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1996-10-27
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Over the Reich DEMO
Copyright ©1996 Big Time Software, Inc.
developed by BIG TIME SOFTWARE
published by THE AVALON HILL GAME COMPANY
Full program version available in software stores by early
November 1996! It's a "hybrid" CD-ROM that contains
versions for Macintosh, Windows 95, and Windows 3.1 all
on one disc.
Please check the Big Time website for more information, software
updates, and more!
http://www.bigtimesoftware.com
Please note that we've made every effort to keep the size of this
demo as small as possible while retaining the quality of the
program effects and graphics (it normally comes on a CD-ROM
packed with more than 600 MB of code and data)! But to keep this
demo small we had to cut out a few of the larger features of the
full version like big 320x240 historical video and some of the
high-fidelity music. Sorry about that!
* * * *
INTRODUCTION
Over the Reich is a turn-based strategy game of air combat over
northwestern Europe during the last half of World War Two, 1943-1945.
You can fight single air battles, fly historical missions, or serve an
entire tour of duty. Take command of one fighter in a dogfight or a
whole squadron of front-line airplanes through the final years of the
war.
All of the pilots and airplanes under your command have unique skills
and characteristics that affect how they fly in combat. In the campaign,
you select the pilots and weapons and make coordinated battle plans. You
choose the tactical maneuvers in swirling dogfights. This is not a
flight simulator—you do not need fast reflexes with a joystick. All you
need is tactical smarts. Are you ready to fly Over the Reich?
Note: Windows 95 users should turn off their "task bar" because it will
obscure parts of the game window.
TUTORIAL: SETUP
This tutorial will get you playing a dogfight as quickly as possible.
After the opening animations, you will see the Office screen. Follow the
nine steps listed here to start a scenario.
1. Click on Set Skill Level picture.
2. Click on Lieutenant (easiest level).
3. Click on door for New Game.
4. Click on U.S. Army Air Corps poster. (You may fly for one of three
nations.)
5. Click on Dogfight button. You will fight a single air battle.
6. Click on ‘Mustangs over Berlin.' The scenario you select will be
highlighted in red. Use the scroll bar to move through the list (though
note that most choices have been deactivated in the demo). Click on
Cancel to return to the Office screen.
7. Click on OK to accept.
8. Select opponent of your choice.
9. Click on OK to start the dogfight.
TUTORIAL: BATTLEMAP
Dogfights take place on the Battlemap. In each game turn, both sides'
forces will move and fire on the map. All aircraft move and fire at the
same altitude (unless you are playing at the General skill level).
NOTE: Because of the need to save disk space in the demo, the sky
background will "tile" on screens larger than 1024x768 pixels.
3-D Battlemap
There are three ways to scroll the 3-D isometric Battlemap:
1. Move your mouse cursor to the edge of the screen and the map will
autoscroll in that direction.
2. Click on the scroll buttons at the bottom left corner of the screen.
3. Click on the 2-D Radar View. The Battlemap will center on the point
where you click.
2-D Radar View
The small, gray rectangle shows the screen border of the Battlemap. The
dots represent aircraft and targets: Blue dots are friendly aircraft,
red dots are enemy aircraft, green dots are ground units, and the white
dot is the selected aircraft.
Description Panel
Place the mouse cursor over any part of the screen and a description
will appear in the panel.
Pilot Experience Level
No Star Recruit (poorly trained)
1 Star Green (well-trained but inexperienced)
2 Stars Regular
3 Stars Veteran
Pilot Characteristics
Icons will appear under the pilot's experience level indicating his
special characteristics, if any.
Keen Eyes: Gives your squadron a better chance of spotting the enemy
first so you can decide whether to fight or run (only applicable in Tour
of Duty). Icon does not appear on Battlemap.
Hero: A morale booster for your men (superman). Only applicable at the
Colonel and General skill levels.
Crack Shot: An accurate shooter.
Ace: Has shot down five or more enemies in his career. Gives various
combat-related bonuses.
Gifted Flyer: Able to squeeze extra performance out of his airplane.
Armed Weapon Icons
Click on the weapon icon you wish to arm: Guns, Rockets or Bombs. The
icon is brightly lit when armed. Note: In most air-to-air battles, you
only have guns, so no rocket or bomb icon is displayed.
Game Scales: 100 yards per unit of range on the Battlemap; 4.1 seconds
per game turn.
Change Zoom
You can toggle between a zoomed-in and zoomed-out view of the map by
selecting the "Change Zoom" item from the Battlemap menu at the top of
the screen.
TUTORIAL: HOW TO MOVE
When it is your turn to move, the computer prompts you by selecting one
of your aircraft. The selected aircraft is floating (jiggling) on the
screen, and a movement path of red arrows extends from it. You can also
click on another friendly aircraft to move it instead (unless playing at
the Colonel or General skill levels). Aircraft that have not moved yet
have blinking white dots on them.
Movement Path
There are four ways to change an aircraft's movement path:
1. Click and drag the Flight Stick right or left (you can climb and dive
only in the General skill level).
2. Click and drag the cursor on the Battlemap in front of the airplane.
3. Click on the left or right Fine Motion buttons underneath the Flight
Stick (or press the "<" or ">" keys respectively).
4. Click on an enemy airplane to automatically select a path that offers
the best chance of attacking it.
After choosing a path, click the Go button (or press the spacebar), and
the airplane will move.
Throttle
Click and drag the throttle up or down (or turn the aircraft) to change
its speed for the next game turn as shown on the Speedometer. To use
Emergency Power, push the throttle all the way forward until the red
lamp is on. To brake, pull the throttle back until the Brake light is
on.
Click on the Switch to Weapons button (or press the backspace key) if
you want to view your aircraft's weapons before it moves.
TUTORIAL: HOW TO FIRE
Sometimes you will see red crosshairs appear over enemy airplanes as you
adjust your flight path. This means your flight path is taking you to a
position where you can fire at one of those enemies. The numbers on the
crosshairs range from 0 (worst) to 100 (best) and indicate how good a
shot you can get.
Most of the time you must move before firing. However, there is one case
when you may fire before moving: if an enemy is in front of you and
facing you (this allows you to return head-on fire). The target
crosshairs will be larger than normal to indicate this.
If there are any crosshairs on the screen (i.e. chances to fire at
enemies) the game will pause. You may: Click on a crosshair to fire, OR
click on the Hold Fire button.
Safing Guns
Before you fire, you may want to click on particular guns in the weapons
display to "arm" or "safe" them. You may want to "safe" a gun, for
example, if you are trying to save precious heavy-cannon ammunition
while still using your regular machine guns. The German Bf 109 and Fw
190 fighters will use this technique often—it is less important for most
American fighters which only have one type of gun, the .50 caliber
machine gun.
END OF TUTORIAL: You are now prepared to dogfight. Check the online
database for strategy tips for particular aircraft. Good luck!
ROCKETS
In some battles, aircraft may carry rockets in addition to their guns.
Allied rockets are primarily air-to-ground, and German are air-to-air,
but rockets may be used against any target. An aircraft's speed and
performance is reduced while carrying external armaments (rockets or
bombs).
The maximum range of rockets (including altitude) is 10 to 20 (depending
on type), but they are only accurate out to about a range of 6.
Air-to-Ground Rockets
To fire an air-to-ground rocket, an aircraft must meet these
prerequisites:
• May not turn harder than 3G.
• Must be level or diving.
• In the General skill level, the target must be at least as distant
horizontally as vertically, and the firer must be at low altitude (300
feet is best).
Air-to-Air Rockets
To fire an air-to-air rocket, an aircraft must meet these prerequisites:
• May not turn harder than 3G.
• Must be in level flight.
• Can fire only at target's rear.
Air-to-air rockets (except for the German R4M carried by the Me 262 jet)
have a minimum firing range of 3. Aerial rockets tend to be pretty
inaccurate. The Germans would fire them in great massed volleys from
medium to long range and hope for a hit or two before closing to guns
range. Even a single rocket hit is pretty devastating.
The numbers shown in the crosshairs are actual percentages for a hit.
For example, "18" means each rocket fired has a 18% chance of hitting.
Click on a crosshair to fire at that target, OR click on the Hold Fire
button.
You may only fire one weapon type per move. Click on "Rocket" to select
rockets or "Gun" to select guns (or press the enter/return key).
BOMBING & STRAFING
Some aircraft may carry bombs in addition to their guns. The number and
size of bombs carried affects the aircraft's performance and speed. When
released, bombs take a few game turns to impact. Many will miss the
target, and some will miss widely (there were no smart bombs in World
War Two!). In general, bombs are powerful but inaccurate.
To drop a bomb, the active aircraft must meet these prerequisites:
• May not turn greater than 6G, but flying in a straight path greatly
improves accuracy.
• Must be banked upright.
• Target must be within a range of 10 (altitude not included).
• If playing with altitude (General skill level), must be below 10,000
feet and in level flight or diving. A vertical dive gives best accuracy.
Napalm should be dropped from very low altitude or else it will rarely
hit the target. Incendiary/napalm bombs work best against targets in
woods.
Click on a crosshair to release bomb, OR click on the Hold Fire button.
Click on a bomb icon to arm or safe it.
You may only use one weapon type per move. Click on "Bomb" to select
bombs or "Gun" to select guns (or press the enter/return key).
To jettison an aircraft's bombs or rockets, select "Jettison External
Armaments" from the Pilot menu.
Strafing
You may also fire at ground targets with your guns—just like firing at
airplanes. Smaller guns are less effective against tanks (20mm or larger
cannon are much better).
When playing at the General skill level, you must be level or diving to
strafe, and at low altitude (altitude is considered part of the "range
to target"). Below 1000 feet will achieve reasonable accuracy (300 feet
is best).
COMBAT MISSION
A Combat Mission simulates an entire mission from takeoff to landing.
Your group of aircraft takes off from its home base either on a patrol
or on a flight toward a main target. The group often encounters enemies
along the way—so you have to fight your way in and out in a series of
battles, but you don't know who you will run into, if anyone.
Air encounters
Visual contact with the enemy begins at a distance and is reported to
you by your pilots and shown by historical video footage. Combat may or
may not ensue depending on your decisions.
First Spot: One side will spot the other side first, and this gives the
spotter the ability to decide whether to engage or avoid contact. This
is a powerful advantage. Pilots with "keen eyes," airplanes with good
cockpit visibility, and large size of enemy airplanes (i.e., bombers)
help gain "first spot."
When you spot enemy airplanes, the number and type of airplanes reported
to you is not always accurate. For example, your pilots may say they see
five Me 110s when in fact there are six 110s and two Fw 190s.
Escape/Pursuit: If your group fails to gain "first spot" and is attacked
by enemy airplanes, you will be given the choice to escape or fight. If
you attempt to escape but fail, the enemy will be right on your tail in
a highly advantageous position, so escape attempts can be risky. Faster
airplanes obviously have an advantage.
If you do gain "first spot," you have the choice to attack or avoid
contact. You will be told the "o'clock" position you occupy relative to
the enemy. "Twelve o'clock" is in front of the enemy, while "six
o'clock" is to his rear. If you choose to fight, your airplanes will
make an attempt to get further to the rear of the enemy before the fight
begins. The enemy may or may not spot you before combat begins. If he
does, he will maneuver to face you. Thus the positioning of your
airplanes when you enter combat may be different from the "o'clock"
position reported to you when you first spotted the enemy.
If you enter combat you will play out the combat much like a dogfight
scenario. Any of your airplanes that survive the combat (including those
that safely disengage from combat) will return to the mission map to
continue the mission. Note that reinforcements for either side can often
arrive during a battle, so keep your eyes open!
Sometimes the defenders are surprised by the attackers. In this case,
the defenders are not allowed to maneuver on their first move (the
computer moves them straight ahead). Surprised airplanes with damaged
radios may not maneuver for two full moves.
Because bombers have so many crewmen looking in all directions, it is
nearly impossible to surprise a group of bombers and their escorts.
Thus, the escorts are able to (somewhat) restrict the angle of approach
for the interceptors.
Head Home or Break Off
If your group gets clobbered early in the mission, you might consider
clicking on the Head Home button to abort the current mission and redraw
your mission path as a straight line home. The group may still encounter
the enemy, but the mission will be shorter.
Alternatively, you may wish to send home only certain elements of your
group (such as the heavily damaged aircraft). Click on the Break Off
button and select the aircraft you wish to return home. These will move
as a separate group in a straight path home while the remaining aircraft
will continue on with the mission.
Both the Break Off and Info screens provide information about your
group's aircraft, including each aircraft's maximum speed, percent of
ammunition remaining, percent of damage and whether the pilot is wounded
or his oxygen system is out.
Mission Altitude
If playing at the Major skill level or higher, you may select a flying
altitude for your group. If your group has broken into two or more
separate groups, you may select a flying altitude for each group (click
on the aircraft icon of the group you wish to select). Altitude is given
in increments of 300 feet.
To change a group's flying altitude, click on the up or down adjustment
buttons. The group will climb or dive in place until it reaches the
desired altitude and then continue on its mission path.
Some airplane types have ceilings that are higher than others. Also,
keep in mind that some airplanes fight better at either high or low
altitude (see the online Airplane Database for performance data).
Airplanes that lose their oxygen systems are forced to fly no higher
than 13,000 feet.
When flying "on the deck" (i.e., at 300 feet—the lowest possible
altitude), you are less likely to encounter enemy airplanes because you
are hard to track on radar. This can be useful if you are beat up and
trying to sneak home.
TOUR OF DUTY
The Tour of Duty covers the whole air war in the west following the
arrival of the Americans in large numbers, 1943 to 1945. It is divided
into "seasons" (e.g., "Early 1943") in which a specific phase of the war
takes place. You command a squadron of fighters that fly several combat
missions in each season. Your success or failure decides what happens
next in the war—so fight bravely! For example, as the Allied player, if
you succeed in softening up German defenses in early 1944, the D-Day
invasion will follow; but if you fail, the invasion will be delayed.
Victory is recorded at the end of each mission, and these determine the
outcome of the season. You may earn a Major Victory, Minor Victory,
Draw, Minor Defeat or Major Defeat.
The objective of the Allies is to win the war as quickly as possible.
More mission victories will help accomplish this. In certain phases of
the war, especially during the "Late Strategic Bombing" (which normally
takes place in Late 1943), your level of victory impacts the
effectiveness of the Germans for the future—i.e. a Major Victory in that
phase will reduce the number of German airplanes you meet in future
battles.
As the German player, your objective is to win the war if possible, or,
failing that, at least to delay Allied victory as long as you can.
The American tour of duty is the longest of the three to play (it has
the most missions). The British tour of duty is the shortest of the
three to play.
At the start of a tour, you must select the level of opposition:
Easiest, Easier, Normal, Tough or Toughest. The setting you choose
affects the number of enemy airplanes (determined randomly) in each
enemy group you encounter. It does not affect the number of enemy groups
you encounter, only the size of the groups.
You get to choose the airplane type your squadron will fly. You will be
prompted by the game when new types become available. As an Allied
flyer, you can influence the types of missions you fly by your selection
of airplane. P-51 Mustangs and British Spitfires tend to fly air combat
missions, while other types tend to fly air-to-ground attack missions.
Mission Logistics
Each mission starts with a briefing report—don't miss it! You then
select pilots and armaments from the Mission Logistics screen.
Your pilots will need different armaments for different missions. Air-
to-air missions usually don't need anything but guns, but on occasion
you may also add aerial rockets. Ground attack missions will give you a
wide choice of different bombs or rockets to carry. Bigger, heavier
weapons do more damage but will slow your airplane down more, making it
vulnerable in combat.
The number of missions flown and kills listed for a pilot are only those
scored with your squadron. Some of your pilots may have previous
experience (some are even aces). See also the tutorial for pilot
characteristics.
Some pilots (you won't know which ones ahead of time) are far more
likely to abort missions at takeoff than others, but any pilot is more
likely to do so if he is listed as "tired."
Click on a pilot to select bim for the current mission. Click again to
cycle through the possible armaments (or to deselect the pilot).
Click on the Done button after selecting the pilots.
SKILL LEVELS
Over the Reich includes five skill levels. The first two, Lieutenant and
Captain, are considered "training" levels. Major and Colonel skill
levels are complete games and offer the best compromise between realism
and gameplay (they are not just "part way to the real thing"). The
General skill level is for hardcore gamers.
Lieutenant
This is the easiest skill level. You should start here and work up when
you are ready. Firing arcs are widened and engine power is boosted for
easy play. Flight hazards do not take effect, so feel free to "turn and
burn" with no fear of crashing.
Captain
The Captain skill level uses realistic firing arcs and engine power (the
"boosts" of the Lieutenant level are removed) and introduces banking,
slips and skids.
Banking: In addition to choosing a movement path for your airplane, you
now also choose how to bank its wings. The banking display shows how
your wings will be banked at the end of your move. You now have to think
ahead to your next move, because it is easier to make a quick turn in
the direction your wings are already banked. For example, if you think
you will want to make a left turn on your next move, then leave your
wings banked left on this move. Turning in a direction opposite to how
your wings are banked takes longer because your airplane first has to
bank in the opposite direction.
To set your bank, click on a banking button. Note the blue and yellow
"arcs" placed around the small reference airplane display. These
indicate the bank angles you have to choose from: yellow is the selected
bank, blue are the alternates. Some airplanes bank more quickly than
others.
Your choices of possible bank angles are often limited by the bank speed
of your airplane (which varies by type) and the movement path you have
set. For example, often when you make a hard left turn you will not be
able to end such a move with a bank to the right—you will have to remain
in a left bank.
Slips and Skids: The flight stick now allows moves that have small
sideways shifts without changing the facing of your airplane, especially
in the direction in which your wings are banked.
Major
The Major skill level adds ammunition burst-length control, stalls,
spins, high-G turns, altitude on the combat mission map and blind spots.
Burst Length: You can choose three lengths of firing for your guns.
Click on the bullet icon on the aircraft's weapons panel and notice how
the numbers on the red crosshairs (on targetable enemies) change.
(Note: for the purpose of saving disk space, the demo version
"animates" each type of shot the same way. In the full version of the
game you will see and hear the varying burst lengths as you use them).
Snap Shot: A quick 1-second shot. Useful if you are low on ammunition or
to conserve it when taking a poorly angled shot. Recruit (no star) and
Green (one star) pilots may not use Snap Shots.
Burst: A normal 2-second burst. This is the most efficient use of
ammunition. Recruit pilots may not use Bursts.
Blaze Away: A full 4-second burst. Generally a waste of ammuntion, it
also risks your guns jamming.
Stalls and Spins: If your airspeed drops too low, your airplane will
"stall" (this will be indicated on the speedometer). You will not be
allowed to maneuver or fire guns until you have regained enough airspeed
for controlled flight. Your airplane may go into a spin and change
direction or even crash, so be careful!
A warning message will appear if you try to make a move that would cause
a stall, and you will have the option to try again.
High-G Turns: Watch your G Meter below the throttle as you adjust the
flight stick into very tight turns. The G indicator will show red
instead of green (6G or 8G) whenever there is a risk of damage to the
airplane or pilot.
Airframe Stress: 8G turns will risk damaging the wings of your airplane.
The more stress damage you accumulate, the more vulnerable you become to
suffering more of it. For example, after the first stress damage from an
8G turn, then from that point on any 6G or 8G turn can potentially cause
more damage. If you suffer enough wing stress damage your airplane will
break up (but you will be warned before making any moves that risk
destruction).
GLOC (G-induced Loss Of Consciousness): 8G turns risk your pilot losing
consciousness from the magnified force of gravity drawing blood away
from his head. Recruit (no-star) pilots may not perform 8G turns, but
risk GLOC from 6G turns.
No Firing from 8G Turns: An 8G turn is considered an "emergency"
maneuver and takes all of your pilot's energy and concentration. As
such, the firing of guns during an 8G turn is not allowed.
Altitude at Mission Scale: See the Combat Mission section for a
discussion of mission altitude when flying across the map of northwest
Europe.
Blind Spots: Any enemy aircraft that is not visible to a pilot (for
instance, directly behind him) will not appear on the battlemap or radar
screen. The online Airplane Database rates aircraft types for Cockpit
View and Blind Spot.
Colonel
Airplanes now move in a strict order of sequence, and all airplanes move
before anyone is allowed to fire. Furthermore, airplanes now fire in
reverse order of movement, so the airplane that moves last will fire
first, etc.
General
The General skill level adds climbs and dives at the battlemap scale.
The flight stick can now move up and down for dives and climbs. The "O"
and "L" keys also nudge the stick up and down respectively.
There are five vertical "facings": level, climb, vertical climb, dive,
and vertical dive. These are pictured by the small reference airplane in
the banking display.
In order to shoot at enemies you must be pointing at them vertically as
well as horizontally. For example, if you are in a vertical climb, the
enemy must be above you (and almost directly so). Keep this in mind as
you maneuver.
You are limited in how many "vertical facings" you can change per move.
For example, to get to a vertical climb from level you must first climb.
Then on the next move you will be able to pull further up into a
vertical climb.
Loops and Vertical Rolls: An airplane can change facing (flip over) by
pulling into a vertical climb or dive and rolling on its axis. To do
this in the game, dive (or climb) until you are vertical (it may take
two moves or more to get to that position). Then, while you have got the
stick pushed all the way up (if diving) or down (if climbing) move the
stick left and right and you will see the red movement arrow on the map
changing facing as though your airplane is turning in place.
Note: we recommend you use the Computer Suggests Moves feature from the
Options menu when playing at the General skill level.
INTERNET PLAY
Over the Reich may be played over the internet, too. One player will
host the game and the other player(s) will join it. The host must first
connect to his Internet Service Provider using his own software (usually
SLIP/PPP, or click the "internet" icon on Windows 95). Users of Windows
3.1 need their own Winsock loaded (check with your Internet Service
Provider if you have questions).
Once the host is connected, he then starts the game program and chooses
a Dogfight scenario. You may play any Dogfight scenario over the
internet, including Design Your Own, but not Combat Missions or Tours of
Duty. The host will see the following window:
After choosing the port number and clicking OK, the host will see a
Waiting window. He then needs to provide the other player(s) with the IP
address and Port Number shown in his window.
To join an internet game, you must connect to your Internet Service
Provider before starting the game. Then click on the Join Internet Game
telephone in the Office screen. You will be prompted to enter the host's
IP address, host's port number, your nickname and a note to the host.
After all the players have connected, the host clicks the Play Game
button. The players will then choose sides. At the beginning of a
multiplayer game over the internet, one player per side controls all the
airplanes. He uses the "Transfer Airplane to Internet Wingman" item from
the Pilot menu at the top of the screen to give control of the selected
airplane to one of his teammates.
While the dogfight is raging, players may use the Network Radio Window
from the Special menu at the top of the screen to send messages.
GAME MENUS
Use the pull-down menus at the top of the screen to implement or
select/deselect a given feature. Some features have hot keys.
File
Save Game Alt+S
Stop Game—returns you to the Office screen.
Quit Alt+Q
Pilot
Suggest a Move Alt+M
Adjusts the flight path to what the computer thinks is the selected
aircraft's best move.
Disengage… Alt+D
If the battle is going badly for you, you might decide discretion is the
better part of valor and wish to disengage from combat. Move your
airplane so it is at high speed and pointing away from all enemies (this
may require a few moves). Then choose "Disengage" from the Pilot menu.
If you are far enough away from the enemy, your airplane will be removed
safely from the battle.
Full Squadron Disengage…
As "Disengage" but applies to all of your aircraft.
Jettison External Armaments—i.e., bombs and rockets.
Bail Out—use in moments of extreme stress.
Quickly Finish Combat… Alt+W
The computer will take over all moving and firing and quickly finish the
combat. You may regain control at any time by clicking the mouse.
Transfer Airplane to Internet Wingman…
Battlemap
Change Zoom Alt+Z
Sky Background Alt+K
Faster Movement Alt+F
Show Altitude Color Code Circles Alt+C
Draws a circle beneath each airplane. The border of each circle is
colored according to its altitude relative to the selected airplane: red
means above, white means co-altitude, blue means below. The inner part
of the circle is colored according to nationality.
Show Altitude Values Alt+A
Show Relative Altitudes
When checked, shows relative difference in levels to the active airplane
(+/-). Otherwise, the "Show Altitude Values" feature shows actual
altitude levels.
Autoscroll—turns battlemap autoscroll on/off.
Options
Show Video—turns video clip feature on/off.
Use Smaller Videos
Useful for 1x- and some 2x-speed CD-ROM drives. (This is always checked
in the demo version, since only the "small" videos are included with the
demo in order to save disk space).
Show Defensive Gunnery Video
Computer Suggests Moves
The flight stick is automatically positioned in what the computer thinks
is your best move.
Cursor Help—turns description feature on/off.
Indicate Phases With Message—only applicable at Colonel and General
skill levels.
Control Stick Locks—Only applicable at General skill level. When
selected, the control stick only moves in one dimension (either
horizontal or vertical) at a time. This is helpful if you like to set
your altitude first, and then swing the stick left and right while
keeping the altitude constant. If this option is off, the stick moves
freely.
Sound On
Background Battle Music—Macintosh and Windows 95 only.
Special
Show Airplane Database Alt+B
You can also Control-click (Windows) or Option-click (Macintosh) on any
airplane on the battlemap to bring up its database.
Show Network Radio Window Alt+R
AIRPLANE DATABASE
Most of the Airplane Database items are self-explanatory but here are
some that are not:
Rate of Roll: How quickly the airplane can change bank.
Sustained Turn Drag: A measure of how much the airplane decelerates when
turning. This can be offset by a powerful engine (see the acceleration
rating). Lower numbers are good for dogfighting.
Hit Points: How much damage the airplane can take before going down.
Snap Turn: A measure of how quickly the airplane can change heading in a
turn. Higher numbers indicate quicker turns.
Click on Done button to return to main program.
Click on bottom buttons to see video footage (several clips each).