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1994-11-27
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·
: ¦ . _________ ________ _____________
_____ | · __ / : ___________/ _ \ \ __ _ /
| \ ____: : \_/ -A : \______ \ | \_ _: \_/ \_/
| \ ¦ | ¦ \_ ··D_ / / _/ | / ___/ \_
| : : | _______/ `N· _/ \ \_________/ | \________/
¦ _____ ¦ | : \__________/ \ ¦ \_
: : \__________ \___________/
. · CRaZY GaNG
. +--------------------------------+
ARMOUR GEDDON II - CODENAME HELLFIRE
====================================
TYPED BY SHARD - N&B
THE STORY CONTINUES...
I thought the end of the world could only happen once in a lifetime. Now
I`m not so sure ....
Mark Day
Chairman of the Survivors Committee, 2083
Seventy years ago the forces of EDEN (Earth Defence Network) came a
hairsbreadth away from total annihilation at the hands of their enemy, the
radiation ravaged surface dwellers. Fortunately for the human race the
Hellfire satellite malfunctioned before it could unleash its coup de grace
onto the remnants of our post holocaust civilisation.
It was the last weapon of mass destruction the surface dwellers or
ourselves possessed and the more sane of us on both sides breathed a sigh
of relief. We had pushed the planet right up to the brink for the second
time in a generation, stared into the abyss of extinction and been jerked
back at the last moment.
Perhaps now was the time to lay down our arms and embrace our fellow men
above ground (even if their pustullated, seeping, sinewy appearance can
turn the stomach of the most battle hardened Marine).
But such thoughts were soon ploughed under by the blood-fixated realities
of life in a post holocaust society. Neither side seemed to care that the
same lethal cocktail of aggression, prejudice and abject ignorance lay
behind the nuclear maelstrom that erupted in June 1997.
Instead both sides blamed the other for sad progression of disease, despair
and desparation that began on that awful Summers day.
We had tried and failed - just - to manufacture the end of the world once.
But progress is progress. And practise makes perfect ....
Introduction to An Uncensored View
Professor Noam Chomski Jr
This manual does not take sides. In the computer simulated world, ethics
and morality are an uncharted province. Here there is only Darwins Law -
the survival of the fittest. Kill or be killed.
The facts are simple. You have total control of the land and air forces of
EDEN. Your objective is to launch a space probe to destroy the Hellfire
Satellite - and so to remove forever the Damocles Sword that threatens our
civilisation. Unfortunately the enemy knows that the satellite is
recoverable and has pulled out all the stops to recapture the weapon.
Neither of our current industrial bases is developed enough to allow us to
complete the launch booster without capturing the resorces, mines and
factories of the enemy. By annexing raw materials and the factories that
can develop them you not only boost the production of the Yuri Gagarin
launch pod, you can also give yourself additional resouces to develop more
weapons to help the cause.
Furthur details - including plans for your rocket probe and the location of
its launch site - will be passed onto your command centre as and when they
become available.
The time scale depends on the successful completetion of your intelligence
gathering missions.
OBJECTIVES
----------
GENERAL
The Earth Defence Network HQ is located deep below ground at three key
locations All above ground sorties will be made from these locations.
As Commander-in-Chief of EDEN's land and air forces you will have control
of up to six different vehicles at once. Co-ordinated control of a variety
of attack craft is essential for quick and effective progress against the
enemy. That progress is measured by the construction of your space probe:
successful completion of missions will speed up your construction rate
while slowing down the enemy's.
REMEMBER - Your supplies of vehicles and armaments are limited.
In this scenario wastage is a cardinal sin.
DO NOT SQUANDER YOUR PRECIOUS ORDINANCE. THE WAGES OF WASTAGE ARE DEATH.
LOADING INSTRUCTIONS
--------------------
FLOPPY DISC PLAY
To run Armour Geddon from floppy disk
1) reset your Amiga (i.e switch it off then on)
2) insert disk 1 (there's no need to run workbench)
The intro sequence will now begin
3) insert disk 2 when asked by the on-screen prompts
To run Armour Geddon II without the intro sequence simply reset the Amiga
and insert disk 2 directly
INSTALL TO HARD DRIVE WITH WORKBENCH
1) Reboot machine and load workbench (if it has not already loaded)
2) Place disk 1 into any drive then double click on the Armour Geddon 2
Disk icon. You should now see two icons, one called AG2 the other
called Install.
3) Drag the Install icon to the place where you want to install AG2
Double click on the install icon
4) All files should then be copied from to hard drive. Follow the on
screen instructions about inserting disk two and three
If you do not wish to install the intro sequence, then follow the above
instructions but insert disk 2 rather than disk 1 into any drive. The
install program will create a directory called AG2 and copy all files into
the directory.
INSTALL TO HARD DRIVE FROM CLI
You can manually install the game from the CLI by creating a directory,
then copy all the files from disks 1 to 3 (if you want the intro) or disks
2 and 3 (if you don't want the intro), then type: COPY FLOPPY HDFLAG
(Return)
RUN FROM HARD DRIVE WITH WORKBENCH
Run the game by first opening the AG2 folder then:-
(a) You can run the game and intro sequence by clicking on the icon AG2.
(b) You can run the game only by clicking on the icon AG2B.
Once you have clicked an icon do NOT press any keys or move the mouse until
the game is loaded.
RUN FROM HARD DRIVE WITH CLI
If your machine only has 1 meg of RAM, you may need to boot up without
Workbench and run the program from the CLI. See your user manual on how to
boot up the Amiga without workbench, then type:
CD AG2 (RETURN)
If you have installed Armour-Geddon 2 to another folder then change the
directory name AG2 - this will run the intro sequence then the game.
Typing AG2B will run the game only without the intro.
LOAD AND SAVE
To load a game make sure no game is playing then:
(1) click on the disk icon in the CONFIG screen. A file selector will then
be displayed.
(2) Select a file to load then click on load or cancel.
Note:- if the game is being run from floppy disk then the save files will
be written to and read from drive DF0: (You must have pre-formatted an
Amiga DOS disk before beginning AG2 if you intend to save your game).
To save a game:
(1) click on the CONFIG disk icon while a game is playing. Once again a
file selector will then be displayed.
(2) select a file slot to save to, type in a filename, and then click on
save or cancel.
Note: the first time load or save is used to a blank disk or hard drive
the directory file will not be found, this will cause the message
"Directory Load Error" to be displayed, simply click on CANCEL to display
the file selector, after saving to disk this warning should not happen
again.
TWO PLAYER SERIAL LINK
A two player game option is available if you have access to two Amigas and
a Null Modem cable.
To do this:
(1) Make sure both Amigas are turned off
(2) Connect the Null Modem cable to the serial ports of both Amigas
(3) Turn on and boot up both Amigas, then run AG2.
(4) Select 2 Players from the AG2 CONFIG screen.
The Null Modem cable should be wired with:-
Plug A to Plug B
Plug 2 to Plug 3
Plug 3 to Plug 2
Plug 7 to Plug 7
All other pins are unused or ignored.
TWO PLAYER SAVE GAME
If a game is currently playing and you click on the config disk icon, both
machines will bring up a file selector box. If you wish to continue with
the game at a later time you must save the game on one of the machines (You
only need to save on both the machines if either machine uses the hard
drive to play the game from).
TWO PLAYER LOAD GAME
To reload a saved game for two players the saved game must be reloaded into
both machines before clicking on the "2 players" button. A saved game may
be used to play a one or two player game. If used for a two player game
then you must load the game onto both machines.
If the game is run from floppy disk then games are saved - and loaded from
drive DF0:
If the game is run from hard drive then games are saved and loaded from the
AG2 directory of the hard drive.
NOTE: Occasionally when playing a 2 player game you may find that the two
computers are "out of sync" with each other. To bring the games back
insync, save the games to disc and reload.
MEMORY
The program needs a minimum of 1 Meg of RAM to run. When a game is started
there will be a short delay while the program loads in files. If your
Amiga has enough memory, these files will only need to be loaded once at
the start of game play.
BEGINNING A CAMPAIGN
--------------------
OPERATIONS SCREEN
This is the first screen you will see once Armour Geddon II has
successfully loaded. It is the nerve centre of EDEN command, from here you
can access every part of the battlefield scenario. Across the top of the
screen is a menu of commands - simply point and click with the mouse to
activate them
To start the game from scratch click on the CONFIG command
Choose the difficulty rating (Training/Easy/Difficult/Hard) and then click
on the difficulty bars to fine tune your setting - the range that these
bars can be adjusted depends on the level selected. Training level
restricts the game map size making it impossible to complete but it does
give you access to fully developed and manufactured equipment and the
ability to adjust the difficulty bars across the whole range.
Click in the controller icon until your preferred means of control is
highlighted (AG II supports keyboard, mouse or joystick play)
Select one or two players to start the game (see additional section on two
player play). The game will now return to the operations screen and the
battle has begun
MAP SCREEN (MAP)
This gives you an overview of proceedings across the entire AGII
battlefield. Your forces are coloured white, the enemy vehicles are
coloured yellow.
To stop the map rotating click the mouse on the word SPIN in the bottom
left hand corner of the map. To restart the rotation click the word again
To adjust the speed of rotation, click on the arrows to either side of the
SPIN button while the map is rotating (If the map is stationary then
clicking on these arrows will rotate the map for the duration the mouse
button is held).
To zoom in on the map place the pointer on the area you want to see in more
detail and then click the left mouse button. To zoom out, click the right
mouse button.
To centre the map screen on a particular vehicle in the battlefield, point
to the vehicle`s icon in one of the six boxes located on the bottom right
of the screen then click the right mouse button. To move straight from the
map screen to the cockpit of a particular vehicle repeat the process but
this time hit the left mouse button.
To return to the operations screen from any other screen in the game press
the MAP MENU COMMAND, the OPS on screen prompt or click on the ESCAPE
button.
Click on M button to the right of "Messages" to change map display mode
MESSAGES SCREEN (MESSAGES)
This screen gives you an up to the minute account of the battle. Check it
regularly to see the current state of your factories, mines and bases and
your progress in the game.
To scroll back and forth through the messages click on the arrow pointers
in the bottom left hand corner of the screen.
STATISTICS SCREEN (STATS)
This gives an even more detailed account of your current status. It
includes charts comparing your rate of manufacturing and progress towards a
complete rocket with that of your enemy. There is also a relative
breakdown of how many factories, mines and HQ's you and the enemy forces
have captured and destroyed.
TACTICS SCREEN (TACT)
This screen has a variety of functions:
Missions as our intelligence teams and recon satellites gather and process
information the results are analysed and displayed on the Missions bulletin
board. Simply point and click on the Missions button to activate the
screen, click on upprr/lower area of the text window to scroll through the
various available missions, if necessary. Completing these missions is an
essential component of a winning strategy - for instance you will not be
able to begin constructing your rocket probe until you have completed a
certain number of missions.
Research & development many of the potential weapons in Armour Geddon (TM)
will not be available to you until you have ploughed in the necessary
scientific and material resources to develop them (except when playing the
game on the "Training" setting). To access the R&D screen hit the button.
You will have a contingent of scientist each of which you can assign to
develop and improve your military hardware. The more scientists you place
on a particular project the faster they will produce blueprints for that
piece of hardware. But remember once the blueprints have been completed
the hardware is NOT automatically placed at your disposal. You have to
manufacture the equipment either at your initial base (Base Alpha) or at
enemy factories that you have captured. A factory can only manufacture
when it is supplied with raw materials by a mine.
RESOURCES (mines and manufacturing)
Once you discover and capture mines they will be displayed on the Tactics
map when the Resources button is pushed Enemy mines and factories are
coloured black, friendly installations are yellow and destroyed mines and
factories are shown in blue.
A quick click on the mine will activate it and display information about
its mineral reserves. If you keep your finger held down on the mouse
button, you can - assuming the mine is captured and "friendly" drag a
supply line to cover the factory you want the mine to supply.
(If the factory is within the mine's 32 km range the line is coloured green,
otherwise it is a drab brown). Release the mouse button and you should see
the suppIies "flow" to the factory on the map.
Now click on the factory itself. A window will open in which you select
what three items you want the site to produce. Scroll through the select
screen until the item you want is highlighted then click in the empty
production box. Provided there is enough of the right type of raw
materials (e.g. explodium is essential for missiles, shells, bombs, Etc)
the hardware will roll off the production lines and be added to the
stockpile at Base HQ.
If there are not enough materials for the factory to produce the selected
goods, the icon will flash constantly.
Remember -the factory will always try and produce the products at the top
of the list. If the item at the head cannot be produced (say because its a
missile which needs explodium and your mines run dry) then any items below
it which require different raw materials which are available will be held
up. The solution is to highlight the goods which you can produce and place
them at the top of your list by overwriting the item that has stalled
production.
Waypoints & navigation - a crucial part of success in Armour Geddon 2 is
the ability to assign waypoints to which vehicles will be directed by their
on board auto pilots.
To assign a waypoint to a vehicle click on the vehicles icon in Nav Panel,
located in the top right hand panel of the Tactics screen. Any waypoints
already assigned to the vehicle will be highlighted. You can move or add a
waypoint in two ways: first by clicking on an existing waypoint and then
moving the mouse to the location where you want the vehicle to go next.
Alternalively click on the waypoint cross hair then use the four cursors on
the Nav Panel.
All vehicles must have at least one waypoint (that assigned to the base it
was launched from) up to a maximum of five. Use the next base button
(INCLUDE ICON PICTURE) to cycle through waypoints that can be moved with
the cursor arrows.
You can delete a waypoint by clicking on it and dragging the crosshair to
an adjacent waypoint assigned to the vehicle. You cannot delete the
vehicles first waypoint (the one assigned to the base it was launched from)
nor can it be moved from its original position.
NOTE - You can download waypoint co-ordinates directly from the mission
computer to your vehicles on board Navicom. To do this, simply select the
mission you intend to pursue, select a vehicle icon and then click on the
NEXT BASE/AUTO DOWNLOAD button (at the top right of the screen), making
sure you have kept the game on the Mission screen.
Confirm the downloaded settings by clicking the cursor on an unused part of
the Nav Panel (in other words any part of the panel except the vehicle
icons, cursor controls and NEXT BASE/DOWNLOAD button)
EQUIP SCREEN (EQUIP)
Selecting this option from the operations screen menu takes you to the
primary launch bay. From here you can select and equip vehicles and launch
them from one of your three bases (except in training mode).
Selecting and Equipping a vehicle:
1. Point and click the cursor over one of the six squares in the bottom
right of the screen.
2. Use the cursor to press the left and right buttons which scroll through
the vehicle roster in the bottom left hand side of the screen.
3. When the vehicle you want to Equip and launch is highlighted in the
window click and drag it to the empty window in the bottom right of
the screen - a wire outline of the vehicle should appear.
4. To equip the vehicle, use the cursor to flip through the bottom left
hand screen again (the vehicles will now be replaced by the arms and
accessories available for the selected craft). Click on the equipment
you want and drag the selection across to the vehicle's wire frame
You can only place items on vehicle mountings highlighted in yellow, and
you may find that a craft can only carry a limited number of certain types
of equipment.
Remember that there must be supplies of the selected piece of ordinance in
the bunker before it can be loaded onto a vehicle (the number below the
icon in the window indicates current reserves).
5. Having loaded the selected vehicle with all the ordinance you require,
now is a good time to set the craft`s waypoints (SEE WAYPOINTS &
NAVIGATION section above). To launch the craft into the battlefield,
use the cursor to click on one of the three doorways at the rear of the
launch bay. Each one corresponds to one of your bases. The lift will
now take your vehicle to the surface and youre ready for action! Note
each lift is placed above a hanger specifically designed for certain
vehicle types which means that it is only possible to launch each
vehicle type through one specific lift at each base.
If the lights above the lift doors have changed colour from green to red
then that lift cannot be used - either because the lift is damaged or the
entire base is destroyed (Damaged lifts may be repaired only if the base is
not destroyed). If all the lifts are red then the likelihood is that the
game is over.
VEHICLE CONTROL KEYS
--------------------
\ engine start/stop
Cursor Up increase throttle (nose down on aircraft)
Cursor down decrease throttle (nose up on aircraft)
Cursor left turn or bank left
Cursor right turn or bank right
Back space brake (aircraft only)
+ increase throttle
- decrease throttle
< > rudder left/right (aircraft only)
THE WEAPON CONTROL SYSTEM
V activate payload display (in the bottom left
hand of the vehicle cockpit) Repeated pressing
cycles through the target, payload and teleport
modes
W move to next payload entry/teleport entry
S select the highlighted payload entry or activate
teleport
T select airborne target (for missiles) from those
indicated on the radar display
Shift and T select ground target from those indicated on the
radar display
SPACE BAR activate or fire the selected payload
TAB raise tank gun barrel (tanks only)
CTRL lower tank gun barrel (tanks only)
AMIGA(right)and ALT(right) fire flare
OTHER USEFUL FUNCTIONS
ESC go to operations screen
P pause game
Left ALT key + A Activate auto pilot to next waypoint
Left AMIGA key + A Activate auto pilot to next beacon
(while beacon is switched on)
F attempt to refuel from fuel pod
L attempt to use lift
F1-6 select vehicles 1 - 6
shift + ESC vehicle self destruct
OTHER COCKPIT FUNCTIONS
M go to tact map
shift M display last message
B beacon on/off
C select control mode
H hud brightness control
Help increase shield charge rate
Del decrease shield charge rate
GETTING STARTED
---------------
The first thing you must do after you have launched a vehicle into the
battle field is start its engine. If youre piloting an aircraft, taxi it
onto the runway, pick up speed and take off.
If youre in control of a land vehicle pick your direction and gun the
throttle.
Now is a good time to set your waypoint (if you havent done so already!)
From the vehicle cockpit push the escape button to bring up the operations
screen. Click the mouse on Tactics to bring up the tactics screen. Select
your vehicle icon - all the current waypoints assigned to your vehicle will
be highlighted on the map. If youve just started the game there will be
only one - the base from which the craft was launched from. If youve
already assigned a waypoint(s) prior to launch they will now be programmed
into the Navcom.
First off, activate your shields otherwise your vehicle will be a cloud of
radioactive particles before you can say "Gott in Himmel". Push the HELP
button to activate your shields and increase their charge rate (the higher
you pump it, the quicker the shields will energise and be replenished but
the bigger the drain on your fuel reserves).
Where do you go? Check out the Mission screen. Here you will find a grid
reference for your next mission objective and use it to set the vehicle
waypoint.
Getting bored with steering your vehicle all the way to the waypoint? No
problem! Simply select the Auto pilot by pushing the left ALT and A
buttons. To deactivate the auto pilot press A on its own.
Coming under fire? Youve got two choices either you can activate the
cloaker to render yourself undetectable to enemy radar or you can take out
the bandits (of course you can do both if you want to the so called "belt
and braces" approach).
To activate your cloaker if your craft has one on its payload - first push
the V button. This should bring up a list of all your payload contents in
the right hand cockpit screen. Press the W button to scroll through the
list highlighting each item in turn. When the cloaker is highlighted,
activate it using the S button.
CAPTURING ENEMY INSTALLATIONS
To capture an enemy base, factory or mine you must park your vehicle in
front of the enemy HQ (Occasionally the precise spot will be marked but
more often than not you will have to rely on trial and error to discover
the exact vulnerable spots). If you capture an enemy base, the EDEN ensign
is run up the flagpole - the seizure of mines and factories will be
confirmed by the vehicles on board computer
Once you capture an enemy base its defences will be trained on any enemy
insurgents providing that those defences have not been destroyed in your
initial assault.
If the HQ is not destroyed, damaged buildings near a base and the HQ itself
will be slowly repaired.
You can use any captured mine to supply raw materials to a single factory
within a 32 km radius. That factory can manufacture up to three different
weapons, vehicles or accessories depending on the type and quantity of raw
materials supplied to it by the mine (Note: several mines can supply a
single factory but a single mine cannot supply more than one factory)
All equipment produced by a factory will be automatically transported to
EDEN`s central warehouse facility and is available for immediate
deployment.
The enemy will attempt to recapture or destroy mines, factories and bases
so it is advisable to annex these with the minimal amount of damage to
their buildings and defences.
COMBAT MODE
The weapons you are using will determine your precise combat procedure.
But all weapons are activated in much the same way as your cloaker (see
above). Select the payload ordinance you require, arm it with the S button
and fire when ready by pushing the SPACE BAR.
Tank cannon shells these are aimed by controlling the tank cannon Use TAB
and CAPS LOCK keys to adjust the elevation, CURSOR RIGHT AND CURSOR LEFT
KEYS (or joystick/mouse) to determine the direction. Naturally, the higher
the elevation the further the shell will travel (Remember that the barrel
can only be moved when the engine is running)
WARNING: discharging shells when the barrel is at its lowest elevation can
cause serious damage to your tank.
Lasers - if you attached lasers to the tank barrel when the vehicle was
equipped then they can be aimed in the same way as shells. Otherwise
lasers can only be fired in the direction the vehicle is facing, and can
only be aimed by rotating the vehicle left or right (and by climbing or
diving if the lasers are mounted on an aircraft)
Missiles - missiles are self guided weapons that home in on the heat
emissions of aircraft, land vehicles etc. To target the missile, select
the weapon and arm it with the W and S buttons The targeting icon will now
drift towards the current target as shown on your cockpits radar screen
(you may have to manoeuvre your craft to allow the icon to lock onto the
target on screen). Once you have achieved missile lock, hit the SPACE BAR.
To override the computers chosen target press the T button until the bogey
you want to take out is highlighted
Rockets - unlike missiles, rockets are dumb weapons. They do not home in
on bogeys but travel in the direction they were fired for as long as their
propellant lasts. Consequently this makes them useless for ground to air
purposes (although they can be used as air to ground weapons)
Flares - these are your main defence against heat seeking missiles. When a
cruise missile is on your tail discharge some flares (research suggests
that a salvo of three is most effective) using the RIGHT AMIGA or RIGHT ALT
buttons and take evasive action.
It just might save your life.
Beacons - there are over 112,589 km2 of battlefield out there and
occasionally you may lose track of your vehicle or want to attack using two
or more craft in close proximity. This is where beacons come in useful.
Every vehicle has a beacon that can be activated by pressing the B button.
Other craft can now home in on this beacon using their auto pilots. Simply
bring up the cockpit screen of the vehicle you want to track the beacon and
push the LEFT AMIGA KEY + A
BUILDING YOUR LAUNCH PAD AND ROCKET PROBE
You will not know the location of your launch site until you have completed
certain intelligence gathering missions and captured the site from the
enemy.
From then on its a race against time to build and complete your launch pad
and rocket before the enemy can. To do this your factories must produce
"high strength composite building materials, which like other items are
immediately transported to your main storage facility for deployment in the
field.
You must haul these materials to the launch site by truck (drive it right
up to the launch tower). As materials arrive at the site, the construction
will take place automatically and you will see the launch pad and rocket
develop before your eyes.
WARNING: while loading materials your launchpad may be damaged by stray
fire from enemy aircraft attacking the truck.
OTHER IMPORTANT FEATURES
Teleport Pods
The limited range of some of your key weaponry such as heavy tanks means
that effective use of teleportation is crucial to success in the Armour
Geddon battlefield As the name suggests, Teleport Pods transfer a vehicle
from location A to location B instantaneously and without using up any of
its fuel.
Only base Alpha begins a game with the teleport pod which is alongside the
control tower. Other teleport pods can be distributed throughout the map
by loading them onto the bomber and "dropping" them (in the same way as
bombs are released) above the desired location.
In order to use a teleport pod a vehicle must be stationary directly
beneath the device. Then activate the teleport information panel within
the cockpit display by pushing the V button until it is on screen. This
will list all the current teleport pod locations and their grid reference
numbers. Use the W button to scroll through the list until the desired
location is highIighted. Then press the S button to engage the teleport
pod. But remember the destination can only be another teleport pod (If you
havent placed any you cant go anywhere!) and the process will not work if
there is another vehicle within 30 metres of the destination teleport Bon
voyage! (And keep an eye out for rogue house flies!)
Recycle Pods
Raw materials are scarce in 2083 and if you squander what little reserves
you have you will soon be in big trouble. But inevitably there will be
occasions when one of your vehicles runs out of fuel or is badly damaged.
After all this is war. When this happens it means that all the resources
and materials that went into that vehicle are tied up in the battlefield
doing nothing. The solution is to salvage the craft by using recycle pods.
To do this you must first develop and manufacture the recycle pods. Then
equip and launch a vehicle with one or more of the pods (depending on how
many stranded vehicles you intend to salvage)
Steer the craft to the stranded vehicle, highlight the recycle pod on the
cockpit control panel with the W button and activate it with the S button.
The stranded vehicle will be teleported back to (the nearest) base and
broken up into its constituent raw materials although the rigours of the
recycling process mean that around 20% of the materials are unusable.
Fuel Pods
Fuel pods, as their name implies, allow vehicles to refuel but their
crucial advantage is that they can be dropped anywhere on the battlefield,
allowing surface and aircraft to refuel during sorties without the need to
return to base.
The pods themselves are "dropped" by bombers in exactly the same way as
teleport pods. To use the pods, park your vehicle as close to the pod as
possible and then press the F button until its tank is full. Remember that
the pods contain a limited amount of fuel so heavy usage will soon empty
them.
Attention hi-tech junkies - heres what all those other buttons are for
select next base tower view (tracks your vehicle)
1 select cockpit view
2 select nose camera view
3 select satellite view
4 select weapon camera view
5 select external view 1
6 select external view 2
7 select external view 3
8 select flyby view
9 select target track view (shift 9 = reversed target
track)
U move camera up (zoom out in satellite view)
J move camera down
(zoom in during satellite mode)
I zooms camera in/narrows cockpit radar range
O zooms camera out/extends cockpit radar range
K resets camera/radar options to default settings
NKP ( rotate camera anti clockwise
NKP ) rotate camera clockwise
F7 adjusts cloud cover
F8 adjusts view range level
F9 adjusts frame rate factor
F10 toggles between high and low resolution
NKP 1-9 view direction
[] rotate camera
;# rotate camera +/- 45o
NKP = Numeric Key Pad (Not A600)
ORDNANCE SURVEY
---------------
HEAVY TANK
Speed: 48 - 102 km/h
Shield: Medium - Strong
Weight: 42,200kg - 34,700kg
Range: 140km
Weapon capabilities: Shells, rockets, lasers
Non weapon capabilities: Cloaker, teleport, external fuel tank night
sight, recycle pod
LIGHT TANK
Speed: 68 - 150 km/h
Shield: Medium - Strong
Weight: 23,000 - 19,000
Range: 126 km
Weapon capabilities: Shells, mini rockets, lasers
Non weapon capabilities: External fuel tank, night sight
HOVERCRAFT
Speed: 91 - 190 km/h
Shield: Weak - Strong
Weight: 2400 - 1440kg
Range: 665 km
Weapon capabilities: Missiles, rockets, lasers
Non weapon capabilities: External fuel tank, Night sight
MISSILE DEFENCE PLATFORM (MDP)
Speed: 75 - 123 km/h
Shield: Medium - Strong
Weight: 2500 - 2050
Range: 135 km
Weapon capabilities: Mini missiles, Laser
Non weapon capabilities: External fuel tank, Night Sight, Cloaker
TRUCK (RTV)
Speed: 61 - 89 km/h
Shield: Weak - Medium
Weight: 1600 - 1450 kg
Range: 55 km
Weapon capabilities: None
Non weapon capabilities: External fuel tank, Materials, Night sight,
Cloaker, Recycle Pod
BOMBER
Speed: 300 - 345 km/h
Shield: Weak - Medium
Weight: 22,000 - 21,000
Range: 970 km
Weapon capabilities: Rocket, Free Fall Bomb
Non weapon capabilities: Night Sight, Cloaker, External Fuel Tank,
Teleport Pod
FIGHTER
Speed: 565 - 570 km/h
Shield: Weak - Medium
Weight: 4590 - 4200 kg
Range: 1248 km
Weapon capabilities: Laser, missile, rocket, mini rocket, retarded bomb
Non Weapon capabilities: Night Sight, cloaker, External fuel tank
HELICOPTER
Speed: 279 - 295 km/h
Shield: Weak - Medium
Weight: 3300 - 2900 kg
Range: 464 km
Weapon capabilities: Laser, missile, rocket, mini rocket
Non weapon capabilities: Night sight, cloaker, External fuel tank,
recycle pod
AIRSHIP
Speed: 60 - 82 km/h
Shield: Weak - Medium
Weight: 1400 - 1200kg
Range: 98 km
Weapon capabilities: Laser, mini missile, rocket
Non weapon capabilities: Night sight, cloaker, External fuel tank,
recycle pod
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