home *** CD-ROM | disk | FTP | other *** search
Text File | 1998-06-02 | 99.6 KB | 2,936 lines |
- ************************************************
- Frequently asked questions about FST and alt.games.fst
- version 1.66 :-)
- ************************************************
-
- Contents
-
- Credits (first things first)
- Adding stuff to the FAQ
- What is FST?
- What are the system requirements of FST?
- Is FST copy protected?
- Should FST count as a flight-sim, or a CAD program?
- Why doesn't my server carry alt.games.fst?
- What do I do if I want to share my scenarios?
- Can I distribute fly.exe?
- Does sharing FST files count as software piracy?
- Does FST simulate collisions, or is it one of those "fly right
- through" sims?
- What's with all of these weird file names?
- What with all those *.wav files?
- How do I get my sound effects to work?
- What does this "brick" flight model do?
- What is the "FST user group?"
- What the heck are VOR, NAV, NDB's and ILS's?
- What does all that stuff on the "simulation menu" do?
- Does FST simulate blackouts and redouts?
- What do the numbers on that data display mean?
- What's with this ww2 add-on?
- Why isn't the ww2 add-on available in Germany?
- What are the keys for FST?
- How can I make elevated lakes ?
- How do I make aircraft carriers?
- How do I make swing-wing aircraft?
- Why do air-to-ground missiles always miss?
- How do I change the way a cockpit looks?
- How do I make title screens for my scenario?
- How can I do mid-air starts?
- How do I get my aircraft to fly level?
- How do I make artillery?
- How do I change how my planes shadow looks?
- How do I simulate ICBMs and V2 rockets?
- How do I simulate cruise missiles?
- How do I make animated shapes?
- How do I make neutrals?
- How do I drop torpedoes?
- How do I make menus, like in ww2?
- What does "failure to allocate memory for points array" mean?
- How do I make snipers?
- How do I simulate canard planes?
- How do I make gliders?
- How do I get the bombers to bomb properly?
- What does "error during load" mean?
- What does "no font selected" mean?
- What does "no player in world" mean?
- Why do some shapes flicker?
- How can I stop them from flickering?
- How can I avoid the fractilizing bug?
- What's the next add-on for FST?
- Are there patch programs for FST?
- Where can I download FST stuff?
- Where can I get ideas for FST stuff to make?
- Has anyone done F-117A Stealth Fighter for FST ?
- What is the FST wishlist?
- What are the email addresses of the programmers of FST?
- What's with this FST tutorial?
- What's with the Computer Gaming World FST contest?
- What did game reviewers think of FST?
- What will be in the next version of the FAQ?
- ***************************************************
- Credits
-
- (Don't you just hate it when you're watching a movie, and those
- stupid credits keep going and going until you start to wonder
- if you're going to see a movie or just stare at names all
- night? Well, bear with me, there is an FST FAQ after all this)
-
- Because this is the first version of the FST FAQ, not many other
- people have added stuff. There is me (Arthur Sankey
- bh505@freenet.carleton.ca,) who came up with the idea and did
- most of the writing.
- /me gives himself a big award and a pat on the back
- Thank you thank you! As your new president I...
- /me stops dreaming
-
- Also, a big thanks to Paul Lacy, who uploaded a bunch of those
- files to ftp.iup.edu into the \FLIGHT-SIM\FST directory, (
- although they seem to have disapeared, that's not his fault)
- and for the descriptions of those files. He also wrote the
- part about FST files that can be downloaded from CompuServe.
- Also, Martin Handforth for posting this FAQ.
-
- Anyone who downloads my scenarios should thank Jon Saloga, who
- made several of the shape files that I'm using all the time.
- I'm not even sure which were made by him, and which were made
- by me because I've used them so much.
-
- One more thing, Forest Pearson and Thomas Russell Hong helped a
- lot with the wishlist. John "Killer" Macqueen helped by
- telling me which items on the wishlist will actually be on the
- next FST add-on, and wrote the part about how the Texture
- mapping should work.
-
- Wait, I should also put the programmers of FST here. They did
- the most work out of all of us, and did the biggest part of
- making this FAQ possible.
-
- Design and programming:
- Dave Payne and Donathan Newth at SIMIS
- Producer:
- Darren Anderson
- Marketing project manager:
- James McCormack
- 3D shapes and artwork:
- Dee Lee
- Jason Cunningham
- Caroline Stroud
- Alan Tomkins
- Mark Richards
- Rod Hill
- Jo Groombrige
- Matt Hicks
- Manual:
- Julia Battersby
- Jonathan Newth
- Tammy Willianson
-
- ww2 producers:
- Darren Anderson
- Matt Miller
- ww2 associate producer:
- Bryan Walker
- ww2 programming:
- Dave Payne and Donathan Newth at SIMIS
- ww2 objects:
- Andrew Osiow
- Alan Tomkins
- Dee Lee
- ww2 manual:
- Matt Miller
- ww2 testing:
- Jason Ridge
- Ken Jordan
- ww2 box design:
- Andrew Osiow and Drop Dead Designs
-
- Adding stuff to the FAQ
- If you want to add stuff to the FAQ, just send it to me by
- email. I'll throw it in, and send out new versions of the FST
- FAQ regularly. Also, if you notice any mistakes, please tell
- me right away so I can fix them. Remember: I don't know
- everything.
-
- Where to get this FAQ:
-
- I'll get someone else to upload this FAQ to some FTP site or WWW
- page for me. (Freenet can't do either of those) We need to
- agree on one FTP site or WWW page for FST. Also, this FAQ gets
- posted to alt.games.fst regularly. If your server doesn't
- carry alt.games.fst then email your news administrator and ask
- for it by name.
-
- Version 1.0 of the FAQ was supposed to be posted, but because I
- x-posted it to alt.answers I found out that it would end up
- floating around for a few weeks before being posted. Version
- 1.1 wasn't posted to alt.answers, so actually ended up being
- posted before version 1.0! Version 1.2 isn't much different
- from the others, except that it's all spaced properly, so it's
- more readable than the others. Version 1.6 was changed a lot,
- and version 1.65 is just a spellchecked 1.6.
-
- What is FST?
-
- The simplest questions are the hardest.
- FST consists of 7 parts:
- 1 PROJECT EDITOR
- This is the thingamajig where you can copy files, decide the
- size of your world, chose which colours to use (from colour
- editor). You can also choose what the longitude and latitude
- is. So really, the real fun is in the other editors.
- 2 WORLD EDITOR
- This is where you edit the landscape, and place objects and
- paths. With the world editor you can do everything from
- building mountains to deciding how long it takes for an AA gun
- to reload. This is also where you decide what direction the
- wind goes, and how fast it moves.
- 3 SHAPE EDITOR
- This is where you build the aircraft, ground targets, and
- scenery that you will put in your world
- 4 COLOUR EDITOR
- (Nice to see Canadian spelling, "eh"?) This is where you decide
- what colour things in your world will be. The you can colour
- are: the sky, different altitudes of ground, water, and all
- colours for shapes. Actually, there is nothing that you can't
- change the colour of. The colour editor is perfect if you want
- to make the sky overcast, or make a winter scenario with snow
- everywhere, or for battles on other planets. You can also use
- the colour editor to create weird scenarios, with a purple
- sky, and pink water.
- 5 COCKPIT EDITOR
- This is where you decide what dials, lamps, and instruments will
- be in your cockpit. You can put them where ever you want them,
- and change the details, like how big the dials will be etc.
- 6 MODEL EDITOR
- This is where you make flight models for your planes. Your plane
- can have any shape you want, but it will always fly like the
- plane you designed in model editor.
- 7 FLY.EXE
- This is the dos game that simulates the scenario you've made. It
- is a high performance 32 bit program.
-
- What are the system requirements of FST?
-
- mouse
- IBM PC or compatible, 386 or above
- 2 MB of memory
- VGA graphics
- MSDOS 3.0 or higher
- Windows 3.1 or higher
- hard disk with 8 MB free (but if you're planning of making lots
- of big scenarios, you'll want more)
-
- If you don't have windows, it's still possible to fly FST stuff,
- but you can't edit anything.
-
- OPTIONAL
- Soundblaster sound card
- VESA compliant SVGA graphics accelerator
- joystick, yoke, rudders (thrustmaster supported)
-
- Were can I get FST?
-
- There's a demo of FST(see "were can I download FST files?), but
- If you want to buy FST with the tools and everything, try
- Chips 'n bits. They sell FST dirt cheap, in CD and disc
- versions. The WW2 add-on is easier to find than the original
- FST.
- Is FST copy protected?
-
- Nope. Good thing too- I can't stand copy protection.
-
- Should FST count as a flight-sim, or a CAD program?
-
- Really, FST should count as both. FST is more CAD than sim, but
- it still gets classified as a game. This is debatable.
-
- Why doesn't my server carry alt.games.fst?
-
- There's only one person to blame: your fascist news
- administrator. That's right, news administrators are aliens
- from the planet Zonron-Torak where FST is feared by all. They
- always try to persecute FST. They are afraid of it, so they
- try to censor it. Then they will take over the world, and
- WE'RE ALL GONNA DIE!!!
-
- If you your server doesn't carry alt.games.fst, politely email
- your news administer and ask for it by name. Now, your news
- administrator may try to find reasons not too. That's okay,
- none of their reasons are valid. They might say that it
- doesn't get enough traffic. That's a lie. Just tell them that
- you know the truth, and if they don't carry alt.games.fst
- within 24 hours you'll call the police, the army, and the
- media.
-
- What do I do if I want to share my scenarios?
-
- If you want to share your scenarios:
- 1 e-mail them to me by uuencode and pkzip, and I'll send them
- around.
- 2 upload them to ftp.iup.edu in the \FLIGHT-SIM\FST directory
- (Or cactus.org)
- 3 post them to alt.games.fst but please uuencode and pkzip.
- Include a description (use the official FST template if it's a
- whole project).
-
- Can I distribute fly.exe?
-
- While technically this would be software piracy, if someone else
- already has fly.exe it's okay to
- send it. However, I suggest that you don't. Personally I hate
- downloading 2 MB of stuff, only to
- find that I already had about 1.5 MB, and spent lots of time to
- gain only .5 MB of new stuff.
- fly.exe isn't that big, but sending it is a waste of time anyway.
-
- Does sharing FST files count as software piracy?
-
- *sarcasm on*
- Oh no! I've traded FST files! That means I'm a software pirate!
- I going to burn in hell for all
- eternity!!!
- *sarcasm off*
- No, trading FST data files, such as .fsd or .pcx is NOT software
- piracy. If it was, the people
- over at alt.binaries.doom would be in big trouble. The only way
- that trading FST files can be
- piracy is:
- 1 If you send someone the ww2 add-on to someone else.
- 2 if you copy the FST tools
- Um...That's it. If Domark comes out with a new version of FST
- that's not shareware, distributing
- it would be software piracy. As for the FST library files, go
- ahead and spread them around.
- That's what they were made for.
-
- Does FST simulate collisions, or is it one of those "fly right
- through" sims?
-
- FST simulates collisions. Don't you just have those sims where
- you fly right through seemingly
- solid aircraft? Ever been on the tail of a bandit, only to fly
- right through him and get blasted in
- the tail by your former victim? Or even worse, how about those
- sims (SWOTL is one) where
- planes look like they're flying around you, when the simulation
- actually has them inside you? Or
- how about birds of prey, where if you come within a mile of
- another aircraft, you plane blows to
- bits? (And I swear that in that game your allies DELIBERATELY
- try to crash into you) Anyway,
- FST rides a good line between those two agonizing extremes. If
- you hit another plane right on,
- your plane will lose control, and you'll have to eject before
- you crash. And if you hit a building,
- you'll have almost no chance of survival. However, if you just
- tap another plane, you will take a
- bit of damage, but it will still be possible for you to struggle
- back to base.
-
- One more thing to note, If you're flying a brick and you hit
- another plane, the poor sap you hit
- will blow to bits and you will keep going. It's possible to down
- squadrons of fighters without
- firing a bullet! I've done this before. I highly recommend that
- you do, to. It's fun.
-
- What's with all of these weird file names?
-
- FST uses lots of weird file names. Here are some:
- *.fpj-The project file. Project manager creates this file when
- you decide to make a new project.
- *.fcd-colour file. These are made in the colour editor. You can
- have as many of these lying
- around as you want, but only one can be used at a time.
- *.pcx-either a cockpit background or the title screen. If it's
- called fst.pcx, then it's the title screen.
- If it's not, it's a cockpit background. You can change these
- with any paintbrush program.
- world.fst-this is the world database. Every object and path in
- your world is here. You can read
- this file with a word processor, and add objects by typing them
- in! (sure would be boring though)
- *.ftd-terrain file. There's some kind of pattern here. If anyone
- can figure out what it is, tell me
- and I'll ad it to the FAQ.
- *.fsd-shape file. These are the shapes you've made with the
- shade editor. There's a whole load of
- them in the library and on the ww2 cd.
- *.fmd-flight model files. These are made in the model editor.
- They decide how easy your plane is
- to fly, unless you're a brick.
- *.wav a sound effect in fly.exe
- fly.exe-the dos game. This takes everything you've designed and
- simulates it.
-
- What with all those *.wav files?
-
- This the cool part. Because FST uses *.wav files, that means
- that you can actually record your
- own sounds and use them as sound effects in FST! You can also
- use *.wav files from other
- games, or download them from any alt.binaries.sounds.* newsgroup.
-
- How do I get my sound effects to work?
-
- While personally I haven't tried using other sound effects with
- FST, this method should work:
-
- 1 Download your sound files, or record them, or copy them from
- another directory to your
- project directory.
- 2 Change the name of your sound file from whatever it is (I'll
- call it sound.wav) to the name of
- the thing you want it to be the sound of. (ie If it sounds like
- a flare being released, change the
- name from sound.wav to flare.wav)
- 3 If you already have flare.wav in your project directory, go
- ahead and overwrite the old
- flare.wav
- 4 Now, whenever you drop a flare in fly.exe, you will hear the
- new sound, rather than the old one
- that came with FST.
-
- Here is a list of the different sound effects you can set your
- *.wav files to:
-
- start.wav -plays when fly.exe starts
- die.wav-plays when you crash and die
- cannon.wav-plays when you fire your machine gun
- fire.wav-plays when you fire a missile or a rocket
- gear.wav-plays when you lower or raise your landing gear
- land.wav-plays when you land on a runway
- maw.wav-missile warning. Plays when another aircraft plane gains
- missile lock
- swlock.wav-plays when your AA missiles lock onto an enemy plane
- bullet.wav-near miss sound
- eject.wav-plays when you eject from your plane
- flare.wav-plays when you drop a flare
- chaff.wav plays when you drop chaff
- klax.wav-warning sound
- switch.wav-plays whenever you flick a switch, such as brakes or
- flaps
- jet.wav-plays when your plane has a jet model
- prop.wav-plays when your plane has a prop model
- glide.wav-plays when your aircraft is off the ILS glideslope
- stall.wav plays when your plane stalls
- lowwarn.wav-plays when you fly really low.
-
- (You know what would be cool for the next version of FST? How
- about radio chatter sounds? Maybe there could be "victory.wav"
- that would play when one of your allies shoots down an enemy,
- or "shot.wav", that would play when one of your allies gets
- shot down, kind of like
- AAAAAAAAAAAAAAAAAAAAAARRRRRRRRRG!!!!!!! or something like
- that.)
-
- So, say you wanted to use that Doom sound that you get when a
- shotgun zombie(former sarge, whatever) dies, and wanted to
- turn it into the sound for when your player dies in fly.exe.
- You would use some program to get the sound effect out of the
- doom.wad, then you'd copy it over to your project directory.
- Then you'd change the name to die.wav, and whenever you crash
- and die you'd here the shotgun zombie death sound!
-
- New sounds don't have to be that weird though. I found that the
- explosions in FST are quite boring, so I use windows sound
- recorder to change them. I just took the explosion sounds,
- decreased speed by 100%, increased volume by 100%, and now the
- explosions are loud, long and low. No more wimpy "pop" when
- your bomb hits. You can try these sounds out in warp.zip, my
- new future Starwarsish battle.
-
- What does this "brick" flight model do?
-
- The "brick" flight model is one of the most original, and
- coolest, part of FST. Instead of flying a
- realistic plane, you fly something with no maximum speed, no
- stall speed, unlimited ammo,
- complete invisibility, not to mention great manoeuvrability
- without blackouts, and rudders that
- work. So really, you can fly as fast as you want, and then stop
- on a dime, hover in mid air for a
- while, shoot off a million bullets, get shot by 48 SAMs, then
- fly into the side of a mountain and
- complain that your armpit is itchy. Not very realistic, but fun.
- It would be even more fun if there
- could be enemy bricks. See "What is the FST wishlist?" for more
- information. One more thing
- about bricks: you don't have to choose a cockpit, so you get a
- great view.
-
- What is the "FST user group?"
-
- I'm not sure. I heard that a joining form comes in the box with
- FST, but I sure didn't see it. It must be for people who don't
- have internet acounts, and therefore can't get alt.games.fst(I
- pity those people.)
-
- What the heck are VOR, NAV, NDB's and ILS's?
-
- Great. Just what we need. More three letter words. Anyway, these
- are all navigation aids, that
- you can put in your plane in cockpit editor. ILS stands for
- instrument landing system. There are
- ILS's in many other sims. VOR stands for Very high frequency
- Omnidirectional Range.(VHFOR?). A VOR transmitter combines one
- signal (beep) that is transmitted in all directions at the
- same time, and a second signal (boop) that rotates like a
- lighthouse. When the pilot hears the beep and boop at the same
- time, then the pilot is due north of the transmitter. If the
- pilot hears the boop half way between the beeps, then it means
- that the pilot is south of it, and so on. Because a rotational
- directional signal is only practical to produce at high
- frequencies, VOR only works when the aircraft is in sight of
- the transmitter-rarely further than 200km. The receiver is
- cheap, usually better than 5 degrees, and works in all
- weather. Normally, aircraft fly along a line between one VOR
- and the next. Over all, they are sort of like way points, but
- you can't set an auto-pilot to them. However, the manual says
- VOR stands for VHF
- Omnidirectional Radio. I am not yet sure how VOR works, I am
- still
- playing with it, but ADF (which uses a NDB!) a is real simple
- way to find
- and locate objects/enemies/targets while flying in FST. Add to
- that
- DME and you now have range to target! Almost as good as
- waypoints!
- They seem to be used in conjunction with the NAV radio, but I
- have no idea what they do. In a computer game following all of
- these navigation thingamajigs would get very boring, and I'd
- fall asleep after a few minutes. I hardly ever use navigation
- in FST. NDB stands for non-directional beacon, but I'm not
- sure what it does.
-
-
-
- What does all that stuff on the "simulation menu" do?
-
- If you press ESC when you're in fly.exe the FST simulation menu
- will be opened, and the game
- will pause. There are a whole pile of things you can do. Here's
- an overview:
-
- CONTROLS:
- JOYSTICK-Any selection from the joystick sub-menu will select
- the PC games card channels
- one or two as the primary controller. STANDARD JOYSTICK selects
- a standard analog PC
- joystick, ANALOG RUDDER selects rudder input on channel four of
- the games card,
- THRUSTMASTER STICK selects Thrustmaster stick as primary control
- with Thrustmaster stick
- hat on analog channel three controlling view direction, ANALOG
- THROTTLE selects analog
- throttle on channel three of the PC games card, and finally,
- THRUSTMASTER THROTTLE
- selects Thrustmaster throttle (mark 1) as throttle and extra
- controls input. Now, CALIBRATE
- calibrates input devices on channels one to four. Ensure that
- controllers are in neutral positions
- when you start. Move all controllers (including the ever famous
- Thrustmaster hat) to their limits
- and press any key (I suggest M-no wait, D is better) to end
- calibration. Also, MOUSE selects the
- mouse as the primary flight controller. (If you really can't
- stand realism) And KEYBOARD
- selects the keyboard as the primary flight controller.
-
- DISPLAY:
-
- HORIZON SHADING turns horizon shading on or off
-
- SIMULATION:
-
- When GROUND CRASH is checked, hitting the ground will kill you
- unless you're a brick.
- When not checked, your aircraft will bounce, brick or not. Also,
- G-LOCK turns the visual effects
- of G-lock on or off.
-
- SOUNDS:
-
- ENGINE NOISE turns the ever so musical engine noise off (I don't
- see why you's want to
- though) ALL NOISE turns all sounds and noises off. SAVE AS
- DEFAULT saves your
- current setup to your hard disk. When you run fly.exe the setup
- will be loaded as default.
-
-
- Does FST simulate blackouts and redouts?
-
- Sure does. I'm used to playing games like f-117, Red Baron, and
- SWOTL, of which none have
- blackouts. I tend to get annoyed by blackouts and redouts, but
- FST does them so quietly I don't
- really mind. Unlike some sims where the screen goes suddenly
- goes black and makes you think that the world just ended, FST
- slowly darkens or reddens the screen, and only blacks out the
- screen if you get really carried away. This way you're at
- least warned that you're pulling to many g's instead of
- startling you with a pretty picture of the night sky on the
- planet Krikkit.
-
- What do the numbers on that data display mean?
-
- I've always been mystified by those numbers that you get when
- you press ALT T. Well, here's
- the shocking truth of what they really mean:
-
- The number on top is the frame rate, the number in the middle is
- the number of objects in your world, and the bottom one (big)
- is the total number of memory used, in bytes.
-
- What's with this ww2 add-on?
-
- The ww2 add-on came out a while ago, with two ready-made
- scenarios, new tools, and a
- new fly.exe not to mention a great D-day sim, and a midway sim.
- Those two scenarios showed
- me the true power of FST. Before, I had used FST to mimic other
- sims, but with Midway, I
- Discovered that with FST you can simulate realistic numbers of
- aircraft without slowdown.
- While in Red Baron you can only have 8 planes dogfight at a time
- or in SWOTL you can only
- have 16 aircraft at a time, FST can simulate huge numbers.
- Really, it all depends on your
- machine's speed.
-
-
- Besides the two scenarios, here is a brief list of new things
- that came with the ww2 add-on:
-
- 1 Two teams. Never again will you have to put up with the
- horrible "you against the world"
- scenarios in the original FST. I remember when my only allies
- were fighter plane shapes
- flagged as transports...when I was under fire they would keep
- flying in circles...Well with the
- ww2 add-on the nightmares are gone, unless, you decide to make a
- "you against the world" sim
- just for fun :)
-
- 2 Carrier landings. I remember how ripped off I felt when I
- discovered that the Nimitz.fsd file
- was good only as a target...Now any object with height can be a
- runway. This is good for aircraft
- carriers, but it's also good if you want to land on top of a
- building, or have an airbase floating a
- few thousand feet above the ground (for all us who hate
- realism). For more information about
- carriers, see "How do I make aircraft carriers?".
-
- 3 Torpedoes. One thing I love about FST is the variety of
- weapons. Being able to use Torpedoes
- just makes me love FST even more. However, the programmers made
- FST torpedoes simulate
- ww2 ones, and not 38th century torpedoes on the planet Zoraqu
- 647.34 or even 24th century earth torpedoes. Oh well. To drop
- FST torpedoes, you must fly under 100 feet, slower than 100
- knots.
-
- 4 Better (or worse) dogfights. The artificial intelligence has
- been raised up to a positive IQ level
- in the ww2 add-on. These new enemies are nasties! Luckily, so
- are your allies. See #1.The only
- thing that bugs me about the new pilots is that they seem to
- really love vertical maneuvers. That's
- okay, but the problem is that the pilots like going up, and
- can't stand going down and some pilots
- get carried away and end up dogfighting in space. I think the
- reason is that if the pilots liked the
- split S manoeuvre, they might end up accidentally crashing.
- (personally, I like sims where enemies crash)
-
- 5 Airborne starts.
-
- *Ren voice on*
- Happy! Happy! Joy! Joy!
- *Ren voice off*
- Finally, it's possible to start in mid air. No more flying for
- hours to your target only to be shot
- down. Now you can fly for seconds to your target, and get shot
- down.
-
- 6 Bombers.
- *Hitler voice on*
- If they bomb our cities, we'll raze theirs to the ground!
- *Hitler voice off*
-
- 7 In game map. This is one that I would have put on my pre-ww2
- wish list, if I had a modem
- then. This map is really handy, it stops you from getting lost,
- and even shows exactly where your
- enemies are.
-
- 8 Better flaps. Now you can lower flaps all the way down to 30
- degrees. This is great for carrier
- landings.
-
- 9 Padlock view. Now you can play around with viewpoints, until
- your plane hits a mountain and
- you discover if there's an afterlife. Recommended for high
- altitudes only.
- *Homer voice on*
- D'oh!
-
- 10 Better AA guns. Now you can make AA guns simulate larger
- flack guns by checking the
- "fixed angle" flag. Generally, it means that the AA gunners have
- worse aim.
- (oops, I forgot to turn the Homer voice off. Umm... *Homer voice
- off*... that's better.)
-
- 11 Rear gunners. Just when you thought you could shoot down
- transports without trouble, FST
- gets one step ahead by letting you set up a rear gun on enemy
- transports, bombers, and if you
- enjoy pain, even enemy fighters. Luckily, you can put rear guns
- on allied planes. Even better,
- you can even give your own plane a rear gun. These rear gunners
- have really great aim. I think
- I've shot down more planes with my rear gun than with my front
- one. But watch out, the enemy
- rear guns are merciless. Download vill.zip and you'll see what I
- mean.
-
-
- Why isn't the ww2 add-on available in Germany?
-
- I don't know. Domark seems to think that "there is no market for
- it in Germany". However, I'm
- sure there IS a market for it in Germany. (Joerg Stenger is part
- of it).
-
- What are the keys for FST?
-
- Without the ww2 add-on:
- Throttle:
- Increase throttle =
- Decrease throttle -
- Throttle min-max 1-9,0
- Zero throttle UNDERSCORE
- Max throttle SHIFT +
-
- Hydraulic systems
-
- Wheel brakes W
- Landing gear G
- Air brakes B
- Flaps S
-
- Weapons
-
- Fire weapon Space
- Select weapon BACKSPACE
- Flares F
- Chaff C
- Jettison stores J
-
- View controls
-
- Zoom in PAGE_UP
- Zoom out PAGE_DOWN
- Missile view ALT M
- Outside view O
- Track view V
- Cockpit view ALT V
- Look ahead F1
- Missile view ALT M
-
- Simulation controls:
- Pause P
- Fast time on/off ALT Z
- Data display ALT T
- Sky shading ALT S
- Quit FST ALT X
-
-
-
-
-
-
- How can I make elevated lakes ?
-
- FST won't let you actually make water above sea level, but you
- can
- make "fake" lakes using one of these methods:
- 1 Use shape editor to make a lake. A blue polygon should work,
- but
- if it's too big it may do the disappearing effect.(We need a
- better name
- for this bug.) Try a small blue square, repeated over and over.
- Or, just
- make a pond with lily pads etc.
- 2 Use colour editor and make some altitude blue. Then make the
- area
- where you want the lake that altitude. I don't think this would
- work very
- well as FST calculates alitude colour based the two extreme
- altitudes in
- the 50x50km square you are currently in - so if the 5th colour
- corresponded
- to altitudes 100 to 120m, in one 50x50 square, in the next, the
- 5th colour
- may correspond to altitudes 200 to 230m in another square
- (perhaps there
- are higher mountains in the second than the first)
-
- How do I make aircraft carriers?
-
- To make aircraft carriers you need the ww2 add-on. Make a shape
- of carrier, but don't put on the
- superstructure. Then make the superstructure and save it as a
- different shape. Put the carrier
- shape in the world as a hangar, select the "runway" flag, and
- put the superstructure shape on top.
- Make it an AA gun or a SAM. Finally, decorate your carrier with
- aircraft on top. Try making a
- few
- carrier vehicle shapes, and put them on top. Be creative. Also,
- if you want several aircraft to take
- off from your aircraft carrier, turn the superstructure into a
- hangar. You can also turn nearby
- destroyers into hangars, and hook them up to paths that start at
- the carrier shape.
-
- How do I make swing-wing aircraft?
-
- With FST, you can't actually simulate swing-wing aircraft, but
- you can make your plane look
- like one. In "military plane properties"" for aircraft, you
- might notice something called "shapes"
- and underneath it "gear down" and "high speed". With the "high
- speed" shape, you can simulate
- both after burners and swing-wing aircraft. For example, if you
- have one shape of an f-16, and
- another shape exactly the same, but with exhaust on the back,
- you can simulate after burners. If
- the normal f-16 shape is called "f16.fsd" and the other one is
- called "otherf16.fsd", then make the
- shape of the plane "f-16.fsd" and make the "high speed" shape
- "otherf16.fsd". Then when you
- travel at high speeds, it will look like your plane is on
- afterburners, but when you slow down it
- will go back to normal. Now, If you have an f-14 shape called
- "f14.fsd" and another f-14 shape
- with the wings swept back called "sweptf14.fsd" then make the
- normal shape "f14.fsd" and make
- the "high speed" shape "sweptf14.fsd". The when you travel at
- high speeds, your wings will be
- swept back, and if you slow down your wings will go back to
- normal. But say instead of using
- "sweptf14.fsd" you decided to use "house.fsd". If you sped up,
- your f-14 would suddenly change
- into a house! Mercifully, your flight model would stay the same.
- The same sort of thing happens
- with the "gear down" shape. When you lower your landing gear,
- your plane looks like the
- whatever the "gear down" shape. If you were flying a spitfire,
- but if your "gear down" shape was
- an A-10, whenever you lower your landing gear your plane would
- transform.
-
- Why do air-to-ground missiles always miss?
-
- The designers of FST wanted it to be realistic, and in real life
- air-to-ground missiles tend to miss
- a lot. To get a good hit on a ground target, get really close
- before firing. Even though you get that
- little square on your HUD, at long ranges, only trust it when
- you're close up.
-
- How do I change the way a cockpit looks?
-
- FST only lets you change where the lights and instruments go,
- but you can change the shape of
- your cockpit using any paint program. Windows Paintbrush is good
- enough for this. Just make
- your cockpit, and save it as a *.PCX file.
-
- Making a good looking 16 colour cockpit pic is a really hard!
- Some other flight sims, like USNF have "screen captures" built
- into the program, and this helps.
-
- Use any paintbrush program (Windows Paintbrush will work) to
- make your title screen. Save it
- as "fst.pcx". Personally, when I make title screens, I open an
- FST cockpit, then erase it, then
- paint my title screen over top. You can recognize my title
- screens- they usually have blobs of
- blood everywhere!
-
- How can I do mid-air starts?
-
- 1 making the player start in mid-air
- To make the player start in mid-air, you need the ww2 add-on.
- Just put your plane at a high
- altitude, and FST will make you start half way between your top
- speed and your stall speed. Just
- make sure you're not above anything flagged "runway" or your
- plane won't start the simulation
- moving.
- 2 making other aircraft start in mid-air
- To make an enemy aircraft, or a allied one (or neutral) all you
- have to do is set up the path to
- start at an altitude. You'll have to choose a good place for the
- airplane to land though.(unless
- you're really confident that you'll shoot it down) The
- aircraft's hangar can be down on the ground, using some
- scenery shape, or it could be up in the sky, with a cloud
- shape. (you can download my cloud shapes. Just read "where can
- I download FST stuff?".
-
- How do I get my aircraft to fly level?
-
- This one may sound easy, but It's acually a really tricky part
- of FST. If you want to see an example of a scenario that
- didn't follow this system, try dock.zip, and count how many
- seconds you stay alive before crashing.
-
- When trying to make planes that fly level check the Wing
- Incidence:
-
- 1st - design a aircraft that fly near level (This might be
- eisier said than done though. If you're new to FST, you should
- try one of the flight models that come by defalt.)
-
- 2nd - choose a cruise speed - for me I usually use the speed of
- level,
- clean flight at 67% throttle - I consider any throttle above that
- Afterburner.
-
- 3rd - adjust the Wing Incidence until the plane flies level at
- your cruise
- speed. If the plane is flying nose down (the nose keeps
- drifting down
- when you let go of the stick), increase the Incidence angle, if
- it is flying
- nose up, decrease the Incidence angle!
-
- How do I make artillery?
-
- With FST, you can't set up artillery (except for AA fire). I've
- put artillery on the FST wishlist,
- and hopefully Domark will read it.
-
- How do I change how my planes shadow looks?
-
- Your planes shadow always depends on what your plane looks like
- in shape editor. If you change
- the shape, the shadow will change. FST does shadows
- automatically.
-
- How do I simulate ICBMs and V2 rockets?
-
- Because FST doesn't simulate rockets automatically, you have to
- be a bit creative here. While I
- haven't tried this, I think that making a massively powerful
- flight model in shape editor (let's
- call it V2.fmd) and put it in "hanger properties"(give the
- aircraft the shape of a V2 rocket). Then
- hook the hanger up to a path. Go to "path attributes" and beside
- "speed" type 5000 or some other
- really high number. Make the altitude climb up to insanely high
- altitudes, and then go back down
- again, and make the path end at whatever you want the target to
- be. If you made the flight model
- powerful enough, in fly.exe you should see your V2 shape shoot
- up into the sky. You know this
- could also simulate artillery, but I don't think it would be
- worth the work.
-
- How do I simulate cruise missiles?
-
- Simulating cruise missiles would be like simulating a V2 rocket,
- except a bit simpler. You don't
- need an insanely powerful flight model, and you don't need to
- give it's path high altitudes. The
- only problem would be getting it to destroy the target.
-
- How do I make animated shapes?
-
- There is an answer to this question-It was typed by Ron Graham,
- (rgraham@ozemail.com.au) but he didn't write it. Anyway, here
- it is:
-
- SHAPE EDITOR And ANIMATION By R. Guiver
-
- I've been using FST for approximately 6 months now and believe
- its the best
- flight sim program on the market. However, it dawned on me, even
- in my early
- days, that it lacked something to make it just that bit more
- realistic. That
- something was movement, not in planes flying or lorries
- thundering down roads
- but movement we seem to take for granted every day in the real
- world.
-
- "What movement" I hear you ask. Well here's a couple of examples.
-
- 1. Imagine your flying a Spitfire at low altitude over a forest.
- As you buzz
- pass, look behind you, you see tops of the trees might bend
- or the leaves
- may fall.
-
- 2. Taxi along the runway towards an aircraft hanger. Wouldn't it
- be good, if
- as you approached the hanger doors they opened to allow you
- to enter.
-
- It's this type of movement I felt was missing.
-
- After a long time of scratching my head, the answer finally came
- to me. Why not
- do it using the shape editor in Windows.
-
- To understand this however we must understand how FST uses a
- .FSD file.
-
- When you fly in FST, the shapes you see on screen ie. a hanger,
- maybe composed
- of many hanger shapes held within one .FSD file. So if you're
- 3000M away from
- the hanger you may not see small detail. As you get nearer,
- smaller and smaller
- details will start to appear. This helps to speed up the sim
- because at great
- distances it's pointless to draw a window on the hanger if
- you're not going to
- see it at that distance. This is done by drawing different
- hangers and setting
- a visible distance for each hanger shape held within the
- hanger.fsd file. We
- must adapt this principle for our movement or animation problem.
-
- Firstly, what shall we animate. I've chosen to draw a man for a
- bit of fun (see
- fig 1). Our aim is to get his arms to move as we get nearer.
-
- Lets start the shape editor and begin by drawing the man.
-
- To start with draw a man "Minus" his arms. When finished group
- together all of
- the polygons and save this as "MAN.FSD" (see fig 2).
-
- Now select file and choose "NEW" and begin to draw his arms.
-
- When you have drawn one arm, group these polygons and select
- "EDIT" at the
- title bar. Now select "COPY TO". In the dialog box enter the
- name "ARM1" and
- press "OK". You have just saved these polygons as "ARM1.GRP" and
- not as an FSD
- file.
-
- Now select "NEW" and draw the other arm and save this as a GRP
- file called
- "ARM2".
-
- To recap you should have a file called "MAN.FSD" and two GRP
- files called
- "ARM1" and "ARM2".
-
- The next part of this operation is to put our man together, so
- now select
- "OPEN" and load up "MAN.FSD".
-
- Place the man in the centre of the grid.
-
- Now select "EDIT" and goto "PASTE FROM". Select this and choose
- "ARM1.GRP".
-
- Place the cursor anywhere on the grid and press the left hand
- button of the
- mouse. You should see the first arm drawn appear on the grid.
- Now select
- "GROUP" on the title bar and choose "SCALE". Scale the arm to
- the right
- proportions.
-
- Select the arm and move it where it should fit on the man. You
- may have to play
- with the grid size to get the arm in the right position.
-
- Do the same procedure for the second arm. You should now have a
- man with both
- arms on the screen.
-
- All you have to do now is to make his arms up or down. To do
- this select the
- first arm as a group and then choose "GROUP" at the title bar.
- Select "ROTATE"
- and enter an amount to move his arm.
-
- When you are happy with the arms angle, get hold of the arm
- again and
- reposition it on the man again.
-
- Do this again for the second arm.
-
- Now select "STRUCTURE" and choose "VISIBLE DISTANCE".
-
- Enter an amount. Sorry I can't tell you how much as this depends
- on how big
- your man is but please read on.
-
- So far we've made a man that at a set distance will appear as
- you have drawn.
-
- Now select "STRUCTURE" again and this time choose "NEW CHILD",
- you should see
- the screen clear.
-
- All you have to do is repeat the above but move his arms in
- different positions
- and setting the "VISIBLE DISTANCE" to a greater number than your
- previous one.
- Keep doing this procedure until you are happy with the end
- results.
-
- Once all this has been done, all you have to do is to place the
- man in the
- world and fly towards him. His arms will begin to move.
-
- Why not try this with a hanger and make the doors open as you
- get nearer.
-
- How do I make neutrals?
-
- With the ww2 add-on, all you have to do is not select the "Red"
- or "blue" flags in the "hangar
- properties". Just leave them blank, and you have a neutral
- plane. Without the ww2 add-on,
- making a plane a transport means that it won't shoot at you, so
- it will have to same effect of a
- neutral plane.
-
- How do I drop torpedoes?
-
- Fly under 100 feet, at a speed lower than 100 knots, and drop
- it. Personally I've never managed
- to destroy a ship with a torpedo- I always get blown up by the
- AA fire.
-
- How do I make menus, like in ww2?
-
- If you are really clever with batch files you can make batch
- menues - plus using ansi escape sequences you could change the
- screen colours and such.
-
- What does "failure to allocate memory for points array" mean?
-
- It means that you've got a bad shape in your world. You must
- have gotten a little to creative in
- shape editor. You can solve this problem by only using library
- shapes, or learning to use the
- shape editor properly.
-
- How do I make snipers?
-
- To set up snipers (like in Vietnam) put an AA gun in the world
- editor. Use a really small shape.
- (like my spoon shape) and set up the properties like this:
-
- burst rate: 1
- burst time: 1
- reload time: 90 (or higher)
-
- This way if you fly over the gun it will fire a single shot at
- you, simulating a sniper.
-
- How do I simulate canard planes?
-
- Forest Pearson is trying this now, he read a little about the
- SAAB Viggen, and they
- claim that the canards don't actually give lift, they are just
- large
- vortex generators. The consequnce of this is you don't get flow
- seperation over the wing = much higher angle of attacks (AOA)
- He's
- made his wing longer than they really are to simulate increased
- lift and
- reduce stall speed. This is nessesary to for STOL (Short
- Take-Off and
- Landing) - the Viggen takes of with less than 400m!
-
- How do I make gliders?
-
- You can't. You can simulate them, sort of. One of the problems
- with FST is that model editor is
- very limited. You can choose to have one, two, three, or four
- engines, but you can't choose zero.
- I think this is because before the ww2 add-on, it was impossible
- to start in mid-air, so glider
- planes
- would end up stuck on the ground forever- not my idea of a white
- knuckle mission. But with the
- ww2 add-on, it would be possible to set up a plane in the air
- with zero engines. Then you would
- just glide. However, when FST makes you start in mid-air, it
- puts you half way between your
- stalling speed and your top speed, and the top speed of a plane
- with no engine is very low. (did I
- hear someone say "zero"?). This means that if you tried to make
- a glider this way you would start
- your mission in a very ugly, (and unrealistic) way. So, you can
- sort of simulate gliders with two
- ways:
-
- 1 Give your plane the smallest amount of fuel possible, and only
- one of the wimpiest engine
- possible.
- 2 Take a normal plane and turn the engine off. *POOF*! Instant
- glider.
-
- If you're really into realism, don't forget to set up a
- transport plane to start in front of you and to
- return to base. That plane will look like the one that carries
- you up to your present altitude.
-
- How do I get the bombers to bomb properly?
-
- Personally I've had tons on trouble with this one. It seems like
- the bombers have to be near an
- easy(ie large) target, be flying slowly, or they don't drop
- bombs. They just fly around and act like
- transports. I have yet to figure this out.
-
- What does "error during load" mean?
-
- I'm not sure. Could someone else answer this for me?
-
- What does "no font selected" mean?
-
- "no font selected" means that you don't have the files "font57"
- and "font58" in your project. For
- some reason fly.exe needs these files. If you get the message
- "no font selected" then you need to
- copy those files over to your project.
-
- What does "no player in world" mean?
-
- *sarcasm on*
- It means that the HFI is not connected to the OEH which means
- that the TYE data files can't
- reach YHK memory. You'll need to configure your sound card to
- HFK memory, and change your
- HGU to HFI memory
- *sarcasm off*
-
- It means that you forgot to put the aircraft you're going to fly
- in your world. Go to world editor
- and put a plane there. Go to "object properties" and check the
- "player" flag. If you've got the
- ww2 add-on check either the "Red" or "blue" flag, or you'll end
- up neutral. Better yet, put a brick
- in your world, check the "player" flag, and don't bother
- checking the team flags. Then go to
- fly.exe and shoot down anyone. You're neutral, so nobody will
- shoot back!
-
- What is a "Badly formed polygon"?
-
- There's a bit of a debate about this one.
-
- Here's what Jon Saloga says:
-
- Well, there are basically two types of badly formed polygons.
- One is...twisting polygons (i.e. a square with corners on
- three different grid planes). If it's twisted, it will
- sometimes
- disappear from sight when viewed from certain angles. The
- likelihood of
- this depends on how big and complex the polygon is, as well as
- how badly
- it is twisted. If it's just a slight twist, it may not cause too
- much of
- a problem. Triangles are impossible to twist as far the software
- is
- concerned so you may do whatever you want with them.
-
- The other kind of badly formed polygon is one that is too
- complex or "busy".
- Here are some examples of some bad eight-sided polygons:
- ____ _______ /\
- / __ \ / \ _____/ \_____
- / / \ \ / \ \ /
- /___/ \__\ \ /\ \ \ /\ /
- \______/ \__\ \/ \/
-
- Basically, any polygon that has an abrupt extension (the two on
- the left)
- or comes back in on itself (all three of them) is a badly formed
- polygon.
- The more gradual and natural looking the polygon, the less
- likely it will
- turn out "bad". These kinds of bad polys will "leak" when you
- run the
- sim. It will show up as a thin streak of color that runs from
- the top to
- the bottom of the screen. They won't show up in the mini-viewer
- found
- in the shape editor, so you'll only see it when running FLY.EXE.
- If you
- have to create a shape like this, you should always piece them
- together
- with triangles and squares.
-
- Don't worry about having to use all triangles when making your
- shape. If
- you keep your polygons simple and get into the habit of
- -building- the
- more complex polygons out of simpler shapes, you can keep the
- polygon
- count down without sacrificing too much detail.
-
- Also, to keep the frame rate managable, make sure to give your
- shape
- file the appropriate parent/child shapes. I usually give my
- shapes two
- parents and make the child (the most detailed) visible at about
- 200-300
- meters, depending on the size of the shape. I've seen a lot of
- user
- created shapes out there that have no parent shapes whatsoever.
- Too many
- of these on the screen will really clog up the frame rate.
-
- Why do some shapes flicker?
-
- Sometimes really big shapes tend to flicker when you fly past
- them. This is really annoying,
- especially if that shape is a runway. For example, I made an
- airfield shape for my WW1 sim, and
- when you try to land parts of it disappear. Generally, if a
- shape in FST flickers or disappears,
- then It's to big.
-
- How can I stop them from flickering?
-
- Instead of using one big shape, try making a bunch of little
- ones, and
- put them close together in world editor. Try not to put objects
- partly
- on one square and partly on another. Not only does this prevent
- some
- of the flickering, it also stops objects from apearing in mid
- air.I'm going
- to experiment with other methods, and if I find a decent way to
- avoid
- flickering I'll put it here. I think there's a patch for this,
- but I'm not sure.
-
- How can I avoid the fractilizing bug?
-
- The fractilizing bug can be avoided by fractilizing square areas
- (or
- pretty damn near) only, don't mark a rectangular area for
- fractilizing.
- Also, if you do fractilize a recangular area, all the raised
- straight
- lines will extend perpendicular to the long edge of the
- rectangular
- area. The worst this is, this bug isn't fixed in the WW2 add-on,
- or any
- upgrades for FST or the world editor.
-
- What's the next add-on for FST?
-
- The big thing about the next add-on is that it will contain
- TEXTURE MAPPING! This one is
- very high on the wishlist. Here's a description of how the
- texture mapping will work, written by
- John "Killer" Macqueen:
-
- The current scheme goes like this, you define which polys you
- want to
- texture in the shape editor one by one or by group, the editor
- lays them out
- in a .PCX file which you bring into a paint program and do with
- what you will.
-
- The game reads the PCX and lays your bitmaps out on the
- respective
- polys.
-
- You can texture anything anywhere, though for complex shapes it
- gets a bit tedious.
-
- The next toolkit is not yet scheduled for release, but when/if
- it does this feature will be in it. For now only developers
- have access to the tools.
-
- The next version should be released with the Confirmed Kill
- boxed version. We're doing the online game and any/all
- enhancements we make will make the boxed version. Basically
- the bean counters will decide if that happens. A large part of
- that will be decided on the popularity of online CK. We at
- ICI want it to happen, and the FST guys at Domark want it to
- happen, [And I want it too happen too!-ed] but we'll have to
- wait and see how it shakes out.
-
- Well, that explains a bit of it. Most of the other details are
- under wraps. I'm wonder just how
- many of the 36 wishes on the wish list will be granted with the
- next add-on for FST. Maybe we
- can all bet on this...:-)
-
- Are there patch programs for FST?
-
- Nope. There's tons of FST files that you can download though.
-
- Where can I download FST stuff?
-
- OK, we need a better site than ftp.iup.edu, maybe cactus.org
- would be better.
- Here's a bunch of files that were uploaded to ftp.iup.edu, but
- I'm really not sur if they're still there.
-
- FSTTUT.ZIP 43249 bytes FST tutorial
- ATIFIX.ZIP 129110 bytes fix for ATI-32Mach videocard (I think)
- KLINGO.ZIP 42041 bytes Klingon warbird
- USS.ZIP 4321 bytes Enterprise
- FSTADD.WRI 2560 bytes corrections to FSTTUT.ZIP tutorial
- FSTCOL.ZIP 408090 bytes New Colour Editor
- LANDER.ZIP 309636 bytes Martian lander
- SHAPE.ZIP 71112 bytes More shapes for Martian lander sim
- HVIEW.ZIP 91099 bytes New shape viewer(?) written in VB3.0
-
- VB300.DLL, or what ever it is called is needed for FSTCOL - a
- .DLL is
- for a windows program, where HVIEW is a dos program. Hint,
- rename
- HVIEW.EXE to H.EXE - makes viewing shapes faster and easier due
- to less
- typing!
-
- TANKS.ZIP 39127 bytes tank shapes
-
- However, there are tons of FST files just lying around. Here's a
- list of files that aren't on
- cactus.org:
-
- First things first, here's the files that I've made:
-
- vill.zip
- air+sea invasion. Shoot down the enemy transports before they
- land on your shore, then
- strafe enemy boats on the way to your beaches. (imaginary,ww2
- add-on needed, some shapes in
- this scenario were made by Jon Saloga. )
-
- robber.zip
- Defect with the latest stealth fighter, dodge attacks from both
- enemies and allies. Great
- canyon/river.
- (imaginary, ww2 add-on needed)
-
- dock.zip
- Fly from an aircraft carrier and bomb a harbour. (imaginary, ww2
- add-on needed)
-
- hunter.zip
- defend an Awacs plane from enemy fighters. There's a few ground
- targets too. (imaginary, ww2
- add-on needed)
-
- jutland.zip
- More-fun-than-realistic simulation of the battle of jutland.(ww2
- add-on needed)
-
- slion.zip
- A more-fun-than-realistic sim of the Battle of Britain, but more
- realistic than jutland.zip (ww2
- add-on needed)
-
- trench.zip
- Simple ww1 dogfight. Great if you want to jump in and shoot
- something.(ww2 add-on needed)
-
- oww1.zip
- This is a simulation of WWI. In this scenario France has
- collapsed and surrendered. German armies have gotten to Paris,
- but Britain is not going to surrender. Now all the British
- troops are evacuating the mainland. Troop ships are
- transporting British troops across the English channel back to
- Britain.( This is like in WW2 at Dunkirk) One strange thing
- has happened, British troops have uprooted the Eiffel tower
- and are planning to bring it to Britain with them! Now the
- German generals noticed that this is a bit of a moral war. If
- The Eiffel tower makes it to Britain,
- then they will continue fighting. But if the tower is destroyed,
- Britain will give up. This means that the tower needs to be
- destroyed, as a way of making the Brits lose hope. Your mission
- is to bomb the Eiffel tower, at the harbour. (This one works
- without the ww2 add-on, many
- shapes in this scenario were made by Jon Saloga)
-
- blind.zip
- No, it's not a scenario that shows you a blank screen, it's a
- shape file of an imaginary "venitian blind" plane. Includes a
- wreck shape and a balloon-busting version with rockets.
-
- clouds.zip
- Cloud shapes. Includes contrails, cirrus clouds, and even a
- nuclear mushroom cloud!
-
- scene.zip
- Nice natural scenery shape files. Great places for your enemies
- to crash in. Includes a beach,
- deserts island, pond, and a small river which can be used to
- simualte elevated rivers.
-
-
- jets.zip
- A collection of imaginary jet aircraft, both shapes and flight
- models. The only one that was ever
- built is the Avro Arrow, but it was scrapped and never flew in
- combat.
-
- wreaks.zip
- A collection of crashed aircraft wreaks. Great for "dead" shapes
-
- Zepplen.zip
- Zepplen shape and flight model.
-
- gore.zip
- A small colletion of gory shape files. Includes a skydiver who
- pulled his parachute too late, and
- one who forgot to alltogether. Don't use these shape files after
- a large meal.
-
- fun.zip
- This scenario is not realistic. It's just weird. (ww2 add-on
- needed)
-
- FST files that I will complete soon: (some may be vapourware,
- sorry.)
-
- flak.zip
- This small but ingenious shape file can simulate flak fire. It
- looks like a cloud from a flak burst,
- and because it has a low visable distance, it looks like it
- appears in front of you and disapears
- after you fly past. Simply place the shape all over your
- scenario at a certain altitude, then go to
- fly.exe and fly at that altitude. It will look like flak is
- exploding all around you, and if you hit one
- of the flak bursts your plane will explode!
-
- Sanfran.zip
- Instead of attacking Pearl Harbour, imperial Japan invades San
- Francisco. (ww2 add-on needed)
-
- city.zip
- Fly a police jet over a crime filled megalopolis. Your mission:
- bomb anything that shoots at you.
- (imaginary, ww2 add-on needed)
-
- warp.zip
- Defend your planet against warp attacks by alien starships!
- Battle heavily armoured spaceships
- and shoot down landing craft loaded with hungry zombie aliens!
- Very fast flight models+ tons
- of ammo.This one will include new sounds. (imaginary, ww2 add-on
- needed)
-
- rich.zip
- Fly your plane over your huge mansion. Bomb targets on your
- personal bombing range in your
- massive backyard. Participate in an airshow. Do whatever you
- want, you're a billionaire! Great
- volcano+canyon. (Imaginary [too bad], ww2 add-on needed. Some
- shapes made by Jon Saloga)
-
- stonehenge.zip
- I'm not sure if I can make the file name that long, but I'll
- try. While there is no use for a
- stonehenge shape, It would still be great as a way of showing
- off the power of FST.
-
- You can also download FST stuff from CompuServe. Here are some
- files:
-
- These are the files available for downloading from CompuServe
- in the FSFORUM Library 10:
-
- (There's also lots of files for MS FlightSimuator 4 and 5)
-
- [76043,3306] Lib:10
- FSTCOL.EXE/Bin Bytes: 408090, Count: 20, 20-Feb-95
-
- Title : FST: Color Palette Editor (IBM)
- Keywords: FST DOMARK FLIGHT SIM TOOLKIT COLOR PALETTE EDITOR
- IBM
-
- The FST Color Palette Editor gives you complete control over
- the 256
- color palette file. New spreading and shadeing capabilities
- have been added
- allowing you to completly customize your FST worlds. MS
- Windows 3.1, Mouse,
- 640x480x256 minimum (32k+ color display recomended). This is a
- self
- extracting archive. Uploaded by DJ.
-
-
- [73472,3113] Lib:10
- YAK3.ZIP/Bin Bytes: 22219, Count: 32, 03-Jan-95
-
- Title : FST Shape: Soviet Yak-3 WWII Fighter (IBM)
- Keywords: FST WWII FLIGHT SIM TOOLKIT SOVIET YAK IBM
-
- This is a VERY nice Yak-3 fighter for use with Domark's FLIGHT
- SIM
- TOOLKIT. Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- TANKS.ZIP/Bin Bytes: 39127, Count: 35, 03-Jan-95
-
- Title : FST Shapes: Russian WWII Tanks (IBM)
- Keywords: FST WWII FLIGHT SIM TOOLKIT RUSSIAN TANKS IBM
-
- This is a collection of T-34, Su-85, Kv-1, and Su-152 tanks
- for use
- with FLIGHT SIM TOOLKIT. These are very good shapes, and worth
- the
- download! Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- ORDNAN.ZIP/Bin Bytes: 1337, Count: 26, 03-Jan-95
-
- Title : FST Shapes: New Bomb and Torpedo Shapes (IBM)
- Keywords: FST WWII FLIGHT SIM TOOLKIT BOMB TORPEDO WEAPONS IBM
-
- These are improved WWII-era bomb and torpedo shapes for Flight
- Sim
- Toolkit. Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- LA5.ZIP/Bin Bytes: 22356, Count: 20, 03-Jan-95
-
- Title : FST Shape: La-5 Soviet WWII Fighter (IBM)
- Keywords: FST WWII FLIGHT SIM TOOLKIT SOVIET LA-5 IBM
-
- This is an excellent shape file of the Soviet La-5 WWII
- fighter for use
- with FLIGHT SIM TOOLKIT. Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- JUNKER.ZIP/Bin Bytes: 83764, Count: 29, 03-Jan-95
-
- Title : FST Shapes: Assorted Junkers WWII Aircraft (IBM)
- Keywords: FST WWII FLIGHT SIM TOOLKIT JUNKERS IBM
-
- This file contains excellent Ju-52, -88, and -188 shapes for
- use with
- FLIGHT SIM TOOLKIT. Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- AA_GUN.ZIP/Bin Bytes: 18461, Count: 29, 03-Jan-95
-
- Title : FST Shapes: Assorted Anti-Aircraft Shapes (IBM)
- Keywords: FST WWII FLIGHT SIM TOOLKIT ANTI-AIRCRAFT FLAK
- VEHICLES IBM
-
- This is a collection of flak bunkers and vehicles for use with
- FLIGHT
- SIM TOOLKIT. Good stuff! Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- 88MM.ZIP/Bin Bytes: 14435, Count: 31, 03-Jan-95
-
- Title : FST Shapes: 88mm Gun Assortment (IBM)
- Keywords: FST WWII FLIGHT SIM TOOLKIT 88 IBM
-
- This is a collection of 88mm guns for use with FLIGHT SIM
- TOOLKIT.
- These shapes are high quality, rendered by ace 3-D artist Alan
- Tomkins.
- Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- JU87.ZIP/Bin Bytes: 65282, Count: 32, 23-Dec-94
-
- Title : FST: Ju87G Stuka Shape File (IBM)
- Keywords: FST WWII FLIGHT SIM TOOLKIT STUKA JU87 IBM
-
- This is a very nice shape of the infamous Stuka dive bomber from
- WWII. There
- are several shapes in this archive, including the G-2 variant,
- fitted with
- twin 37mm cannons. These shapes were rendered by Alan Tomkins.
- (All it needs is a siren!-ed)
-
-
- [73472,3113] Lib:10
- IL2.ZIP/Bin Bytes: 28943, Count: 30, 23-Dec-94
-
- Title : FST: Ilyushin IL-2 Sturmovik Shape File (IBM)
- Keywords: FST WWII FLIGHT SIM TOOLKIT ILYUSHIN IL-2 CAS SHAPE
- IBM
-
- This is a collection of 3-D shapes of the Russian IL-2
- Sturmovik close air
- support aircraft from WWII. A nice-looking model, rendered by
- Alan Tomkins.
- Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- HS129.ZIP/Bin Bytes: 33226, Count: 26, 23-Dec-94
-
- Title : FST: Henschel 129 CAS Aircraft Shape file (IBM)
- Keywords: FST WWII FLIGHT SIM TOOLKIT HENSCHEL 129 SHAPE CAS
- IBM
-
- This is a collection of 3-D shapes of the brutish Henschel 129
- airplane. This twin-engined beast was a feared tank destroyer
- on the Eastern
- front during WWII! The shapes were rendered by Alan Tomkins,
- our best 3-D
- shape artist! Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- F86.ZIP/Bin Bytes: 49050, Count: 39, 23-Dec-94
-
- Title : FST: F-86 Shape File for FLIGHT SIM TOOLKIT (IBM)
- Keywords: FST WWII F-86 SABRE SHAPE FLIGHT SIM TOOLKIT IBM
-
- This is a fantastic F-86 Sabre, rendered by Alan Tomkins, our
- 3-D
- shape maniac. There are several different shapes in this
- archive,
- including landing, parked, and flying profiles. Uploaded by
- Domark Software.
-
-
- [72712,450] Lib:10
- USAAF.ZIP/Bin Bytes: 114861, Count: 36, 21-Dec-94
-
- Title : FST: Shape Files for P-38, P-40, and P-47 (IBM)
- Keywords: FST FLIGHT SIM TOOLKIT SHAPE P-38 P-40 P-47 IBM
-
- Shape files for various USAAF aircraft for use with Domarks
- FLIGHT
- SIM TOOLKIT. Planes include the P-38 Lightning (F and J
- variants), the
- P-47 Thunderbolt (Razorback and Bubbletop) and the P-40
- Warhawk (B version
- in Flying Tigers markings, E and N models, plus a British
- Kittyhawk
- Mk.II). Also includes a text file that explains how to
- manipulate the color
- file to allow more colors for use in creating new shapes.
- Uploaded by Jon
- Saloga.
-
-
- [100112,2341] Lib:10
- WINGS.ZIP/Bin Bytes: 796761, Count: 24, 19-Dec-94
-
- Title : FST: World War I Scenario (IBM)
- Keywords: FST FLIGHT SIM TOOLKIT WWI SCENARIO IBM
-
- FST World War I scenario created by Dave Bacher, uploaded with
- permission
- of the author by Steve Harding.
-
-
- [72712,450] Lib:10
- NITFTR.ZIP/Bin Bytes: 47744, Count: 43, 23-Nov-94
-
- Title : FST Nightfighter Shape Files (IBM)
- Keywords: FST SHAPE NIGHTFIGHTER P-61 HE-219 MOSQUITO IBM
-
- Flight Sim Toolkit shape files for three classic WWII
- night-fighters:
- de Havilland Mosquito Mk.II, Heinkel He-219A, and the P-61B
- Black Widow.
- Includes gear-down shapes as well as a color file. Uploaded by
- Jon Saloga.
-
-
- [73472,3113] Lib:10
- MIG15.ZIP/Bin Bytes: 42329, Count: 75, 16-Nov-94
-
- Title : FLIGHT SIM TOOLKIT - Mig 15 Shapes (IBM)
- Keywords: FST FLIGHT SIM TOOLKIT SHAPES MIG IBM
-
- This is a collection of SUPERB MiG-15 shapes for use with
- Domark's Flight
- Sim Toolkit. Definitely worth the download! Uploaded by Domark
- Software.
-
-
- [73472,3113] Lib:10
- HVIEW.ZIP/Bin Bytes: 91099, Count: 85, 29-Oct-94
-
- Title : FST: High-Resolution Shape Viewer (IBM)
- Keywords: FST FLIGHT SIM TOOLKIT SHAPE VIEWER IBM
-
- This is a new shape viewer for Flight Sim Toolkit that allows
- the user to
- view .FSD files in DOS at resolutions up to 1024x768. This new
- utility is
- provided free of charge. Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- ME262.ZIP/Bin Bytes: 24045, Count: 77, 17-Sep-94
-
- Title : FST: WWII Me-262 Shape (IBM)
- Keywords: FST WWII ME-262 FLIGHT SIM TOOLKIT IBM
-
- This is an improved .FSD file of the Me-262 from Domark's
- FST: WWII. A
- beautiful shape! Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- ME110.ZIP/Bin Bytes: 49449, Count: 57, 17-Sep-94
-
- Title : FST: WWII Me-110 Shape (IBM)
- Keywords: FST WWII ME-110 FLIGHT SIM TOOLKIT IBM
-
- This is a .FSD file of the Messerschmidt Me-110 for use with
- Domark's
- Flight Sim Toolkit. Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- JU188.ZIP/Bin Bytes: 15436, Count: 54, 17-Sep-94
-
- Title : FST: WWII Improved Ju-188 (IBM)
- Keywords: FST WWII JU188 FLIGHT SIM TOOLKIT IBM
-
- This is an improved version of the Ju-188A that appeared in
- FST: WWII's
- D-Day scenario. Uploaded by Domark Software
-
-
- [73472,3113] Lib:10
- HE111.ZIP/Bin Bytes: 4920, Count: 63, 17-Sep-94
-
- Title : FST: WWII Heinkel He-111 Shape (IBM)
- Keywords: FST WWII HEINKEL FLIGHT SIM TOOLKIT IBM
-
- This is a .FSD file of the Heinkel He-111 medium bomber. A
- great shape
- for use with Flight Sim Toolkit! Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- DO18.ZIP/Bin Bytes: 42821, Count: 62, 17-Sep-94
-
- Title : FST: WWII Dornier Do-18 Flying Boat (IBM)
- Keywords: FST WWII DORNIER FLIGHT SIM TOOLKIT IBM
-
- The amphibious Dornier D0-18 Flying Boat, used to rescue
- downed Luftwaffe
- pilots during the Battle of Britain. Uploaded by Domark
- Software.
-
-
- [73472,3113] Lib:10
- DO17.ZIP/Bin Bytes: 6002, Count: 51, 17-Sep-94
-
- Title : FST: WWII Dornier Do-17 Shape (IBM)
- Keywords: FST WWII DORNIER FLIGHT SIM TOOLKIT IBM
-
- This is a .FSD file of the Dornier Do-17 "Flying Pencil" from
- the Battle
- of Britain. Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- BEUFIT.ZIP/Bin Bytes: 16951, Count: 56, 17-Sep-94
-
- Title : FST: WWII Bristol Beaufighter (IBM)
- Keywords: FST WWII BRISTOL BEAUFIGHTER SHAPE IBM
-
- This is a .FSD file of the Bristol Beaufighter from the
- Battle of
- Britain. Very nice, and definitely an unusual plane! Uploaded
- by Domark
- Software.
-
-
- [73472,3113] Lib:10
- BARON.ZIP/Bin Bytes: 12099, Count: 74, 17-Sep-94
-
- Title : FST: DOGFIGHT Fokker Dr. 1 Shape (IBM)
- Keywords: FST WWII DOGFIGHT WWI BARON FLIGHT SIM TOOLKIT IBM
-
- This is just a sample of the detail level that flight sim
- fans can look
- forward to with FST: Dogfight! This Fokker Dr.1 is rendered
- in the
- correct colors of the original plane, flown to good effect by
- Manfred Von
- Richtofen, the Red Baron! This shape can be utilized in any
- FST
- scenario, but will require at least a fairly robust graphics
- card to
- render properly. For a selection of even more detailed shapes
- and
- fantastic head-to-head action, check out FST: WWII, coming in
- November!
- Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- FMD.ZIP/Bin Bytes: 8135, Count: 66, 16-Sep-94
-
- Title : FST: WWII Easier Flight Models (IBM)
- Keywords: FST WWII FLIGHT SIM TOOLKIT MODEL IBM
-
- These are "Kinder and Gentler" flight models for FST: WWII's
- scenarios.
- Simply unzip each of the two archives into this file into
- their
- respective FST: WWII subdirectory, and approve all overwrites.
- Uploaded by Domark Software.
-
-
- [73472,3113] Lib:10
- DDAY_F.ZIP/Bin Bytes: 79960, Count: 67, 16-Sep-94
-
- Title : FST: WWII Upgraded Shapes for D-Day Missions (IBM
- Keywords: FST WWII FLIGHT SIM TOOLKIT D-DAY IBM
-
- These shapes are fine-tuned FST: WWII aircraft. The Me-262
- and Ju-188
- have received nice touches, and the Spitfire, Mustang, and
- Typhoon have
- been likewise improved! Worth the download, if you want great
- 3-D
- shapes for FST! Uploaded by Domark Software.
-
-
- [74227,2702] Lib:10
- KLINGO.ZIP/Bin Bytes: 42041, Count: 97, 13-Sep-94
-
- Title : FST Klingon Bird of Prey Shapes (IBM)
- Keywords: FST KLINGON DOMARK STAR TREK IBM
-
-
- This ZIP file contains the 3-D shapes for a Klingon Bird of
- Prey as well
- as the flight model, cockpit and background, etc. I submitted
- these as
- part of a scenario entry into Domark's FST contest last
- summer. I haven't
- heard how the contest turned out yet, but I did notice there
- were some
- other Star Trek buffs in this forum so I thought I would
- share my work.
- Enjoy and let me know if I should build the Enterprise.
- Uploaded by
- Michael Deltano.
-
-
- [72712,450] Lib:10
- VEGAS.ZIP/Bin Bytes: 32256, Count: 70, 06-Sep-94
-
- Title : FST Objects - Las Vegas Hotels (IBM)
- Keywords: FST FLIGHT SIM TOOLKIT SHAPES VEGAS HOTELS DOMARK IBM
-
- Some building shapes for Domark's Flight Sim Toolkit of some of
- the hotels
- on the South end of Las Vegas Boulevard (the Strip). Shapes
- include the
- Tropicana, MGM, Luxor, Excalibur, Bally's and Flamingo. Includes
- its own
- color file. Uploaded by Jon Saloga. (These shapes are awasome!
- I'm going to use them in the
- upcomeing rich.zip-ed)
-
-
- [72712,450] Lib:10
- F7F-1.ZIP/Bin Bytes: 16640, Count: 60, 06-Sep-94
-
- Title : FST Aircraft - Grumman F7F-1 Tigercat (IBM)
- Keywords: FST FLIGHT SIM TOOLKIT F7F TIGERCAT SHAPE DOMARK
- GURMMAN
- IBM
-
- Aircraft shapes of the Grumman F7F-1 Tigercat for use with
- Domark's Flight
- Sim Toolkit. Includes both gear-down and gear-up shapes.
- Uploaded by Jon
- Saloga.
-
-
- [73514,2005] Lib:10
- F4U.ZIP/Bin Bytes: 14335, Count: 77, 02-Sep-94
-
- Title : FST Shape - F4U Corsair (IBM)
- Keywords: FST FLIGHT SIM TOOLKIT WWII AIRCRAFT SHAPES CORSAIR
- IBM
-
- This contains the F4u shape (gear up and gear down) along with
- a basic
- flight model for it. The flight model was created for use with
- WWII's
- fly.exe file. I suggest that for the upper fuselage and wing
- color to be
- just BLUE #163 with the red and green at zero. Enjoy.
- Uploaded by Robert
- Naylor
-
-
- [75017,3004] Lib:10
- NEBULA.FSD/Bin Bytes: 19840, Count: 46, 01-Sep-94
-
- Title : FST Shape - USS Daedalus (IBM)
- Keywords: FST FLIGHT SIM TOOLKIT STARSHIP DAEDALUS IBM
-
- FST Shape of the USS Daedalus, a Nebula Class Starship.
- Concept and design
- by Jason Houle. Uploaded by the author.
-
-
- [100112,2341] Lib:10
- USS.ZIP/Bin Bytes: 4321, Count: 86, 30-Aug-94
-
- Title : FST Object - USS Enterprise (IBM)
- Keywords: FST OBJECT USS ENTERPRISE STAR TREK IBM
-
- FST Shape of the USS Enterprise by Rob Guiver uploaded with
- permission by
- Steve Harding
-
-
- [100112,2341] Lib:10
- CLING.ZIP/Bin Bytes: 1886, Count: 67, 30-Aug-94
-
- Title : FST Object - Clingon War Ship (IBM)
- Keywords: FST SHAPE CLINGON STAR TREK IBM
-
- FST Shape of a Clingon War Ship by Rob Guiver uploaded with
- permission by
- Steve Harding
-
-
- [100112,2341] Lib:10
- BAY.ZIP/Bin Bytes: 1836, Count: 50, 30-Aug-94
-
- Title : FST Object - USS Enterprise Shuttle Bay (IBM)
- Keywords: FST SHAPE OBJECT USS ENTERPRISE STAR TREK IBM
-
- FST Object of the USS Enterprise Shuttle bay,by Rob Guiver.
- Can be inserted
- into the USS Enterprise as a Runway object (will need WWII
- upgrade to use
- as a runway) uploaded with permission by Steve Harding
-
-
- [73472,3113] Lib:10
- NEWFST.ZIP/Bin Bytes: 94719, Count: 77, 29-Aug-94
-
- Title : FST Aircraft - Improved Midway Aircraft (IBM)
- Keywords: FST FLIGHT SIM TOOLKIT WWII MIDWAY AIRCRAFT SHAPES
- IBM
-
- This file includes improved versions of all of the
- player-flyable aircraft
- in the Midway scenarios of Domark's FST: WWII. Simply unzip
- these files
- into your FST project directory, or into the Midway
- subdirectory of FST:
- WWII. This file also includes a brand-new plane for FST, the
- Brewster F2A3
- Buffalo! (Yes, it performed just like it looked...) Uploaded
- by Domark
- Software
-
-
- [72712,450] Lib:10
- P51D.ZIP/Bin Bytes: 8920, Count: 72, 28-Aug-94
-
- Title : FST Shapes - P51D Mustang (IBM)
- Keywords: FLIGHT SIM TOOLKIT FST P-51 MUSTANG SHAPES IBM
-
- P-51D Mustang shapes for Domark's Flight Sim Toolkit. Two
- shapes are
- included in this file. One with the landing gear extended,
- another with the
- landing gear retracted. Uploaded by Jon Saloga.
-
-
- [100112,2341] Lib:10
- CAB-CA.FSD/Bin Bytes: 23749, Count: 25, 28-Aug-94
-
- Title : FST Object - Cabrolet Car (IBM)
- Keywords: FST FLIGHT SIM TOOLKIT CABROLET CAR IBM
-
- Cabrolet Car for use with Domark's FLIGHT SIM TOOLKIT.
- Uploaded by Steve
- Harding.
-
-
- [73472,3113] Lib:10
- TUTORI.ZIP/Bin Bytes: 25273, Count: 135, 26-Aug-94
-
- Title : FST Info - Tutorial text files (Text)
- Keywords: FST TUTORIAL FLIGHT SIM TOOLKIT TEXT HELP INFO
-
- This is a .ZIP file of Matt Miller's three Flight Sim Toolkit
- tutorials. They don't address the new features of FST WWII,
- but they provide
- very detailed explanations on the FST features that most
- people have
- trouble getting the hang of. If you have any further
- questions, please
- feel free to drop me a line. Uploaded by Bryan Walker.
-
-
-
- [100112,2341] Lib:10
- FSTWOR.TXT/Text Bytes: 584, Count: 124, 14-Aug-94
-
- Title : FST Info - World File Explained (Text)
- Keywords: FST WORLD FILE EXPLANATION TEXT HELP INFO
-
- A description of what the Figures in the Flight Sim Toolkit
- WORLD.FST file
- means. Uploaded by Steve Harding.
-
-
- [71361,1316] Lib:10
- X19.ZIP/Bin Bytes: 5703, Count: 87, 05-Aug-94
-
- Title : FST Aircraft - Experimental Jet (IBM)
- Keywords: FST AIRCRAFT AIRPLANES F A-18 HORNET IBM
-
- Aircraft for use with Domark's Flight Sim Toolkit program.
- This is a souped
- up version of the F/A-18 Hornet that comes on the FST CD-ROM.
- Use PKUNZIP to
- decompress. Uploaded by Frank Zegarra.
-
-
- [74511,3347] Lib:10
- MIG21.FSD/Text Bytes: 17693, Count: 113, 25-Jul-94
-
- Title : FST Object - MiG21 Jet Fighter (IBM)
- Keywords: FST FLIGHT SIM TOOLKIT MIG MIG-21 JET FIGHTER IBM
-
- FST object of a Soviet MiG-21 interceptor. (Designed by Joe
- Reilly)
-
-
- [73607,3565] Lib:10
- SHAPE.ZIP/Bin Bytes: 71112, Count: 37, 11-Jul-94
-
- Title : FST - Martian lander shapes (IBM)
- Keywords: FLIGHT SIM TOOLKIT FST MARTIAN LANDER SHAPES IBM
-
- Some additional shape files for the martian lander program.
- Copy to your
- original program and use in place of original landing vehicle.
- Unzip with
- pkunzip. Uploaded by MARK ESTEPHANIAN.
-
-
- [73060,207] Lib:10
- FST_CA.ZIP/Bin Bytes: 13098, Count: 161, 18-Feb-94(05-Jul-94)
-
- Title : FST - California Terrain Scenery Enhancement (IBM
- Keywords: FST FLIGHT SIMULATION TOOLKIT CALIFORNIA IBM
-
- Enhances previously uploaded California Terrain. Contains
- buildings,
- runways and transmitter towers for California. Uploaded by
- Michael Woodley.
-
-
- [72723,734] Lib:10
- CANYON.ZIP/Bin Bytes: 254787, Count: 86, 05-Jul-94
-
- Title : FST - Canyon (IBM)
- Keywords: FST FLIGHT SIMULATION TOOLKIT CANYON IBM
-
- One of my first attempts, but I still like it. No bogeys to
- shoot but great
- flying practice. You start on an island in an F-15. The
- mainland is dead
- ahead and a bit to the right is a deep canyon with water at
- the bottom.
- Fly through the canyon (it's a long one) and find the other
- island just off
- the other end of the canyon. ADFs will help. Land, take off,
- and fly back.
- Let me know if you like it. Uploaded by the artist, Chuck
- Dome.
-
-
- [71520,243] Lib:10
- FST_09.ZIP/Bin Bytes: 343295, Count: 116, 03-Jul-94
-
- Title : FST - Flight Sim Toolkit Fun (IBM)
- Keywords: FST TOOLKIT FLIGHT SIM DOMARK SIMIS DEMO IBM
-
- A little taste of FST by Domark Simis. No particular mission
- just try to
- stay airborne. Unzip and type [GO] for instructions. See if
- you can find
- the "Rocket Man". Includes all needed files to run except
- *.WAV files.
- Requires VGA. Uploaded by Uploaded by Frank J. Prinzel with
- permission of
- Domark.
-
-
- [73607,3565] Lib:10
- LANDER.ZIP/Bin Bytes: 309636, Count: 87, 28-Jun-94
-
- Title : FST - Martian Lander (IBM)
- Keywords: FST FLIGHT SIMULATION TOOLKIT LANDER IBM
-
- Take off and land on the surface of a distant planet. Start
- mission on top
- of a 30K mountain to simulate rentry into planets atmosphere.
- Look for
- landing spot N of launch station on ground. Employ full
- breaks and flaps to
- manage speed below 50 miles a hour for a simulated landing. I
- have three
- flight models included with this world. Have fun! Unzip with
- PKUNZIP.
- Uploaded by Mark "Endo" Estephanian.
-
-
- [74434,3116] Lib:10
- FSTADD.WRI/Bin Bytes: 2560, Count: 185, 22-Jun-94
-
- Title : FST Tutorial: Additions/Corrections (IBM)
- Keywords: FST TUTORIAL DOMARK FLIGHT SIM TOOLKIT IBM
-
- A few corrections and additions to my tutorial (FSTTUT.ZIP)
- for Flight
- Sim Toolkit. Includes the problem of no engine noise with jet
- aircraft
- which you may have had trouble with. This file is in Windows
- Write format.
- Submitted by Ruth Mackie.
-
-
- [73607,3565] Lib:10
- FST1.ZIP/Bin Bytes: 377119, Count: 67, 22-Jun-94
-
- Title : FST - STRIKE MISSION ALPHA ZULU (IBM)
- Keywords: FST FLIGHT SIMULATION TOOLKIT ALPHA ZULU IBM
-
- Strike mission to take out enemies launch facilities. Prevent
- them from
- establishing a space based nuclear threat. Unzip with PKUNZIP
- then check
- out README. file for further information. Requires the FST's
- FLY.EXE file
- to run and any WAV files you would like to add for sound
- effects. Good
- luck, the free world depends on you! Uploaded by MARK "ENDO"
- ESTEPHANIAN
-
-
- [74434,3116] Lib:10
- FSTTUT.ZIP/Bin Bytes: 43249, Count: 273, 12-Jun-94
-
- Title : FST Complete Basic Tutorial (IBM)
- Keywords: FST TUTORIAL DOMARK FLIGHT SIM TOOLKIT IBM
-
- A complete tutorial to all the main features of Domark's
- Flight Sim
- Toolkit, including some example files. Unzip with PKUNZIP.
- Hopefully, the
- first of several tutorials on this brilliant program (which
- has such a
- useless manual!). Tutorial in Windows Write format, since FST
- is a Windows
- program. Submitted by Ruth Mackie
-
-
- [100330,1051] Lib:10
- FST1.EXE/Bin Bytes: 10539, Count: 114, 15-May-94
-
- Title : FST/ Mapper (IBM)
- Keywords: FST FLIGHT SIM TOOLKIT MAPPER IBM
-
- This little program shows the overview map of a FST world made
- with Domark's
- Flight Sim Toolkit. This program is written in Visual Basic
- 3.0, so you
- might need the run library. Use the program and forward any
- comments to me,
- if you like. Uploaded by Jeroen van den Belt
-
-
- [100330,1051] Lib:10
- RAILS.FSD/Bin Bytes: 5699, Count: 75, 22-Apr-94
-
- Title : FST Object - A part of a railway (IBM)
- Keywords: FST PART OBJECT RAILWAY TOOLKIT IBM
-
- This is an object for use with Flight Sim Toolkit (FST).
- Modify it and let
- me know if you have any improvements or suggestions. It is a
- part that can
- be used on a railroad. Uploaded by Jeroen van den Belt.
-
-
- [100330,1051] Lib:10
- STADIU.FSD/Bin Bytes: 5890, Count: 69, 20-Apr-94
-
- Title : FST Object - Football Stadium (IBM)
- Keywords: FST FLIGHT SIM TOOLKIT FOOTBALL STADIUM IBM
-
- Object for use with Flight Sim Toolkit by Domark. This is a
- little football
- stadium for use with FST. This should stimulate more people
- to create and
- share their objects. Any comments and suggestions are of
- course welcome.
- Uploaded by Jeroen van den Belt.
-
-
- [72204,1727] Lib:10
- ATIFIX.ZIP/Bin Bytes: 129110, Count: 89, 29-Jan-94
-
- Title : Video Utility - FS Toolkit ATI Flicker Fix
- Keywords: FST ATI MACH 8 32 VIDEO PATCH IBM
-
- This software patch for Domark's Flight Sim Toolkit fixes the
- flickering in
- the flight model involved with using all MACH 8 and 1 Meg MACH
- 32 ATI
- Windows accelerator cards. It also has better ground
- explosions and some
- minor flight fixes. Uploaded by: Matt P. Miller
-
-
- [100112,2341] Lib:10
- FSTPIC.ZIP/Bin Bytes: 158324, Count: 144, 09-Oct-93
-
- Title : FST - Flight Sim Toolkit screen shots (IBM)
- Keywords: FST FLIGHT SIM TOOLKIT SCREEN SHOTS IBM
-
- Screen shots of editors from the upcoming Flight Sim Toolkit
- program
- by Domark. Uploaded, with permission of Domark, by Steve
- Harding.
-
-
- Compuserve FSForum (Flight Simulation Forum+) Library 10
-
- These can all be downloaded. Hopefully someone will post them on
- ftp.iup.edu in the
- \FLIGHT-SIM\FST directory, or cactus.org or some WWW page.
-
- Where can I get ideas for FST stuff to make?
-
- Never fear, here's the list of FST ideas that I've prepared:
- FST'ers that are good with shape editor:
- SR-71
- Space shuttle
- me-163
- Helicopters (Hind, comanche, Wherewolf)
- any stealth planes
-
- Anyone who knows how to animate objects:
-
- birds with flapping wings
- windmills
- factories with smoke coming from chimnies
- radars that turn in circles
- flashing runway lights
- raising bridges
- flight deck activity on aircraft carriers
- planes with moveing propellers
- a goodyear blimp with flashing ad signs on the side
- A dragon (HHHMMM....)
-
- FST'ers that are good with model editor:
-
- Canard wing planes (if it's possible)
-
- FST'ers that are good with cockpit editor: (and a paint program)
- F-117 cockpit
- X-wing cockpit (why not)
- SU-27 cockpit
-
- If anyone else has ideas to add here, a I'd love to hear
- them.(and maybe I'll make a few)
-
- Is there an official template for FST?
-
- YES! The official FST template is a lot like the one for doom
- .wad files. the main difference is
- the FST template only works with entire scenarios, which don't
- get sent around much. Most FST
- files that get traded are small shape files.
- ------------------------------------------------
- By:
- Name:
- Type:
- Story:
- New shape(s):
- New terrain:
- New colour(s)
- New cockpit(s)
- New cockpit background(s):
- New title screen(s):
- New flight model(s):
- New sounds:
- Hacking?:
- Were to get this file:
- -----------------------------------
-
- By:
- If you made the scenario, put your email adress here. If you got
- the scenario from someone else,
- put their email address(es) here.. Also, if your scenario is a
- modified version of someone elses,
- put their address(es) here.
-
- Name:
- Put the name of your scenario here. Not to hard...
-
- Type:
- Type imaginary, simulation, or creative sim (A realistic
- simualtion of a battle if history is warp a
- little, like a simualtion of pearl harbour if America was
- expecting an attack.The battle in FST
- would be a lot different from the real one.) Also, if your sim
- is civilian, say so here.
-
- Story:
- If your scenario is military, tell what the mission is and maybe
- give a bit of background. If it's
- civilian, just descride what your sim is about.
-
- New shape(s):
- If your scenarion comes with shape files that didn't come with
- FST, say "yes" and give a
- description. If you didn't make the new shape files, say who did.
-
- New terrain:
- Same as "new shapes. Sometimes people make new scenarios, but
- don't make new terrain.
- slion.zip is an example. Because there was already some good
- terrain for northern braitain in the
- ww2 add-on, I used it instead of makeing my own.
-
- New colour(s)
- I you made new colour files, say "yes".
-
- New cockpit(s)
- If you made a new cockpit file, say "Yes".
-
- New cockpit background(s):
- If you made a new cockpit background with a paint program, say
- "Yes".
-
- New title screen(s):
- If you made a new "fst.pcx" with a paint program, say "yes"
-
- New flight model(s):
- If you made new model files, say "yes". If your scenario uses a
- brick, say "n/a"
-
- New sounds:
- If you recorded your own sounds, say "yes" and tell us about
- them. If you didn't record the
- sounds, say who did.
-
- Hacking?:
-
- If you somehow hacked into the program, tells us, here.
-
- Were to get this file:
- Write the ftp sites, WWW thingamajigs, forums, usenet groups,
- were your file can be found. Also, if (when?) domark makes a
- CD of our FST files and yours is on it, say so here.
-
- Now, as an example I'm putting the description of vill.zip here.
-
- By: bh505@freenet.carelton.ca (Arthur Sankey)
- Name: Vill.zip
- Type:imaginary
- Story: The city of Vill is going to be invaded! Two huge waves
- of transports, loaded with zombie warriors have already taken
- off. Your mission is to shoot down as many transports as
- possible, and then to strafe the landing craft in the water.
- You wil be flying the latest stealth fighter, the f-1 fugitive!
- New shape(s): Yes. Some imaginary aircraft shapes, along with a
- foxbat shape and some misc.
- shapes too. Some shape files were made by Jon Saloga.
- New terrain:Yes
- New colour(s): no
- New cockpit(s): yes
- New cockpit background(s): yes
- New title screen(s): yes (gory too)
- New flight model(s): yes
- New sounds: no
- Hacking?: no
- Were to get this file: alt.games.fst
-
- Has anyone done F-117A Stealth Fighter for FST ?
-
- Thomas Russell Hong <th34@columbia.edu> has uploaded them
- somewere. I'll find out were it is and put that on version 1.7
- of the FAQ.
-
- Normally, a tiny little question like this wouldn't be answered
- on the FAQ, however, on the packaging of the origional FST
- there is a picture of an f-117
- shape (and a nice one at that). It is very misleading because
- the FST library doesn't have the f-
- 117 shape in it. Yet domark must have made it, because they took
- a picture of it. There might be
- a long story behind this...
-
- What is the FST wishlist?
-
- The FST wishlist is a list of things we want to be in the next
- version of FST. Already there was
- the ww2 add-on made a few wishes come true, so hopefully the
- programmers at domark will read
- this and make another add-on.
-
- Before the wishlist, I have one big wish that stands above the
- rest. I think that Domark should
- sell an "FST unlimited" CD that would just be all of our FST
- files crammed onto a CD.I would be (very) happy to have my
- files on this CD, and I'm sure that anyone else would to.
-
- For everybody there will be these advantages:
-
- 1 people with slow modems can try out tons of FST stuff
- 2 people who don't have internet accounts can try out FST stuff
- 3 Domark can get a quick buck
- 4 We'll get to brag that our files are for sale
- 5 There will be yet another reason for Domark's marketing to go
- ahead with FST 2.0
-
- Anyway, here is the top 36 things we want on the next add-on:
-
- 1 Some type of campaign engine, like Tornado of F3. Choose if
- you want to be on the red team
- or the blue team, and bomb your enemy to bits, or make an
- impossible scenario, and let yourself
- get bombed to bits.
-
- 2 ASCII input to create terrain from DTM's
- Here is a quote from FST's packaging under a section headed
- "Features:"
-
- "Create hyper-accurate, real-life landscapes using United
- States
- Geological Survey digital terrain data."
-
- (I sure can't find any of this data. Do they just mean that, if I
- happen to have some handy-dandy US Geological Survey data I can
- choose to manually enter it into the FST Terrain Editor? I don't
- get just whqt the heck they're trying to say)
-
- 3 Texture mapping. We DEMAND texture mapping. This would be
- possible in 2 ways:
-
- In colour editor, there could be a veriety of patterns, like
- different types of camaflage.
- Also, it would be nice if you could somehow make your own
- patterns in windows paintbrush.
- The other (simpler) way, would be to be able to "paste" textures
- on in shape editor. A USAAF
- symble here, squadron markings over there, a few bullet holes
- here, a bunch of teeth there...
- surviveing for over a minute.
-
- I prefer the latter, because with extensive texture mapping,
- the simulation would run slower on
- 386 computers. However, the ground really needs texture mapping
- in areas, just for veriety.
- Maybe if you could "paste" textures in world editor...Paste a
- city here, a farm here, a power line
- dthink I'll paste an oil spill over here...
-
- BTW texture mappingWILL be in the next add-on for FST. More
- about this in the next version
- of the FAQ.
-
- 4 Gouard (sp?) shading in shape editor.
-
- 5 Modem/Network games. I can just imagine staying up all night
- fighting dogfight after dogfight
- against several human oponents in my own FST scenarios. *Wake up
- call* and reciveing a phone
- bill afterwards. (Then again, if edited doom .wads can do
- moden/network games, couldn't FST?
-
- 6 GREATER visibilty - the current distance is just not enough!
- I have
- an idea for a way to double the visibility level with the same
- number of
- polygons. (I didn't write this. I'll try to find out what it is
- though)
-
- 7 Some way to easily do animation in shape editor -- I heard
- about the guy who did the Star
- Warsbattle of Hoth with animated At-Ats, but I still haven't
- found a way to animate my 3-D
- objects. If I could, I would set up birds with flapping wings,
- windmills on the ground, factories
- with smoke coming from chimnies, radars that turn in circles,
- flashing runway lights, raising
- bridges, flight deck activity on aircraft carriers, planes with
- moveing propellers, a goodyear
- blimp with flashing ad signs on the side...
-
- 8 Better weather effects. Just the implementation of a movable
- cloud layer (as in FS5
- or F14) would work! For bad weather, just lower the cloud layer
- down to
- the surface. The cloud effect is easy to do - just take the
- red-out
- effect and make it white = clouds! Also, it would be fun if they
- moved with the wind. Right now
- I use clouds from shape editor, but they don't move with the
- wind, and my plane blows up if I try
- to fly through them.
-
- 9 Helicopter flight models. (enough whineing about graphics) So
- far the only way to simulate
- helicopters is to make a slow flight model, and set up the path
- really low to the ground. This
- looks okay, but with the player flying it's just like flying a
- really crappy plane.
-
- 10 Improved zoom funtions in shape editor. It would be nice if
- there was a window that shows
- you where on your object you are zoomed in at the moment
- whenever you have to fine-edit some
- polygons. The present FST zoom function is horrid I often don't
- know where the viewing
- window is in relation to my object at high magnifications.
-
- 11 Yellow/white out for looking at the sun - so we don't have to
- see that
- silly yellow circle of a sun! (personally, I think it's the best
- sun I've seen in a flight-sim. I didn't
- write this one)
-
- 12 Autopilot. Just give yourself a path, and press some button
- to make your plane follow it.
-
- 13 (12b) Artillery, for close support missions. I just love
- flying around a battlefield close to the
- ground and blowing away tanks. If FST could simulate artillery,
- it would be great for people who
- like realistic close support missions. Artlillery would be easy,
- just take an AA gun and make it
- fire at stuff on the ground. Make the bullets arc, and you've
- got artillery. Right now close support
- missions with FST are great if you make good use of depots,
- paths, and tons of AA guns, but
- artillery would make FST close support missions even better.
-
- 14 Better explotions. (just when you thought I was finished my
- graphics whineing) I think a
- simple sprite (like in red baron) would make explotions a little
- more realistic. I think that the
- current method looks good from a distance, but close up
- explotions look really silly.
-
- 15 Variable geometry (swing wing planes). Right now it's
- possible to make your plane LOOK
- like a swing wing, but it's impossible to simulate it with model
- editor.
-
- 16 Variable modeling - ie. change in performance with altitude
- and with
- use of weapons a la F14FD.
-
- 17 Nuclear bombs.. Put one on your plane in world editor, drop
- it and whatch every nearby
- object go ka-boom! The ultimate monday weapon. Just make sure
- you're not to close when it
- blows.
-
- 18 TRIM CONTROLS! - including auto trim for FBW jets
-
- 19 stealth capabilities in model editor. It would be nice if it
- was possible to decide how
- detectable your aircraft is going to be. That way if you gave
- your plane a really low detctability,
- in fly.exe SAMs would have trouble locking onto to you, and AA
- missles would miss more
- often.
-
- 20 More stuff for cockpit editor. Maybe a small map, like in
- f-117. It would be fun if there were
- "track cams", also from f-117.
-
- 21 Z-buffering
-
- 22 Be able to designate a certain square as water, so that
- elevated lakes will be possible. The
- current method in world editor is okay, but I would like there
- to be some tool that automatically
- puts water where ever you click.
-
- 23 Evil(er) weapons. Weapons like napalm, mustard gas, and
- biological nightmare weapons
- would be fun to use on mondays. Also, I'd like to be able to use
- lazers. I don't mean those stupid
- "snail on tylonol" lazers you find in x-wing, I mean real light
- speed lazers.They would be perfect
- for people who don't like bank shots.
-
- 24 Refueling aircraft. Right now it's possible to have fighters,
- transports, and bombers (with the
- ww2 add-on),but it would be great if you could check a flag
- called "refueler" that would make it
- possible to hook up and get fuel. There should be some kind of
- "refuel autopilot" to make things
- easier.
-
- 25 Stupid(er) and smart(er) enemies. While most flight sims take
- pride in how intelligent the
- enemies are, I just love laughing at some sucker enemy who trys
- to pull a split S at 500 feet.
- Maybe if there was some flag in hanger properties in the world
- editor where you could chose the
- skill level of the aircraft, it would open up lots of
- possibilities.There could be anything from
- ACE to NEWBIE to IDIOT. Newbie fighter will have bad aim and
- will be easy to surprise, while
- newbie bombers will have poorly aiming rear gunners and will
- drop bombs all over the place.
- Meanwhile, idiot enemies will constantly crash, accidentally
- shoot at thier allies, and just for
- kicks bomb their own airbases and eject! Nobody would use idiot
- enemies in a serious sim.
- However, not all sims are serious...Also, ace enemies will be
- awsome killing machines, even if
- you give them bad flight models.
-
- 26 Cameras, for recon missions and civilian sims. I would like
- it they were just like in F-117 (can you guess what my 2nd
- favorite game is?) but with limited film.
-
- 27 "Flickering" colour in colour editor. This would be perfect
- for engine exast on aircraft shape
- files, and for fire shape files, to be used as "dead" shapes.
- Anyone who has played F-117 should
- know what I mean. (I can just imagine makeing the sky the
- "flickering" colour in colour editor don't ask me why, but I
- do)
-
- 28 VTOL planes! I'd love to take off a Harrier in FST. BTW one
- of my aircraft in jets.zip acually
- is a VTOL plane, but because FST can't simulate VTOL planes
- right now, it's just normal.
-
- 29 Be able to land on water for float planes - just for fun!!!!
-
- 30 Special effects. I remember in birds of prey when you fly
- high enough you see the stars come
- out. It would be fun if that happend in FST.
-
- 31 Different missle ranges. Right now FST assumes that the
- missle you're fireing is a sidewinder,
- which is not the worlds best missle. I would be nice if it was
- possible to set up the range, like you
- can set up the radar range of a sam site.
-
- 32 The moon in night missions.
- I would like time that moved, it is all very well and nice to
- start flying at 6:10 am, but when the sun stays in the same
- position for
- a couple of hours of flying, something is not right! What they
- need is a
- day/night/calander engine like Aces of the Deep has - the stars
- move, the
- moon is up on the right time of the month, and the days get long
- in the
- summer and short in the winter - now that would be cool!
-
- 33 Contrails. Maybe I'm asking for too much here, but I think
- they would add that extra little bit
- of realism. Besides, I haven't seen another flight-sim with
- contrails in it, so that would be a good
- way to make FST stand out from the crowd.
- (in case you don't know what contrails are, they are those
- little trails of vapour that you see behind aircraft at high
- altitudes. Just think about people watching dogfights during
- the battle of britain-The aircraft are too high to see
- 33 Enemy bricks. Just imagine trying to shoot down an invincible
- enemy! Winning wouldn't be
- completing your mission, it would be surviveing for over a
- minute.
-
- 35 Rocket flight models. Perfect for ICBMs and V2 rockets. Also
- good for me-163's and any
- future sims.
-
- 36 Radio chatter sounds I would like it if there could be a
- sound called "victory.wav" that would play when one of your
- allies shoots down an enemy, or "shot.wav", that would play
- when one of your allies gets shot down.
-
- 37 Zeppelin flight models. I already have made a zepplen model,
- but really it's just a
- prop plane with really bad performance. We don't really demand
- zepplen flight models, but they
- would be fun...
-
- 38 An "insert" funtion in shape editorand maybe an Osnap on to
- nearest
- intersections. Also, add all toolbar fuctions to pull down
- menus and to
- HOT KEYS! Same with World editor. Very small details, but they
- would be very useful.
- Osnap is a term from AUTOCAD, BTW.
-
- So, what do you want to be in the next version of FST? Email me
- and I'll add it to the FAQ.
-
- What are the email addresses of the programmers of FST?
-
- I don't know. If anybody manages to find a the people who
- programmed FST (or anyone at
- Domark) please tell me, and send them the wishlist. :) I'll put
- their adresses on the FAQ, unless
- they really, really, really don't want me too.
-
- What's with this FST tutorial?
-
- Right now there are a bunch of FST tutorials that can be
- downloaded. (see "Where can I download FST stuff?")
-
- I think a tutorial on this FAQ would be a good idea. Could
- someone write a few tutorials and
- send them to me so I can put them on the FAQ?(one for shape
- editor, one for world editor, ect.
- Maybe a download/upload files tutorial would be good too)
-
- If nobody else writes these tutorials, I think I'll write my
- own. Expect them in the next version of
- the FST FAQ.
-
- What's with the Computer Gaming World FST contest?
-
-
- I don't really know much about this. Lots of people have wanted
- to download the contest winning
- scenarios, but they have been hard, if not impossible, to find.
- This might be because the scenarios
- were all from copywritten sources.(ie star wars) However, this
- may not be true. This question is
- debatable.
-
- Oh, Forest Pearson has something to say on this subject:
-
-
- ------------Forest's Bitch Mode = ON--------------------
-
- This is what really pisses me off - I made a really cool Dune
- flight
- simulator - you flow ornithoptors around and blew up harvestors
- and
- Haarkones - and Mr. Bryan Walker of Domark told me in a single
- email that
- my entry had won second place! Yet, this was after I made a
- direct
- inquiry to him. I only got the single email from him, and have
- since
- never heard from him. ALSO, I have never recieved anything in
- the mail or
- on paper about this - is it not convention to notify winners of
- contest?????? (say it don't spay it-ed)
- Especially if you are to award a prize - of which I have
- heard nothing! Geez, at least they could give me a free copy of
- the WW2
- add-on! This is really bad PR on Domark's part. I'm pissed!
-
- Anyway, I guess since my sim was based on Dune, and Virgin has
- rights to
- Dune games, they are still stuck under the same copyright probs.
-
- Yet, I hope to god that my Dune sim is still on the hard drive
- of my
- computer back home (which is on loan to my parents this year) or
- on a
- disk somewhere at home. If I do find it when I am back in the
- Yukon this
- summer, I promise to do a little work on it (thereby avoiding
- any
- conflicts with Domark) and upload it to Internet! - this is all
- contingent on it still existing!
-
- ------------Forest's Bitch Mode = OFF--------------------
-
- It would be nice if Domark would put the contest stuff on the CD
- they should make, but we're really not sure what they're up to
- now.
-
- What did game reviewers think of FST?
-
- I really didn't read many game magazines when FST came out. I'll
- go hunting around for issues from around that time to answer
- this question.
-
- What will be in the next version of the FAQ?
- I'm assumeing that domark will release FST 2.0 before I end up
- after version 1.9 of the FAQ, but if they don't I might do
- some massive changes. Anyway, here's what to expect on 2.0:
- 1 I *will*(maybe) make those tutorials I promised, and maybe
- I'll put those downloadable ones here too.
- 2 There will be a review of this upcoming "FST dogfight" that
- will be the next version of FST,
- expect it to be like "what's with this ww2 add-on?"
- 3 The wish list will be updated (of course) and we'll get even
- more picky.
- 4 Tons more files in the "where can I download fst stuff?"
- section. Those ones I will complete
- soon will be done, and there just might be a few other ones that
- I've made. Also, I'll try to put all
- of the files made by other FST'ers there.
- 5 I'll check out some WWW sites and try to get an agreement on
- which will be the official
- 6 More questions. If I knew what those questions are, I would
- have answered them already. Go
- ahead and send me your questions, wishlists, files, corrections,
- shape files, scenarios, rumurs, grunts, and flames, just keep
- on on the subject of FST, to bh505@freenet.carelton.ca anytime.
-
- If do a spell check, or correct a few mistakes the number will
- rise by 0.01, if I add a few new
- questions or decide to change an answer, the number will rise by
- 0.1 and if I add a large new
- section is added, or a new version of FST comes out, then the
- number will rise by 1. Version 2.0 shouldn't come out untill
- FST 2.0 comes out.
-
- So, untill version 2.0 of the FAQ...
- Keep on FST'n! :-)
-
- *****************************End of FAQ***********************
-
-