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- . »»»» PRESENTS ««««
-
- DAWN PATROL - USER GUIDE
- ========================
-
- TYPED BY SHARD - N&B
- INTRODUCTION
- ------------
-
- The system used to create Dawn Patrol has taken quite a few man years to develop
- and involved many members of our team. We believe that we have brought you some
- of the best flight technology available.
-
- But Dawn Patrol is more than simply a technological tour de force. It deals with
- one of the most exciting theatres in the whole of aviation history - the first use
- of aircraft in warfare. Our remit was to produce a simulator dealing with the
- First World War; to highlight the pilots and their aircraft as well as the rush to
- achieve air superiority. It soon became very clear to us that this was a very
- large story indeed. As the war progressed, so the fortunes of both sides in the
- air fluctuated. This was an intensely personal battle between individual flyers,
- sometimes employing quite unorthodox tactics in a wide range of aircraft. Many
- accounts of their experienees have been described in print.
-
- Thats why we decided to base Dawn Patrol around an interactive 'book' of the air
- war. It means that we've been able to provide chapters on the history of the air
- war, the most famous aces and the aircraft they flew. That has allowed us to deal
- with many of the most interesting aspects of the conflict. Thanks to contemporary
- accounts, we can let you take part in recreated aerial battles and missions which
- are very close to those actually flown by the men on both sides of the conflict.
-
- Our preoccupation with pre jet flight simulators is based on the observation that
- early aerial battles were a lot more exciting than those employing modern
- technology. In the first air war there were no heat-guided missiles to aim in the
- general direction of the enemy. The aircraft approached each other at speeds that
- were slower than the fluttering of an eyelid. In the midst of battle it was
- possible to imagine that you could see the whites of your opponents eyes. That's
- why we are sure you will enjoy Dawn Patrol.
-
- Rowan Software.
-
- SECTION 1
- ---------
-
- ABOUT DAWN PATROL
-
- Dawn Patrol is really an interactive book devoted to flying in the First World War
- - the first ever air war. This book has over a hundred pages devoted to subjects
- like the first flying aces and the aircraft of the era. Like any good book, it's
- possible to read it sequentially or to dip into it at any point you like. Each
- page is devoted to a particular aspect of the aerial war, and includes an
- individually tailored aerial battle or mission Normally, you will be allowed to
- alter the number of aircraft involved in the mission, and often you will be able
- to choose whether you wish to fly on the side of the "Allies" or on the side of
- the "Central Powers". Hence the game provides a great deal of variety and will,
- hopefully, give you hundreds of hours of enjoyable playing time.
-
- An extra chapter lets you create your own personalised pilot record by undertaking
- all sorts of suggested missions under a persona of your own choosing. This is
- your chance to become a flying ace.
-
- Finally, there is a "Video Editing Suite" where you can edit videos of your aerial
- adventures. During any mission you can start filming the action, and after the
- battle has finished you can sit back and replay the recorded action in the comfort
- of your armchair. The editing suite lets you manipulate the action with more
- flexibility than any real life post production unit. So, not only will you be
- able to show your friends how to win an aerial mission, but you'll be able to show
- off your talent as a film director.
-
- About this User Guide
-
- The Dawn Patrol User Guide deals with all of the major aspects of the game. To
- install the software on your machine, refer to the TECHNICAL REFERENCE SUPPLEMENT
- supplied separately from this guide. The supplement is tailored for your
- particular computer. Although this guide is intended for all Dawn Patrol users,
- it has been written from the perspective of an IBM PC compatible owner. If you
- use a different type of computer, and you are in doubt about any machine specific
- instructions such as key presses, then you should consult your technical
- supplement.
-
- Your approach to this game will probably be to play it before reading any of the
- documentation. Inevitably, though, there will come a time when you'll need to
- uncover more information about Dawn Patrol. Hopefully it is all here in the User
- Guide. You can either read through the guide from the beginning, or look up the
- relevant topic in the Table of Contents at the start.
-
- The next section, called First Mission, assumes that you are straining at the
- leash to get on your goggles and leather hat. It guides you from the first page
- of Dawn Patrol book into the skies and on to the completetion of your first aerial
- mission.
-
- After First Mission, section 3 of the guide details all of the major chapters of
- the Dawn Patrol interactive book, from beginning to end. Section 4 goes through
- the basic controls of the in flight section of the game. Section 5 describes some
- of the basic principles of flying, shooting, and tips for surviving the air war.
- Finally, section 6 describes all of the features of the video editing suite. Two
- appendices deal with keyboard commands and joystick controls.
-
- Note:
-
- Input Devices
-
- The interactive book in Dawn Patrol can be controlled using your mouse and/or
- keyboard - the joystick is not available as an option. The flight simulation
- section of the game can be controlled by keyboard and/or joystick - the mouse is
- not available as an option. The specific keys to use on your keyboard are printed
- on the keyboard reference card provided with the package, and in appendix A of
- this guide. The specific control of the joystick is detailed in appendix B of the
- guide.
-
- Selection
-
- The generic term "select" is used when you are required to click on the left mouse
- or press ENTER on the keyboard. Items are selected in the interactive book by
- moving the on screen pointer over a selectable item (which is normally displayed
- in red) and "selecting" it using either the mouse or keyboard. The onscreen
- pointer can be positioned by moving the mouse or pressing the TAB key on the
- keyboard (this will cycle the printer around all of the "selectable" items (on the
- screen).
-
- SECTION 2
- ---------
-
- FIRST MISSION
-
- If you've hurriedly opened this package and now wish to get straight into a First
- World War dogfight, then these instructions will lead you through your first
- mission. A more detailed explanation of the game's features begins in section 3.
- If you have not already done so, read the instructions in the Technical Reference
- Supplement and follow the game installation and loading procedure.
-
- Dawn Patrol starts on the first page of an interactive book. A list of contents
- details all of the chapters, whose opening pages are highlighted in red. We now
- wish to go to the first chapter, 'The First Air War', which starts on page two.
- Position the screen pointer over the First Air War page number (2), and select it.
- (If you have trouble selecting the page number then read the two paragraphs on
- 'input devices' in section 1 of this guide). Page two lists the contents of the
- 'First Air War' chapter, from which you should select page three, entitled The
- Fokker Scourge.
-
- Page three is the first interactive page of Dawn Patrol, and it contains
- information about the early days of the air war, as well as providing a playable
- mission. The top half of the page displays text through which you can scroll
- downwards by selecting the red down arrow positioned half way down the screen on
- the right hand side. After selecting the down arrow twice the photograph of a
- Fokker Monoplane in the bottom left corner of the page will be replaced by an
- animation. This animation shows a British BE2c reconnaissance biplane in flight.
-
- The page three mission is described in the bottom right corner. You take the role
- of Oswald Boelcke, an early German ace, flying a Fokker monoplane in an attack on
- two 'unsuspecting' BE2c's. If you are feeling very brave you can make the mission
- more difficult by altering the number of opponents highlighted in the mission
- profile. When you have read all of this page, select the Iron Cross to the left
- of the mission headline and your mission will have begun.
-
- Your first flight in Dawn Patrol may take you by surprise. When you start you are
- already in the air, at the controls of a Fokker monoplane. There is no need to
- fire up your engines, take off and engage the enemy. Your opponents are probably
- not very far away! Since this is your first flight you might wish to press the
- pause button P at this point, and take a closer look at the screen. It shows an
- upper view of the cockpit with the double gunsights of your Fokker monoplane.
- Press the right square bracket key ] for a lower cockpit view that includes your
- instrument panel. The dials display your rev count, compass bearing and speed.
- The number at the top left of the screen shows that you are at a height of a few
- thousand feet.
-
- Now that you are in pause mode, you can take a little time to familiarise yourself
- with the game controls. You will find that many of the keys detailed by the 'in
- flight keyboard' reference still work in pause mode, especially those which alter
- the views on the screen. Since Dawn Patrol provides immense flexibility of view
- types, it is worth getting a flavour of what is available. Fir instance, press
- the 5, 6, and 8 keys to see, respectively, views of the rear, left and right of
- your aircraft.
-
- Press the F6 key and you will change to a 'track' view of your Fokker taken from a
- camera just behind the rear of the aircraft. You will notice that the bottom part
- of your screen changes to a panel once the view is from outside the cockpit. This
- panel contains information about your mission. For now, just note the top line
- that displays the name of your aircraft, as well as your bearing, speed and
- altitude. If you press the SHIFT and F4 keys simultaneously then you will see a
- track view of your nearest enemy craft. Now you know what you're up against.
-
- The message line at the top of the screen should shortly reveal the location of
- your enemy with a comment like "My opponent is moving at 4 o'cloek". We cant tell
- you where YOUR opponent is, because each combat plays differently every time it is
- loaded. Think of a watch face aligned so that 12 o'clock is pointing straight
- ahead in the direction of your aircraft. If the enemy is at 4 o'clock, that means
- an enemy aircraft is in the direction of four o'clock on the clock face, in other
- words 120 degrees to the right. Unless the aircraft is in sight, though, you
- don't know whether it is above you or below you. You can get a good idea of your
- relative positions by pressing the ENTER key, which takes you into 'Outside Combat
- Lock' mode. This is just fancy jargon for a camera angle that maintains a lock on
- the nearest enemy from a position that also has your aircraft in the foreground.
- It may be that the enemy is obscured by the view of your aircraft, but it reveals
- your relative positions. For instance, if the enemy is above and in front of you,
- you'll get a view from beneath your aircraft, pointing forward and upwards towards
- the enemy aircraft. This is the direction you should be heading, so why not
- switch back to a cockpit view by pressing the right square bracket ] key, and get
- flying.
-
- Press the P key again to get out of pause mode, and start manoeuvring with the
- cursor keys or your joystick. If you find the controls too sensitive then press
- the 2 key a couple of times to decrease the flight sensitivity to the minimum
- level. Your aim should be to get behind the pair of BE2c's, because they will
- then be very easy to pick off. You can use the - key to reduce the engine revs
- and so match your speed more closely to your intended victims. When they get
- within range, press the space bar to fire your machine guns, and see what damage
- you can inflict. If you succeed in making hits you will see puffs of smoke.
- Fatal damage after a number of hits will be obvious, and you will then have taken
- your first step to becoming an ace in your own right. If you fail to get a good
- run on both aircraft, then you should try to make successive attacks.
-
- Other smoke exploding around the enemy will be flak from ground attacks - make
- sure you get in there before your artillery does the work for you! With a bit of
- skill on your part, the enemy should suffer a disastrous mission. You will then
- have four main options.
-
- [1] If you have managed to complete your main mission objective, you can leave the
- scene of battle by pressing the F10 key. This leads to a configuration screen
- where you can select END MISSION, giving you a post mission summing up with
- details of your performance. Select the RESET PAGE option, and you will return to
- the third page of the book. Press the cursor right key to proceed to page four.
-
- [2] If you have found the mission too hard for you at this stage then you should
- leave the flight simulator by pressing F10, and then alter some of the settings on
- the configuration screen. If you select 'vulnerability' 'arms' , 'targets' and
- 'skill level' in turn, and set them to off, off, soft and low respectively, then
- you will now be invulnerable to damage, have an infinite amount of machine gun
- bullets, easier targets volumes to hit and below average skill enemies. You can
- then repeat your flight by selecting END MISSION, followed by RESET PAGE and then
- re entering from page three. Hopefully this time you will find it easier. When
- you have begun to master Dawn Patrol, remember to increase the difficulty of some
- of these settings if you want a greater challenge.
-
- [3] If the mission was too easy for you then press F10 to exit the flight and on
- the configuration screen set 'vulnerability', 'arms', 'targets' and 'skill level'
- to on, on, hard and high respectively. This should make things rather more
- challenging. Alternatively, you could progress to some further missions before
- making these changes.
-
- [4] If you have disposed of your enemy and are still waiting for more to do, then
- you could try and fly back to your 'home base', land there and fully complete your
- mission. On the third line of the control panel (the bottom portion of the screen
- on an external view), you will see the position information for your Home Base (if
- it is not being displayed, hit the keys SHIFT and ; simultaneously until it IS
- displayed). Set a heading back to base, and see if you can make a successful
- landing there. If the journey is more than a few miles then you can always speed
- up time when you have set an exact course by hitting the TAB key. Hit any key to
- get back to normal time progress. Once your home airfield is in sight, set a
- landing course, decrease your engine revs, and when you touch the ground put on
- the wheel brakes (press W) and turn off your engine (press the , key). Exit by
- pressing F10 (or ALT and X together), bask in the approval of your post mission
- summing up, and head off for a good shower, a mug of warm soup and an early night.
- There will be a lot of difficult missions out there tomorrow.
-
-
- SECTION 3
- =========
-
- DAWN PATROL - THE BOOK
-
- List of Contents
-
- Page one of the interactive Dawn Patrol book contains a list of six chapters, any
- one of which can be accessed directly.
-
- The first three chapters, named The First Air War, The First Aces and Aircraft of
- the Era, deal with various aspects of the air war between 1915 and 1918. They
- contain ninety pages of information, and each one is linked to a specially
- tailored mission for you to fly. Chapter four, Pilot Biographies, allows you to
- assume the identity of a fictional flying character from one of the four major
- nations involved in the air war. You will be able to undertake special missions,
- from which a personal biography will be created. The fifth chapter, Video Replay,
- enables you to view and post produce film of your experiences as an air ace. The
- last chapter provides a single page of your 'preferences' for the settings of the
- variable options relating to the game and its control.
-
- Each item highlighted in red on the List of Contents page acts as a hotspot. If
- the screen pointer is selected while it is over a hotspot then an action will be
- taken. Selecting CLOSE BOOK on the top right corner of the screen is the method
- of quitting from Dawn Patrol back to the DOS prompt. Any chapter can be accessed
- by selecting the opening page number that is highlighted opposite the chapter
- name. In the bottom right corner of the page, the current page number is
- highlighted. If it is selected, then a small box is opened with an editing
- position represented by a vertical bar. This will accept any page number, to
- which the book turns when the box is selected again. If you wish to exit from the
- box without making a new page choice then press the ESC key.
-
- If you are playing the CD ROM version of Dawn Patrol you will note that some pages
- have a small loudspeaker symbol in the bottom left hand corner. If it is selected
- (or the V key is pressed) then you will hear a recorded commentary that deals with
- some relevant subject matter. There is a total of 36 pages with recorded
- information.
-
- To turn forward through the book, select the right edge of the page. Select the
- left edge to turn backwards. Alternatively, press the cursor right or cursor left
- keys, respectively. These are two examples of hotkeys, which provide a shortcut
- for any commonly used action. Table 1 lists all of the standard hotkeys in the
- book section of Dawn Patrol.
-
- TAB Cycle round all screen hotspots
- HOME Move to List of Contents page
- Cursor Up Move up through chapters on List of Contents page
- Cursor Dn Move down through chapters on List of Contents page
- END Move to Preferences page
- Cursor Left Move to previous page
- Cursor Right Move to next page
- PgUp )
- Cursor Up ) Scroll text upwards
- PgDn )
- Cursor Dn ) Scroll text downwards
- P or S Open page number edit box
- A Fly on Allied side
- C Fly on Central Powers side
- V CD commentary (CD ROM version only)
- Alt X Exit video screen
- Ctrl Break Fast quit game
-
- Table 1, Dawn Patrol Book Hotkeys
-
-
- The First Air War
-
- Page two lists the contents of the first chapter - The First Air War. This
- chapter deals with the most important aspects of the war in the air over Europe,
- from the winter of 1915 to April 1918.
-
- Select a particular page and you will be at the heart of the interactive history
- of First World War aviation. The layout of these pages splits the screen into two
- distinct areas. The text at the top half of the page provides background
- information about the topic being covered. There is generally more text than can
- fit on this area, and it can be scrolled by using the highlighted arrows in the
- centre right side of the page. The text scrolls upwards by paragraphs each time
- the up arrow is selected. At the very top of the page the Words The First Air War
- and Dawn Patrol are highlighted, and if selected will turn the book to pages two
- and one, respectively.
-
- The lower half of the page displays information about an aerial mission related to
- the topic under discussion. The picture to the left encompasses some aspect of
- the mission to come. If an animation is displayed it may sometimes give clues to
- a potential strategy or manoeuvre that can be usefully employed in the mission.
-
- The mission description briefly sets out the important details of the engagement,
- and will often allow you to specify some of the mission details. If any of the
- the text is highlighted then it can be altered by you before you take part. For
- instance, in the screenshot opposite, the number of escorting Fokker monoplanes
- has been selected. A small text box gives the player a choice of 2, 3 or 4
- escorting Fokkers. The desired option should be selected as appropriate.
-
- When details have been altered to your satisfaction the mission can commence. If
- an RFC roundel is displayed to the right of the mission heading, then you can take
- part on the side of the Allies. If an Iron Cross is displayed on the left of the
- mission heading, then you can take part on the side of the Central Powers. Often,
- both the RFC and Iron Cross symbols will be displayed, and this means that you
- have a choice of sides. Whichever symbol is outlined in pink is the side for
- which the mission has been designed. If you choose this side, then you should try
- and achieve the mission objectives as outlined. If you choose the opposing side,
- then your mission will be essentially a spoiling one. Your aim should be to
- ensure that the mission objectives of the other side are not achieved. In general
- it is instructive and fun to play the game from both perspectives. However, the
- fundamental aim for the player should be to try and achieve all of the mission
- objectives detailed in each page of the book.
-
- Selection of the mission will immediately put you at the controls of an aircraft
- in flight. The In Flight Manual (section 4) of this guide provides all of the
- basic information about controlling your aircraft in Dawn Patrol. The next parts
- of this section provide information about the rest of the interactive book.
-
- The First Aces
-
- The second chapter of the book deals with fifteen of the most famous flying aces
- of the First World War. Many of their stories are astounding, some virtually
- unbelievable. There was Albert Ball, the British pilot who would issue challenges
- to the enemy by dropping messages over their bases. Or Oswald Boelcke, whose
- 'play chicken' strategy was to head straight for the enemy's aircraft. And Eddie
- Rickenbacker, the former Indianapolis driver, who would damage an opponent's
- aircraft and then let a novice colleague make the final kill.
-
- This is your chance to take part in some of these pilot's most exciting missions.
- For instance, the screenshot shows a page detailing Albert Ball's trial flight as
- a pilot, where he is pitted against two escorted Albatros two seaters. Quite a
- few parameters of this mission are highlighted, and can be tailored as you wish.
- You can choose to pilot one of six different aircraft. Or you could make the
- mission very hard indeed by putting Ball up against four albatros reconnaissance
- aircraft escorted by four Fokker monoplanes. a victory at the hardest level would
- be a very impressive feat!
-
- Aircraft of the Era
-
- The third chapter concentrates on the machines used by the pilots during the war.
- It may only have been a decade or so after the Wright brothers, but there were
- scores of different types of aircraft in use throughout the war. Many tries out
- revolutionary ideas of design or armament. We highlight the role of fourteen
- aircraft types, and let you to take part in some of the missions they flew. We
- have worked hard to re-create accurate aerodynamic models of each aircraft. This
- means that you should end up with a very good idea about their relative strengths
- and weaknesses, as well as their individual characteristics. This chapter also
- introduces lesser known pilots involved in intriguing missions which did not fit
- into our First Aces chapter.
-
- Pilot Biographies
-
- The Pilot Biographies chapter enables you to create your own war record as an air
- ace. There are eight fictional pilots whose role you can assume. Each pilot has
- a different perspective and personality - one might be a consumate tactician,
- another a bold cavalier. Place the screen pointer over the highlighted page
- number opposite each flyer, and a character summary of the flyer will be displayed
- at the bottom of the page. Your overall aim with each flyer should be to succeed
- while adopting his characteristics and attitude to aerial warfare. This part of
- the Dawn Patrol book leaves eight pages spare for each flyer, and at the start
- they are empty. As you play, you will have the opportunity to paste mission
- summaries into these blank pages.
-
- Select the highlighted page number of a pilot for the first time, and a small text
- window will offer an option to start a career as the named pilot. You will then
- be presented with a list of mission choices varying from flight testing, to
- trials, to missions impossible. In this illustrated example, Freddie Oakham is
- acting as the wingman to his CO. They are escorting a flight of FE2c aircraft,
- when he discovers a couple of Fokker triplanes on his tail. If you select this
- mission option, then a Roundel is displayed, and it should be selected to commence
- your flight.
-
- Whatever the outcome of your flight, you should exit in the usual manner (by
- pressing F10 or ALT and X simultaneously). The post mission briefing will sum up
- your flight and you will be asked whether or not you wish the mission to be
- accepted into your biographical history. If accepted, then the summary will be
- pasted into one of the pages left free for your pilot, and will remain as part of
- his biographical history. You will then be free to return to the main Pilot
- Biographies chapter page, and complete further missions under the guise of this
- pilot. The next time you choose the same pilot you will be asked whether you wish
- to re start (clear the biography), view (look at the biography) or continue
- (complete further missions: a new set of missions will appear when you continue).
- If you accept a mission in which your pilot is killed, then his biography will be
- deemed complete. You have the opportunity, at any time, to restart the pilot's
- career, and begin all over again. If only real life was so simple. You may take
- part in other pilot's biographies whenever you wish.
-
- The pilot biography files are stored in the 'savegame' subdirectory. It is
- possible to delete all biographies by running the 'delete.bat' batch file in that
- directory.
-
- Video Replay
-
- Video replay is a separate feature of Dawn Patrol and can be accessed from the
- List of Contents page, where it is listed as a chapter heading at page 159 of the
- book. Alternalively you can access video replay from the post mission briefing
- screen after a flight. Video replay provides access to a comprehensive video
- editing suite and allows post production of in flight videos.
-
- Of course, the facility is only of use if you have taken an in flight video. To
- do this you must set the video camera rolling during a flight by pressing the V
- key. Since a mission needs to have been flown before video is available, we have
- left full discussion of the video editing suite until section 6 of the guide.
-
- Preferences
-
- The last page of the Dawn Patrol book (page 160) is a list of selectable
- 'preferences' that the player can alter during the game. These preferences relate
- to general aspects of the game such as skill levels, sound effects and joystick
- controls. A full discussion of preferences is given at the end of section 4.
-
-
- SECTION 4
- ---------
-
- IN FLIGHT MANUAL
-
- This section of the User Guide deals with all of the features of the in flight
- section of Dawn Patrol. A glance at the keyboard reference card will make it
- clear that you have a wide range of controls at your command.
-
- After you have selected a mission you will find yourself in the cockpit of an
- aircraft. It will probably be flying at an altitude of a few thousand feet and
- charging forward at a hundred miles per hour. All of the Dawn Patrol missions
- have been designed so that they commence in the air at a stage close to the
- beginning of the engagement described in the mission profile. This enables us to
- set up the action in as realistic a manner as possible, and it saves you from
- undertaking a long journev before you get a crack at the enemy.
-
- The four basic flight directions are controlled by your cursor keys or your
- joystick. Both emulate the characteristics of an aircraft's joystick.
-
- Cockpit Layout
-
- Your first view will be of the upper cockpit of your aircraft, looking forwards.
- If there are forward mounted guns you will see one or two gunsights in the
- foreground. This view lets you concentrate on centering an enemy aircraft in your
- sights, and affords a panorama of the aerial battlefield.
-
- Press the right square bracket ] key for a downward perspective of the cockpit.
- This view includes the instrument panel, which gives the most basic details about
- your aircraft's flight parameters. The on board instrumentation comprises three
- dials.
-
- On the left is a simplified rev counter, which displays the engine revs in
- revolutions per minute (RPM). The rev count corresponds closely to the thrust
- being delivered by the engine, which can be reduced or increased by pressing the -
- and + keys, respectively. The in flight keyboard reference details other keys
- that can be used to vary the engine thrust. (Note that you cannot alter your
- basic engine or flight controls in pause mode).
-
- In the middle lies a compass, which gives the exact bearing of your aircraft. The
- standard convention for a compass is observed: a bearing of 0 degrees points to
- magnetic north.
-
- The rightmost instrument is the airspeed indicator. This displays your aircrafts
- airspeed in miles per hour. An observant pilot will keep a close eye on the
- airspeed, since an aircraft will often stall when this speed falls below a certain
- value.
-
- Below the compass are two switches that indicate the status of the auto pilot
- (left switch) and the auto trigger (right switch). These two functions are
- controlled by the A and T keys, and when they are switched ON the switches point
- downwards. If you are having difficulty with strategy, then the autopilot should
- give you some ideas.
-
- At the top of the screen, above the outline of the view outside the cockpit, there
- are two lines of information. These are present on all of the in flight screens.
- At the very top is a messsage line, which lets you know of any significant
- information. In particular, you will be regularly informed of the position of the
- enemy, if they are within range. These messages will be similar to: "Enemy kite
- at 8 o'clock" Consider a clockface aligned so that 12 o'clock points in the
- direction you are travelling. 3 o'clock will be 90 degrees to the right and 6
- o'clock will be directly behind you. An enemy at 8 o'clock will be 120 degrees to
- the left.
-
- Below the messsage line, directly abutting the cockpit view, four parameters are
- permanently displayed.
-
- * To the left, ALT is your altitude above the ground, measured in feet.
-
- * VIDEO displays your current use of the in flight video facility. The first
- number shows the quantity of video taken and the second shows the total amount of
- space available for video storage. You can start to operate the video camera by
- pressing the V key, and when you do so the first number should start increasing.
- The video is turned off by pressing the V key again. The amount of available
- video storage depends on the free expanded memory on your computer.
-
- * GUN ROUNDS shows the number of bullets remaining in your firing drums. This
- number will not decrease if you have set the ARMS option on the preferences screen
- to OFF. In that case you have an infinite supply of bullets.
-
- * SENSITIVITY shows the current responsiveness of your aircraft to the keyboard
- flight controls. Initially the sensitivity is set to a value of 2, out of a
- possible range of 0 through 3. Press the 1 key to increase the sensitivity, or
- the 2 key to decrease it.
-
- Gun Sights
-
- Press the left square bracket [ key to return to the upper cockpit view. This
- will show the aircraft's gunsights, if the machine gun is mounted in front of the
- cockpit. Most aircraft in Dawn Patrol have this arrangement. The NieuPort is an
- exception with a machine gun mounted above the pilot on the top wing.
-
- You fire your machine gun by pressing the space bar (or joystick button). You
- will see your direction of fire from the tracer that is displayed. The gun
- operates in an authentic manner since it will jam if you keep firing for too long
- a burst. To unjam the firing drums you must first level off the flight of your
- aircraft ( to indicate that you are flying hands off, with your hands available to
- unjam the drums), and then press U. You will have to go through the same
- procedure when a drum has emptied and needs replacing. This happens whenever a
- multiple of hundreds of rounds is left, because each firing drum contains one
- hundred bullets.
-
- You are not restricted to firing from the gunsight view. The space bar operates
- your aircraft's machine gun irrespective of the on screen view.
-
- Map Screen
-
- The map screen shows the area relevant to your mission, and covers a region of
- some hundred miles square. It can be called up in, flight by pressing the M key.
- The action in Dawn Patrol is centered on the battlefields of north eastern France,
- an area which stretches from the Oise, south of Amiens, to Dunkerque and Oostende
- in the north. All of the major rivers, roads and forest are marked on the map.
-
- The position of your aircraft is displayed by a flashing dot on the map. Light
- blue dots are Allied aircraft (from England, France or America), whereas pink dots
- refer to Central Powers aircraft (Germany and Austro Hungary). The position of
- ground vehicles is also displayed, with dark blue and red dots representing Allied
- and Central Powers vehicles respectively. Since the action of some aerial
- dogfights is at close range you may find that a number of coloured dots are
- displayed very close together.
-
- External View
-
- You needn't watch your mission just from the point of view of your aircrafts
- cockpit An important feature of Dawn Patrol is the wide variety of external
- viewpoints from which the on screen action can be displayed. If you press ESC
- followed by F5, then you will see a view of your aircraft from a camera locked
- just outside your aircraft. Like all external views, the bottom part of this
- screen displays an information panel. This panel contains a lot of information
- about your mission.
-
- The top line of the panel has the words Piloted AC (piloted aircraft) to the left
- hand side, and it provides details about your aircraft. As well as the now
- familiar details of heading, speed and altitude, the leftmost of the top four
- boxes gives the name of your aircraft. In the example shown a NieuPort is being
- flown, and it is called Nieuport 1 because there is at least one other Nieuport in
- this mission.
-
- The second line is headlined Next WP, which stands for next waypoint. A waypoint
- is the location of a particular mission objective. In the example shown, the
- pilot is expected to NAVIGATE to the next waypoint, which is at the location
- specified by the three further boxes. These display the relative bearing, range
- and height of the waypoint, and to reach it the bearing should be set to 0
- degrees, and the aircraft set to reach the desired altitude.
-
- There may be more than one waypoint specified for the mission, and it's possible
- to step forward through them by pressing the ' key. (You can step back by
- pressing the ; key). In Dawn Patrol it is not essential for you to achieve any of
- the waypoint objectives. At the start of the mission it is better to concentrate
- on the details of the pre assigned mission objective, although the first waypoint
- sometimes gives information about the expected intercept of enemy aircraft. In
- missions where you are assigned to escort a group of bombers, further waypoints
- might relate to the planned bombing route. Such information could prove very
- useful if you become detached from your charges, and need to re establish contact.
-
- Once the mission objectives are achieved, a player of stamina can concentrate on
- further waypoint objectives. The waypoints are predetermined at the start of the
- mission, and are displayed purely for your information. It is not possible to
- change the mission profile by displaying a particnlar waypoint. Further waypoint
- types include 'attack', which locates a target to attack, and 'land' which
- displays the location of your homebase, where you can choose to land at the end of
- the mission.
-
- The third line displays the position of a variety of predetermined aircraft or
- locations They can be cycled by pressing the SHIFT and keys together. In this
- example the information relates to the location of the pilot's Home Base. Further
- information can be obtained on 'opposition' (the currently assigned enemy
- aircraft), 'escortee' (the bomber being escorted) and 'buddy' (the pilot's
- wingman), depending on the actual mission.
-
- The bottom line gives details of the particular view being displayed on the main
- part of the screen. The first two boxes display the current view type and the
- current 'viewee' The 'viewee' is the particular aircraft or object being viewed.
- In the example shown, the view is an 'outside locked' shot, and the 'viewee' is
- the nearest enemy. Dawn Patrol has a broad and flexible range of possible views
- of the action, and it is crucial to your success as a flyer that you can swiftly
- turn to the most suitable view at any given moment. The next sub section, 'The
- View Matrix', is devoted to helping you master the on screen view.
-
- The third box on the bottom line informs you that the object being viewed is at a
- range of 0 miles - within observation range, as can be seen! The final box
- details whether the view is fixed or free. In this case the view is 'fixed',
- which means that if another enemy craft came even closer than the one on display,
- the view would remain tracking the original aircraft. If the view had been
- altered to a free view (by pressing the Q toggle key), then if the viewee was
- 'nearest enemy' it would change if another enemy aircraft came closer. It could
- be very disconcerting to have a view suddenly alter especially in the middle of a
- dogfight. On the other hand in 'fixed' mode an unseen aircraft could get very
- close to you without your knowledge. To some extent you can reduce the chance of
- this happening in fixed mode by occasionally pressing CTRL and F simulaneously.
- This resets the view to the current nearest enemy, even when you are in 'fixed'
- mode.
-
- Mastering The View - The View Matrix
-
- In Dawn Patrol it is possible to create virtually any view of the most important
- objects associated with your mission by pressing just two sets of keys:
-
- [1] Press either a function key or a numeric key to alter the type of view.
-
- [2] Press the shift key and a function key simultaneously to determine the
- aircraft or target being viewed the 'viewee'.
-
- Conceptually it is very simple, but there are so many combinations of key presses
- available that it takes a little practice to get the best out of it. The viewing
- system is called a viewing matrix because each pair of key presses leads to a
- separate view. All the possible combinations can be written out in the form of a
- grid, rather like a matrix. The various key combinations can be inferred from the
- keyboard reference, and they are shown as a grid in table 2.
-
- VIEW TYPE
-
- VIEWEE CHASE OUTSIDE TRACK SATELLITE OUTSIDE INSIDE
- LOCK LOCK
- F4 F5 F6 F7 F8 F9
- MISSILE SHIFT F2
- NEAREST FRIEND SHIFT F3
- NEAREST ENEMY SHIFT F4 ENTER BACKSPACE
- CURRENT ENEMY SHIFT F5
- MESSAGE ABOUT SHIFT F7
- GROUND TARGET SHIFT F8
- NEAREST TARGET SHIFT F9
- PILOTED AIRCRAFT SHIFT ESC ILLEGAL ILLEGAL
-
- TABLE 2
-
-
- Along the top of table 2 are the six different 'view types':
-
- * CHASE Camera behind viewee, as if in a chasing aircraft
- * OUTSIDE Camera behind viewee, with absolute heading and pitch
- maintained
- * TRACK Camera behind viewee, following its pitch and heading
- * SATELLITE Camera above viewee, looking downwards
- * OUTSIDE LOCK Camera view across players aircraft, maintaining viewee
- in centre of picture
- * INSIDE LOCK Camera inside player's cockpit, maintaining viewee in
- centre of picture
-
- The eight 'viewees' down the first Column of table 2 are:
-
- * MISSILE Current bullet, if one has been fired
- * NEAREST FRIEND Nearest friendly aircraft normally a wingman or bomber
- * NEAREST ENEMY Nearest enemy aircraft, if within range (20 miles)
- * CURRENT ENEMY Enemy currently engaged against your aircraft
- * MESSAGE ABOUT Aircraft or vehicle referred to in last message
- * GROUND TARGET Ground target specified by mission
- * NEAREST TARGET Ground target nearest to player's aircraft
- * PILOTED AIRCRAFT Player's aircraft
-
- To get any particular view type of any viewee press the relevant key from the view
- type row followed by the relevant key from the viewee column. The best way to
- feel comfortable with the viewing matrix is to get practical experience altering
- the viewing parameters. Select a mission such as page 29 of the interactive book,
- where there are a lot of combat aircraft in the sky. Once in the air, press the P
- pause button (so that you can inspect the view matrix at your leisure), and
- systematically feel your way about the grid of table 2.
-
- Note that virtually any combination of view type and viewee is possible. For
- instance, if you want to see a satellite view of your nearest friend, then press
- F7 followed by the SHIFT and F3 keys together. Since the keypresses for view type
- and viewee are independent, the order in which you press the keys is not
- important.
-
- Press SHIFT and F4 together, followed by F8, to see a view of the nearest enemy
- aircraft from an 'outside lock' view. If you are taking part in the mission on
- page 29, this view should give you pause for thought - the screen is full of enemy
- aircraft, and they all appear to be chasing you! If you refer to the view matrix,
- you will see that the ENTER key has been marked at the intersection between
- nearest enemy and outside lock. This is a special hotkey we have created for the
- SHIFT F4, F8 combination. In combat this view can be very helpful to you, and we
- call it the 'outside combat lock' view. Similarly, the matrix shows that the
- BACKSPACE key is a shortcut for SHIFT F4, F9 - the inside lock view of the nearest
- enemy. This is the 'inside combat lock' view. Both combat lock views are
- discussed later in this section.
-
- As you explore the view matrix you should keep an eye on the bottom line of the
- information panel. The left most box displays the view type, and the next one
- displays the current viewee. Hence these two boxes register your location within
- the viewing matrix. As you play the game you will sometimes find that some key
- combinations do not register. This will be because the requested viewee does not
- actually exist. A common instance is when you have no nearest enemy either
- because all enemy aircraft have been shot down, or because the nearest enemy is
- more than 20 miles away. As noted in table 2, inside and outside lock views of
- your own aircraft are not valid.
-
- Fine Tuning Your View
-
- Once you have surveyed the view matrix a few times you will become more accustomed
- to the manipulation of the on screen views. Although it is not essential to use
- extra features, the viewing system in Dawn Patrol has even more flexibility than
- so far discussed.
-
- For instance, you can rotate the view of the viewee about horizontal and vertical
- axes by pressing the F2 and F3 keys. Note that this means the camera itself moves
- vertically and horizontally, respectively! (Rotation is not possible within a
- chase view). The view can be zoomed in and out using the F1 and ALT F1 keys. If
- you rotate and zoom a view, then the camera will maintain its new relative
- position for all subsequent views of the same view type. The default zoom and
- viewing angles can be reset individually with the CTRL F1, CTRL F2 and CTRL F3
- keys, or all together by pressing CTRL R.
-
- The view matrix as described will only display the nearest enemy or friendly
- aircraft, nut if there are other aircraft nearby it is possible to transfer the
- view to them as well. This is performed by using the ALT F key combination, which
- will transfer you to the next viewee nearest to the one you are currently looking
- at. This can only be done in 'fixed' mode, because 'free' mode will always choose
- the nearest viewee to your aircraft. If you are not in fixed mode then hit the Q
- toggle key. As an example, display an outside lock of the nearest friendly
- aircraft (F8 and SHIFT F3), then keep pressing ALT F to cycle through the views of
- all friendly craft. Note that the description of the viewee on the information
- panel remains Near Friend throughout this cycle. The last viewee chosen in the
- cycle will remain the 'Near Friend' unless the viewee is reset to the nearest
- using the CTRL F keys.
-
- After assembling all of this information, it is worth remembering what to do if
- you find yourself looking at an unfamiliar scene in the middle of a combat. Press
- ESC and the view will always return to your aircraft, press ENtER and you will
- always get an outside combat lock, and press the [ and ] keys to give gunsight and
- cockpit views of your own aircraft.
-
- Combat Lock
-
- The combat lock views which were discussed earlier can be very useful in aerial
- combat, and can make the task of becoming an air ace a more feasible option. We
- have provided these views because any cockpit view from a flight simulator
- subtends a relatively small portion of the entire sky. The proper use of combat
- lock frees your vision so that you can concentrate on the nearest enemy aircraft,
- wherever it may be.
-
- Outside Combat Lock
-
- This view always has your own aircraft in the foreground of the camera, which
- points towards the nearest enemy aircraft. Since the camera tries to maintain the
- enemy in the centre of view (whether or not it is obscured by your craft), the
- position and orientation of your aircraft on the screen will alter in response to
- movement of the enemy, even if you are not adjusting your controls. Initially
- this can be disconcerting, especially when the enemy aircraft is very close, as
- the movements of camera angles can be quite large. You must also remember that if
- the combat lock places the camera in front of your aircraft looking behind you,
- then a rudder deflection to the left will turn the aircraft towards the right of
- the screen.
-
- After a little practice you will find this view invaluable for determining the
- relative position of the enemy, and it is quite possible to make kills and fly an
- entire mission using the outside combat lock view.
-
- Inside Combat Lock
-
- Essentially similar to the outside view, inside combat lock places the nearest
- enemy in the centre of the screen from a camera position inside your cockpit. It
- is therefore a pilots eye view of the action, with an eye always turned towards
- the enemy. Your aim must be to manoeuvre your craft so that the front of the
- cockpit is positioned straight towards the enemy aircraft. There is no doubt that
- this view is a challenge to master but with perseverance it can be a deadly battle
- aid. It is helpful to practice on an aircraft with very good flying
- characteristics - you could, for instance, try the Spad 7 on page 79 of the Dawn
- Patrol book. The first thing to notice is the view inside combat lock provieds of
- your aircraft. The cockpit is an essentially empty basket (all instrumentation
- has been removed), but the wings, front and rear of the aircraft should be
- familiar to you. If the camera points towards the inside of the cockpit, this
- means that the nearest enemy aircraft is below you. If the view is of the rear of
- your aircraft you will need to turn in order to get the enemy in your sights at
- the front.
-
- Because the inside combat view can be disorienting we have provided a number of
- orientation lines so that you can tell whether you are facing up or down, left or
- right, front or rear. These lines are placed in the rear half of the sky above
- the cockpit and are rigidly connected to your aircraft when the aircraft moves,
- the lines move with it. Each line terminates in a half arrow that points forward
- and upward relative to the aircraft. The lighter coloured lines are overhead, and
- the most overhead line terminates in a full forward facing arrow.
-
- The only way to master combat lock is to practice hard. Get used to what the
- front of your cockpit looks like, because you will be aiming to see the enemy from
- there as you go in for a kill. If you ever get completely disoriented then you
- should move to another view, such as Outside Combat Lock, until you regain your
- bearings.
-
- One tip for manoeuvring as you turn is to try and keep the orientation lines
- parallel with the horizon. You will then be taking a near optimum route to
- getting the enemy in front of your sights. Always keep an eye on your altitude
- and your airspeed, since below a certain speed your aircraft will stall. If
- combat lock appears to have stopped working and you cannot restore it, then the
- answer is simple. There are no more enemy aircraft to lock on to!
-
- The Post Mission Screen
-
- Your mission, once flown, is completed when you decide to terminate it. In
- flight, either press ALT X, or press F10 and select the end mission option. A
- post mission debriefing screen will then be displayed. This summarises the
- outcome of the mission, written from the perspective of the pilot detailed in the
- mission briefing. If you flew for the opposition, then the aim will have been to
- spoil the mission objectives. However the greatest challenge is to master the
- mission objectives in the manner outlined in the mission briefing. In a sense,
- this is the overall mission objective for all players of Dawn Patrol.
-
- The two options available from here are to choose video replay, which allows you
- to view video footage of your flight (or any other video stored on your hard
- disk), or to choose reset page, which takes you back to the page describing your
- mission.
-
- Preferences
-
- The last page of the Dawn Patrol book, page 160, contains the 'preferences' screen
- from where you can alter some of the basic in flight and input device options.
- The screen can also be accessed during a mission by pressing the F10 key. Each
- available option (highlighted in red) is next to the current setting (displayed in
- blue).
-
- Engines
-
- There are two options; normal and super. The normal engine setting develops the
- same thrust as the original aircraft. The super setting develops a 50% greater
- thrust, thus conveying a significant combat advantage.
-
- Vulnerability
-
- The two options are on and off. The on setting means that your aircraft will be
- invulnerable to weapons fired from enemy craft. The off setting leads to your
- aircraft suffering realistic damage while under attack.
-
- Arms
-
- There are two options; on and off. The on setting leads to your gun rounds
- counter being depleted by one every time a bullet is fired. The off setting gives
- you unlimited gun rounds.
-
- Targets
-
- The three options are soft, medium, and hard. Under the soft setting, the enemy
- aircraft will be damaged if bullets are fired nearby. The medium setting leads to
- damage if your bullets hit anywhere on the enemy aircraft. Under the hard
- setting, damage is created only when bullets are fired near the centre of the
- target.
-
- Skill Level
-
- There are three options; low, medium, and high. The operational skill of an
- average enemy pilot is proportional to the skill level setting. An enemy novice
- will be less skilful than the average setting, while an enemy ace will be more
- skillful.
-
- Running Demo
-
- The two options are on and off. When turned on, the game will enter demonstration
- mode, which only applies if the book is being displayed. Pages will be turned
- every 10 seconds on still image pages, and at the end of the animation sequence on
- animated pages.
-
- Mouse Sensitivity
-
- There are two options; low and high. Under low sensitivity the mouse needs to be
- moved twice as far to effect the same on screen pointer movement as under high
- sensitivity.
-
- Joystick Sensitivity
-
- The four options are low, medium, high and custom. The default setting is medium.
- If your joystick seems to suffer from poor calibration (see re-calibration opion
- under control type) and you have no trim controls, or those that you do have do
- not help, then you should choose low sensitivity. If you prefer to make your
- aircraft very sensitive then choose the high setting. The custom setting should
- only be used if you have created a custom sensitivity using the information in
- Appendix B.
-
- Control Type
-
- There are six options; keyboard, joystick, joy-throttle, flightstick pro,
- thrustmaster, and recalibrate. The options refer to the control type for the in
- flight section of the game.
-
- Keyboard - Change flight control entirely to keyboard.
- Joystick - This is the standard joystick option. Such a joystick has two
- movement axes and two fire buttons (A and B). If a second
- joystick is connected, the fire buttons on that stick can be
- used as buttons C and D.
- Joy-Throttle - A joy throttle has an additional independent throttle lever
- which can be used to control the aircraft's fuel intake and rev
- count. It may have up to four fire buttons. This option is
- compatible with the standard Flightstick and the Maxx Yoke.
- FlightStick Pro - The FlightStick Pro has a throttle on the base of the joystick
- to control the rev count and a 'coolie hat' on the top with four
- extra switches.
- Thrustmaster - The Thrustmaster PFCS has a top "coolie hat" with four extra
- switches.
- Re-calibrate - This option should be used if there is a tendeney for your air-
- craft to yaw or pitch when the joystick is centred. Please see
- Appendix B for details of how to proceed.
-
- Separate Rudder
-
- The two options are on and off. If you have separate rudder pedals this option
- should be turned on.
-
- Sound
-
- There are three options; all off, no engine sounds or with engine sounds. These
- settings relate to the in flight section, and will output no sound; all sounds
- except the noise of the engine; or all available sounds. CD users will be able to
- select the speaker icon regardless of the setting of this option.
-
- Music
-
- The two options are off and on. When turned on, music will be played in the book
- section of the game.
-
- Detail Level
-
- There are four options; 386, 486, 486DX33, and faster. This setting alters the
- amount of terrain and vehicle detail which the program attempts to display in
- flight (the faster the setting the more the detail). Set the option to the
- specification closest to that of your particular PC. It is best to experiment,
- since the graphic speed of your machine will depend on factors other than the main
- processor, such as the type of video card. If the frame rate on your PC appears
- to be unacceptably slow, then turn to a slower option.
-
- Auto Detail
-
- The two options are on and off. When set to on, auto detail turns off any graphic
- detail that will greatly slow the displayed frame rate. It does this on a frame
- by frame basis.
-
- Auto Window
-
- There are two options; on and off. Auto window reduces the size of the display
- window if the frame rate begins to slow. It is an alternative method to 'auto
- detail' for dealing with frame rate reduction, although both features can be set
- on at the same time.
-
- Screen Fades
-
- The two options are off and on. This feature allows a smooth fade during the
- transition between two game screens. You should consider switching off screen
- fades on slower PC's.
-
-
- SECTION 5
- ---------
-
- FLYING AND SHOOTING
-
- Basic Flying Skills
-
- This section deals briefly with some of the fundamentals you will need to master
- in order to become a Dawn Patrol ace. All of the aircraft featured in the game
- have different flight characteristics. You will find that some will climb faster
- than others, some will turn more easily than others, and that the stalling speeds
- of each aircraft differ. World War One aces had to cope with this, too!
-
- Climbing
-
- An aircraft climbs when the lift provided by its wings is greater than its weight.
- Lift is proportional to the square of the velocity of the aircraft. Hence, if you
- want your aircraft to climb quickly and steeply, pull back on the joystick and
- increase the thrust of your engine, so that you gain airspeed. If you want to
- make a sustained altitude gain, then your angle of climb should be no more than 10
- to 15 degrees. A steeper angle of climb will result in consistent loss of
- airspeed, leading to a loss of lift. Eventually your aircraft will start to fall
- and then there is a risk of it stalling.
-
- Reducing Altitude
-
- Apart fronm pushing the joystick forward, there are two other factors which will
- reduce your aircraft's altitude. The aircraft will fall if you reduce the engine
- thrust, since the lift generared by the wings depends on the velocity. More
- surprisingly, altitude can be lost when the aircraft is running. Since the lift
- points upwards in the direction of the tailplane, a turning aircraft loses some of
- the vertical component of its lift. If no rudder or elevator is applied the
- aircraft will lose altitude.
-
- Turning your Aircraft
-
- Your aircraft can be turned by moving your joystick left or right in the direction
- you wish to turn. If you turn acutely, then the aircraft will lose altitude. To
- prevent this from happening, you should pull up slightly on the joystick as you
- turn.
-
- Stalling
-
- An aircraft will stall when it loses all lift from its wings. This will tend to
- happen when you have climbed too steeply, or have let the airspeed fall below
- about 50 mph. At this point the nose of the aircraft will be pointing downwards,
- and it will not respond to flight controls. You can come out of a stall by
- letting go of the stick and increasing the thrust of your engines. As the
- airspeed builds up, gently pull back on the stick.
-
- Immelmann Turn
-
- This manoeuvre was first introduced by the German air ace Max Immelmann, who used
- it to devastating effect during World War One. Expert use of the turn allows you
- to reverse your direction in the minimum amount of time and space. An
- inexperienced attacker appearing on your tail can become cannon fodder before he's
- had time to line you up in his sights. An enemy who passes you after a head on
- encounter can suddenly find you on his tail.
-
- To perform your first Immelmann Turn, get a good external view of your aircraft.
- If you are performing head on approaches towards an enemy aircraft then you might
- wish to choose an outside combat lock view. If your airspeed is below about 120
- mph you should increase it by putting yourself into a dive. Pull back on the
- stick so that you start climbing, and wait until you are nearly vertical and your
- airspeed is at about 60 miles per hour. At this point apply full rudder, either
- to your left or right, by pressing the END or PG DN keys on your numeric keypad.
- Keep your hands on the rudder, and the aircraft will rotate about its tail, with
- its nose turning towards the ground. Come out of the turn at the appropriate
- point by letting go of the rudder, pulling back on the stick, and applying a
- little compensating rudder as needed. After a few practices the turn should
- become a normal part of your combat repertoire. Some aircraft will feel quite
- different when you perform this manoeuvre, so you will have to be ready to make
- small flight adjustments to maintain stability.
-
- Page 62 of the Dawn Patrol book has a detailed animation of the Immelmann Turn as
- it should be performed in combat. Study it closely, and see if you can emulate
- it. The mission associated with page 62 gives you the opportunity for a number of
- Immelmann Turns as the enemy perform repeated head on passing manoeuvres.
-
- These days the 'Immelmann Turn' is better known as the 'Hammerhead Turn'. Even
- so, it should not be confused with the more modern 'Immelmann' manoeuvre.
-
- Gunnery Tactics
-
- Improving your Shooting
-
- All of the aircraft in Dawn Patrol are equipped with one or two machine guns.
- Pressing the [ key will give an upper cockpit view of the gun sights, so long as
- the guns are forward mounted. At all times, pressing the space bar will activate
- the machine gun. There is no need to fire just from the gun sight view, since it
- is possible to see the tracer from any view of your aircraft. The direction of
- the tracer tells you where the bullets are being delivered. A machine gun bullet
- has a range of about 200 yards, and its effect on the target will be determined by
- the distance to the target, where it hits, and the setting of the TARGETS option
- on the preferences screen.
-
- If you are recording hits on the target, then you will hear the ricochet of the
- bullets, and you will see puffs of smoke from the enemy aircraft.
-
- Ground Targets
-
- Targets on the grournd include buildings, airfields, trucks aud barrage balloons.
- You will be able to see most nearby ground targets by pressing F6, then SHIFT F9
- followed by repeatedly striking ALT F. These commands will cycle through the
- nearby ground targets depending on which side you choose for the mission.
- Opposition convoys are always displayed on the map screen, and you are at liberty
- to chase after them if you wish. The mission on page 74, 'Ground Attack',
- involves attacking enemy trucks. There are a potential fifteen further ground
- targets in this mission, and it is not recommmended that you try and attack them
- all.
-
- It is best to attack truck convoys by strafing the ground and 'walking' the
- bullets to the target. Start firing your guns, see where the bullets are hitting
- and adjust your line of flight so that the line of bullets coincide with the
- convoy. Don't keep firing too long or your guns will jam.
-
- Flak
-
- Many of the ground targets are artillery sites, and they can be a danger. In
- general you should try and avoid areas where there is heavy flak because you run a
- high risk of being shot down.
-
- Sites equipped with anti aircraft artillery deliver white streams of tracer
- bullets. Larger bore sites deliver large plumes of exploding flak at higher
- altitudes. The flak from Allied artillery is white, while the flak from Central
- Powers artillery is black. At least you will know who is firing at you! If you
- are in the middle of a flak attack you might consider making a positive movement
- of heading and altitude every 15 seconds, and clearing out as quickly as you can.
-
- Aircraft
-
- The firing arcs of a number of the aircraft featured in Dawn Patrol are shown in
- diagram 1. This diagram shows the relative strengths and weaknesses of each
- aircraft. For instance the Gotha bomber is very well protected at the rear, but
- it is extremely vulnerable to frontal attacks from below. In Dawn Patrol the Fe2b
- is treated as a fighter and so it is only capable of firing a forward fixed gun.
- A knowledge of the firing arcs of any aircraft can be very useful, whether or not
- you are attacking one, escorting one, or flying one yourself.
-
-
- SECTION 6
- ---------
-
- VIDEO EDITING SUITE
-
- The video editing suite is controlled from a single screen located at page 159 of
- the interactive book. It can be accessed through the List of Contents page or at
- the end of a mission from the post-mission briefing screen. In either case the
- facility can only be used if there is video to be edited. Video can be shot
- during a mission by pressing the V key. It will then be resident in memory, and
- can be edited on line. Video footage is destroyed if you exit Dawn Patrol without
- having saved it onto your hard disk using the editing facility. Once written to
- your disk it can be edited and viewed whenever you wish. Therefore, if you have
- sufficient disk space it is advisable to save the original video straight to disk
- after a mission.
-
- Unlike any real life editing facility you are able to do much more than patch
- together different pieces of video. If you are unhappy with the camera angles and
- positions used to shoot the original, you can alter all the viewing
- characteristics with the same flexibility as the viewing matrix available in the
- game. The editing suite can be controlled by manoeuvring the on sereen pointer
- with the mouse and keyboard, but almost every facility is mapped to an individual
- hotkey for easy operation.
-
- The major features of the editing facility are as follows:
-
- Title Bar
-
- This strip runs along the top of the screen. The filename is an eight character
- identifier of the current video footage. 'Last page' refers to the total memory
- size of the video footage. Expanded memory is divided into 'pages', each of which
- is 16 Kbytes long. Page count starts at zero, so a last page number of two takes
- up three pages, or 48 Kbytes. The number next to 'Position' is the location in
- memory of the current video frame. The first digit of the 'position' is the page
- number of the current frame.
-
- Movement Block
-
- Basic video machine style controls are located in the middle on the left hand side
- of the screen. Moving across from left to right and then downwards the buttons
- are:
-
- PLAY/PAUSE Toggle between play and pause
- MOVE FORWARD ONE FRAME Move the video forward a single frame
- STOP Stop the video
- REWIND TO BEGINNING Rewind the video to the start
- FAST REWIND Rewind the video at an accelerated pace
- REWIND ONE SECTION Rewind the video one page backwards
- FORWARD ONE SECTION Move one page forwards
- FAST FORWARD Wind the video forward at an accelerated pace
- FAST FORWARD TO END Wind the video to the end
-
- This video movement grid is mapped directly to the numeric keypad of your machine.
-
- Zoom and Rotate Keys
-
- These are similar to the zoom and rotate facilities of the flight simulator.
-
- H = Horizontal. The left and right arrows allow you to rotate left and right
- about a vertical axis.
-
- V = Vertical The up and down arrows allow you to rotate up and down about a
- horizontal axis
-
- Z = Zoom The up and down arrows allow you to zoom in and out.
-
- Select the central H, V or Z letter to reset to the original display angle or zoom.
-
- Note that a key or screen hotspot must be selected once to start the effect and
- once again to stop the effect.
-
- Use the same keys as those available in flight. F2 and ALT F2 for vertical
- rotation; F3 and ALT F3 for horizontal rotation; F1 and ALT F1 for zoom.
-
- View Type Selector
-
- The currently selected view type is displayed at the top of the box. These view
- types are the same as those available in flight.
-
- TRACK Track view of the viewee
- INSIDE The view of the viewee from your cockpit. Enhanced by toggling
- cockpit on option.
- OUTSIDE An outside view of the viewee
- CHASE Chase view of viewee
- SATELLITE Satellite view of viewee
- IN LOCK Inside lock view of viewee
- OUT LOCK Outside lock view of viewee
-
- All of these viewing characteristics can be controlled by the familiar function
- keys.
-
- Viewee Selector
-
- The currently selected viewee is displayed at the top of this box.
-
- PILOT AC: Viewee is your aircraft
- NR GROUND: Viewee is the nearest ground target, if there is one.
- HOME BASE: Viewee is your home base
- NR UNFRND: Viewee is the nearest enemy aircraft
- NR FRIEND: Viewee is the nearest friendly aircraft
-
- The viewee can also be selected using the familiar shift function keys.
-
- Extra Flags
-
- The following flags work in conjunction with the other options on Video Editing
- Suite. They can all be accessed by pressing the first letter of the function.
-
- VIEWEE FIX /FREE: Toggle between fixed and free viewpoints (hotkey V or Q)
- COCKPIT OFF/ON: Toggles a view of cockpit on and off for relevant view types
- (hotkey C)
- TIME NORM/ACCEL: Toggles between normal and accelerated time (hotkey T)
- NEXT ITEM: If you have selected the VIEWEE FIX option then this moves to
- the next nearest viewee. Especially suitable for unfriendly
- aircraft (hotkey N or ALT F)
- MSL VW OFF/ON: If toggled 'ON' it is possible to view the flight of bullets
- as they are fired (hotkey M)
- IMPT VW OFF/ON: If toggled 'On' then the view is transferred to targets just
- before they blow up (hotkey I)
-
- Lower Editing Box
-
- This facility is used for all the high level video production including editing
- and splicing, cutting as well as the manipulation of video files on your hard
- disk.
-
- All grey symbols [e.g : 1, 2, 3,] at the bottom of the box are the relevant
- hotkeys.
-
- Start Marker
-
- START: Places the start marker at the beginning of the video: 'position' 0.
- MARK: Places the start marker at the current video position.
- GO: Move current video position to position of start marker.
-
- Block Edit
-
- Note: A 'Block' is a section of video bracketed by 'Start' and 'End' markers.
- DEL: Delete a video block (be careful - no confirmation asked!)
- WRITE: Write a video block to disk.
- READ: Read a video block into RAM. This allows you to splice different video
- segments into your footage.
-
- File Edit
-
- LOAD: Load a previously saved video file into the editor. This overwrites all
- video currently in memory.
- SAVE: Saves the current video block to memory. You should provide an eight
- character name, without a file extension.
- DEL: Deletes a video file from your hard disk.
- Note: Videos are held in the videos sub-directory on your hard disk and can
- be directly manipulated from there.
-
- End Marker
-
- END: Place an end marker at the last frame of the current video.
- MARK: Place an end marker at the current video position
- GO: Move the current video position to the end marker.
-
-
- APPENDIX A
- ----------
-
- In Flight Keyboard Controls
-
- General advice for altering the in flight view:
-
- [a] Press the shift key and a function key simultaneously to determine the
- aircraft or target being viewed (the 'viewee')
-
- [b] Press either a function key or a numeric key to alter the type of view.
-
- KEYBOARD REFERENCE - NORMAL KEYS
-
- ESC Change viewee to your aircraft
- F1 Zoom in (ALT F1 is zoom out)
- F2 Rotate vertically around viewee
- F3 Rotate horizontally around viewee
- F4 External chase view
- F5 Outside view camera maintains absolute heading and pitch
- F6 Track view camera pitches and turns with the aircraft
- F7 External satellite view
- F8 View across your aircraft to the viewee (outside lock)
- F9 View from your aircraft's cockpit of the viewee (inside lock)
- F10 Configuration menus
- 1 Increase the keyboard flight control sensitivity
- 2 Decrease the keyboard flight control sensitivity
- 5 View the rear of your aircraft from the inside
- 6 View the left of your aircraft from the inside
- 7 View the front of your aircraft's cockpit from the inside
- 8 View the right of your aircraft from the inside
- 9 View the rear of your aircraft from the inside
- 0 Return to cockpit from an outside viewpoint
- - Decrease RPM continuously, in small steps
- + Increase RPM continuously, in small steps
- BACKSPACE Inside combat lock - lock onto nearest enemy (see manual)
- TAB Speed up time (turns off when any key pressed or mission event occurs
- Q Toggle between fixed and free viewpoints of viewee
- W Wheel brake
- R Decrease rate of rotation for F2 and F3 keys
- T Auto gunfire (only if autopilot ON)
- U Unjam machine guns
- P Pause
- [ Look up (see gun sights if looking forward)
- ] Look down (see instrument panel if looking forward)
- ENTER Outside combat lock (lock onto enemy from outside view)
- A Autopilot (toggle - indication on instrument panel)
- S Sound toggle (off, no engine sounds or with engine sounds)
- J Increase rate of gunfire
- K Decrease rate of gunfire
- ; Step back through waypoints
- ' Step forward through waypoints
- Z Impact viewpoint- switch view to target when hit
- X Missile viewpoint - switch view to launched bullet
- V Video toggle
- B Air brake toggle
- M Map screen (ESC to return to flight)
- , Minimum power setting
- . Maximum power setting
- SPACE Fire
-
-
- NUMERIC KEYPAD AND CURSOR CLUSTER
-
- END (1) Full rudder deflection, left
- PAGE DOWN (3) Full rudder deflection, right
- INSERT (0) Gradual rudder deflection, left
- DELETE (.) Gradual rudder deflection, right
- 8 or cursor up Dive - pull forward on stick
- 4 or cursor left Roll to the left
- 6 or cursor rlght Roll to the right
- 2 or cursor down Climb - pull back on stick
- - Decrease RPM by single, large steps
- + Increase RPM by single, large steps
-
- KEYBOARD REFERENCE - 'ALT &' KEYS
-
- ALT F1 Zoom out
- ALT F2 Rotate vertically around viewee in opposite direction to F2
- ALT F3 Rotate horizontally around viewee in opposite direction to F3
- ALT F5 Outside view looking out from viewee
- ALT F6 Track view looking out from viewee
- ALT F7 View below viewee
- ALT F8 View looking from in front of your aircraft to the viewee
- ALT F9 View from in front of the viewee to your aircraft
- ALT F10 Decrease time speed up
- ALT R Increase rate of rotation for F2 and F3 keys
- ALT D Automatically select level of detail suitable for machine
- ALT F Select the next nearest viewee [fixed mode only]
- ALT X Exit flight
-
- KEYBOARD REFERENCE 'CTRL &' KEYS
-
- CTRL F1 Reset zoom
- CTRL F2 Reset to default vertical view angle
- CTRL F3 Reset to default horizontal view angle
- CTRL F8 Lock view from behind the viewee to your aircraft
- CTRL F10 Increase time speed up
- CTRL R Reset rate of rotation for F2 and F3 keys and reset view and
- zoom parameters
- CTRL D Toggle 3D detail (auto detail must be turned off first)
- CTRL F Reset fixed viewpoint to current nearest viewee
- CTRL V Reset video to start and begin recording
-
- KEYBOARD REFERENCE 'SHIFT &' KEYS
-
- SHIFT ESC View of player's aircraft, maintaining last viewpoint
- SHIFT F2 View of launched missile
- SHIFT F3 View of nearest friendly aircraft
- SHIFT F4 View of nearest enemy aircraft
- SHIFT F5 View of object you have been assigned to attack, according
- to on screen messages
- SHIFT F7 View of object that last message refers to
- SHIFT F8 View of currently assigned ground target
- SHIFT F9 View of nearest possible ground target
- SHIFT 9 View of your wingman
- SHIFT - Decrease RPM in large steps
- SHIFT + Increase RPM in large steps
- SHIFT TAB Uninterrupted time speed up
- SHIFT F Toggle between fixed and free viewpoints of viewee
- SHIFT ; Cycle through position information
-
- 'SHIFT &' NUMERIC KEYPAD
-
- SHIFT - Decrease RPM by standard amount
- SHIFT + Increase RPM by standard amount
- SHIFT 8,4,6&2 View directions
-
-
- Keyboard Reference Chart Keys by Subject
-
- VIEWPOINTS
-
- ESC Change viewee to your aircraft
- SHIFT ESC View of player's aircraft, maintaining last viewpoint
- F1 Zoom in
- ALT F1 Zoom out
- CTRL F1 Reset zoom
- F2 Rotate vertically around viewee
- ALT F2 Rotate vertically around viewee in opposite direction to F2
- CTRL F2 Reset to default vertical view angle
- F3 Rotate horizontally around viewee
- ALT F3 Rotate horizontally around viewee in opposite direction to F3
- CTRL F3 Reset to default horizontal view angle
- SHIFT F2 View of launched missile
- SHIFT F3 View of nearest friendly aircraft
- SHIFT F4 View of nearest enemy aircraft
- SHIFT F5 View of object you have been assigned to attack, according to
- on screen messages
- SHIFT F7 View of object that last message refers to
- SHIFT F8 View of currently assigned ground target
- SHIFT F9 View of nearest possible ground target
- SHIFT 9 View of your wingman
- F4 External chase view
- F5 Outside view: camera maintains absolute heading and pitch
- ALT F5 Outside view looking out from viewee messages
- F6 Track view: camera pitches and turns with the aircraft
- ALT F6 Track view looking out from viewee
- F7 External satellite view
- ALT F7 View below viewee
- F8 View across your aircraft to the viewee (outside lock)
- ALT F8 View looking from in front of your aircraft to the viewee
- CTRL F8 Lock view from behind the viewee to your aircraft
- F9 View from your aircrafts cockpit of the viewee (inside lock)
- ALT F9 View from in front of the viewee to your aircraft
- 5 View from the rear of your aircraft from the inside
- 6 View the left of your aircraft from the inside
- 7 View the front of your aircrafts cockpit from inside
- 8 View the right of your aircraft from the inside
- 9 View the rear of your aircraft from the inside
- 0 Return to cockpit from an outside viewpoint.
- BACKSPACE Inside combat lock - lock onto nearest enemy (see manual)
- Q Toggle between fixed and free viewpoints of viewee
- R Decrease rate of rotation for F2 and F3 keys
- ALT R Increase rate of rotation for F2 and F3 keys
- CTRL R Reset rate of rotation for F2 and F3 keys and reset view angle
- [ Look up (see gunsights if looking forwards)
- ] Look down (see instrument panel if looking forward)
- ENTER Outside combat lock (lock onto nearest enemy from outside view)
- ALT F Select the nearest viewee [fixed mode only]
- CTRL F Reset fixed viewpoint to current nearest viewee
- SHIFT F Toggle between fixed and free viewpoints of viewee
- Z Impact viewpoint - switch view to target when hit
- X Missile viewpoint - switch view to launched bullet
-
- [NUM KEYPAD] SHIFT 8,4,6&2 View directions
-
- ACCELERATION CONTROLS
-
- TAB Speed up time (turns off when any key pressed or mission event
- occurs)
- SHIFT TAB Uninterrupted time speed up
- ALT F10 Decrease time speed up
- CTRL F10 Increase time speed up
-
- GEAR
- W Wheel brake
-
- FLIGHT CONTROLS
-
- A Autopilot (toggle - indication on instrument panel)
- 1 Increase the keyboard flight control sensitivity
- 2 Decrease the keyboard flight control sensitivity
- [NUM KEYPAD]END Full rudder deflection, left
- [NUM KEYPAD]PG DN Full rudder deflection, right
- [NUM KEYPAD]INS Gradual rudder deflection, left
- [NUM KEYPAD]DEL Gradual rudder deflection, right
- [NUM KEYPAD](8,4,6,2) Flight directions
- CURSOR Right, Left, Up, Down Flight directions
- B Air brake toggle
-
- ENGINE CONTROLS
-
- , Minimum power setting
- . Maximum power setting
- [NUM KEYPAD] - Decrease RPM by single, large steps
- [NUM KEYPAD] + Increase RPM by single, large steps
- SHIFT - Decrease RPM in large steps
- SHIFT + Increase RPM in large steps
- [NUM KEYPAD] SHIFT - Decrease RPM by standard amount
- [NUM KEYPAD] SHIFT + Increase RPM by standard amount
- - Decrease RPM continuously, in small steps
- + Increase RPM continuously, in small steps
-
- GENERAL CONTROLS
-
- F10 Configuration menus
- ALT X Exit flight
- P Pause
- S Sound toggle (off, no engine sounds or with engine sounds)
- V Video toggle
- CTRL V Reset video to start and begin recording
- ALT D Automatically select level of detail suitable for machine
- CTRL D Toggle 3D detail (auto detail must be turned off first)
-
- WEAPONS CONTROLS
-
- SPACE Fire
- T Auto gunfire (only if antopilot ON)
- U Unjam machine gun
- J Increase rate of gunfire
- K Decrease rate of gunfire
-
- MAPS AND WAYPOINTS
-
- M Map screen (ESC to return to flight)
- ; Step back through waypoints
- ' Step forward through waypoints
- SHIFT ; Cycle through position information
-
-
- APPENDIX B
- ----------
-
- JOYSTICK CALIBRATION
-
- After changing the joystick option and choosing 'accept' you will be asked to move
- your joystick controls in order to calibrate the game to your joystick. There are
- a number of factors which can effect the operation of the analogue jovstick and it
- is necessary to go through this process in order to get the best from it.
-
- First, ensure that any auto fire devices are turned off. These will not be useful
- in this simulation and will confuse the calibration process.
-
- ALL JOYSTICKS
-
- For all joysticks you will be asked to:
-
- "Centre Stick & Press Fire Button"
-
- Then you will be asked to:
-
- "Move Stick thro' full movement & Press Fire Button"
-
- Make sure that you push the stick to its maximum deflection on each of the four
- sides. On some joysticks the maximum deflection is in the corners on others it is
- in the middle of each edge, so to be certain of covering all the positions you
- should run along each edge and into each corner before pressing the joystick fire
- button.
-
- If the joystick is not connected then after a few seconds the following message is
- displayed and the keyboard will be selected as the flight control device:
-
- "CALIBRATION ERROR" "Press Enter"
-
- You may also see a message like:
-
- "Warning: Poor Calibration" "Move trim to left and back"
-
- This message indicates in which direction the trim controls should be moved to
- improve the calibration. It will only help if your joystick is fitted with trim
- controls.
-
- You will then be asked to
-
- "ACCEPT" or "RETRY"
-
- You should "chop" the available trim range until the calibration screen accepts
- the value. For example, when you first calibrate with the trim centered you might
- get the message:
-
- "Move trim to RIGHT"
-
- Move the trim to the furthest right, and try again. Now, you may get the message:
-
- "Move trim to LEFT"
-
- The 'correct' place is clearly somewhere between the two trim settings. Move the
- trim half the distance back towards the left and retry the calibration. You will
- be told which direction to move the trim this time. Move it by only half the
- distance you moved it last time. Continue this process of halving the range until
- your joystick is accepted.
-
- With certain joysticks there can be problems when initially moving the trim the
- furthest distance:
-
- On some joysticks it may be necessary to move the trim in the opposite direction
- to that in the messages. If you find that pushing the trim all the way in the
- requested direction has no effect on the warning message, then try pushing it in
- the opposite direction. If this does change the warning message then you have one
- of these non standard joystick designs.
-
- It can be possible to move the trim so far in one direction that the calibration
- code cannot produce any kind of calibration. In these cases a calibration error
- message will be displayed. Please try again, but do not push the trim control
- quite so far.
-
- This is the end of the joystick configuration for normal joysticks.
-
- FLIGHTSTICK PRO AND THROTTLE CALIBRATION
-
- For the FlightStick Pro and Throttle jovsticks there are two extra request
- screens. These vary depending on whether or not you have also selected analogue
- rudder pedals.
-
- If you have not selected rudder the first screen reads:
-
- "Min Throttle" "& Press Fire Button"
-
- You may arbitrarily decide to make your throttle work in either direction so you
- can choose either end as the minimum.
-
- If you have also selected Rudder pedals then this request will read:
-
- "Min Throttle" "Centre Pedals" "& Press Fire Button"
-
- If the screen times out, or the throttle or pedals cannot be detected then the
- following message is displayed and the keyboard will be selected as the flight
- control device:
-
- "CALIBRATION ERROR" "Press Enter"
-
- If you have not selected rudder the second screen will show the following text:
-
- "Max Throttle" "& Press Fire Button"
-
- You should move the throttle control to the opposite extreme, then press the
- joystick fire key. If you have selected rudder the second screen will show the
- following text:
-
- "Max Throttle" "Move Pedals thro' full movement" "& Press Fire Button"
-
- As well as moving the throttle to the opposite extreme you should also press down
- each of the rudder pedals in turn before pressing the joystick fire key.
-
- If the centering of the rudder pedals is poor then you may be warned:
-
- "Warning: Poor Calibration" "Move trim to left & right"
-
- See the section above entitled 'ALL JOYSTICKS' for advice on dealing with this
- warning message.
-
- THRUSTMASTER CALIBRATION
-
- For the Thrustmaster PFCS coolie hat there are two additional request screens.
- These vary depending on whether you have also selected analogue rudder pedals.
-
- If you have not selected rudder the first screen reads:
-
- "Centre Coolie" "& Press Fire Button"
-
- If you have rudder selected the screen will read:
-
- "Centre Coolie" "Centre Pedals" "& Press Fire Button"
-
- The coolie centre position is the position it returns to when released.
-
- If the screen times out, or the coolie hat or pedals cannot be detected then the
- following message is displaved and the keyboard will be selected as the flight
- control device:
-
- "CALIBRATION ERROR" "Press Enter"
-
- NOTE: If you have also attached the WCS (Weapon Control System) you can either
- calibrate the PFCS as a standard joystick and use the keyboard mapping program to
- activate the coolie hat or you should set the switch to TEST and ANALOGUE on the
- WCS.
-
- If you have not selected rudder the second screen will then show the following
- text:
-
- "Move Coolie thro' full movement" "& Press Fire Button"
-
- It is important that you push the coolie hat into all four possible positions.
-
- If you have selected rudder the second screen will then show the following text:
-
- "Move Coolie tho full movement. Move Pedals thro full movement & Press Fire Button"
-
- It is important that you push the coolie hat into all four possible positions, and
- press down each of the rudder pedals in turn before pressing the joystick fire
- key.
-
- If the centring of the rudder pedals is poor then you may be warned:
-
- "Warning: Poor Calibration" "Move trim to left/right"
-
- See the section above entitled "ALL JOYSTICKS" for advice on dealing with this
- warning message.
-
- If you have Thrustmaster's WCS Mk.II, which attaches to the keyboard port and can
- emulate the keyboard keys that controls the throttle, as well as any other
- functions, here are the keys that can be used for that unit:
-
- .> Max throttle
- shift = + Continuous large increases
- pad + Single large increases
- = + Continuous small increases
- shift pad + Single small increase
- shift pad - Single small decrease
- _ Continuous small decreases
- pad - Single large decrease
- shift _ Continuous large decreases
- ,< Min throttle
-
- RUDDER PEDALS
-
- If you have selected Thrustmaster or FlightStick then you have already configured the
- rudder. If you selected joystick and rudder pedals then the following two additional
- screens will calibrate the rudder. Screen 1 requests:
-
- "Centre Pedals" "& Press Fire Button"
-
- If the screen times out, or the pedals cannot be detected then the following
- message is displayed and the keyboard will be selected as the flight control
- device:
-
- "CALIBRATION ERROR" " Press Enter"
-
- The second screen will then show the following text:
-
- "Move Pedals thro'full movement" "& Press Fire Button"
-
- Press down each of the rudder pedals in turn before pressing the joystick fire
- key. If the centering of the rudder pedals is poor then you may be warned:
-
- "Warning: Poor Calibration" "Move trim to left/right"
-
- See the section above entitled "ALL JOYSTICKS" for advice on dealing with this
- warning message.
-
- JOYSTICK CONTROLS
-
- The basic joystick provides elevator (pitch) and aileron (roll) controls, and two
- fire buttons. Button "A" fires the guns. Button "B" switches between guns and
- other weapon types.
-
- There are two additional buttons fitted to many extended joysticks:
-
- Button "C" switches to track view.
-
- Button "D" steps through the available targets in "Nearest Friendly", "Nearest
- Unfriendly", and "Nearest ground target" views.
-
- When available, the throttle controls the RPM of the aircraft.
-
- When available, the four positions of the coolie hat are used to select additional
- views and aircraft controls:
-
- front: Selects max RPM
- back: Engages and disengages air brakes
- left: Switches to an inside lock view of object currently being viewed
- right: Switches to an outside lock view of object currently being viewed.
-
- TECHNICAL INFORMATION FOR ADVANCED JOYSTICK USERS
-
- It is possible to take advantage of the rudder, throttle and additional fire keys
- using two joysticks attached to a two port joystick card or using a joystick "Y"
- splitter. Note that basic "multi i/o" cards fitted as standard on many machines
- often only implement the standard two axes of one joystick, so a "Y" splitter or
- an extended joystick will not work with these cards.
-
- The joystick ports fitted to SoundBlaster, and many compatible sound cards do
- properly support two joysticks, but the "multi i/o" joystick port should be
- disabled by a jumper on the card if you have one of each. Wiring of the joystick
- port can be found in the SoundBlaster manual.
-
- On the second joystick you can use the trim control of the "Y" pitch axis as the
- throttle, and the left and right movement of the joystick can be used as the
- rudder. This is similar to a model aircraft controller. In addition the two
- extra buttons can be utilised.
-
- The sensitivity and dead area parameters and the mapping of the joystick buttons
- to features of the game is now held in the DRIVERS directory.
-
- The file Custom.JOY is selected if Custom is chosen from the sensitivity menu.
- Changing this file will have an effect next time the game is run with the joystick
- sensitivity set.
-
- The format of this file is below:
-
- The file starts with the 4 character string "STIK"
-
- "STIK" is followed by the translate table for the elevators. This table is 64
- bytes long and is indexed with absolute joystick Y position scaled to the range 0
- to 63. It should return a value in the same range. This is followed by six
- overflow entries for elevator making 70 entries in total.
-
- The elevators table is followed by the translate table for the ailerons. This
- table is 64 bytes long and is indexed with absolute joystick X position scaled to
- the range 0 to 63. It should return a value in the same range. This table is
- followed by six overflow entries for aileron to make 70 entries in total.
-
- The aileron overflow entries are followed, by 0 word, which we have reserved.
-
- The zero word is followed by the keyboard mappings for the various switches on the
- joystick. There are up to four buttons and four positions on the coolie hat.
-
- Button A is reserved for fire. The other seven switches are each encoded as two
- consecutive bytes defining the scancode and simultaneous shift keys. The values
- for scancode can be found in PC references. The values for shift keys are:
-
- 1 Normal - key on its own
- 2 Shift key pressed simultaneously
- 4 Alt key pressed simultaneously
- 8 Ctrl key pressed simultaneously.
-
- Only the initial press event is detected by the program for the switch
- translations, so they cannot be used to emulate keys that are normally held down
- in use, such as the outside view rotates.
-
- The order of the switch codes is:
-
- Switch Default use Key Encoding
- Button A Fire Space Bar
- Button B Chase F4 01 3E
- Button C Track view F6 01 40
- Button D Next Viewee Alt F 04 21
- Coolie Left Inside Lock F9 01 43
- Coolie Back Air brakes B 01 30
- Coolie Right Outside lock F8 01 42
- Coolie Forward Return to cockpit 0 01 0B
-
- The encodings for the coolie hat are as follows:
-
- Coolie hat Thrustmaster FlightStick
- position axis Pro buttons
-
- centred 100%
- left 75% AB-
- back 50% ABC-
- right 25% AB-D
- forward 0% ABCD
-
- Those building their own sticks may like to note that our code allows +/- 10%
- tolerance in the Thrustmaster position reading, and that the Flightstick Pro
- blocks multiple button presses except for the patterns above for the coolie hat.
-
- The Joystick type and range values are still held in the player record, but are no
- longer externally modifiable.
-
- We have added JTEST.COM to the game directory. This prograrm provides joystick
- information in a graphical form:
-
- 1st Column X axis
- 2nd Column Y axis
- 3rd Column Rudder
- 4th Column Throttle
- 5th Column Button A
- 6th Column Button B
- 7th Column Button C
- 8th Column Button D
-
- The program is using provided as a backstop for people who can't get a good
- calibration using the Dawn Patrol program. Here are some notes on JTEST:
-
- 1. The +/- keys can be used to change the range of the columns printed so that
- maximum does not go off the bottom of the screen.
-
- 2. The flicker or wobble of the columns represents noise. If the joystick
- wobbles a lot even when not touched then a lower sensitivity should be selected in
- the game. If the whole column is 'flickery' then you may have multiple joystick
- ports enabled on your machine. Most cards have jumpers to disable the joystick.
-
- 3. A 'gap' at the top of a column indicates a very old joystick card in a new
- fast machine. If you get calibration errors or other software doesn't like your
- joystick this may be why.
-
- 4. The JTEST can be used to trim the joystick. The +/- keys are useful here, as
- they allow the output to be limited to one column. This makes the job of finding
- the trimmed centre much easier. Sinmply note the position of maximum, minimum and
- center for different trim positions until you find a point where maximum and
- minimum are equidistant from center. When this is found Dawn Patrol should accept
- the joystick calibration.
-
-
-
- ---------------------------------------END----------------------------------------
-