized; use the F-keys to select
left column functions and AltF-keys for the right column.
See under HDD later.
Menus can be nested, in which case the previous selections
are listed first (in a staggered fasion and highlighted)
followed by the current menu. The selected option is high-
lighted (white) while the others are displayed in gray.
The Esc key brings up the top menu but later is used to
abort a menu. During menu navigation use these keys:
Esc aborts the menu
Enter accept the current selection option
UpArrow select previous option
DnArrow select next option
other select the corresponding option
If a command is invalid (top/bottom of list or undefined
option) then a beep is emited and the keystroke is ignored.
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _1_5
The menu system is changing rapidly so the following may be
incomplete.
Some other commands may pop up a menu, in which case it
behaves in a similar way. If you have the up-front instru-
ment active then the menus will appear on it rather than on
the main menu. This is a stupid attempt to make your inter-
action look similar to what happens in a modern fighter. It
is often the case that the pilot has a panel which can dis-
play about 10 alpha-numeric words in bright white (daylight
readable). These will usually use special LEDs and a more
elaborate font than the 7-seg digits (9 segment?). There are
pushbuttons beside these words. The words are arranged in
two columns, each with 5 words, with 5 buttons on the right
and 5 on the left. As you press a button new information is
displayed. Other planes use a real CRT but still have the
5-buttons arrangement (mostly on all four sides, totaling
20). In Fly8 the up-front device has two columns of words,
each column can show 10 words, each word can be 10 charac-
ters long. There are 10 buttons on the left (F1 through F10)
and 10 on the right (AltF1 through AltF10). Use these keys
to make selections. You can still use the normal command
letters (if you know them, as they are not displayed here)
as well as move about with the Up/Down keys: a small dash
between the key number and the text identifies the currently
selected option.
55..11 TToopp MMeennuu
Exit quit the program
confirm with 'y' on subsequent menu
Help toggles the help screen on/off
Pointer select pointing device
Screen screen options.
Windows set windows configuration
Info select stats info level
Emit create some random objects or remove them
Hud configure HUD
Net networking commands
Options set global program options
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
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55..22 PPooiinntteerrss MMeennuu
A list of all available pointing devices is offered. Select
one. All systems have a keypad device, most have a mouse and
the PC has a joystick. You will be asked to specify pointer
options - read about it later in the command line options
section.
55..33 SSccrreeeenn MMeennuu
Colors set some colors.
Stereo select a stereo mode
Reverse toggle reverse-stereo mode (swap Left and
Right images)
Paralax set stereo inter-occular distance. Initialy
set to 12.
Dbl Buff set buffering mode to double/single. A mes-
sage is posted on the new mode. Double
buffering is not supported in all environ-
ments and in all modes, and in some cases it
may be significantly slower than single
buffering.
Blanker toggle screen blanker mode. Borders and some
fixed data are not shown in blanker mode.
Load font This [obsolete] function will load a new text
font. Text fonts are not used anymore by the
program.
Font show This [obsolete] function will display the
current text font as 16 lines of 16 charac-
ters each.
55..44 SStteerreeoo MMeennuu
select a mono/stereo mode:
Mono standard mono mode
S'Scopic side by side stereoscopic images
RedBlue red/blue composite (needs colored glasses)
Alternate alternating left/right images (needs shutter
glasses and '-s' command line option)
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55..55 CCoolloorrss MMeennuu
A set of colors is listed. Select one for modification.
HUD set the color of the HUD (and all other over-
laid data)
Sky set the color of the sky
Pilot piloted planes (when networked) show in light
red rather that the usual white. The same
color is also used for the pull-up warning
grid.
Ground set the color of the ground grid
You are now presented with a number of adjustment options:
Brighter intensify the color
Darker reduce color intensity
New set color to a desired RBG value
Restore restore color to original value
55..66 WWiinnddoowwss MMeennuu
A number of window configurations are offered. This defines
how the screen is split into main and auxiliary display
areas. After the selection the screen remains active so that
you can select the 'configure' option immediately.
text a square window is used for graphics and a
side bar is reserved for text. This mode is
obsolete.
full the whole screen is one window
landscape a wide main view with three windows below
portrait a square main view with a column of two win-
dows on the right
square a square main view with a column of three
square windows on the right
wide a wide main view with four square windows
below
configure define which instrument is displayed in each
window. The first response will be a number
shown in each window and a mode listed under
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it. A prompt will ask you to select the win-
dow to be configured, then the Configure menu
will let you assign an instrument to it. This
process will be repeated until you respond
with 'Enter' or 'Esc' to the prompt.
55..77 CCoonnffiigguurree MMeennuu
The plane has a number of on-board instruments, each one has
a visual representation that can be shown on one of the
active displays. This menu is used for defining which
instrument is to be shown on each of the displays. Configur-
ing the main display (usually numbered 0) defines which
instrument will be used as the alternate view.
front this is a forward looking camera.
none designates the HDD as unassigned
rear a rear viewing camera
map a map of the area from above with you at the
center and north is up.
radar as 'map' above but the plane's current head-
ing is the 'up' direction. Gives better situ-
ation awareness.
target a target following camera.
pan another target following camera that is less
stable (more real?)
gaze a view of my plane from a fixed relative
point
chase a view of my plane from a point that chases
my path.
follow as 'chase' but the view is always level
(never rolls).
hud this is the raw HUD display
up-front an alphanumeric display used for pilot inter-
action
misc misc digital data and warning display.
55..88 IInnffoo MMeennuu
Select the stats info level. This info is shown on the up-
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front HDD but can (optionally) be overlaid on the main view.
off do not overlay 'info' on the main view
on do overlay 'info' on the main view
none no info
timing only basic timing will be shown.
stats timing and internal stats are shown, used for
program testing.
game timing and basic info for a game are shown.
The second line will show (in order):
-- time from start of game (in seconds).
-- number of targets present (both standard
targets and ground targets)
-- number of weapons used in total
-- number of hits scored
The third line will show:
-- score (counting down!)
-- plane speed (meters/sec).
The basic 'timing' data, which is always the first line, is
a list of millisecond durations for:
-- total time of frame
-- graphics drawing (display list -> screen)
-- 3D transformations (world -> display list)
-- objects simulation (old world -> new world)
-- other visual calculation (hud, text, sky etc.)
-- vertical sync wait (if double buffering)
-- total minus the rest; will include the auxiliary win-
dows time and network disturbance.
55..99 EEmmiitt MMeennuu
Various objects can be created with this menu. These objects
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are used as targets.
target create one random target
del delete all targets
gtarget create one random ground target
del delete all ground targets
box create one random box. Boxes are cubes that
hop around which can be shot down.
del delete all boxes
del tgts delete all targets, ground targets and boxes.
drone create one random plane (drone)
del delete all drones. This will also set the
number of automatic drones to zero.
drones specify how many drones should be automati-
cally maintained in the air. Whenever one is
lost another one takes off.
killers specify how many of the drones should be
killers. These will be set to Chase and Kill
mode.
55..1100 HHUUDD MMeennuu
Various aspects of the HUD can be set. Each option is either
set, reset or toggled. The default is to toggle the option
but the first three menu items can be used to change this
mode. This menu can be accessed from the main menu as well
as directly with the 'u' command. The following selection
appear on some of the sub-menus:
0 turn off turn option off
1 turn on turn option on
2 toggle toggle option on/off
This top level menu will bring up a number of sub-menus
which are described further down this doco.
type Select HUD style. Although the styles
are named after planes, each plane actu-
aly displays many styles depending on
the mode of operation.
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parts The HUD has many components. This sub-
menu allows you to choose which are
included in the HUD display. Selecting a
HUD type will automatically adjust these
to what is appropriate for that style.
options 1 This (and the next) selection allows you
to set some parameters which modify the
appearance of the HUD. The most often
used ones are in this sub-menu and the
rest are in the next.
options 2 See description of "options 1" above.
radar This will configure the radar symbology
on the HUD.
on Turn the HUD on or off. When turned off,
the radar symbols will still show. This
is a feature of the game which is not as
the real thing; it allows you to play
with a very clean view. Not only will
the radar stuff still show, but the sym-
bols will now move freely across the
full screen rather than being confined
to the HUD area.
ils Will let you select the ILS beacon. In
the future there should be a more elabo-
rate NAV facility instead.
55..1111 HHUUDD ttyyppee MMeennuu
Fly8 supports a number of HUD styles. The name of the hud
does not necessarily correspond with the plane type but this
is what I found on the various videos that I saw. If anybody
has more knowledge or can provide other detail PLEASE feel
free to advice me.
Classic This one I made up before seeing any real
HUD. The basic data is laid close to the edge
and leaved most of the area free from
obstruction. My original aiming reticule was
8 dots in a circle but I discontinued it in
favour or the more common piper style. The
numerals on the pitch ladder do not rotate
and the fast font is used. On a slow machine
this hud (especially in low detail) will per-
form much faster that any other.
FA18 This HUD does not use tapes for the altitude
and speed. The pitch ladder is narrower than
usual and slanted toward the horizon. A good
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feature is the fact that the pitch ladder
stays always in view: if the velocity vector
goes off the screen (easily done on the FA-18
which has no trouble flying at high AOAs) the
pitch ladder adopts (temporarily) the water-
line mark. Another feature is the closure
speed which is shown under the piper rather
than on a radar ranging scale. Optionally, a
pendulum (or what do you call it?) can be
displayed which shows you your roll angle
with good resolution up to 45 Degrees either
way. This is a wide angle hud - 20 degrees
side to side.
F16 This HUD uses simple scales (no baseline).
The heading scale can be at the top or at the
bottom.
F15 This HUD is probably used for air to air on
other planes. The speed scale is upside-down.
The heading scale can be set to two different
positioned at the top.
55..1122 HHUUDD ppaarrttss MMeennuu
The various HUD symbols can be individually selected for
display.
ladder Show pitch ladder.
altitude Show altitude scale (or box).
speed Show speed scale (or box).
heading Show heading scale.
pendulum Only for the FA18 style, show the pendulum.
border Show the HUD border (in gray color).
vv Show the plane's velocity vector. A must for
accurate flying.
vw This activates a mode that the FA18 uses:
when the vv goes off screen, a waterline mark
will appear and the pitch ladder will be
drawn around it. This way the ladder never
goes completely off screen (which can often
happen when flying at high AOAs).
plus Show a 'plus' sign at the center of the
screen.
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pointer Show a small (red) mark that tracks the joy-
stick (or mouse or whatever pointing device
you use).
55..1133 HHUUDD ooppttiioonnss 11 MMeennuu
These options modify some aspects of the HUD appearance.
heading The heading scale shows the planes heading.
The numbers displayed are in the range
000-350 in increments of 10. This option
selects between showing the full 3 digits of
using an abbreviated form. The abbreviated
form will only show the top two digits (09
for 90 and 27 for 270). The Classic HUD style
will show the full number but without the
leading zeros.
knots Internally all data is stored in meters. This
option requests that all numbers use
knots/feet (as appropriate) instead. It is
the default for the standard HUDs.
top This will further modify the heading scale.
The scale will show at the top or at the bot-
tom depending on this option. For the FA18
HUD style, this option will cause a base-line
to be drawn under the scale (the scale will
stay at the top regardless).
fine For some of the scales this option will show
more detail. The standard detail is to show a
tick every 5 units. The fine detail will show
a tick every two units.
xfine This is a further refinement of the above
'fine' level and will show a tick for each
scale unit.
big The name is completely wrong. This option
defines the style of the ticks on the scales
(for some of the HUDs only). The usual way is
to have the ticks go from the base-line to
the outside. In the 'big' style the scale
will be along the edge with the ticks towards
the inside.
scale This defines the number of units along the
scale. This affects only the Classic HUD. The
more units, the longer the scales.
area The HUD has a fixed area (measured in field-
of-view degrees). You can alter this size.
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Note that although the HUD size changes when
you zoom in/out, it still keeps the same FOV.
This option defines how many degrees are from
the center to the edge of the HUD (all HUDs
are square).
55..1144 HHUUDD ooppttiioonnss 22 MMeennuu
These options modify some aspects of the HUD appearance.
These are the less used options.
a alarm Enable aural alarms. If you hate the GLIMIT
beeps etc. then use this option to turn these
alarms off.
v alarm This will Enable/disable the visual alarms
that show on the HUD.
misc Request to show the misc HDD on the main win-
dow. This will show at the bottom right side
as digital flight data (and as some indica-
tors at the top left).
font Select the font for the stroke characters
used on the screen
fontsize Select the stroke font size. A size of 8
means 'use the default' and all other sizes
are relative to 8. The default is calculated
from the screen resolution.
55..1155 HHUUDD rraaddaarr MMeennuu
The radar symbology on the HUD is controlled with these
options.
corner Radar target data can be at the bottom-left
corner of the HUD or can follow the target
designator.
data Request to show target data.
distance Request to show target distance in intel mode
(mainly used in the radar/map modes).
name Request to show target type in intel mode
(mainly used in the radar/map modes).
accvect Show target acceleration vector as a hand
inside the reticle piper.
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reticle Show aiming reticle piper.
target Show the target designator.
ross Use Ross's method for the aiming reticle.
This mode will show a small box in front of
the target where it is expected to be when a
bullet hits it. If you aim the reticle at
this box and shoot then you should hit the
target.
limit Unlike real HUDs, the radar symbols can be
displayed all over the screen rather that
just inside the HUD area. 'limit' will spec-
ify which way it should be.
thick This is an experimental option to draw the
radar reticle thicker.
55..1166 NNeett MMeennuu
Some of the requests in this menu will need you to identify
a player. A numbered list of players is displayed and you
should select one by entering their number. If you Enter '*'
then you will select 'all' of them. If you give a null then
you secl 'none'. If there is only one player then it wil be
selected automatically. A message 'no net' means that the
program was started withou the net option (or possibly all
net connections are inaccessible). A message 'no player'
may be displayed which means that there are no players in
the needed status (eg. you try to 'quit' but you are not
currently playing with anyone).
ping find out who else is playing. A message is
broadcasted and for each responding player a
message is displayed.
play join another player's game (or all players)
quit stop playing with a player. If there are more
than one players then you will be asked to
choose.
message send a message to a player (or all). You will
later be notified how long it took the mes-
sage to reach each player and return a noti-
fication.
accept accept a player's request to play with you.
Used in response to the Requesting message.
decline decline a player's request to play with you.
Used in response to the Requesting message.
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always acceaputtomatically accept any requests to play.
always declaiunteomatically decline any requests to play.
manual repldyo not automatically respond to any requests
to play.
55..1177 OOppttiioonnss MMeennuu
Version show program version and compile date/time.
Smoke set/clear smoke generation. Damaged planes
and craters will smoke if the option is
enabled.
Debug show some debug info (internal, varies a lot,
not much use to you)
Font show current stroke font. It is displayed if
large on the center of the screen.
Modes show current program modes setting (same as
'm' command)
Sky paint blue sky in views.
Gravity enable gravity (default). Will affect bullets
path.
Instrumentsshow a rudimentary set of instruments.
Play Blues[sound debug] No simulator is complete with-
out it. Actually used to test the sound gen-
eration logic which for now is operational
only on the PC.
Verbose set verbose mode. At the moment it means that
when using the 'u' command you will not be
shown the long list of commands (the menu
will not show but it is active!).
Net Stats display network statistics (same as 'n' com-
mand).
66.. CCoommmmaanndd LLiinnee EEddiittiinngg
When a command needs to receive a parameter which is more
than one keystroke it uses a line input facility. It allows
you to use history and editing. You can use the arrow keys
and insert/delete keys to move about and edit your response.
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The up/down keys will retrieve history. Finally you will
need to press Enter for the program to accept the input. The
history queue has 20 entries. If you key the start of a line
and hit PgUp then a search will be done for a previous entry
with the same beginning.
77.. AAuurraall IInnddiiccaattoorrss
Sound is used to inform and warn. The sounds at the moment
are simple tones or tone sequences.
A short beep when:
-- you fire
-- you hit or a plane crash
-- the radar selects a target
-- a menu selection is invalid
A low beep when:
-- landing
-- taking off
-- landing gear status is changed
Two repeating tones for:
-- Emergency alarm (pull-up, eject etc.)
-- Warning alarm (stall, g-limit etc.)
Repeating scales when:
-- target practice has ended
88.. VViissuuaall IInnddiiccaattoorrss
These are highlighted words flashed onto the HUD. They vary
in size and blink rate.
WAIT You ejected and landed but your plane did not
yet crash. This one does not relate to the
HUD, all the others only show when the HUD is
on.
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STALL You are flying the plane too slow to maintain
lift or you are turning too sharply at a too
high angle of attack.
GLIMIT You exceeded the maximum acceptable G force
of your body (+9G to -3G), or you exceeded
the 10G plane structure limit.
FUEL You have less than 10% fuel left. The less
fuel you have the faster the message blinks,
then it finally stays on.
PULL UP You are about to hit the ground unless you
pull the plane up immediately. If the danger
is higher then a red ground grid is flashed
to give the pilot better orientation (there
is not enough scenery to build proper visual
awareness).
EJECT The plane is damaged beyond control. Shift-E
to eject.
99.. TThhee PPllaannee
This chapter explains in detail how planes are handled in
this program.
The plane is controlled by your pointing device, preferably
a joystick. The basic controls will have the following
effect:
Left/right controls will cause the plane to roll. The roll
will continue while the controls are engaged. When the joy-
stick is centered the rolling will stop and the plane will
stay in the current situation. If you want to fly level
after rolling to the right then you will have to do the fol-
lowing:
-- roll right (the horizon will roll left).
-- stop rolling (the horizon will stay at a fixed angle).
-- roll left (horizon rolling back to the right).
-- stop rolling (when the horizon is level).
As the plane has momentum, the response is not immediate and
you will have to get a feel for it.
To start climbing you will pull the stick toward you until
the climb angle is what you want and then release the stick.
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The plane will continue climbing until you push the nose
down for level flight. If you are rolled over to one side
then the pulling will cause the plane to turn into that
side. If you are upside-down and you pull the stick then you
will start descending towards the ground. In other words:
the up/down controls (elevators) are used for any change of
direction, both left/right and up/down.
To turn right, first roll right, then pull the stick until
the desired heading is reached, then release the elevators
and roll back to level flight. Of course, due to gravity and
plane dynamics any change in situation will probably cause
the plane to move in a direction slighly different from what
the controls suggest - you should learn to compensate for
this. The flight-path-marker (the little circle with three
wings) tells you where the plane is heading and this is
hardly ever the direction where your plane is pointed at.
To control your engine you set the throttle with the 9/3
keys. The throttle can be set to between -100% and 100%.
Reverse setting only works on the ground. Each keystroke is
5% change. The 1 key will set the throttle to 100% and the 0
key to 0%. The planes speed will pick up slowly (depends on
the planes weight and the engines power). You can engage the
after-burner with the '.' key. To slow down you may use the
speed brakes ('+' key).
About the AfterBurner: light it with '.' (will also set
throttle to 100%). Then each '.' or '3' (power-up) will add
a notch. Each '9' (power-down) will take it down a notch.
There are five steps (say 20% each). The throttle display
will show '103' for '100% + AB3', 105 is full AB. The engine
display will show thrust in % of mil thrust (full AB is
about 150%-160%). If you use '1' (max throttle) or '0' (idle
engine) the ab is turned off. NOTE that AB5 uses about 6
times as much fuel as MIL for 60% extra power!
Note that with the PC keyboard and the NumLock engaged, the
above keys appear in a logical order.
The Classic plane is an over-simplified vehicle. It has no
momentum and no aerodynamics characteristics, it goes where
you point it and is a good way to get the hang of the con-
trols. It will never crash either (you can fly underground
of course). But don't get too used to it, the real planes
handle very differently (the Classic is more like a weight-
less spaceship of an arcade-game).
1100.. TThhee HHeeaadd UUpp DDiissppllaayy
The program displays a number of HUD styles. These are named
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _3_0
according to a plane type but this is just because I first
saw this HUD on a video tape dedicated to that plane. In
reality each plane has a number of HUD modes. You can change
the HUD style through the hud menu regardless of the plane
type.
The HUD is a piece of glass that is positioned at an angle
in front of the pilot. The pilot looks through it to see the
front view from the cockpit and at the same time a reflec-
tion of a video screen is seen (this CRT is in the 'dash-
board' facing up). The dual-image is similar to when one
looks outside through a window at night and sees a reflec-
tion of some part of the room as well as the outside. The
HUD can be displayed by itself on one of the auxiliary HDDs
(sometimes refered to as the 'HUD repeater'), which is use-
ful when the HUD optics is not operational (damaged).
In practice, the HUD is a flat image superimposed on the
front view, and it uses a special (usually green but you can
change this) color. It does not cover the full field-of-
view.
The image projected onto the HUD contains two kinds of
information. One type is data that the pilot will otherwise
have to look for in some cockpit instruments (thus taking
his eye off the outside scene); this is simply a way of
putting the most important information if front of the
pilot. An example is the display of plane speed. The other
kind is information directly related to the outside image
and meaningfull only in relation to it, for example: a
bounding box is displayed such that it coincides with a vis-
ible target that the radar is locked on.
The prominent features on the HUD are a number of scales
which are usually diaplayed along the edge. Sometimes the
detail of the scales can be controlled in three levels
through the Hud menu (see there).
The HUD symbols will relate to flight data or to auxiliary
systems (weapons, radar, fuel etc.). The data related to the
flying of the plane is described first.
1100..11 HHeeaaddiinngg
Your compass. It will be shown as a horizontal ruler that
moves as you turn. The current heading is marked with a
'tick' or a 'V'. It can be at the top or at the bottom of
the HUD (Top option in Hud menu). North is 360, South is
180, East is 90 and West 270. Some modes do not show the
trailing zero (270 is shown as 27) and NO, there is no sup-
port for radians or other units...
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1100..22 AAllttiittuuddee
Your height above sea level, a vertical ruler at the right
edge of the HUD. It may be accompanied by a second bar
(immediately to its left) that shows your climb/fall rate.
This ruler moves up and down as the plane moves, the current
altitude is to be read at the 'tick' in its middle. High
altitudes show in thousands (with a possible decimal point)
while low ones will show exact. The FA-18 style HUD shows
the altitude in a box at the right side of the HUD with the
climb rate above it. Some HUDs will show a radar-range scale
adjacent to (and to the left of) the altitude scale. This
will indicate the distance to the target (the full scale
range is shown just above this scale) as a sliding tick
while the target closure speed is shown inside the tick.
Climb rate is in meters (or feet) per minute!
1100..33 SSppeeeedd
Your speed is shown as a ruler at the left edge of the HUD,
a tick marks the current value. The FA-18 style HUD shows it
in the left box. Some HUDs do not show the trailing zero
while others show have the scale run from top to bottom.
This information may be in meters/kmh of feet/knots (use the
Hud Knots command to toggle). The F16/FA18 default to
feet/knots.
1100..44 PPiittcchh llaaddddeerr
The orientation of the plane is displayed as a ladder, each
step relates to a different pitch. The steps are always par-
allel to the horizon. Each step is marked with a number
which is your pitch angle (90 degrees is straight up, -90 is
down and zero is level). The step's angle represent the
planes roll. When you are upside-down the steps are too, as
you roll the steps turn in the opposite way to follow the
horizon. The negative-pitch steps (when you are going down)
are dashed while the positive ones are solid. Small winglets
at the tips of the steps point toward the ground. The zero-
pitch step is larger and is your artifical horizon if you
cannot see the real one. The FA-18 style HUD tries a bit
harder by bending the steps toward the ground: the higher
your pitch the larger the slant. It also shows a small cir-
cle at the straight up/down directions (the down one has a
cross through it).
Although the pitch ladder follows the horizon (meaning the
zero-step is on the horizon) there is some freedom in where
on the horizon to show it. Unless you disable the velocity
vector (flight path) marker (see below), the ladder will be
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _3_2
centered on it. This means that at a high angle of attack
the pitch ladder may be out of view (as will the vv).
In the case of the FA18, if the vv goes out of view then a
waterline marker will appear at the center of the HUD (it is
a W marker in a fixed position) and the ladder will shift
(smoothly) toward it. Once the vv is back in view the ladder
will return to it and the waterline mark will disappear (the
transitions take about two seconds maximum). The FA18 ladder
shows an extra-long zero-step while the landing gear is
down.
1100..55 VVeelloocciittyy VVeeccttoorr
A plane rarely moves straight ahead due to gravity and aero-
dynamic forces. This marker (sometimes called the 'plane
marker') is a tiny circle with wings on either side and at
the top (it is a stylized shape of a plane from behind). At
any time, this marker shows you where the plane is heading.
You will most of the time use this marker as a reference for
flying the plane. The center of the view is rather useless
for flying (you can bring up a cross-hair with the 'u+' com-
mand) but can be helpful in aiming the cannon (in the
absence of the aiming reticle).
The Classic plane always goes ahead, so the vv will be fixed
at the center of the HUD. By default it will not be shown
for this plane.
1100..66 WWaatteerrlliinnee mmaarrkk
This is a 'W' that shows in the straight ahead point on the
front view (this is not always the physical center of the
HUD). It comes on whenever the landing gear is lowered. The
FA-18 HUD shows it whenever the Velocity Vector is outside
the HUD.
1100..77 RRaaddaarr SSyymmbboollooggyy
When the radar is active, some symbols related to its opera-
tion are displayed. The main features are the target desig-
nator box and the aiming reticle (the Piper).
_1_0_._7_._1 _T_a_r_g_e_t _d_e_s_i_g_n_a_t_o_r
This is a square that is centered on the target. If the tar-
get is not locked then the box will have only corners. The
target should be visible inside the box, unless it is off
screen. When off screen, the box has a '+' through it and it
crawls along the HUD edge showing you the direction where
the target is. If the target is actualy behind you then the
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _3_3
'+' is replaced with an 'X'.
_1_0_._7_._2 _A_i_m_i_n_g _R_e_t_i_c_l_e
If a target is close enough (within weapon range) then an
aiming reticle appears. The reticle is a circle with 12
ticks. Each tick represent a distance of 1000 to the target
and the range is marked with a tick that moves along the
inside edge of the reticle. A tick at 11 o'clock means a
distance of 11,000 etc. You should fly the plane so that the
center of the reticle (has a dot) is on the target and then
shoot (actually, the cannon/radar computer will display
'shoot' above the reticle when you have a good aim). If this
sounds simple it is because it is a simple procedure; the
problem is that in order to get the target in the reticle
you will NOT be flying the plane directly toward it. In
practice you forget about where the plane should go and play
a game of follow-the-target with the reticle (just try and
not hit the ground).
The F16 will also show a 'hand' inside the circle which
indicates the direction and magnitude of the target acceler-
ation (this one is very jiterry at times). You can turn this
hand on/off with the Hud menu "acc vect" command.
The FA18 HUD shows the closure speed outside the lower right
side of the reticle. The F15/F16 shows the same information
on the radar range scale (beside the altitude) marked with a
large '>' symbol. The closure speed measures how fast you
are catching up (positive) with the target.
However, in order to complicate the situation we have some
variations possible:
There is an alternate piper: Ross's reticle. This is a dif-
ferent aiming method altogether. A square reticle is shown
with only the corners visible. It is ahead of your target at
all times on its projected position. You have to aim the
piper at the box and then shoot. With this one you do not
care where the real target is because the aiming box
replaces it. The piper will be fixed at the center of the
HUD. You may want to turn off the target designator with
'ut'.
The target designator and aiming reticle are part of the HUD
display, however you may choose to ignore this and request
that these use the full screen. Use the 'uL' command to
limit these to inside the hud area or use the whole screen.
_1_0_._7_._3 _R_a_d_a_r _R_a_n_g_e
The radar measures the distance and relative (closure) speed
of the target. The range is shown as an extra scale on the
right side on the HUD while the closure speed is shown
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _3_4
beside the '>' mark on it. The FA18 HUD does not show this
scale but shows the closure speed under the piper with a
'Vc' mark.
_1_0_._7_._4 _D_i_g_i_t_a_l _d_a_t_a
When a target is selected, some digital information may be
displayed (it can be disabled by the hud/radar menu). This
data shows at the left bottom corner of the HUD and has the
following items:
-- distance to target (units or k's with one decimal)
-- closure speed (meters/knots)
-- time to meet (seconds with one decimal).
-- target type or pilot name
When the target is in range the time shown is bullet time-
to-impact rather than plane flight time.
If the Corner option is not selected (uC) then this data
will show under the target designator box. If the target is
too close to the bottom then the data may show above it.
If you activate the Intel mode (i) then all visible targets
get a box with the following data (the MAP and RADAR diplays
always have this mode):
-- distance to target (units or k's with one decimal)
-- target type or pilot name
You can use 'un' to disable the display of the second line.
1100..88 OOtthheerr FFeeaattuurreess
In addition to the above features, the HUD may show the fol-
lowing:
The FA18 type HUD shows as standard, on the left low edge,
the angle of attack (aoa), the mach number and the pilot's
vertical Gs. The selected weapon (and available units) is
displayed at the low center of the HUD.
The F15/F16 HUD shows the aoa at the top right above the
altitude scale. The weapon selected is shown at the top of
the data list ('XXX' means none selected)
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _3_5
1111.. TThhee IILLSS
The Instrument Landing System (ILS) is a system that pro-
vides enough information about your approach to guide you to
the touchdown point with great accuracy. The system com-
prises two separate facilities: the Localizer beam which
tells you how well you are aligned with the runway and the
Glide Path beam which monitors your descent rate. The two
components measure your approach error and display it as two
bars.
The Localizer deviation bar is a vertical line that moves
accross the HUD and indicates which way of the correct line
you are. If the bar is left of center then this means that
you are to the right of the Localizer beam, so you should
correct your approach to the left. When the bar is right of
center you will need to move to the right too. You are cor-
rectly aligned when the bar is at the center. You can judge
the bar's position by noting the number of ticks along the
horizontal bar. The larger middle one is where you want to
be. The bar is at full deflection when your error is 2.5
degrees.
The Glide Path deviation bar is a horizontal line that indi-
cates where the correct descent line is. If the line is
above center then the you should be flying higher (your
descent is too rapid or you are descending toward a point on
the ground too short of the runway); you should gain some
height or reduce your descent angle. In the same way, when
the line is below HUD center you are above the correct path.
The bar is at full deflection when your error is 0.75
degrees.
Note that the ILS system does not know where you are head-
ing, it just tells you how close you are to the correct
approach path. The system does not even know if you are com-
ing or going! So make sure that you approach the runway from
the correct end or the ILS Localizer deviation bar will show
reverse reading and the Glide Path will direct you to land
at the far end of the runway.
Real ILS systems have very narrow beams and will only oper-
ate when you are reasonably aligned. These systems will tell
you when you are out of range. The one in Fly8 is active
within a radius of about 25 kilometers around the runway.
When the ILS is operating a marker along the heading scale
will direct you to the airport; use it for the general
approach but then identify the correct runway carefully.
To select the desired runway use the ILS menu and choose
from the list. There are now two airports (A is home and B
is for the drones) and each has two runways: 18 (approach at
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _3_6
heading 180) and 27 (approach at 270). You can turn the ILS
off and it will still remember the last active runway which
will be offered when you use the command again.
1122.. RRaaddaarr aanndd ttaarrggeettss
The radar in this program does NOT try to simulate a real
radar. The real thing has many types and modes of operation.
This one just cheats to get its data.
When enabled ('r') the radar measures distance, direction
and speed of possible targets.
In the basic mode, the radar constantly selects the closest
target. This may cause it to 'jump' between targets as they
change distance. You can put the radar in 'locked' mode
('l') which will make it stick to the selected target. In
this mode, when a target is destroyed, the nearest target
will be selected and stay locked. Use 'l' to release the
lock (or you can turn the radar off/on with 'rr').
There are 3 other acquisition modes controlled by the 'f'
command.
0 pick closest target (old way, as described above).
1 3.3deg circle: boresight. Only targets inside the
small circle are detected.
2 20deg circle: HUD. Any target inside the large
circle (which covers most of the HUD area) is
detected.
3 5.3deg wide by 60deg high: vertical. Targets
inside the narrow band (+-5.3 degrees wide but 60
degrees tall) are detected.
In modes 1-3, a target is highlighted when it is within the
designated area. The limits of the modes 1-3 are drawn on
the HUD.
If you are in locked mode then the first detected target
will immediately be locked, otherwise you will have to hit
'l' to lock the highlighted target. Only when a target is
locked you get the aiming reticle (if it is close enough).
It should be made clear that the 'locked' mode is set/reset
by you with the 'l' command. Once engaged, there is no need
to lock on targets because the first one to qualify will
immediately be locked on. If you want then to select another
target then use 'l' to release the target and then later 'l'
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _3_7
to lock on the new one.
Once a target is locked, the selection markings disappear
and the piper shows.
A target is identified with a box around it (the target des-
ignator). When the target is out of view the box has a
large '+' crossing it which changes to a large 'X' when the
target is actually behind you.
If you issue Shift-C then the plane will chase the current
target (there must be one or the plane will just patrol
round the runway). Use the 'k' command to allow automatic
firing ('k' works even when not in Chase mode, and is useful
if you want to practice the chase and let the auto-pilot do
the shooting).
When the reticle goes off-screen it gets a '+' inside it.
You can shoot at various objects. Use the emit menu to cre-
ate these objects.
When you hit something it gets damaged and fragments fall
off. When enough damage is done the object is officially
HIT. It blinks red/white and starts falling toward the
ground. Practice targets are destroyed immediately. These
fragments are lethal and can hit any other object! Normally
you can fly through any object EXCEPT a bullet - so don't
stay behind a broken plane or you may be hit by the falling
fragments.
1133.. NNeettwwoorrkkiinngg
As others said before, playing with oneself is fun but you
don't make as many friends (they said you'll go blind too).
The program will let you play with others using a variety of
communication media. Once networked, objects are shared
between the players. The number of players is only limited
by the capability of the network medium.
Below here, numeric parameter values can be given in C for-
mat, i.e. if it starts with 0x it is hex, starts with 0 is
octal, else it is decimal.
At the bottom of the pile is the PC to PC serial connection.
Only two players can combine in this way. You can choose two
drivers for this:
--nnccoomm..NN::bbaauudd::ppaarriittyy::bbiittss::ssttoopp::xxmmooddee::iinnbbuuff::oouuttbbuuff
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _3_8
Direct control over the com port. It can handle any speed,
but slow machines will drop charaters if you go too fast.
Slow machines should NOT use output buffering.
Positional parameters:
N com port number: 1...4
parity e, o or n
bits 8
stop 1
xmode xon or xoff; do not specify!
inbuf 4000 is enough. experiment.
outbuf very little needed if at all. Very fast
machines will benefit from output buffering,
slow ones will choke unless the baud rate is
low. At 115200 most machines cannot cope with
output buffering.
Other parameters can follow, the parameter name MUST BE
GIVEN:
irqN irq number (use 4/3 as usual)
baseNNN port hardware address (use 0x3f8/0x2f8 as
usual)
Example:
--nnccoomm..22::111155220000::nn::88::11::::44000000::::iirrqq33::bbaassee00xx22ff88
Note that no 'xmode' was given and no 'output buffering'.
If you prefer, you can use SLIP when you have SLIP8250:
sslliipp88225500 00xx6655 --hh SSLLIIPP 33 00xx0022ff88 3388440000 1100000000
ffllyy88 --rr --nnsslliipp..11::00xx6655
This is the same as
ffllyy88 --rr --nnsslliipp..11
because the driver will then be searched for.
Slip is not too fast, you need both machines to be 386DX for
full speed and even then it is touch and go. It does no out-
put buffering.
If you have a 'real' network then install your favourite
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _3_9
packet driver and do
ffllyy88 --rr --nnppkktt..11::00xx6655
In this mode you can have as many players as you wish. The
program talks packet level. It uses packet type 0x5a5a. In
the future there may be support for IP level or more (but
not soon).
OK, you started the program with networking. It really
enjoys it but then it is a computer. You want to enjoy it
too. Here is how. The Net menu has a set of commands for
managing your connections with other players.
P This is a broadcast ping to all players. All other
programs will respond with their identification.
Now you know who is active on the net. How do you
tell who's who? the parameter -Nxxx supplies your
handle (nickname, etc.) and you will be known by
it in this game.
Y Request to play with another player. If there is
only one then the program will go ahead and estab-
lish connection. Otherwise you will be prompted to
select a player from a list. To have the program
know who is playing you should have used the P
command first.
Q Quit playing. If there are more players then you
will get a list to choose from. An empty response
will assume you want to quit all players.
M Send a message to a player. Right now, an echo
message will also be sent and the turnaround trip
time (in milliseconds) will be shown. This time is
end-to-end including program delay.
When you exit the program it will automatically quit all
players and notify the net of your exit.
If long delays are observed then a player may be automati-
cally timed out. You will see messages about this. Use Y to
re-establish contact. Proper use of Q and Y will let you
pop out of sight in danger and re-join in a more favourable
position...
IMPORTANT NOTE: the comms at this point is one-on-
one. If you connect to three other players then
they all show in your world and you show in their
but they do not know of each other unless they
establish connections too. If a group plays and
each one joins with a global 'Y' then everyone
will know about everyone else.
There is a need for proper 'game' management (co-
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _4_0
ordination), now completely lacking. Once on the net, you
can accept/decline a player and you can quit a player ('Q')
that you do not wish to play with. See the net menu for
details.
1144.. CCoommmmaanndd lliinnee ooppttiioonnss
The program accepts options at start up from three sources,
in order:
Init file
A file (by default 'fly.ini') is read which has a
list of options. Each option is on a separate
line. A hash '#' starts a comment line, a blank
delimits the line (but leading blanks are
skipped). The file is searched for in the current
directory, then in your home directory (using the
HOME variable) then in each directory along your
PATH. You can explicitly nominate a file as the
first parameter on the command line (the only
parameter accepted without a preceding hyphen).
FLY8 environment variable
This variable, if defined, is a list of semicolon
separated options.
Command line
Finally the command line options are accepted,
each must be preceded by a hyphen.
All options can be defined in all sources. The command line
looks like this:
ffllyy88 --IIIInniiFFiillee --ppPPooiinntteerr --ddVViiddeeooDDrriivveerr --mmVViiddeeooMMooddee
--ffFFoonntt --bbnn --qq --ll --vv --zzNNDDrroonneess --ttTTiimmeeLLiimmiitt --ssPPoorrttIIOO
--BBLLiinneeBBuuffffeerrSSiizzee --MMMMaaccooFFiillee --rr --NNHHaannddllee --nnNNeettPPoorrtt
--VVVViiddeeooMMooddeessFFiillee --PPPPllaanneeTTyyppee --DDDDrroonneeTTyyppee --LLLLooggFFiillee
The options are as follows:
IIniFile Specifies the name of an init file. The
default is 'fly.ini'. The file is searched
for in the current directory, then in the
home dir (uses HOME env. var.) then the PATH
directories are checked. Only the first file
found is used. This option can only be used
on the command line.
pPointer The pointing device can be one of: keypad,
mouse, astick, bstick (but check your spe-
cific platform). It can have options as
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _4_1
follows [each option is one byte, see example
later]:
1 [pn] set x coord direction to [p]ositive
or [n]egative.
2 [0-3] set x coord analog function (see
below)
3 [pn] set y coord direction to [p]ositive
or [n]egative.
4 [0-3] set y coord analog function (see
below)
5 [0-9] set left button function (see
below)
6 [0-9] set right button function (see
below)
7 [0-9] set x coord sensitivity (mouse
only)
8 [0-9] set y coord sensitivity (mouse
only)
9 [01] 1 means read joystick twice
The analog functions are:
0 right/left turn
1 up/down turn
The logical functions are:
0 power up
1 power down
2 reset (set flight direction to
straight north)
3 return to origin (set x,y,z=0)
4 stop (set speed=0)
5 fire
6 rudder left
7 rudder right
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _4_2
8 stable (stop turning)
9 rudder to center
10 flaps
11 spoilers
12 level: cancel roll
13 air brakes
14 gnd brakes
15 gear
Example of pointer parameter (read the list
bottom to top):
112233445566778899 <<--ppoossiittiioonn
pppp00pp119955000000==aassttiicckk
^^^^^^^^^^^^^^^^^^^^
||||||||||||||||||||
||||||||||||||||||++---- ddoonn''tt rreeaadd jjooyyssttiicckk ttwwiiccee
||||||||||||||||++------ nnoo yy sseennssiittiivviittyy
||||||||||||||++-------- nnoo xx sseennssiittiivviittyy
||||||||||||++---------- aassssiiggnn rriigghhtt bbuuttttoonn
|||||||||||| ttoo ''ffiirree'' ffuunnccttiioonn''
||||||||||++------------ lleeaavvee lleefftt bbuuttttoonn aalloonnee
||||||++++-------------- ppoossiittiivvee ccoonnttrrooll
|||||| ooff uupp//ddoowwnn ffrroomm sseeccoonndd
|||||| jjooyyssttiicckk iinnppuutt
||++++------------------ ppoossiittiivvee ccoonnttrrooll
|| ooff lleefftt//rriigghhtt ffrroomm ffiirrsstt
|| jjooyyssttiicckk iinnppuutt
++---------------------- tthhiiss iiss tthhee ''ppooiinntteerr'' ppaarraammeetteerr
PPlaneType and DDroneType
The plane and drone type. Drone type defaults
to plane type. Current types are F15, F16,
FA18 and Simple. You can create your own
types.
dVideoDriver
the software video driver. These vary between
machines.
MSDOS grqc (deflault) or grt4k (tsen-
glab4000 only!)
MSWIN grmswin
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _4_3
UNIX grx
AMIGA gramiga
VVideoModesFile
the xxx.vmd file to use. [default is
'fly.vmd']. This file defines the available
videomodes.
mVideoMode
the display video mode. This is one of the
modes defined in the .vmd file you use.
fFont name of text font file. (tsenglab4000 only!).
[default is '6x8.fnt']
bn screen configuration.
r activate net.
NHandle You will be known as 'Handle'.
nNetPort Network access through driver 'NetPort'. At
the moment only MSDOS has network support.
q No sound
l add some landscaping (very rudimentary)
LLogFile name of log file. Default is 'fly.log'. This
option can only be used the command line.
v verbose (not used)
zNDrones screen-blanker mode (with 'NDRONES' drones).
Equivalent to setting the screen mode
'blanker' and the emit function 'y' with
'NDrones' number.
sPortIO Sega glasses port address (com1 is 3f8, com2
is 2f8 etc.) Only in MSDOS version.
tTimeLimit
time limit in seconds (use in batch demos).
BLineBufferSize
number of segments in the display list.
Default is 5000.
MMacroFile
name of keyboard macros file. [default is
'fly.mac']
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _4_4
1155.. FFiilleess
fly.ini
This file serves as an extension to the com-
mand line options. The command-line option
-I can set a user selected file name.
fly.log
This file logs the activity of the program,
problem messages and final stats. The com-
mand-line option -L can set a user selected
file name.
fly.mac
This file is read at program startup and
written at program shutdown. It is the list
of keyboard macros. Use the 'listmac' program
to list the contents of this file. At the
moment there is no macro editor so you should
use the redefine-macro for updating. The com-
mand-line option -M can set a user selected
file name.
*.vxx
These files define the shape of the corre-
sponding objects. The files MUST reside in
the current directory..
*.prm
These files define the behaviour of the cor-
responding plane type. The files MUST reside
in the current directory..
fly.vmd
This file defines the parameters for the
available video modes. In windowed environ-
ments this is the startup mode and you can
then resize the window. The command-line
option -V can set a user selected file name.
1166.. AAcckknnoowwlleeddggeemmeennttss
Ross Johnson (rpj@ise.canberra.edu.au)
Ideas, testing, networking know-how, X11
help. Doco typesetting and review.
Mike Taylor
Amiga and Windows ports.
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
_P_a_g_e _4_5
1177.. MMiisscc NNootteess
When you eject ('E') you will find yourself on a parachute.
When you land, you will move to a new plane. You can accel-
erate the descent with 'd' but if the plane did not yet
crash then you will (have to) wait on the ground until it
crashes and a new one is provided.
The IBMPC uses a timer chip with three counters. Fly8 reads
counter 0 to get high resolution interval timing and writes
counter 2 to generate speaker sound. Counter 0 is often set
to the wrong mode by various programs (some examples: Land-
mark 1.14 sets the mode to 3 while version 2.00 sets it to
2) . The standard is mode 3, but it is sometimes set to 2.
Fly8 needs to have the timer in the standard mode or it gets
bad timing information.
The program 'gettimer' will report the current mode. If it
is 36 or b6 then the mode is correct. The usual bad mode
will show 34 or b4 (the mode is the last digit divided by
two).
The program settimer will set the timer to mode 3.
1188.. KKnnoowwnn PPrroobblleemmss
o On a 486DX50 the serial driver fails at 115200 but is
ok at 57600. Output buffering at high speed looses the
comms. It is now fixed with a kludge in the comms
driver.
o On fast machines attempting to read the joystick twice
in a row produces unexpected results. A special delay
option was introduced to get around this problem.
o The stroke character generator will not handle stroke
sizes above 128 pixels. May be a problem if you try
running at very high resolutions (say 1600x1200).
_V_e_r_s_i_o_n _0_._9_9 _F_L_Y_8 _F_l_i_g_h_t _S_i_m_u_l_a_t_o_r
Table of Contents
1. Introduction ......................................... 1
2. Quick start .......................................... 3
3. Installation ......................................... 5
4. Commands Reference ................................... 5
4.1 Alphabetic Keys ................................. 6
4.2 Symbol Keys ..................................... 9
4.3 Keypad ......................................... 10
4.4 Special keys ................................... 11
4.5 Function keys .................................. 12
4.6 ALT keys ....................................... 13
4.7 CTRL keys ...................................... 13
4.8 Arrow keys ..................................... 13
5. Menus ............................................... 14
5.1 Top Menu ....................................... 15
5.2 Pointers Menu .................................. 16
5.3 Screen Menu .................................... 16
5.4 Stereo Menu .................................... 16
5.5 Colors Menu .................................... 17
5.6 Windows Menu ................................... 17
5.7 Configure Menu ................................. 18
5.8 Info Menu ...................................... 18
5.9 Emit Menu ...................................... 19
5.10 HUD Menu ....................................... 20
5.11 HUD type Menu .................................. 21
5.12 HUD parts Menu ................................. 22
5.13 HUD options 1 Menu ............................. 23
5.14 HUD options 2 Menu ............................. 24
5.15 HUD radar Menu ................................. 24
5.16 Net Menu ....................................... 25
5.17 Options Menu ................................... 26
6. Command Line Editing ................................ 26
7. Aural Indicators .................................... 27
8. Visual Indicators ................................... 27
9. The Plane ........................................... 28
10. The Head Up Display ................................. 29
10.1 Heading ........................................ 30
10.2 Altitude ....................................... 31
10.3 Speed .......................................... 31
10.4 Pitch ladder ................................... 31
10.5 Velocity Vector ................................ 32
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10.6 Waterline mark ................................. 32
10.7 Radar Symbology ................................ 32
10.7.1 Target designator 32
10.7.2 Aiming Reticle 33
10.7.3 Radar Range 33
10.7.4 Digital data 34
10.8 Other Features ................................. 34
11. The ILS ............................................. 35
12. Radar and targets ................................... 36
13. Networking .......................................... 37
14. Command line options ................................ 40
15. Files ............................................... 44
16. Acknowledgements .................................... 44
17. Misc Notes .......................................... 45
18. Known Problems ...................................... 45
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