home *** CD-ROM | disk | FTP | other *** search
- [Note: This file is the same as readme.txt, but has been reformatted as most
- people had dificulty loading and reading the original version]
-
-
- I-WAR
- =====
-
- A Particle Systems Gamepublished by Ocean Software Ltd.
-
- Playable demo
-
- 16th September 1997
-
- Welcome to the I-War Demo
-
- INTRODUCTION
- ============
-
- I-WAR is a space simulator title. We have endeavoured to make this
- program as realistic as possible. This demo is limited to one
- workstation (NAV) where the pilot would sit, it is also limited to 5
- minutes of play.Watch the included AVI movie to see some of the amazing
- features in the full version, available soon on PC CD-ROM.
-
- - Use any of the four bridge stations
-
- - Commander, Navigator, Gunner or Engineer.
-
- - Uncompromisingly realistic simulation, using real physics but still
- amazingly playable.
-
- - Use combat skills, puzzle solving, imagination, and bravery to play
- through over 40 handcrafted and gameplay-honed missions.
-
- - Each mission illustrated and enhanced by movie-quality cinematic
- sequences.
-
- UNIQUE FEATURES
- ===============
-
- Fully modelled spacecraft, with every system simulated.
-
- - Large variety of enemy ships; from vast cruisers to one man fighter
- ships.
-
- - Our solar system planets and moons authentically mapped in detail
-
- - Diverse set of missions; from exploration to fleet combat.
-
- - Orbital space stations rotate to provide internal gravity
-
- - All spaceships move using physically correct simulation modelling
-
- - Collisions and interactions modelled realistically
-
- - Non-player ships have sophisticated artificial intelligence
- systems.
-
- They can:
-
- - follow general orders
-
- - group in formation to achieve the best tactical configuration
-
- - react to unforeseen events
-
- - retreat in order to repair and regroup if required
-
- - take advantage of opportunities
-
- - dock to complex moving targets
-
- THE SHIP
- ========
-
- - The ship and its systems are based on future technology, this has
- been extrapolated from present day development and thinking on the
- future of space travel.
-
- - Control of the player's ship is achieved by a fly-by-wire system
- which makes Newtonian-based space combat and manoeuvring as easy as
- dogfighting in an aircraft.
-
- - The player's ship is modelled in exacting detail. 34 separate systems
- are simulated in real-time.
-
- - The systems interact with each other. Damage in one system will
- affect systems further down the chain. Player can adjust system
- parameters to affect entire ship's performance
- .
-
- GRAPHICS
- ========
-
- - Real-time light-sourced 3D graphics of the highest quality
-
- - Specularity mapping
-
- - Multiple light sources
-
- - Texture mapped planets - both real astronomical maps and fractally
- generated
-
- - Pre-rendered movie sequences comparable with the best that Hollywood
- science fiction can offer
-
- SOUND
- =====
-
- - Real-time 3D sound to provide player with audible cues to aid in
- combat and navigation
-
-
- ----------------------------------------------------------------
-
- INSTALLING THE DEMO
- ===================
-
- The demo does not require installation, and can be run directly off the
- CD. It does however require Windows 95 with DirectX5 installed. A copy
- of DirectX5 is on the CD.
-
- KEYS
- ====
-
- The key list is built into the game. Press pause (P) to bring up the
- key list.
-
- YOUR MISSION
- ============
-
- This demo shows a simple combat mission. You must attempt to destroy
- the Arcturus Base, an Independent military outpost. You will meet stiff
- opposition from a variety of ships. You can get help by releasing some
- trapped Navy vessels docked to a Transporter. Score as many points in
- the 5 minutes as you can.
-
-
- PLAYGUIDE
- =========
-
- NAV Workstation Overview
- ------------------------
-
- If you are running the demo the NAV workstation view will appear. This
- is the most general-purpose bridge workstation and allows you to both
- fly the ship and engage in combat. The main part of the display is the
- forward view - showing the pilot's view out into space. This is
- over-laid by the head-up display HUD which adds additional important
- information into the pilot's field of view.
-
- Bottom Right is the Orb -this display acts as a 3 dimensional radar.The
- remainder of the bottom portion of the screen is given over to
- instruments. The main one is the contacts screen. This is a tabular
- display showing all the ships in the area,In this section we will
- cover:
-
- - Flying the Ship
-
- - Pilot Head-Up Display
-
- - Using Weapons from the NAV workstation
-
- - The Contacts Display
-
- - The Orb
-
- - Using Auto-pilots
-
- NAV: Flying the ship
- --------------------
-
- We would recommend that you use a joystick to play I-War.Moving the
- joystick or control yoke from side to side produces a yaw manoeuvre in
- the ship. Pushing the stick forwards and back produces a pitch
- manoeuvre.If you have rudder-pedals or a stick with built-in twist such
- as a Microsoft (R) Sidewinder(TM) PRO then this will allow the ship to
- ro craft - a spacecraft does not need to be moving forwards to perform
- turns. You might want to practice turning the ship before starting your
- run.The Dreadnaught is a heavy warship. She will not turn like a
- fighter! In turning her you will have to fight against momentum. If
- your attitude thrusters are damaged, she will not turn at all!
-
- NAV: Using thrusters
- --------------------
-
- The most straightforward flight mode allows the pilot to control the
- spaceship in a manner very similar to a conventional aircraft: In this
- mode, the ship will usually be moving forwards (in the direction it is
- pointing). This is the most useful flight mode and allows tremendous
- control during combat. If you are using a joystick throttle: Zero the
- throttle to activate it, then push up the throttle forwards to set the
- desired forward speed.If you are using keys, press and hold the + key
- to increase the set speed and use the - key to reduce it
- .
-
-
- NAV: Thruster: Speed Override
- -----------------------------
-
- Experienced pilots may find the 0-1000 metres per second set-speed
- limits to be too restrictive.Using over-ride keys, higher rates of
- forward and reverse z-axis motion can be attained.The A key, while held
- down, selects maximum forward thrust.The Z key, while held down,
- selects maximum reverse thrust
- .
-
- NAV: Nav Console & Head-up display
- -----------------------------------
-
- The head-up display presents the pilot with the most vital information
- needed to fly the ship. These are the main concepts you'll need to
- understand -The head-up is perhaps the most important source of
- information available to the pilot. It presents:* An at-a-glance
- tactical summary of every vessel* An indicator, showing the direction
- of the primary target.* The current piloting mode and speed settings* A
- 3D reference grid - allowing the judgement of speed and distance.*
- Cannon aiming points* Historical contrails showing the trajectory of
- vessels and missiles.
-
-
- Speed indicator
- ---------------
-
- This shows two speeds:First, your actual forward (z-axis) rate of
- motion in metres-per-second.And second, it shows the set-speed selected
- from the throttle or keys.Reference
-
- Grid
- ---------------
-
- The head-up display projects a regular grid of lines into the pilot's
- field of view allowing the pilot to actually see space. These virtual
- points present a visual reference of static points allowing the pilot
- to visually judge speed and distance. In deep space - with no other
- visual reference features - this system is essential.
-
- Contact Boxes & Headup Centre Indicator.
- ----------------------------------------
-
- The onboard computer logs all space ships, weapons and other objects as
- contacts.To aid navigation the head-up tracks all contacts, and will
- mark a contact on screen with a box.One contact is called the
- current-contact. The current-contact is marked with a double box. The
- head-up display makes it easy to find the current-contact.In the centre
- of the screen is the centre-indicator. A small stalk points from the
- circle to the current-contact. This lets you rapidly find the current
- contact even if the vessel is off-screen.
-
- Head Up: Understanding the Current Contact Info box
- ----------------------------------------------------
-
- See the section on contact registry (below) for more information on
- selecting targets and contacts.
-
- NAV: Using Weapons (Basic)
- --------------------------
-
- The NAV workstation allows the pilot to directly operate the ships
- weapon systems, albeit with some restrictions
-
- Pickling targets
- ------------------------------
-
- Before using either cannon or missiles, you will need to select or
- pickle your potential target.To Pickle a target - use Joystick button 2
- or the T Key to lock onto the enemy ship.You should see the double line
- contact box lock onto your selected target. The crosshair around this
- double box denotes that this contact is the selected target.The
- targeting computer will lock onto the ship closest to the centre
- indicator.
-
- Selecting Cannon
- ----------------
-
- Select cannon by typing Enter or Joystick button 3. Tap the button
- again to select Rapid Fire. To use Rapid Fire mode you must aim the
- ship manually at the target as the computer will not assist you in
- aiming.
-
- Firing Cannon
- -------------
-
- The ship's cannon are mounted on gimbals and swivel. The computer will
- assist you in aiming at the selected target. Fire the cannon using the
- Space Bar or the Joystick main trigger
-
- Selecting Missiles
- ------------------
-
- To fire a missile at a target, select missiles, by tapping the
- Backspace key or Joystick button 4
-
- Firing Missiles
- ---------------
-
- Now the main fire button will launch homing missiles at the target.The
- status of missiles in-flight will be displayed on your head-up display.
- This will show the target the missile is locked onto, along with the
- range from the target.
-
- Contacts Registry
- -----------------
-
- The contacts registry screen is useful in presenting a tabular display
- of multiple ships.Each line in the display represents a single ship,
- and that line summarises the name and status of that ship as well as
- what side it is on.The registry can be set to operate in different
- modes of operation depending on what you need it to show.Type M to
- switch between the VESSELS, WEAPONS, INERTS, and WAYPOINT modes.
-
- NAV: The ORB
- ------------
-
- The orb is a 3D radar device - able to show the position of contacts
- both in front - behind and above the player ship. In concept the orb is
- simple. The display represents the three dimensional space surrounding
- the player's ship as a sphere. The player's ship is at the centre of
- this sphere. The sphere is 1 kilometre in radius.Each contact in range
- is then shown as a point and a stalk connected to the sphere. The
- further away a ship is the further out from the sphere is its point
- (and the longer the stalk).The current contact is marked out as a
- fatter-flashing point.
-
- NAV: Using Auto-pilots
- ----------------------
-
- The ship-board computer can assist with many basic piloting operations,
- and there are several pre-set auto-pilot functions which can be called
- up with a single key-press:Auto pilot functions are particularly useful
- in the following circumstances:
-
- * Bringing the ship to a rapid halt.
-
- * Approaching a distant point (especially when using LDS)
-
- * Docking with a space station or another ship.
-
- * In combat, matching velocity with an enemy ship while bringing
- weapons to bear.
-
- Autopilot Functions:
-
- F5 - Halt - Brings the ship to a halt. Program terminates when ship
- halts.
-
- F6 - Approach - Get closer to the target. Program terminates when near
- target.
-
- F7 - Formate - Maintain fixed position with respect to target.
- Continues to hold position until cancel
-
- F8 - Auto Dock - Docks onto the target. The program terminates when
- docked
-
- F9 - Match Velocity - Tries to match the velocity of the target. Never
- terminates - continues to velocity match. In match velocity the control
- yoke continues to function.
-
- ESCAPE - Cancel Autopilot
-
- ===========================================================================
- A Particle Systems Game(c) Particle Systems 1997 Ocean Software Ltd.
-