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Turnbull China Bikeride
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Turnbull China Bikeride - Disc 2.iso
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1997-06-08
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4KB
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85 lines
COBRA MK III FLIGHT
*******************
FLIGHT CONTROLS
===============
To leave the Space Station pilots must exercise the F1 key or select launch.
The monitor will show the passage from the docking bay to the space station
exit. To fly the Cobra trade ship competently requires practice. It is
recommended that pilots use Mous, even though FlightSim candidates strummed
the astrogation board. One Rantan Pino, a Gravel tanker later to become a
pirate, is the only spacer known to have reverted to the keys of the
astrogation board having mastered Mous. Flying controls are listed below.
Astrogation board equivalents are shown in parenthesis.
Anticlockwise roll - move Mous to the left (<)
Clockwise roll - move Mous to the right (>)
Climb - pull Mous away from the monitor (X)
Dive - push Mous towards the monitor (S)
Acceleration - Mous add button (Space)
Deceleration - Mous minus button (?)
(If fitted) Yaw boosters -> or <-
Basic Flight Tutorial
---------------------
Launch from the station and immediately slow the craft right down to drift
velocity with the minus button (?). The dust particles clouding all views are
harmless and do not void shields.
Pilots should now try to pull and push Mous (X and S). A small dot darts
inside the compass to the top right of the scanner. While the space station
indicator is lit, this dot corresponds to the position of the space station
(as opposed to the planet). When the dot is red the station is behind the
Cobra. Observe the space station in the rear view monitor with 2 on the
numeric keypad or F2. When it is white and in the centre of the compass, the
space station can be seen in the front view monitor. Press 8 on the numeric
keypad or F1 to look forward.
Relax and begin to master the flying controls by rotating the space station
off the front view monitor using the compass to pull it back into view. With
more confidence try to locate the station in the left view monitor (4 on the
numeric keypad or F3) and then the right view monitor (6 on the numeric
keypad or F4).
When flying with Mous, while galaxy or local are selected, fire, climb, dive
and roll are unusable. Take advantage of these monitors before a combat
situation occurs.
Important Console readings
--------------------------
In common with other non-terrestrial craft, the Cobra is not capable of
landing on planets. Entering a planet’s atmosphere and colliding with moons
or space stations is fatal. The altimeter measures the ship’s height above
the planet’s surface and should not be allowed to fall dangerously low.
Cobras will burn before crashing into a sun. When solar winds are clearly
visible the cabin temperature gauge on the console should be periodically
checked. Its colour bar shifts from blue, through red, finally reaching
white. Temperatures higher than this will dissolve the articulated panel
seals, and melt the fairly colourful seat, the craft meanwhile will explode.
JUMPS
=====
Hyperspace Jumps
----------------
Choose a target world using the SelectaBar when docked or the keys F5 and F6
at other times. Use the status monitor to confirm selection. Pressing the H
key during flight will start the Hyperspace countdown. After this short delay
pilots will see a blinding white ring, or ring of Apolo, and transportation
to the target world will occur.
Interspace Jumps
----------------
Hyperspace jumps leap craft to some distance from a planet. Even the safest
systems have unseen dangers, pilots are strongly advised to enter the space
station zone quickly. To perform the interspace jump, add (Space) should be
applied to increase forward velocity to maximum before J is pressed on the
astrogation board. To prevent pilots being melted through on-coming objects a
mass locked message will inform that another ship, planet or sun is too near.