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- Fast Attack [FAQ]
-
- Fast Attack Frequently Asked Questions (FAQ)
-
- Q1. What is difference between the TB-16 and the TB-23 towed array
- sonar?
- A1. In all probability, a submarine would not have both of these installed,
- but we chose to give the player a choice. The TB-23 is modeled to have a
- larger diameter and thus more sensitive hydrophones than the TB-16. The
- TB-23 also has more hydrophones and is therefore longer than the TB-16.
- Because of its increased diameter and more sensitive hydrophones, it is
- more sensitive to flow noise when dragged through the water than the
- thinner TB-16. This causes the array to become noise saturated above
- about 12 knots. The TB-16, on the other hand, is usable at a higher speed.
- The increased length of the TB-23 also means it takes longer to deploy and
- retrieve than the TB-16. Most modern submarines leave the towed array
- deployed when on patrol, retrieving it only for high speed transits.
-
- Q2. Is there any way to estimate the depth of a submarine contact?
- A2. Probably the best you will be able to do is determine if the submarine
- is above or below the layer. You can do this my making note of the width
- of the noise trace on the passive sonar display for the submarine contact.
- Then change depth across the layer and see if the trace gets brighter and
- wider indicating a stronger signal, or dimmer and narrower indicating a
- weaker signal. When you and submarine are on the same side of the layer
- the signal will be the strongest. This will be easier to do when the cross
- layer attenuation is a larger number. When the attenuation is small, there
- may not be a discernible difference in signal strength.
-
- Q3. What causes the 'Can't allocate memory for SMACKER code' error
- message?
- A3. It means the machine ran out of memory trying to get room to load the
- .smk (smack) file from the CD-ROM. You will need use the boot disk
- method, or somehow make more memory available. The amount of low, or
- conventional, DOS memory is not important, as long as there is some for
- the sound card buffers. Total memory free is important, so removing
- memory managers such as QEMM or EMM386, disk caches such as
- SMARTDRV, and RAM disks such as RAMDRIVE can free up memory.
- Fast Attack has its own protected mode interface, so all you really need is
- HIMEM.SYS to control the A20 line.
-
- Q4. How do you get the TASM's to work? What's the use of having them if
- you have 15 minute old solutions?
- A4. We probably made a mistake even loading the anti-ship variant of the
- Tomahawk in Fast Attack. In fact, TASM's haven't been carried by
- submarines for quite some time because of the difficulty in getting real
- time targeting. The submarines grew to hate the TASM because they would
- have to spend hours at periscope depth communicating with either aircraft
- or getting into a data link with a battle group in order to get targeting data.
- This means that they have lost their stealth and might as well be surface
- ships or aircraft! So, the submarines don't do it, although they can. The
- Harpoon is just as capable a missile at the ranges a submarine can manage
- with its onboard sensors and a whole lot cheaper! You can use the TASM,
- however, provided that you get 1) either two satellite position reports; OR,
- 2) a MASTER number on the AO map. The later means that you have
- satellite data AND local sensor contact. The course and speed from those
- two observations will be used to generate an "estimated position"
- (hopefully, the target didn't change course or speed) so the TASM has a
- better, but not good, chance. We have actually been able to hit bad guys
- with TASMs, but it is not worth the work. I think we'll take them out if we
- do an upgrade on this game.
-
- Q5. Why does the crew talk all over each other? One second the sonar guy
- will be telling me of a new contact, then the helmsmen interrupts him!!!
- A5. This was done on purpose! The control room of a submarine has many
- different communications circuits which are just like intercoms and are
- called "announcing systems" and given an "MC" designation. In general,
- the lower numbered MC overrides, or has priority over, a bigger numbered
- MC circuit. The exception is the 4MC, or emergency reporting system,
- which has the highest priority of all. The 4MC is like the "911" for a
- submarine crew member. All stations on a particular MC can hear the
- other stations on the same MC, but not those on another. Except the
- control room, which can hear them all! For example, the Maneuvering
- room (7MC) has no way of knowing that the torpedo room (21 MC) or the
- sonar supervisor (27MC) is using that circuit, so he just talks. In the
- control room, the Officer of the Deck and Captain hear them all! Its the
- same as trying to listen to two or three radio
- channels at the same time. This, in our opinion, adds to the authenticity
- and to the "tension" that builds has you get closer to the attack.
-
- Q6. Is it possible to load portions of the game onto the HD for faster
- access?
- A6. Yes, See the readme.wri file for details (not the readme.txt - it doesn't
- have the same information).
-
- Q7. Why do all tracks start out at 10,000 yards and 10 knots?
- A7. The default solution is ALWAYS 10,000 yards, speed 10 knots, with a
- course that points directly at you (i.e. reciprocal of the bearing). This was
- built into the real-world Fire Control to support the "snapshot" procedure,
- a situation where you suddenly gain contact and want to get a torpedo in
- the water like NOW! In the "REAL" mode of Fast Attack we try to emulate
- all the systems as accurately as possible.
-
- Q8. Are there some tips you can give for getting a solution using the Fire
- Control System?
- A8. Yes, here are some that might help. Let's start with some basics: If you
- are playing in EASY mode, the solution should already be very close -
- within 5-10% and you should really not need to tweak it. In STD mode the
- error increases to about 25%, and is enough to cause a miss if you don't
- "polish it" a bit. In REAL mode, the solution is just the default solution
- (see Question/Answer #7). It is not likely to be anywhere close to the real
- answer. Here are some more tips:
-
- 1) Unless the contact is very WIDE on the sonar screen, it is
- not likely to be 10,000 yards away. It is probably
- considerably further away. You will learn that older ships are
- noisy and can be heard at quite a distance, newer or better
- maintained ships are quieter. If the ship is on the surface,
- check to see if you are on the same side of the layer. If not,
- and you still have him, he might be close. Look at the cross
- layer attenuation value. 6.0 db halves the range of detection.
- Since you seldom know anything about the contact initially,
- move the range out to 20,000 or so. Use the RIGHT mouse button
- to make the change faster.
-
- 2) The default 10 knots is a good first guess. After you get a
- classification, you can make a better guess. Merchants, for
- example, don't get paid by the hour, so they will be moving
- faster. Tankers, and BIG merchants can do 18-20 knots. Older
- ones 12-14. Patrol craft usually "sprint and drift"; speeding
- up to 30+ knots to reposition for another sonar search, than
- slowing to 5-10 knots to listen. While you're waiting for sonar
- to classify the contact, use the COURSE knob (again use the
- RIGHT mouse button) to get the line as straight as possible.
- What we want to do is get as much curvature out as possible,
- even if the dots move at an angle from the center.
-
- 3) After using CSE to get the line straight, adjust RANGE to
- get it vertical. You will have to iterate this process. As
- soon as you get it reasonably vertical, press ENTER. I'll
- explain why in a minute. Now speed up and turn across the line
- of sight. (i.e. If the contact was on your starboard side,
- turn right to get him on the port side; or vice versa) Turn at
- least 60 degrees. As you get close to the end of the turn,
- slow down again. You want to speed up during the turn to get
- the ship to turn faster. You want to slow back down to be sure
- the bearing dots are as accurate as possible. If your original
- solution was good, the dots will continue to be vertical. But
- this is not likely. The range is probably the bad value now.
- Adjust to get back vertical. If the dotted line shows a sharp
- "break" rather than a curve, it is likely the contact has
- "zigged" (i.e. either changed course or speed). If you suspect
- that a zig has occurred, press CLR to erase all the points
- prior to the zig; those are worthless. If you make a habit of
- pressing ENTER frequently, you can easily delete only the bad
- points. If you are remiss, you will end up having to delete
- several "good" dots in order to get all the dots straight. It
- is more important to have the LAST (newest) 10 or so dots
- straight and vertical, than the oldest ones.
-
- 4) Watch for target zigs. If the target changes course, all old
- dots are worthless. The CLEAR button allows you to delete all
- the dots collected above the horizontal time line which moves
- to the last dot when the ENTER key is pressed. This is why it
- is important to press ENTER each time you get a dot stack that
- is straight. Then if you leave the screen and return and the
- dots are streaming to the left or right, you can press CLEAR
- and start the whole process again.
-
- 5) The key to getting a solution "good enough" to shoot on
- really depends on getting the range. You *CAN'T* get the range
- unless you are either very lucky or you change course about
- every ten to twelve minutes.
-
- 6) Keep Own ship speed under 15 knots except when turning.
- High ship speeds cause the bearings to be less accurate. When
- it comes time to change course, go to the helm, increase speed
- to STANDARD, click in the new course. Go back and resume
- stacking. When the helmsmen reports STEADY, go back to the
- helm and SLOW DOWN to 5-7 knots. (The speed boost gets the
- ship turned quickly; you can use FULL for even better response,
- but you better get the speed off or you may cavitate and give
- away your presence.)
-
- 7) You can use the periscope without using the ACTIVE BSY
- screen by "guesstimating" the range. Assume the ship is 100
- feet tall. Then 1 division in 6x yields a guesstimate of 8000
- yds. If the target is a small escort, he might be only 60
- feet, so the same 1 division is .6 (60/100) times the 8000 or
- 4800 yards. Return to the BSY Passive and adjust the range to
- the guesstimate.
-
- 8) After a while, you can use the width of the sonar trace to
- guess the range. The width of the display is directly
- proportional to the SNR (Signal to Noise Ratio) of the contact.
-
- 9) Don't use active sonar. Don't go fast. Or, you'll find
- yourself under attack!
-
- 10) Time acceleration works against you when you're learning. The dots
- show up faster, but you don't have enough time to think about what to do.
- Try to picture the target. The dot offset from the center line is the ERROR
- between truth and what you think he's doing. So if the dots are moving left,
- then your solution must change the motion across the line of sight.
-
- Q9. Why can we only save the game between missions?
- A9. The decision to not allow saving and restoring the game at any instant
- was made solely on technical reasons. The shear complexity of saving the
- state of all the screens, sub-systems, and engines was daunting and would
- have required major design changes. In retrospect, because of all the
- comments received, this might seem to be a poor decision, but the decision
- process for all features in this game was always biased toward realism,
- accuracy, and authenticity. This means we made it behave as close to the
- way it really works rather than the way Hollywood or fictional novels have
- depicted it. Making the player stand by his decision on a mission and play
- it through to completion and evaluation seemed like the more accurate
- way.
-
- Q10. Why can't I clear a contact from a Tracker in Passive Sonar?
- A10. This situation only occurs in EASY mode. Targets with a primary or
- secondary "sink" objective are automatically assigned to available ATF
- trackers. These should be the first targets to be fired upon. As these targets
- are sunk and removed from the game, ATF trackers become available and
- are then automatically refilled with other targets having a primary or
- secondary "sink" objective. So as long as there are more "sink" objectives
- than trackers, you will not be able to clear a tracker. This also provides a
- nice hint to the player: Sonar contacts that are NOT auto-assigned when
- there is a tracker available are therefore not an objective, and need not be
- attacked (and probably should NOT be attacked).
-
- Q11. How can I change ordered course, speed, or depth faster than one
- increment at a time?
- A11. By using the RIGHT mouse button on the arrows in the helm screen
- or WLR9 screen, depth and course can be changed by 10 feet/degrees, and
- speed by 5 knots.
-
- Q12. How can I use the information of the WLR9 Acoustic Intercept
- Receiver to advantage?
- A12. Active sonar normally searches on a selected range scale of typically
- 4000 yards, 10000 yards, or 20000 yards. This means the sonar will send
- out another sound pulse after sufficient time has elapsed for the previous
- pulse to go out to the end of the search range and return. The speed of
- sound in water is about 4800 feet/sec (1600 yards/sec). Therefore it takes 2
- seconds for the sound to go out to 1600 yards AND return. So for every
- second that elapses between the outgoing pulse and hearing the return
- echo, the range is 800 yards. When the sonar operator hears a return echo,
- he probably would do two things: shift to the shortest possible range scale
- to allow him to get more frequent range information on the target, and
- switch his sonar to the "range gate" mode. In the "range gate" mode, the
- sonar automatically send out another pulse as soon as the echo is heard.
- These characteristics can be useful. If the contact stays in a long range
- scale, it is likely that he does not have contact on you. On the
- other hand, if the contact should start to range gate, you can be 95% sure
- he has contact and is moving in for an attack. The WLR9 interval can tell
- you the range ONLY IF THE CONTACT IS RANGE GATING. Multiply
- the displayed interval by 800 to get the range in yards. You can then enter
- that range into Fire Control to initiate a preemptive attack.
-
- Q13. What is the difference between the satellite broadcast and the satellite
- recon? Aren't they both from the same satellite?
- A13. In the game, a new submarine broadcast begins at 5, 20, 35, and 50
- minutes past every hour. On VLF, the broadcast repeats over and over for
- the entire 15 minutes. So if your floating wire is exposed for long enough
- during a broadcast period, you will be able to receive any traffic for your
- sub. The periscope has a built in antenna that can receive the broadcast via
- UHF satellite. This broadcast emanates from a communications satellite in
- geo-synchronous orbit about 22,000 miles in space. This broadcast method
- is NOT repeated: it is sent only once EXACTLY at the time specified. If
- your antenna is not exposed, you will miss it. The reconnaissance satellite
- is a "spy" satellite that will pass over your area of operations at the times
- specified in the mission orders. This satellite is in a low polar orbit about
- 150 miles in space. This satellite will photograph all vessels that it can see.
- Cloud cover or smoke may prevent a vessel from being seen, and, of
- course, submarines and submerged or very small objects will also not be
- detected. This imagery will be radioed to an intelligence processing center
- as soon as the satellite is within range of the station. Analysts will interpret
- the data and prepare a message with identification and estimates of course
- and speed. In the game, this processing takes fifteen minutes to complete
- before the message is available for placing on the next submarine
- broadcast. EXAMPLES: Satellite photos are taken at 7:05. The processing
- takes until 7:20, and since a broadcast starts at 20 after it will just make it
- onto the 7:20 broadcast. This is the quickest this series of steps could
- execute. A picture taken at 7:25 wouldn't finish processing until 7:40, and
- would not be transmitted until the next broadcast at 7:50.
-
- Q14. My game will occasionally "lock up": The mouse will move, but I
- can't click on any icons or buttons to perform any action. What's wrong?
- A14. In our experience, this is almost always caused by a sound card not
- being set up quite right. When running soundset to configure the sound
- card for Fast Attack, do not bypass the tests. The digital device test consists
- of the diving alarm, which is two "AooGa" sounds played in succession. If
- you only hear one, or if either gets clipped, then your sound card is not set
- correctly. The auto detection actually looks at the environment variable
- BLASTER that most cards set to be "Soundblaster compatible", so if this is
- wrong or not present, then the detection may not work correctly. Probably
- the biggest draw back of autodetection under WIN95 is that the parameters
- that WIN95 is using, are not accessible to the soundset program. Another
- factor that may help alleviate the problem is the amount of time the sound
- system gets to play and refill its buffers. The command line switch
- /SOSINTRATExxx can be used to adjust this value. The default is 125, but
- ProAudioSpectrum boards will operate with this value as low as 50, while
- the AWE32 may require a value as large as 250 or more.
-
- Q15. What is the purpose of the blue line that extends outward from the
- torpedo on the BSY screen in the Torpedo Mode?
- A15. There are two lines drawn from the torpedo's position dot. The blue
- line represents the best course for the torpedo based on the current solution.
- The yellow line is the steer cursor. If the target zigs (changes course or
- speed radically), you may have to update your solution using either the Plot
- screen of the BSY Passive Mode. After updating the solution, return to the
- Torpedo Mode and notice the blue line has probably moved away from the
- yellow steer cursor. This means the torpedo's course should be adjusted.
- Using the center knob, click either right or left as appropriate to move the
- yellow steer cursor on top of the blue ideal course line and then press the
- SEND button. The torpedo will turn to the new course.
-
- Q16. After I launch a torpedo, the yellow search cone passes right by the
- target without acquiring. What's wrong?
- A16. The problem is that your solution was not perfectly accurate. But
- don't worry; it doesn't have to be perfect to get a hit. The Mark48 is a fairly
- smart weapon with good detection capabilities and will overcome often
- large errors in your solution. About the only error it can't overcome is in
- the case where your solution is too long in range. In this case, the torpedo
- will not enable (start searching) until it is past the target, and thus miss. It
- is always better to under estimate the range. You should also pay attention
- to the range to the torpedo when it does acquire the target since this can be
- used to update your solution in case you need to shoot another weapon. As
- long as the wire is good, the upper left display of the Torpedo Mode
- display will show the range from ownship to the torpedo. Note this value
- when the weapon acquires and update the range using the Passive Mode to
- this new value. Correct the course of the other torpedo if necessary.
-
- Q17. Why do some torpedoes appear to shutdown within 1 minute of
- launch?
- A17. The Mark48 torpedo uses a fuel that contains its own oxidizer so it
- can burn underwater. This fuel is hard to ignite and needs a high heat
- source to get it started. So, in order for the torpedo to get up to speed, it has
- a small solid fuel booster that burns for about 60 seconds which is usually
- enough to get the liquid fuel burning. However, sometimes it is not
- enough, and the solid fuel runs out without achieving "crossover" and the
- torpedo will shutdown. This happens about 5% of the time and is done to
- add realism. This is why you should always have a backup weapon ready to
- go.
-
- Q18. Sometimes I notice that the Mission Log reports a Harpoon or
- Tomahawk missile as having shutdown. What happened?
- A18. Missiles are not 100% perfect in real life, nor are they in the game.
- All missiles are given a 88% chance of overall success. This means they
- may shutdown on a fuel system failure, or maybe the homer won't work
- 12% of the time. And remember, just because the odds of a heads or tails is
- 50%, doesn't mean you can't flip heads 5 times in a row.
-
- Q19. Are there any "cheats" in the game?
- A19. Yes, there are three cheats that can be enabled separately with
- command line switches. Command line switches can be entered in several
- ways. You can edit fast.bat to make them permanent, or, if you are running
- from WIN95, you can add them to the COMMAND LINE field of the PIF.
- Of course, in DOS you can just add them to the "fast" line when you start
- the game (i.e. type FAST /Switch<enter>). The first cheat allows you to get
- a perfect solution on a track in the Plot screen. Here's how it works: First
- enable the cheat with /PLOTSOLN command line switch. Then, when you
- are in the PLOT screen, select a track and press ALT-F5. The exact
- solution will be displayed. To use it, press SEND. The second cheat allows
- you to look at the "big picture" and see all the ships, aircraft, mines,
- weapons, etc. and their motion. To enable this you use the /TEDISPLAY
- switch. Then, while playing any scenario, press ALT-~ (Alt key and tilde
- key) to activate the display. Use the ICON bar buttons to exit the display. It
- is not a good idea to have time accelerated when in this screen, as this will
- cause some missiles to miss. The third cheat isn't all that useful, but it
- allows you to play a sequence of missions without being penalized for
- failure to complete primary objectives. This switch allowed testing the
- medals and promotions aspects of the game without having to plod through
- every single mission. To use this, simply enter /SWSGOD as the switch. At
- the end of a mission, you will still be rebuked for not accomplishing the
- primary objectives, but as soon as the next mission begins, all will be
- forgiven. It will then proceed as though you had been perfect.
-
- Q20. Why do missions have time limits?
- A20. Each mission was given a time limit as part of the overall scoring
- plan, and to add impetus and excitement. This is part of modeling life in
- the military. You just aren't allowed to take forever to get that report done,
- or, in this case, sink the bad guys or find the mines. In reality, if you took
- too long to find the mines, as an a example, ships could be sunk because of
- the delay.
-
- Q21. During Battle Sets, when are the replenishments scheduled?
- A21. Replenishment occurs PRIOR to the start of the indicated mission in
- the
- following table:
- Campaign Missions
- Persian Gulf 4, 7
- Sea of Japan 4, 7, 10, 14, 18
- Adriatic 4
- Mediterranean 4, 6, 9, 11, 14
- GIUK 5, 7, 9
-
- Q22. What has to be done in order to complete a Secondary objective of
- "plotting" a target?
- A22. In order to successfully get credit for a PLOT objective, the following
- must be done:
- 1) Classify the target on sonar. To do this you must of course
- have sonar contact and then press CLASSIFY and wait until the
- target is classified. How long this takes is a function of
- signal strength and time (i.e. strong signals classify
- quickly, weak signals take longer); AND
- 2) Obtain a solution that is within 20% in range, course, and
- speed.
-
- Q23. When attempting to launch Tomahawk missiles, I get stuck in the
- VLS screen with "1 Away" displaying over and over at the bottom of the
- screen. What's going on here?
- A23. Unfortunately, this is a bug that got by our QA testing. This only
- occurs when you have SPEECH set to OFF in the PREFERENCES screen,
- so the work around is to be sure that SPEECH is set to ON when launching
- Tomahawks.
-
- Q24. Why can't I get more information from Sonar, such as Turn Count,
- Blade Rate, and speed or aspect changes on targets?
- A24. The modern sonar is designed using advanced signal processing that
- allows detection of ships at very long ranges. Detections display visually as
- a brightening on the CRT display. This allows the display of many
- contacts. While there is ONE audio channel available to actually listen to a
- contact, turn counts, blade rates and such are usually measured using a
- frequency domain display which, because of its complexity, was not
- included in the game.
-
- Q25. Why can't we control the settings on the Mark48 Torpedoes to take
- advantage of the thermal layers, and such?
- A25. We decided that allowing the player to chose settings for his
- torpedoes did not add much to the game. For any given situation, there is
- an optimum choice for running depth, etc. that the player would have to
- learn, and once learned, would be used consistently. So what we did, was
- to automatically make the optimum selections: the Mark48 always transits
- to the enable point on the opposite side of the layer from the contact, and
- goes to the best search depth for the type of target.
-
- Q26. Why does the animation show the 688 with fairwater planes, when
- the 688I class doesn't have them?
- A26. Seven 688 class submarines were built that had the vertical launch
- system and fairwater planes, so there is no inaccuracy here. The latest 688
- class, however, do have the planes moved to the bow for better under ice
- capability.
-
- Q27. Are there helicopters or other aircraft in the scenarios? What is there
- capability?
- A27. Yes, several missions have helicopters or aircraft. In some cases,
- these are hostile, while in other situations, they are friendly. Regardless of
- their alliance, the aircraft are usually equipped with active and passive
- sonobuoys and a very effective search radar that is optimized to spot a
- periscope. The patrol aircraft (BEAR, P-3C, etc.) will carry air dropped
- torpedoes, and harpoon missiles, while the helicopters will carry no more
- than two torpedoes.
-
- Q28. After I've been sunk, the mission log says that I was hit by an SS-N-
- 14 SSM. If I'm submerged, how can a surface-to-surface missile hit me?
- A28. The SSM (surface-to-surface missile) designation is generic to any
- missile launched from a ship at or under the surface at another ship at or
- under the surface. An SS-N-14 is a long range Anti-Submarine Weapon
- carried by some Destroyers, Cruisers and Frigates.
-
- Q29. Why is the range to a contact that is displayed in the sonar screen
- always so far off? Can't the sonar operators get better information?
- A29. The range to a contact, no matter where it is displayed, is always the
- current Fire Control solution's range. This means that depending on the
- Difficulty Level (see Q/A #7), it is no better than what you, the player,
- have entered. If you haven't changed it using either the PLOT or the BSY
- PASSIVE, then it will just "generate" from the initial solution. One of the
- basic principles that must be learned early in the life of both a submarine
- officer and sonarman, is that you cannot get a range with any accuracy by
- listening. A guess would be just that: a guess. About the only thing you can
- say is that a contact with a high bearing rate is "near", and the concept of
- "near" depends on what maximum speed capability you want to give it. On
- board the submarines, a sonarman's guess of range will only erroneously
- bias and slowdown the plotting team's effort to get an analytical solution.
-
- Q30. Why can't I always get an active range from sonar? My solution looks
- good and the range is under 20,000 yards, but I can't get a return on active
- sonar.
- A30. There are several possibilities. First, your solution may not be as
- accurate as you think. If you haven't confirmed your solution with radical
- course changes (see Q/A #8), this is probably the most likely reason.
- Second, the contact may be "cross-layer" and the combined cross layer loss
- to the outbound ping and then to the return echo might be reducing the
- sound level below what can be heard. Third, the contact may have a low
- reflectivity, either because of its aspect (bow or stern gives less surface area
- than broad on the beam), or because of an anachoic coating which absorbs
- the sound rather than reflecting it. Of course, you could have a
- combination of these reasons.
-
- Q31. Immediately after starting the game, I get a report that the ship is
- cavitating and that I'm about to run aground. What's going on?
- A31. We can't say for sure, but we were able to duplicate this symptom on
- a computer that did not have a math coprocessor. Fast Attack! requires the
- math coprocessor that is part of all Intel 486DX and Pentium chips. Some
- "486" chips do not have the coprocessor, such as the Intel 486SX series,
- and some from AMD or Cyrix. The MSD utility that is part of DOS can
- tell you if you have a Math Coprocessor installed.
-