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-
-
- MANUAL FOR BATTLECRUISER:3000AD DEMO V3.00 REV 02/22/93
- ---------------------------------------------------------
-
- *******************************************************************************
-
- I don't have a DOS ASCII spell checker so this file may have typos.
- If you do, please send me a copy, or better yet, spell check the file and
- send me the modified copy. Beware of the technical terms included here!!
- I spent an hour spellchecking it under Amipro/Windows only to find out
- in the end that after I saved it, the format was all screwed-up. Luckily
- I had made a backup. This is it.
-
- *******************************************************************************
-
- Due to the numerous features in this release, demo v2.01 was scrapped.
- This manual is specifically for use with Battlecruiser:3000AD demo v3.0.
- It may seem lengthy and complex but compare it to the final game manual which is
- currently 152 pages!! I could have created a much more simpler manual but then
- I would have to leave out some critical systems descriptions and that would
- leave you completely in the dark. Where necessary, I have indicated which of
- these systems actually work in this demo, elsewhere, I have indicated systems
- that work differently for the purposes of this demo. These include the COMMS,
- TACTICAL and NAVIGATION stations of the Battlecruiser. If a system does not
- work in the demo, it means I forgot to mention that it is not active. The
- purpose of this demo is to ensure that GALCOM operatives remain confident that
- this program will be worth the wait. A whole bunch of features have been
- disabled such as trading, docking, personnel deployment etc. The 3D planetary
- terrain is not shaded and does not contain the actual 3D objects. Crude cubes
- have been used as target objects for the purpose of this demo.
-
- A lot of you will be very disoriented with the flight models created in this
- demo. They have been simplified for the purpose of this demo and are much more
- realistic in the final release. In Battlecruiser:3000AD, there are four flight
- models, a space and atmospheric model for the Battlecruiser and Interceptors.
- Even though you will lose control of the Battlecruiser if you enter a planet's
- atmosphere, it does have an atmospheric flight model since there is a way around
- it. The GALCOM Supreme Commander's Guide (a special publication) will outline
- hints on overcoming this, it will also contain a host of other hints in playing
- the game, trading & communicating with aliens, personnel resource management,
- combat tactics etc.
-
- Remember, these ships are not like anything you are likely to fly anytime soon.
- The Interceptor created in this program will outperform and outmaneuver any
- modern day aircraft. It is my intention to create a Mission Disk which sends
- the player back through time, here you will get a chance to pit your Interceptor
- against modern day fighters such as the F15E Strike Eagle, F16 Falcon, F14
- Tomcat, Mig 29 Fulcrum etc. I'm still thinking about it.
-
- Since there are no air currents to help a craft maneuver in space, movement is
- very different. You must rely on your engine thrusters to propel the ship in
- one direction and by modifying the thrust vector, you can change directions
- quickly. If you moved in one direction and shutdown your engines, the ship will
- continue to move in that direction based on its velocity even if you are facing
- a different direction. Mastering these maneuvers in heated combat will mean the
- difference between living and dying. Since your ship can be facing one
- direction and moving in another, you will have some difficulty intercepting
- other targets. In order to simplify the user interface and not ruin the
- simulation with actual space flight dynamics, your onboard computers will be
- responsible for actually modifying your input in order to simply the flight
- dynamics. These computers are directly linked to your ship's flight control
- system and can't be overridden. These computer tasks include compensating for
- and calculating your thrust vector in slowing the ship down, directional changes
- which are slaved to the NAVITRON computer's currently selected waypoint etc
- As an example, if you are flying (in space) and you hit the <0> key to come to a
- complete stop, the ship will not stop immediately even though your reactor
- thrust vector is at zero. The flight computer will gradually slow down the
- ship. During this transition, you may change directions if you so desire and
- the ship will continue moving until it stops.
-
- The ships also have two thrust vectors that you have control over, these are the
- conventional FTOL (Forward Take-Off & Landing) and VTOL (Vertical Take-Off &
- Landing) that are active in space and atmospheric flight. Used effectively, you
- will soon be able to master space and atmospheric flight. I suggest you run the
- demo in free flight mode and practice.
-
- Another difficult thing to do is dock an Interceptor in the Battlecruiser bay.
- This feature has been disabled in this demo. Instead, an animation sequence is
- used (if you have those animation files). You can practice those maneuvers in
- readiness for the final product by launching an Interceptor and using your
- FTOL/VTOL controls, to 'skim' over the top of the Battlecruiser between it's
- extended solar panels and flying down the length of the ship. You will have to
- master this if you intend to play the final program in 'realistic' mode. Any
- mistakes in docking will destroy the Interceptor and damage the Battlecruiser.
- Since repairs are time critical, you will be in serious trouble if you damage
- your ship in hostile territory.
-
- All programs have bugs, if you remember, demo v2.00 was 99.9% bug-free and I
- have tried to maintain that in this release. Please report any bugs via open
- forum message so that other GALCOM Operatives can pitch in. I shall not reply
- to any bug reports via e-mail.
-
- I welcome your input, if you have any ideas that would make the finished product
- more user-friendly or enhance it's playability, please send me your comments via
- e-mail.
-
- *******************************************************************************
-
- This program is released as freeware and 3000AD disclaims any responsibility for
- damage caused to your system as a result of it's use. If you would like the
- entire demo v3.0 on diskettes, please send $20 and a self-addressed envelop to:
-
- GALCOM Supreme Commander
- 3000AD
- 8306 Mills Drive, Suite 329
- Miami, Fl 33183
-
- Tel 305-273-9875
- Fax 305-273-9876
- Email - Compuserve 71334,2207
- Genie D.SMART5
- Delphi DMENTOR
- Prodigy PFWB30A
- AOL DSMART
- BIX DSMART
- Internet dmentor@delphi.com
-
- *******************************************************************************
-
- REQUIREMENTS
- ------------
-
- This demo, requires a minimum 1 MB of EMS & 585K of base memory and a 386/486.
- This means that your system MUST have a minimum of 2MB RAM installed.
- The program DOES NOT require XMS memory. This demo will not run if these
- minimum memory requirements aren't met. You will also need a mouse for the
- LOGISTIX computer interface though it also supports the keyboard.
-
- After installing all your drivers, you MUST have a minimum of 585K ram free.
- DOS 5.0 is required. This demo is compatible with QEMM, 386MAX &
- the DOS memory managers provided with DOS 5.0. However, it is suggested that
- you create a boot diskette that loads only your memory manager & mouse since
- some memory manager switches are very troublesome.
-
- 585K of free conventional ram = (585x1024) - 599040 bytes
- 1MB of free EMS ram = (1024x1024) - 1,048,576 bytes
-
- Run chkdsk to check your available free memory. Your memory manager should
- have a utility that allows you to view the available free EMS.
-
- A VGA monitor + VGA graphics card (minimum 256K RAM) is required.
-
- A joystick is optional but not required.
-
- On 386 or 486SX systems a math-co will be automatically used if detected. On
- 486DX systems it will automatically be used.
-
- After you have verified these requirements, run SETUP.
-
- CONFIGURING SETUP
- -----------------
-
- The SETUP screen contains several options that determine various game options.
- It also displays the amount of free EMS, conventional memory & the processor.
- Use the keyboard/mouse and select the option that you wish to change. Press
- <ENTER> on the option to see the various settings. On completion go to
- the EXIT button and press <ENTER>, your options will be saved. Mouse is active.
-
- AN '*' indicates that this option is not available and therefore defaults to
- a value that you cannot change. This demo only contains the VGA
- animation sequences. You will require the BCSVGA.ZIP file which contains the
- SVGA animations. SVGA animations requires a superVGA monitor and a graphics
- card with minimum 512K graphics RAM.
-
- The old Adlib card was not developed for the playback of digitized sounds
- therefore, digitized sound will be of very poor quality if using this card.
- It also does not support simultaneous playback of digitized sound and MIDI
- music as cards that use DMA, such as SoundBlaster, SBPRO etc. During the demo,
- when switching from MIDI to digitized sound and vice versa, there may be a
- degradation in quality of the sounds played, also since it can only play one
- sound at a time, the current sound will be terminated if a new sound is
- introduced for playback.
-
- The AdlibGOLD card is totally different from the original, however,
- there may be an audible 'click' in between digitized sound/FX, we hope to
- resolve this issue by the final release.
- This program does not utilize the stereo features of the SoundBlaster PRO card.
- If you have a Gravis UltraSound card, select SoundBlaster. Don't forget to load
- the SBOS driver that came with the UltraSound board!! You may have to
- experiment with the various settings for this driver.
-
- While at the SETUP menu, if you have changed the I/O, IRQ & DMA settings for
- your card (SoundBlaster, SBPRO etc), you MUST use 's' to set them up. If you
- don't, the program will use the factory defaults (220,7,1). If these settings
- are incorrect, you will not be able to hear the digitized sound/FX.
-
- PCspeaker support was included as a cruel joke for those of you who still don't
- have a soundcard. When you hear this, you WILL go out and buy one. Trust me.
-
- - Sound/FX - /None/SBlaster/SBPro/ProAudio/Adlib/ATI/AdlibGOLD/PCSpeaker
-
- - Music/FX - /None/SBlaster/SBPro/ProAudio/Adlib/ATI/AdlibGOLD/ROLAND
-
- The ROLAND system is not supported in this demo
-
- - Control - /None/Joystick/Thrustmaster/Flightstick
-
- The Thrustmaster & Flightstick controls are not supported
- in this demo. You can only use them for directional control
- like a normal joystick (if my auto-detect works <g>).
-
- - Detail Level - Low/Medium/High ( high detail results in slower running code )
-
- - Enemy Intel - Rookie/Veteran/Ace ( the higher, the more difficult )
-
- An Ace enemy level means that radar systems will detect,
- acquire and fire at you faster. Enemy pilots will be harder
- to defeat in a dogfight and they also activate high level
- AI combat procedures. This demo DOES NOT contain the
- nightmarish level of enemy AI since most of the systems
- required to play at that level are disabled. Nonetheless,
- you'll have fun.
-
- - Demo Mode - FREEFLIGHT ( Enemy uses dud ammo and you cannot be killed )
- MISSION ( Enemy use live ammo )
- ANIMATIONS ( Disabled )
-
- - Animations - ENABLE/DISABLE ( configures animation sequences )
-
- Select DISABLE if you do not wish to play animation sequences
- during the game or if you do not have the animation files.
- In the absence of the animation files, animation sequences
- will not be played during gameplay.
-
- - Monitor - SVGA/VGA ( select SVGA if you have the SVGA animation files )
-
- - VREC* - YES/NO ( select YES if you have the Voice Recognition module )
-
- - SCI-LINK* - YES/NO ( select YES if you have the SCI-LINK module )
-
- - MISSION* - YES/NO
-
- select YES if you have an optional mission disk, at the
- Mission Directives menu in the game a list of the mission
- disks will be displayed for your selection.
-
- - Transcript - /NONE/LPT1/LPT2/COM1/COM2
- Device*
- If you have a printer, select the appropriate port. All
- incoming messages will be forwarded to it. If the printer
- runs out of paper or an error occurs during gameplay, a
- text file 3000AD.LOG will be generated. This text file is
- also created if you select NONE.
-
- - EXIT - Select the 'tick mark' to save your setup configuration
-
- - ABORT - Select the 'cross mark' to abort your setup configuration
-
- MISSION OVERVIEW
- ----------------
-
- If you selected FREEFLIGHT or MISSION option at SETUP, a mission called
- 'The Gammulan Contact' is generated. This contains 2 phases, 1 & 2.
- Since this demo starts with you at the controls of the Battlecruiser
- somewhere in space, you will be notified of these missions by GALCOM HQ
- as the game progresses. The game starts with you outside GALCOM HQ (check your
- radar system). GALCOM HQ is positioned in high orbit outside Earth.
-
- Phase #1
- --------
-
- A Gammulan Class B StormCarrier ( it also deployed a probe outside Venus)
- has been detected outside Mars. You are required to intercept and destroy it
- using any means possible and also thwart the attack on the Mars colony of
- FirstLight.
-
- This ship contains 50 combat personnel, a bridge crew of 5, 2 TN-31 Corsairs &
- 2 Starfighters. The StormCarrier launched 2 Corsairs to Mars to destroy the
- FirstLight colony.
- The GALCOM team on FirstLight only have firepower to last an hour's
- skirmish. See the specifications for the ships and weapons platforms used in
- this demo. If the Corsairs succeed in destroying FirstLight, they will return
- to the StormCarrier which will then head for Earth to destroy GALCOM HQ.
-
- If the FirstLight colony is destroyed, you have failed this phase. If you allow
- the StormCarrier to escape, it will join the other ship in phase #2 making the
- mission more difficult to complete.
-
- You are also required to destroy an unidentified alien probe outside
- Venus in the Solar system.
-
- If you cannot locate and destroy the probe, the enemy ships in phase #2
- continue to receive tactical combat data from the probe and make the enemy
- ships more difficult to defeat.
-
- Phase #2
- --------
-
- While you are intercepting the Gammulan strike team around Mars, a Gammulan
- Venom class StarCarrier is fast approaching GALCOM HQ. You are required to
- intercept and destroy it otherwise it will destroy GALCOM HQ.
-
- This ship has a mission to destroy GALCOM HQ, if you failed phase #1
- of this mission, the probe will constantly feed data between both ships and
- the Gammulan StormCarrier will join the StarCarrier in order to destroy GALCOM
- HQ. Your Battlecruiser is no match for these two ships and all their firepower
- and support ships.
-
- GALCOM HQ has also launched 2 combat LightStar fighters to defend the HQ. These
- will engage the enemy ships. Be careful who you shoot at!!
-
- If GALCOM HQ is destroyed, you have failed completely.
-
- OTHER IMPORTANT INFO
- --------------------
-
- This demo has minimum functionality therefore most functions will probably
- not operate as they should if other key related functions have not been
- implemented. That's what a demo is about.
-
- If you are killed whilst in command of an Interceptor, you will be returned
- to the bridge of the Battlecruiser.
-
- If you run out of power whilst in command of an Interceptor, simply switch to
- the Battlecruiser controls. You will still be able to make future switches to
- the disabled Interceptor but you will not be able to control it since it will be
- drifting in space. You have sufficient power to complete both phases of this
- mission.
-
- CONDITIONS FOR END GAME IF IN 'MISSION' MODE
- --------------------------------------------
-
- . Battlecruiser is destroyed
- If Interceptors were previously deployed, the player will automatically
- be switched to one of them and can assume control until power runs out.
- . Battlecruiser + both Interceptors are destroyed
- . Battlecruiser nuclear reactor is severely damaged and shuts down. The
- nuclear reactor will shut down when it is sustains 95% damage. Your total
- power source comes from both the nuclear and solar reactors. If one shuts
- down or it's power is totally depleted your remaining power will be
- determined by the amount left in the other's reserves.
- . The player will lose control of the Battlecruiser if the life support
- fails. Everyone will die. The same applies for the Interceptor.
-
- Any system that fails cannot be repaired. The ship will drift uselessly
- you may exit and restart the game.
-
- NAVIGATION
- ----------
-
- NAVITRON computer
- -----------------
-
- In this demo, the ships navigation computer is non-interactive. All mission
- waypoints will be automatically uploaded to the NAVITRON computer when a
- mission is generated. ie when you receive communications from the GALCOM
- Supreme Commander. The NAVITRON computer in the finished product allows you to
- set any point in space or on a planet as a waypoint. It also allows you to set
- waypoints for remotely launched Interceptors. To see a screen capture of the
- planetary mode of this computer, press <ALT+M>.
-
- The Battlecruiser and Interceptor employ a very simple method of navigation
- which is simpler than the version in the finished product.
-
- On startup the waypoints available are for Mars, Earth, Venus and an unknown
- target detected by your Navigation Officer. Use the <W> key to cycle
- through all the available waypoints and activate the Flight Path Designator,
- FPD, this displays the name in the top middle of Battlecruiser bridgeviewer or
- Interceptor HUD. The 'unknown' waypoint is the Gammulan probe outside Venus.
-
- The FPD is a series of 3D rectangles superimposed on the ship's forward
- display. They 'point' to the general direction of the currently selected
- waypoint. When you are far away from the waypoint, the FPD is red, when you are
- VERY close it is yellow. The size of the FPD also changes according to
- a) your distance from the waypoint and b) your speed. If all of a sudden the FPD
- ranging rectangles seem large, this means that you are close to waypoint and
- traveling fast. To head in the direction of the waypoint, orient the ship
- until the FPD is in front of you and simply fly straight to it. If you lose
- track of the FPD, refer to the section on TACSCAN to use mode #3 to track the
- FPD.
-
- To compress time and reach your destination quicker use <SHIFT+W> repeatedly.
- You must keep your finger depressed on the <SHIFT> button and press the <W> key
- until you reach the waypoint. THIS WAS ORIGINALLY FOR OUR OWN PURPOSES. IF
- USED CONTINOUSLY, THIS WILL RESULT IN YOUR OVERSHOOTING THE WAYPOINT. ALSO, SINCE
- ALL MISSIONS ARE TIME CRITICAL, YOU MAY MISS SOME IMPORTANT MESSAGES WHICH
- YOU CAN GO BACK AND REVIEW USING THE <R> KEY AT THE COMMS STATION SINCE THEY
- WOULD NOW BE OLD MESSAGES!!! I SUGGEST YOU TRAVEL AT THE SHIP'S FASTEST SPEED
- INSTEAD OF USING THIS OPTION. BE FOREWARNED.
-
- LOGISTIX computer
- -----------------
-
- This mode of the LOGISTIX computer was included in order to give you an idea
- of it's functionality. This computer forms the heart of all the ship's
- operations. In the event that key personnel stations are not manned, most of
- those functions can be performed at this computer.
-
- In this demo, you can only view your Battlecruiser's damaged systems. Select
- the [SYS] button, when the other button bar appears, select [STATUS], another
- button bar will appear which indicates the different decks. Select which deck's
- systems you wish to view [DECK1] [DECK2] [DECK3] [SUB-DECK]. A 2D schematic of
- the Battlecruiser and the systems will appear. A system that is fully functional
- is displayed in green, yellow means it has suffered damage and red means that
- it is completely destroyed and inoperable. The lines around the ship's
- schematics are the ship's outer hull armor. This is also color coded as the
- ship's systems.
-
- Press <ESC> to exit from the LOGISTIX computer.
-
- PERSONNEL
- ---------
-
- In this demo, you have no control over your personnel resources. You ship's
- crew is still onboard carrying out there various tasks. In the finished product
- you be able to reassign, recruit & fire personnel and they will frequently
- communicate with you and sometimes ignore your orders. Also, they will take
- combat damage when hurt during ship combat or in the case of marines when on a
- combat mission onboard a ship or on a planet surface.
-
- In this demo, you can only view your ship's personnel by using the <P> key at
- the COMMS station of the Battlecruiser. See the section below on the various
- ship stations.
-
- FIRST FLIGHT
- ------------
-
- - Battlecruiser : BRIDGE station
-
- When the game starts, you will be at the bridge of the Battlecruiser. The
- game time will be 04:00:00 and your speed will be set at CruiseSpeed 5, CS5.
- For this demo, your maximum speed is LightSpeed 3, LS3. You cannot exceed
- this since hyperspace travel is not permitted in this demo. You will not
- be able to leave the Solar system since you don't have enough power anyway.
-
- - Shields are on with 100% protection level
- - Nuclear reactor has 100 units power
- - Solar reactor has 60 units of reserve power
- - Laser's have 100% charge
- - Hull armor is at 100%
- - Weapon systems are armed
- Weapons available:
-
- Battlecruiser : 10 x STS-Starflash
- 10 x STS-Firestar
- 10 x STS-Perseus
- 2 x OTS-Skyflash
-
- Interceptor#1 : 4 x STS-Starflash Interceptor#2 : 4 x STS-Starflash
- 4 x ATA-Magellan 4 x STS-Perseus
- 4 x ATS-Hyperdyne 4 x ATA-Magellan
-
- - NIM is at mode #1
- - CVD is configured for SSD mode
- - Radar systems are on and the TACSCAN is at mode #1
- - The SSI icons will be lit depending on which systems are active
- - Other bridgeviewer data is also displayed
-
- You will receive a video message from GALCOM HQ on channel #1 of the COMMLINK.
-
- - Battlecruiser : COMMUNICATIONS station
-
- Press F4 to switch to the Communications station. Don't worry
- about control, your Flight Officer and First Officer will maintain your
- current course heading and speed. The image of the GALCOM Supreme Commander
- will appear and the computer will display the message. Later you can replay old
- messages by using the <R> key. Old messages are displayed in gray.
- In this demo, there is no interactive communications. In the finished product
- you will be able to communicate with your crew, launched Interceptor pilots,
- GALCOM HQ, deployed combat marines, other aliens etc. Use the <P> to cycle
- through your current personnel resource. Whilst flying the Interceptor, if you
- get the 'Urgent Message Received' message from your COMMS officer, you have to
- switch to the Battlecruiser and access the COMMS station to read the message.
-
- - Battlecruiser : NAVIGATION station
-
- Now that you've viewed your orders, press <F2> to switch to the Navigation
- station and look around. This station is inactive in this demo and only
- displays you location and that of the two Interceptors in 3D space. Press
- <CTRL+M> to active the NAVITRON computer directly. This will show a dummy
- image of the computer.
-
- OK, exit NAVITRON with <ESC> and press <F3> to switch to the Tactical station.
-
- - Battlecruiser : TACTICAL station
-
- This station is one of the most important and complex areas of the ship. The
- section that deals with the various ship's systems will explain in detail what
- it does. For the purpose of this demo, only four options have been activated.
- These are
- 1) current weapons loadout
- 2) personnel resource
- 3) power allocation
- 4) power distribution.
-
- When you've finished, press <ALT-L> to access the LOGISTIX computer to view
- the ship's systems damage status. See the LOGISTIX section.
-
- On exit from LOGISTIX, press <F1> to return to the bridge.
-
- - Battlecruiser : Flight Training
-
- *note*
-
- The controls and systems are identical in both the Battlecruiser and
- Interceptor, except that you cannot access the NAVITRON and LOGISTIX computers
- from the Interceptor since they are installed on the Battlecruiser.
-
- - Bridgeviewer
-
- This version of the bridgeviewer is a scaled down version than that of the final
- version. All the systems are active with minimal functionality. The
- bridgeviewer display shows 1) The waypoint heading/range, 2) current time,
- 3) current position in 3D space, 4) current starsystem, 5) engine thrust vector
- and 6) cloak status.
-
- All the icons on the Battlecruiser are also active.
-
- - Navigation
-
- Back at the bridge, press the <W> key to select Mars as the current waypoint.
- You will not see the Flight Path Designator, FPD since Mars is at a different
- bearing. Use the <M> key until mode #3 of the TACSCAN is active. This mode
- tracks the FPD orientation. See the section on the TACSCAN unit. Use your
- controller to 'yaw' the ship to the right until the FPD is visible in the
- bridgeviewer.
-
- Power up the ship to LightSpeed 1 by pressing <SHIFT+1>. The ship's reactors
- will start. When the reactors are powered the engines will start and you will
- hear a low rumble. As you proceed toward Mars, the FPD will display the range
- to Mars, this range is also displayed in the TACSCAN computer.
-
- You can power to a faster speed if you want. Try <SHIFT+9>.
-
- When you are about 100000 units from Mars (it should be visible from your
- bridgeviewer) press 0 to cut the reactors and bring the ship to a stop. The
- computer will automatically compute the space-time differential and apply the
- required reverse thrusters to bring the ship to a complete. Don't be surprised
- if the ship does not stop immediately.
-
- - Interceptor launch
-
- Press <ALT+F1> to launch Interceptor #1. 'Mother' the ship's computer will run
- a systems status check and initiate the launch sequence. 'Mother' will not
- relinquish control of the ship until it has completely launched and dropped
- clear of the Battlecruiser. When the message 'Interceptor launched' is received
- from 'Mother', you now have control.
-
- You should be facing Mars so there is no need to select a waypoint. Press
- <SHIFT+1> to power up to cruise speed 1 and you will begin to move toward Mars.
- When you enter the planet's atmosphere, the flight dynamics of the ship will
- change radically. On entering the planet's atmosphere, new waypoints will be
- added to the ships navigation computer. These include some ground
- installations, the city of FirstLight and the two enemy Corsair fighters.
-
- Select one of the 'ground installation' waypoints and head toward it. Press
- <Backspace> to select a missile. In this demo a missile will destroy any
- target. In the final program all weapons have specific characteristics and you
- will have to chose the perfect weapon to destroy a target.
-
- Maneuver the ship to bring the FPD into view (in the Interceptor it is a series
- of circles). Change the range of the TACSCAN to long range using the </> key.
- As the target comes into view, press <T> to lock it into the ships weapons
- system, then press <S> to switch the TACSCAN to 'single target tracking' mode.
- The image of the target should now appear in the CVD display. When the 'missile
- tracking designator', a cross, moves into the 'designator box' launch a missile
- to destroy the target. You can also use lasers if you wish.
-
- If you feel lucky, you can try to engage one of the enemy ships. I suggest you
- continue with the tutorial and restart the game to play the mission properly
- when you know what you're doing.
-
- Now that we've destroyed a target, let's return to the ship. Press <V> to
- switch your ship's engine thrust vector from FTOL to VTOL. The ship will start
- to ascend. After awhile you will leave the planet, enter orbit and eventually
- leave orbit. You can also switch to the Battlecruiser by using <CTRL+ESC>
- at anytime. Your alter ego and his sidekick will assume command of the
- Interceptor.
-
- - Docking
-
- In this demo you cannot dock at GALCOM HQ. In the final program you need to
- request docking clearance before the docking bay door is opened. If you fly
- into a closed bay, your ship will take damage and possibly be destroyed.
-
- You cannot initiate manual docking in this demo. To auto dock the Interceptor,
- switch to the Battlecruiser and use <CTRL+F1>. Depending on the far the ship is
- from Battlecruiser, the docking animation sequence (if you have the animation
- files and selected this option at setup) will be played and the Interceptor will
- dock. You cannot dock an Interceptor that is within a planet's atmosphere.
-
- You can collide with everything in this demo, the results are very unpleasant
- if you have selected MISSION mode. In FREEFLIGHT your craft is invincible.
-
- - Combat
-
- You can assume control of any Interceptor that is currently active. If the
- Interceptor is currently docked, you will be sitting at the controls looking
- into the internal Battlecruiser docking bay. Wait until the clearance message
- is played then press <ALT+L> to drop launch. Since you cannot remote launch
- Interceptors in this demo, you can use <CTRL+ESC> to return to the Battlecruiser
- bridge if you change your mind, the Interceptor will not launch. When you
- switch from ship to ship, the ship you switched from will maintain it's
- current heading. The AI in this demo will only handle minimal auto flight.
- If you are attacked or in the middle of a dogfight, you may lose the fight
- if you do not assume control of the ship. This feature was done so that you
- don't play the entire game by relying on the program AI!! In the final program
- since a lot of things will be happening, this feature is fully implemented.
-
- You cannot issue commands to your wingmen in this demo. In the final game you
- can issue commands to other Interceptor wingmen from the controls of the
- Battlecruiser or Interceptor and they can also communicate with you.
-
- If the interceptor is already launched you will be placed in the cockpit.
- You cannot switch to any ship that is destroyed. If you are in the Battlecruiser
- you will get a COMMLINK message advising you of any destroyed Interceptor.
-
- In this demo, you only have 2 Interceptors.
-
- If you complete both phases of the mission, you will receive a final
- message from GALCOM HQ and the demo will be over. If you still have power
- left, you can still fly around until you run out, at which point the demo
- will end and the logo screen will return.
-
- THINGS TO TRY
- -------------
-
- 1. External views <F5> of Battlecruiser and Interceptor while facing a planet
- 2. Activate the cloak <ALT+C> in the Battlecruiser and immediately switch to
- the external view <F5> and watch the ship cloak. After the timer expires,
- it will de-cloak.
- 3. Launch an Interceptor and try to fly over the top of the Battlecruiser
- through the vertical solar panels. FTOL/VTOL switches will help with the
- orientation.
- 4. Park an Interceptor in front of the Battlecruiser and switch to the
- Battlecruiser bridge to look at it. Also, track it in the TACSCAN and shoot
- it <g>.
- 5. Blowup all the ground targets on Mars for practice.
- 6. Fly around GALCOM HQ (in orbit around Earth).
- 7. Land on a planet surface. ( use VTOL mode )
- 8. Attack the LightStar fighters launched by GALCOM HQ in phase #2.
- 9. Attack GALCOM HQ.
- 10. Run SETUP21 and select MISSION. Start the game and go pick a fight. When
- the Battlecruiser takes damage (use <C> to check in CVD), access the
- LOGISTIX computer with <ALT+L> and check out the damaged systems.
- 11. Slow the Battlecruiser to CruiseSpeed 20, (<1> and the <-/+> to fine tune),
- then launch an Interceptor. After you get control of the Interceptor, the
- Battlecruiser which will still be moving and will fly past you, power up the
- Interceptor to CruiseSpeed 20 (slower than the BC equivalent) and try to
- follow the Battlecruiser. You should try flying over it, under it, around
- it, whatever turns you on. If the Battlecruiser is moving too fast, the
- Interceptor may not be able to catch up. Make sure you try this in
- FREEFLIGHT mode otherwise you will damage both crafts if you collide. Not
- to mention the fact that you will be attacked by hostile forces. If you
- really want to go overboard, after matching the speed of the Interceptor to
- that of the Battlecruiser, launch another Interceptor and do the same thing,
- this time flying around both crafts.
-
- *******************************************************************************
-
- BATTLECRUISER CONTROLS
-
- *******************************************************************************
-
- The following files must be printed/viewed with an image viewer to get a
- description of the systems described here.
-
- BRIDGE.PCX - Battlecruiser forward bridge
- TACT.PCX - Battlecruiser Tactical station
- COMMS.PCX - Battlecruiser Communications station
- NAV.PCX - Battlecruiser Navigations station
-
- You need to print the files BCSCHEM?.PCX & INTSCHEM.PCX file for these sections
- while reading this printout. This is merely a demo, therefore the operation of
- these systems and their functions will not be discussed in depth. A brief
- explanation will suffice.
-
-
- BRIDGE STATION : Forward view
- PERSONNEL : Commander
- Flight Officer ( autopilot)
- First Officer (personnel requests, advise etc)
-
- In this demo you have all your bridge staff who will get hurt in combat.
- You cannot heal them and you cannot perform any repairs.
-
- 1. Tactical Status Indicator, TSI
-
- - surface target detect
- - surface target track
- - surface-to-air launch
- - air/space target detect
- - air/space target track
- - air-air/space-space launch
-
- These indicators always flash red when active with the exception of the
- 'surface-to-air launch' & 'air-air/space-space' indicators which change
- to yellow momentarily if the missile lock is jammed and finally to the
- default green state. You will hear an audible warning beep.
-
- 2. Tactical Scanner display, TACSCAN
-
- The TACSCAN has 5 different operating modes. The <M> key is used to
- switch between modes, except Mode #2 which is automatically activated
- when you switch to Single Target Tracking mode.
-
- Scanning Ranges :
- -----------------
-
- Long Range, LR = 2.0 pc = 6.4 ly = 640 gu
- Medium Range, MR = 1.0 pc = 3.2 ly = 320 gu
- Short Range, SR = 0.5 pc = 1.6 ly = 160 gu
-
- pc = parsec / ly = light year / gu = galactic units
-
- MODE #1 - Multiple Target Track (planet/space craft targets)
-
- The ship's position is located at the center of the display where the
- crosshairs meet. Any target that comes within these ranges will be
- tracked on the TACSCAN.
-
- Even though this system accurately simulates a 360 deg sweep around the
- ship, 0 deg position is at the top, 45 deg is directly right, 180 deg
- at the bottom and 270 deg is directly left. In space there is no 'up'
- or 'down' nor 'left' or 'right'. These calculations for the ship use
- a GALCOM probe at the center of the game universe, as a point of
- reference when calculating this angles. Your ship's navigation relay
- system accurately triangulates the probe's position, your current
- position and your desired waypoint to provide accurate navigations data.
- If this probe is destroyed or malfunctions, all navigations will have to
- be done manually using the charts in the NAVITRON computer.
-
- Target types :
-
- Blue dot - GALCOM/friendly ship
- Blue line - disabled GALCOM/friendly ship
- Red dot - Gammulan/alien ship
- Red line - disabled Gammulan/alien/unidentified ship
- Flashing - selected target
- Gray dot - deployed interceptor
- Gray line - disabled interceptor
-
- The </> key is used to increase the radar range from LR (default) to
- MR and SR. When you switch to MR, the entire display is scanned at
- that range and likewise at SR. At all ranges, any targets not within
- that scanning range will not be displayed. At MR & SR, the ranging
- squares disappear and only the cross-hair remains. The display is
- identical to that used in the Single Target Tracking Mode but the
- targets are still only dots or lines. The text MR or SR is displayed
- in the display.
-
- The <T> key is used to select a target in the TACSCAN for tracking.
- When a target is selected in the TACSCAN, a square which is the
- weapon system's 'Target Tracking Reticle' is superimposed on the
- bridgeviewer or cockpit in the general direction of the target IF the
- target location falls within the ship's viewing range. You can orient
- the ship to bring the TTR into view.
-
- The <L> key locks this tracked target to the ship's firing system, if
- it comes into range, the ship's Passive Target Acquisition, PTA, system
- will automatically fire at it with no interference from the player. To
- remove a target from PTA, use the <T> key to select it, then use the
- <L> key to cancel the PTA command. It will stop flashing. If a PTA
- target is destroyed, moves out of range or breaks tracking lock, it
- will disappear from the display and the PTA system will remove it
- from memory. A PTA target is a flashing 'x' based on the previous color
- of the target.
-
- *** The PTA feature is inactive in this demo. ***
-
- <C> sends a message to this target indicating that you wish to
- communicate with it. If the target ship's commander decides to enter
- dialogue, the message 'comms request acknowledged' is displayed in the
- COMMLINK and the target's icon in the TACSCAN will change to flashing
- white otherwise it will display 'comms request ignored'.
- You must now switch to the COMMS station or deselect the
- target from communications using the <C> key. If the target has also
- designated your ship for communications dialogue, 'incoming comms
- request' is displayed in the COMMLINK. You can ignore it by using the
- <I> key, the target's icon will stop flashing.
-
- You cannot select a target for PTA if it is currently selected for
- communications and vice versa. There is no interactive comms dialogue
- in the Interceptor. All comms messages are brief and displayed in the
- COMMLINK.
-
- *** Interactive communications is inactive in this demo. ***
-
- The position of all tracked targets is constantly updated. Targets in
- hyperspace cannot be tracked. When in hyperspace, the TACSCAN only
- tracks targets that are in hyperspace with you, ie a ship in pursuit.
- Weapons cannot be launched in hyperspace.
-
- If a ship has it's radar systems activated, it can also be detected
- by other ships on their radar even if 'cloaking' is activated. Cloaking
- simply makes your ship invisible to the naked eye, it is still visible
- by radar.
-
- A ship currently captured in the tractor beam will not show up on
- the TACSCAN radar. The message 'Tractor' is displayed on the
- Battlecruiser bridgeviewer if a ship is currently in tow. You cannot
- activate the tractor beam if the ship is cloaked or the shields raised.
-
- MODE #2 - Single Target Tracking (planet/space craft targets)
-
- In order to fire a missile at a target tracked in the TACSCAN MTT mode,
- you must first switch to Single Tracking Mode, STT mode #2 by pressing
- the <S> key.
-
- If a weapon is selected and weapon systems armed (Battlecruiser only,
- selecting a weapon in the Interceptor arms the weapon systems also),
- the 'Target Tracking Crosshair' will appear & start to move into the TTR
- When the target falls within range of the weapon, it will begin to
- flash rapidly indicating a positive lock. The targeting reticle
- remains WHITE, IF the target is too close in proximity and launching a
- weapon will either miss or damage your ship in the blast, the reticle
- will start to flash RED and the message 'Warning : proximity breach'
- will be displayed in the COMMLINK and the audible 'warning' message
- played by the ship's computer. If the launch parameter is ok, you can
- fire a missile, if the target was hit, it will be destroyed, at this
- point the TACSCAN will revert to MODE #1 since the target lock is no
- longer valid. Also, if the target moves out of range or jams the
- signal, the TACSCAN will lose it's tracking lock. When you achieve a
- positive lock, you can launch a missile at the target.
-
- When mode #2 is activated, the following data is displayed in the
- TACSCAN.
-
- 1 2
- ┌─────────────┐ 1 = 'P' if target locked to PTA system or
- │ │ 'M' if on manual tracking
- │ │ 2 = TACSCAN range
- │ │ 3 = Target speed
- │ │ 4 = Target bearing
- │ │
- └─────────────┘
- 3 4
-
- While in STT mode, a 3D image of the currently tracked target is
- displayed in The Computer Video Display, CVD. Pressing the <I> key will
- display additional data for the target on the Battlecruiser bridgeviewer
- This data is in the form :
-
- 1. Height (relative to yours)
- 2. Range
- 3. Speed
- 4. Bearing in degrees
- 5. Heading in degrees
- 6. Closure rate
- 7. Weapon status - Armed/Standby
- 8. Shield status - Raised/Lowered
- 9. Ship type - T = Terran
- G = Gammulan
- S = Syrion
- E = Empirian
- D = Droidan
- M = Mandorian
- K = Kandorian
- V = Vesperon
- VA = Valkeri
- F = Falkeri
- Z = Zelon
- C = Credian
- U = Unknown
-
- If the target goes out of range or jams the TACSCAN radar signal, the
- tracking info or the 3D image in the CVD will be cleared.
-
- *** The target tracking data is not displayed in this demo ***
-
- MODE #3 - Flight Path Designator Track
-
- This mode is used to assist in the tracking of the Flight Path
- Designator when tracking a selected waypoint.
-
- The 'Orientation Indicator' splits the display into two parts. The OI
- changes as the ship banks from left to right. The lines at the end
- of this indicator show which way is 'up'. The longer end is 'down'
- and the shorter is 'up.'
-
- The green line indicates the heading the ship must turn to in
- order to be headed directly to the currently selected waypoint tracked
- by the FPD. If it changes to red, this means that you must orient the
- ship in the opposite coordinate.
-
- As with the other modes, this data is displayed.
-
- 1 2
- ┌─────────────┐ 1. current heading
- │ │ 2. bearing to current waypoint
- │ │ 3. waypoint number ( change with <W> )
- │ │ 4. Distance to waypoint
- │ │
- │ │
- └─────────────┘
- 3 4
-
-
- MODE #4 - Multiple Target Track (planet ground/space targets)
-
- This mode displays any targets that are tracking the ship. They can
- be planetary ground or space based radar tracking stations. This system
- works like MODE #1 but the 'dot's are replaced by icons.
- The green diamonds are stationary radar sources and the rectangles
- are other ships. Missile tracking info is also displayed here.
- There are also numbers displayed within the green icons. Again, their
- orientation in the display indicates their bearing.
-
- This list indicates what the numbers in the rectangles mean :
-
- 1. An ASL radar system is tracking the ship
- 2. An SASL radar system is tracking the ship
- 3. A VSL radar system is tracking the ship
- 4. An ITL radar system is tracking the ship
- 5. A LITAS radar system is tracking the ship
- 6. A VITS radar system is tracking the ship
-
- This list indicates what the numbers in the triangles mean :
-
- 1. Launched weapon with CTL tracking source
- 2. Launched weapon with ATL tracking source
-
- If a radar site shuts down or is destroyed it's icon is removed from the
- display. A Missile whose energy is depleted or has lost it's tracking
- data is also removed.
-
- Ranges :
-
- IN SPACE
-
- Long Range - 1.0 ly 0.4 ly
- Medium Range - 0.4 0.2
- Short Range - 0.2 (exclusion zone) 0.1
-
- ON A PLANET :
-
- Long Range - 100 nautical miles 030 nm
- Medium Range - 075 020
- Short Range - 050 (exclusion zone) 010
-
- When the TACSCAN is in this mode, target acquisition using the <T> key
- is used to cycle and track ground based targets directly from the ships
- point of view. Target acquisition is not activated from the TACSCAN.
-
- After selecting a target, you can also switch to single STT mode and
- identify the target using the <S> key.
-
- MODE #5 - Deployed Craft Tracking System
-
- This mode is used for tactical purposes only and helps located all your
- deployed craft.
-
- From the Battlecruiser this display tracks all deployed Interceptors
- within a range of 1 ly. From an Interceptor, it tracks other
- Interceptors and the Battlecruiser. Each Interceptor is represented by
- a gray icon while the Battlecruiser is a blue icon.
-
- MODE #6 - Weapons Video Targeting System
-
- This mode is used to launch ATL/V & RITL/V weapons and is automatically
- activated when any such weapon is activated.
-
- It displays and infra-red camera view of the terrain or space ahead as
- processed by the camera in the currently armed weapon. If a valid
- target falls within this view arc (directly in your flight path), it
- will be displayed here. The TTR will be superimposed on the
- bridgeviewer/cockpit in the general heading to the target. The W/VTS
- system will pick up the image even if you are out of visibility range.
- This gives some standoff capability. If the weapon is launched it will
- fly directly to this target. After the target is destroyed, the image
- is cleared until another target is locked by the pilot using the <T>
- key. If the target is no longer within the camera's viewing arc, the
- image is also cleared.
-
- Weapons that use the VTS system are those that use ATL/V & RITL/V
- targeting logic such as ATS-Hyperdyne, OTS-Skyflash etc.
-
- ****** This mode inactive in this demo ******
-
- 3. Main reactor power level
-
- This is a graduated display of the ship's nuclear reactor output level.
- Each notch is 5% power. The level is indicator by green notches, if the
- output level reaches or falls below 15%, the notch changes to red. The
- nuclear reactor is powered by Radine crystals and provides power to all
- the ship's systems. This display indicates the amount of power that the
- reactor currently has, based on the amount of Radine available. If the
- nuclear reactor shuts down and there is sufficient power available in
- the solar reactor, it will automatically activate and supply power to
- the ship's primary systems, otherwise all systems will shutdown until
- power is restored to either reactor.
-
- *** You cannot re-fuel in this demo. You have enough power to complete
- the missions. You cannot initiate any systems power management either
- ***
-
- 4. System Status Indicator, SSI
-
- These icons are green when lit. If the particular system is not
- operational or is turned off they revert to the default color.
-
- Starting from column #1 (down), column #2...
-
- . - Weapon systems
- Weapon systems armed.
-
- . - Electromagnetic Disruptor
- Jamming device activated.
-
- . - Shields
- Shields raised.
-
- . - Main Reactor
- Main nuclear reactor on.
-
- . - Communications
- COMMLINK on.
-
- . - IFF homing device
- You are sending a GALCOM IFF signal to the GALCOM ships in the
- vicinity. You would normally do this when in a combat area to avoid
- being fired upon by friendlies.
-
- *** This feature inactive in this demo ***
-
- . - Passive Target Acquisition, PTA
- PTA system activated.
-
- *** This feature inactive in this demo ***
-
- . - Cloaking device
- Cloaking device activated.
-
- . - Tractor beam
- Tractor beam activated.
-
- *** This feature inactive in this demo ***
-
- . - Ship security breach (intruder detected on board)
- Intruder on board ship.
-
- *** This feature inactive in this demo ***
-
- . - Docked
- The ship is currently docked at a starbase/starstation.
-
- *** This feature inactive in this demo ***
-
- . - Planetfall
- Ship has entered a planet's atmosphere.
-
- . - IFF beam detected
- A GALCOM/friendly ship is broadcasting an IFF signal. This
- indicator comes on also if you target a friendly ship in the
- TACSCAN radar system or if you are in a combat area with other
- GALCOM/friendly ships in the vicinity.
-
- *** This feature inactive in this demo ***
-
- . - Distress transmission detected
- A ship, can be a enemy or friendly, is broadcasting a distress
- signal. You can tell which ship it is by looking at the TACSCAN
- Mode #1.
-
- *** This feature inactive in this demo ***
-
- . - Computing orbital profile
- The ship's computer has assumed control of the ship on orbital
- approach. This indicator will turn off when the ship is in orbit
- and you again have control.
-
- *** This feature inactive in this demo ***
-
- . - Orbit established
- The computer has completed orbital approach and you are now in
- high orbit around the planet.
-
- . - Tactical Scope, TACSCOPE
- The TACSCOPE is currently activated.
-
- *** This feature inactive in this demo ***
-
- . - AudioVisual communications, VISCOM
- A message with video is waiting in the Communications station.
- Also indicates that a ship's commander wishes to commence
- interactive dialogue.
-
- . - Message waiting (if incorrect channel is selected in COMMLINK)
- A regular message was received in the COMMLINK and now resides
- in the log file. If the message was sent to printer, this
- indicator will remain on until printing is complete.
-
- . - Hyperspace flight mode
- You have breached LightSpeed, LS 4 and are now in hyperspace.
-
- *** You cannot breach hyperspace in this demo ***
-
- 5. Solar reactor power level
-
- Operation is identical to that of the ship's nuclear reactor. The
- solar reactor is only on if you activate it or if the nuclear reactor's
- output reaches or falls below 5%. The solar reactor draws power from a
- solar source and stores it in power cels. It will continuously recharge
- as long as the source is within range. When the ship moves out of range
- it will stop recharging and if it's power cels are drained, it will
- shut down. Since available power is a combination of the nuclear &
- solar reactors, a solar reactor shutdown will not affect any systems
- directly, unless there is insufficient or no power being supplied by
- the nuclear reactor to maintain the current allocation. If this happens
- the computer will start to shutdown systems starting from the least
- important.
-
- *** Solar reactor has 100% power but does not recharge in this demo ***
-
- 6. Navigational Interface Map, NIM
-
- The NIM has three modes of operation and has three ranges.
- Use <SHFT+F1> to switch ranges.
-
- MODE #1 :
-
- In this mode the NIM displays a scrolling map view of the universe
- as the ship travels through it. This map contains icons such as
- planets, starsystems, galaxies, asteroid belts, blackholes, wormholes
- etc. It also shows the waypoint icons. If you fly into a starsystem,
- the map will automatically revert to the map for that system, likewise
- for galaxies. The red cross indicates the position of the ship. The map
- range is 1LY (100 gu), and if the cross reaches the edge of the map, it
- will scroll up for another 1LY range. If the red cross is superimposed
- over a planet icon, it means that you are in orbit and the NIM will
- automatically switch to mode #2. You can switch back to Mode #1 even if
- you're in orbit and vice versa.
-
- *** This demo is restricted to the Solar system and it's nine
- planetary systems. You don't have enough power to go roaming
- around this system or even to leave it. If you venture outside
- the demo scenario area, you won't find anything. Only Mars has
- any inhabitants in this demo. The other three planets are not
- populated.
- ***
-
- MODE #2 :
-
- This mode displays a view of the orbital planet's surface. This scale
- shows the entire planet's surface as viewed from your position in
- orbit. The cross now indicates your orbital position over the planet.
- Icons on this map indicate targets on the planet's surface. Red targets
- are hostile and green are GALCOM, friendly or neutral. If the planet
- has an orbital weapon, it's location will be indicated by a flashing
- icon, anyway if it is hostile, your TACSCAN would've pick it up.
- Flying targets within the planet's atmosphere are not tracked.
-
- MODE #3 :
-
- This mode is a 'wireframe' view of either mode #1 or mode #2 based on
- your current location. It also displays hostile targets such as other
- spacecraft, spacestations, starstations etc. The scaling is dependent
- upon your current location. It automatically tracks and updates the
- locations of all moving targets including launched missiles. Spacecraft
- icons are identical to those used in the TACSCAN. If you're in orbit,
- it does not track the movement of targets within the planet
- atmosphere.
-
- *** This feature inactive in this demo ***
-
- 7. Shields power level
-
- Operation is identical to that of the reactors. If the protection level
- falls below 5%, it will be red. If the power level falls to 0, you
- will not be able to raise the shields. The shields draw their primary
- systems power from either reactor to keep activated. It uses Plutonium
- to provide protection to the ship. This display shows the amount of
- protection available based on the amount of Plutonium onboard. The
- shields can shutdown as a result of Plutonium depletion or if there is
- insufficient reactor power to keep them activated. The shields require
- a certain amount of Plutonium to provide optimum protection. Whenever
- the ship takes a direct hit, the current protection level determines
- the amount of damage that the ship's armor or hull takes.
-
- *** In this demo, the ship has enough Plutonium to allow the shields to
- recharge up to 100% for up to four game hours only. The greater
- the force of the weapon on the shield, the greater the breach.
- The greater the breach, the longer it takes to recharge
- ***
-
- 8. Armor power level
-
- Operation is identical to that of the shields, however, this display
- only shows the amount of protection that the armor provides for the
- ship's hull. Unlike other systems, the armor does not regenerate,
- the strength of the current armor fitted on the ship determines how
- many hits it will take before it is totally breached. As the level
- in the display reduces, this shows how much protection is now provides.
- If it falls to 0, this means that it is completely destroyed and must
- either be repaired or replaced. Repairing/replacing a ship's armor
- requires you to dock at a starbase/starstation.
-
- *** You cannot repair your ship's hull armor in this demo ***
-
- 9. Computer Video Display/Systems Status Display/Target Tracking Display,
- CVD/SSD/TTD
-
- The Computer Video Display also hosts the Systems Status Display as
- well as the Target Tracking Display. The <C> key is used to switch
- modes. Modes 1, CVD & 3, TTD are automatically displayed if activated
- from the TACSCAN but can be changed using the <C> key.
-
- The SSD, displays the status of the ship's critical systems. If a
- system is operational it's indicator is green, if yellow it is damaged
- and if red it is destroyed. Blue indicates that it is currently under
- repair/replacement.
-
- - SHD : Shields - CLK : Cloaking device
- - WEA : Weapon systems - EMD : Electromagnetic disruptor
- - NIM : Navigational Interface Map - COM : COMMLINK
- - TAC : TACSCAN - TSC : TACSCOPE
- - CMP : Main computer - PHA : lasers
- - CVD : Computer Video Display - ILD : Inbound Launch Display
- - HID : Hud Integrity Display - BRG : BridgeViewer
- - VIS : AudioVisual communications - PTA : Passive Target Acquisition
- - ENG : Engine - LOG : LOGISTIX computer
- - NAV : NAVITRON computer - LIF : Bridge life support
- - REA : Main reactor - SOL : Solar reactor
- - PER : Personnel - OSD : Other system damage.
- Damage occurred elsewhere.
- You must use LOGISTIX
- computer to access the
- damage report.
-
- *** You cannot perform repairs in this demo ***
-
- 10. Laser power level
-
- Operation is identical to that of the other graduated systems. As long
- as the reactors continue to power the lasers, it will recharge itself
- automatically after each use. If power is not being supplied to it
- from the reactor, it will not recharge when power is depleted.
- The lasers draw power directly from the nuclear reactor. Be careful.
-
- 11. Hull Integrity Display, HID
-
- The ship' outer hull has four layers of protection. The ship is in the
- middle of the inner square. Each of the brackets around the ship
- represent the other three layers of protection which are all initially
- green. If the shields did not withstand a hit and are breached, this may
- also breach the integrity of the armor protection. If that is the case
- then the layer will be red. If all four layers are breached and the
- ship's hull takes a direct hit, inside the square will be red. This
- indicates that the ship's hull has suffered direct damage. The ship's
- hull can only be repaired at a starbase/starstation. After repairs, it
- will again change to green. Also, if the armor is repaired/replaced all
- protection levels will change to green. These protection values are also
- reflected in the armor level display, each protection level in the HID
- represents 25% protection in the armor level display.
-
- *** If your ship's hull armor is breached, the hull itself will start
- to take damage if your shields are not operational. Your shields
- protect the armor from damage which in turn protect the ship's
- hull. If the integrity of the ship's hull is breached and you
- suffer significant damage, the ship will explode.
- ***
-
- 12. BridgeViewer display
-
- The ship's BridgViewer displays valuable realtime data. These are :
-
- Lower left corner :
-
- Line 1 - currently armed weapon name and amount available
- 2 - current engine thrust vector, FTOL/VTOL
- 3 - autopilot status, displayed if autopilot on
- 4 - PTA status, displayed if PTA on
-
- 13. Bridgeviewer display
-
- Top left corner :
-
- Line 1 - altitude above planet surface if within atmosphere or
- altitude above planet if in orbit
- 2 - collision warning, COLLISION displayed if imminent
- 3 - cloaking device timer displayed if cloak is activated
-
- 14. Bridgeviewer display
-
- Top center :
-
- Ship's current navigational heading
-
- 15. Bridgeviewer display
-
- Top right :
-
- Currently selected waypoint #, heading and range
-
- 16. Bridgeviewer display
-
- Lower right :
-
- Line 1 - current time, hr:min:sec
- 2 - current location, universe zone, galaxy sector, system sector
- 3 - current galaxy name if at galaxy level or starsystem name
- if at starsystem level or planet name if in orbit
-
- 17. Bridgeviewer display
-
- Lower center :
-
- Line 1 - current speed. HYPER will be displayed if in hyperspace
- otherwise readout is numerical.
- Line 2 - hyperspace travel timer if in hyperspace
- Line 3 - Shields status on/off
- Line 4 - Channel of last COMMLINK message, ie CH1
-
- 18. COMMLINK
-
- The communications link has five channels. These are :
-
- 1. GALCOM HQ
- 2. Special
- 3. Internal
- 4. Tactical
- 5. Roam
-
- Channel #1 monitors all messages sent to you directly from GALCOM HQ
- Channel #2 monitors all message that require interactive dialogue
- Channel #3 monitors internal messages from the ship's crew
- Channel #4 monitors all messages sent to you directly from deployed
- interceptor pilots.
- Channel #5 Simply roams the frequencies and displays all tactical
- messages. These include messages from interceptor pilots,
- other GALCOM ships, other alien ships etc.
-
- When messages are received, they are displayed here and also sent to
- a printer if one was selected at installation. If you did not select
- a printer, then all messages are sent to a log file which can be
- viewed from the Tactical station. Channel #4 & #5 messages are
- updated automatically but when a message is received in #1, #2 & #3,
- it is displayed there until you acknowledge receipt with <ALT-A>.
- If the message is for interactive dialogue, you should acknowledge it
- and then change to the communications station. Channel 1/2/3/4 are
- always accompanied by a video image of the person sending the message.
- Video images are only displayed if you are in the comms station.
-
- *** There is no interactive dialogue in this demo, therefore only
- channels #1/#3 & #4 are monitored
- ***
-
- 19. ILD, Inbound Launch Display
-
- This display monitors all launched weapons. These include your weapons
- as well as those of other ships. This is an all around view with your
- ship in the center of the display.
-
- Red dot - missile with active lock on your ship
- Yellow - missile with passive lock (jammed)
- White - deployed mine
-
- TACTICAL STATION : Left view
- PERSONNEL : Tactical Officer ( Right )
-
- 1 . Deck Status Display, DSD
-
- This system has three modes of operation, mode #1 is always selected
- when this station is first accessed. In the absence of a First Officer
- this station will be inoperable. Most of the functions can be accessed
- from the main LOGISTIX computer.
-
- MODE #1 :
-
- - Weapons loadout & status of the weapon systems
-
- All weapons loaded in both weapon bays are listed with the
- amount of each available. Any weapons that were purchased
- are also listed. A weapon that requires special clearance
- from GALCOM before use, ie planetary disruptor missiles,
- are listed in red. If a weapon bay is damaged, the weapons
- are inaccessible until the bay is repaired. All weapons that
- are in a damaged weapons bay are listed in gray.
-
- MODE #2 :
-
- - Deck systems status
-
- This function allows you to quickly view the ship's systems
- status without activating the LOGISTIX computer. You can
- quickly see which systems are operational, damaged, destroyed
- or under repairs.
-
- *** This feature is inactive in this demo ***
-
- MODE #3 :
-
- - Deck security status
-
- This function will display the name of the deck on which the
- intruder was most recently detected. The <HOME> key lists the
- systems which have been damaged by the intruder. The name of
- the deck is first displayed and the systems that were
- sabotaged are then listed, if any, otherwise 'None' is
- displayed under the deck name. The system names are color
- coded. A system name displayed in yellow means that the
- system is damaged and red means it was completely destroyed.
- If the system name is flashing and color coded as above,
- it means that the system is under repairs as a result of the
- sabotage. The ship's chief combat officer is responsible for
- allocating the manpower to seek out the intruder. You have no
- control over this function. If you don't have any marines
- onboard you won't be able to locate the intruder
- unless you dock at a starbase or starstation. As long as
- there is an intruder on board the ship, the combat personnel
- will attempt to locate him/her and advise you if he/she has
- been caught. If you don't catch the intruder, he/she will
- systematically move from deck to deck sabotaging the systems.
- The length of time it takes to locate an intruder depends on
- the intelligence level of the alien race he/she belongs to.
- You can use the <END> key to list the number of prisoners in
- your ship's detention hold if any. If any have escaped, the
- system will display how many were originally being held and
- how many have escaped.
-
- *** This feature is inactive in this demo ***
-
- 2 . Operation Selector Switch, DSD & SSD
-
- <ALT-F1> - <ALT-F5> or mouse click to switch operating modes
-
- Notch 1 - DSD, Mode 1 [Weapons Loadout]
- 2 - DSD, Mode 3 [Deck Security Status]
- 3 - SSD, Mode 1 [Systems Status Check]
- 4 - SSD, Mode 2 [Systems Power Allocation]
- 5 - SSD, Mode 3 [Personnel Resource Management]
-
- The function that is currently selected is displayed in the first line
- of the DSD response display. This is indicated in the brackets above.
-
- *** This feature is inactive in this demo ***
-
- 3 . Deck Selector Switch
-
- <ALT-F6> - <ALT-F10> or mouse click to change operational decks
-
- This automatically activates mode #2 of the DSD.
-
- *** This feature is inactive in this demo ***
-
- 4 . DSD response display
-
- All error messages or informative text are displayed here.
-
- 5 . Systems Status Display, SSD
-
- This system monitors critical ship functions including ship systems
- status and personnel resources. This display always lists the
- following. There are three operating modes which can be selected
- via the Operation Selector Switch.
-
- MODE #1 :
-
- - 1) Systems status
-
- This lists the ships critical operational status.
-
- . Main reactor power level/available Radine crystals
- . Solar reactor power level
- . Global power units available (m.reactor + s.reactor)
- . Current power usage
- . Available power units
- . Shield power level/available Plutonium/hours of use
- . Armor integrity level
- . Hull integrity level
- . Laser power level
- . Cloak power level/Maximum operation time available
- . Cargo capacity/Available cargo space
- . Available shuttle craft
- . Available probes
- . Available mines
- . Available Interceptors
-
- *** Options not available in this demo will remain blank ***
-
- MODE #2 :
-
- - 2) Systems power
-
- It lists the system name, the minimum amount of power that
- this system requires to operate, the amount it requires
- to operate at peak and it's current power allocation.
- You can use the <A> key to change the power allocations
- for these systems. The current power setting column will
- be highlighted, use the <+> & <-> keys to change the
- current settings. You can shut the system down by
- allocating 0 power to it. If you allocate less than the
- minimum power requirement to a system, the computer will
- automatically reset it to 0. Use the <UpArrow> &
- <DownArrow> keys to move through the systems.
-
- . Engines #:#:#
- . Systems
- . Lasers
- . Weapons
- . Shields
- . Trans. <- Transporters
- . T.Beam <- Tractor Beam
- . N.Reactor <- Nuclear Reactor
- . S.Reactor <- Solar Reactor
- . L.Control <- Launch Control
- . S.Systems <- Stealth Systems
- . A.Systems <- Auxiliary Systems
- . L.Support <- Life Support
-
- *** You can't make any modifications in this demo ***
-
- MODE #3 :
-
- - 3) Personnel resource
-
- This lists the status of your personnel resource. The
- first number is how many you can have onboard, the second
- is how many you can have onstation at any time, the third
- is how many are on station, the fourth is how many are
- in reserves, the fifth is the number currently in medibay
- and the sixth is the current life status level of the
- person currently at that station (if any). Since
- you can have more than one engineer, marine or combat
- pilot on station at any time, the status level for them
- is the average of the total number on station.
-
- Personnel resource management is very important
- to most of the ship's systems. The absence of a resource
- onstation will render that person's station inoperable.
- When a stationed personnel's life status level reaches
- or falls below 15% he/she will immediately be removed from
- active duty and sent to medibay where he/she will
- remain until the life status level reaches 100%. The
- person will then be put back on active duty if the station
- is currently unmannned, otherwise, he/she will be
- transferred to your reserve pool. You personnel will heal
- slower on station than if sent to medibay.
- You can send a person back to duty if the level rises
- above 15%. When personnel are removed from active duty,
- they will be replaced if you have any reservists that you
- recruited at a starbase or starstation. Reservists have
- a status level of 75%. You can have your original personnel
- resurrected at some starbases/starstations for a fee.
- To see an image of your personnel, highlight the station
- and press <ENTER>, the image will be displayed in the SSD.
- press <ENTER> again to remove it and display the personnel
- resource list. To send someone to active duty from medibay
- or reserves, highlight the station, position the cursor on
- the medibay column and press <->. If the station is
- manned, they will switch places. If the original person is
- at their peak he/she will be sent to the reserve area,
- otherwise to medibay and later to reserves when the level
- reaches peak. The life status level will change to reflect
- the new person's status level.
-
- You cannot manipulate your marines or engineers. These
- figures only indicate how many you have onstation or in
- medibay. They are automatically swapped in an out of
- active duty and reserves depending on their status level.
-
- These figures are for this demo only :
-
- . First Officer 1 : 1 : - : - : - : -
- . Flight Officer 1 1
- . Tactical Officer 1 1
- . Navigations Officer 1 1
- . Comms. Officer 1 1
- . Medical Officer 1 1
- . Combat Officer 1 1
- . Chief Engineer 1 1
- . Research Engineer 1 1
- . Combat pilots 4 4
- . Engineers 0 0
- . Marines 20 20
-
- *** In this demo, personnel do not die and this feature is inactive ***
-
- 6 . Tactical Status Indicator, TSI
-
- This system is identical to the one on the forward bridge view
-
- 7 . Inbound Launch Display, ILD
-
- This system is identical to the one on the forward bridge view
-
- 8 . TSAD Operation Switch
-
- <LSHIFT-F1> - <LSHIFT-F5> or mouse click to switch operating modes
-
- Notch 1 - TSAD, Mode 1 [Tractor Beam Control]
- 2 - TSAD, Mode 2 [Combat Personnel Deployment]
- 3 - TSAD, Mode 3 [TACSCAN Radar]
- 4 - TSAD, Mode 4 [TACSCOPE Radar]
- 5 - TSAD, Mode 5 [Interceptor Tactical Video Relay]
-
- The function that is currently selected is displayed in the first line
- of the TSAD response display. This is indicated in the brackets above.
-
- *** This feature inactive in this demo ***
-
- 9 . Tactical Situation Awareness Display, TSAD
-
- The TASD computer is the most sophisticated of all the computers at
- this station. It also has five operating modes. In the absence of a
- Tactical Officer, the TSAD computer will be inoperable. Most of the
- functions can be accessed from the main LOGISTIX computer.
-
- MODE #1:
-
- - Tractor beam control
-
- The tractor beam receives power from the reactors, if there is no
- power being sent to it, it will not activate. Use the TSAD Operation
- Switch to switch modes. The default mode when first switched on is
- mode 1. This activates the Strategic Ranging Computer and the
- TACSCAN (in LR mode) below it. These are both displayed in the SSD.
-
- The tractor beam can capture another ship or object up to 0.5 miles
- distance. If the target is another ship, it must either be a) disabled
- and motionless or b) moving at profile speed 4 or less. It cannot
- capture ships that have an anti-beam locking system, such as
- some large ships and starstations. When the tractor beam locks onto a
- target, it will keep the target in tow behind the ship as long as it
- has sufficient power to maintain the lock. The tractor beam will
- disengage if a) the target ship achieves thrust in excess of profile
- speed, 4 b) it is shutdown manually or as a result of insufficient
- power, c) if the shields are activated, d) if the target is
- destroyed and e) if your ship establishes orbit or enters a planet's
- atmosphere. When you activate the tractor beam, you will be warned that
- this would lower the shields and you will be given an opportunity to
- cancel the operation. You can dock at a starstation with a ship in
- tow but you cannot leave the starstation with it. If there is any crew
- onboard the towed ship, the will be transferred to the starstation. To
- bring onboard crew from a towed ship, you can transport them over or
- use the shuttle craft. If you try to tow a ship with an anti-beam
- locking system (and they activate it), you will receive the message -
- "Cannot lock onto target". An 'Invalid target' message is displayed if
- the target does not meet the tractor beams locking criteria detailed
- above.
-
- The SRC display is divided into grids. Each grid is 0.5 miles square
- with the Battlecruiser in the center. Hostile targets on this grid are
- red dots and GALCOM/friendlies are blue. The list of targets within the
- beam's range are listed in the TSAD on the right and numbered. To select
- a target simply enter its number which ranges from 1 - 10. Targets in
- excess of 10 are not displayed. When the target's number is displayed,
- a green square will be drawn around the grid in which it is located.
- Press <ENTER> to activate the beam. If the operation is successful,
- you will get the 'Target locked' in the TSAD response display. The
- locked target will now begin to flash indicating that it is now in
- tow. If you previously had a target in tow, you need not deactivate the
- tractor beam first to select a new target, simply selecting a new target
- will release the current one. To deactivate the tractor beam and release
- the target, use the <CTRL-D> key.
-
- The TACSCAN at the bottom of the display is identical to the one in the
- forward bridge view but you cannot operate it. It is only there to
- provide tactical info on ships in your surrounding while you are at this
- station. If the TACSCAN at the forward bridge view is inoperable,
- this one will still work.
-
- *** This feature is inactive in this demo ***
-
- MODE #2 :
-
- - Ship boarding
-
- Ship boarding is made possible through the use of the transporter and
- shuttle crafts. The transporter uses 1 unit of power each time
- it is used and only transports 5 personnel at a time. The shuttle
- crafts require no power at all and can carry up to 10 personnel. There
- are advantages and disadvantages in using either method of troop
- transportation, these are covered elsewhere in this manual.
-
- The SRC is also used in selecting a target for boarding. Operation is
- identical to that for tractor beam operation but the target can be
- up to a maximum range of 1 mile. The displayed list will also include
- all targets in range including any target that is currently under
- tractor beam control. After you have selected the target for this
- operation, you will be asked to select how they will be transferred
- and how. The dialogue displayed is such :
-
- Transporter : #/#
- Shuttle craft : #/#
- Marines : #
-
- The first value indicates the amount of power available to the
- system for use in this operation, in the case of the shuttle craft
- this value is how may crafts are available. The second value is the
- amount of personnel that you want transferred. Use the <+/-> keys to
- increase/decrease the number of personnel to transport. The 'marines'
- value is number available, as you change this value, this value is
- updated. If you try to allocate personnel in excess of the capacity
- of the total number of shuttle craft available or the amount of power
- available to the transporter, the computer will beep and default to
- the maximum amount allowed given the current configuration. You may
- change this amount. When you have finished, press the <ENTER> key
- to activate the order, there will be a brief animation (if you have
- 'animations on' in the setup) as the shuttle craft speeds away to
- the target or of the transporter room as the team is transported.
- When the team reaches their target (if they are using shuttle craft
- there is a possibility that it will be destroyed if the alien ship's
- weapon systems are still functional. If this happens, you will get
- the message "Shuttle craft destroyed". If the alien ship's computers
- are still active, they may also jam the transporter's locking signal.
- If this happens, you will get the message "Signal jammed". Either way
- you won't be able to board the ship until you resolve the above
- conditions.
-
- If the boarding is successful, the screen will change to display a
- 2D cross section of the target ship. The alien icons are red and the
- GALCOM marines are green. Combat will commence immediately. As
- personnel are killed, the amount available to each side is updated.
- To retrieve your team use the [EVACUATE] option and the survivors will
- attempt to return to the ship. There is no guarantee that they will all
- make it back. If you select [SURRENDER], the combat sequence will end
- and your team will become prisoners onboard the alien ship. You can also
- select [DIRECT 412] which will cause the team to detonate a neutron
- device that will destroy the ship and everything onboard. You will lose
- your team and the ship will be destroyed. If your team is successful in
- overcoming the aliens and taking over the ship, they will take
- everything that they can find, this includes weapons, cargo, fuel etc.
- Prisoners are also transferred to your ship and kept the detention
- hold util delivered to a GALCOM facility. The display will indicate
- what they found and the quantity, they will then return to the ship.
- This returns you to the tactical station once again.
-
- *** This feature inactive in this demo ***
-
- MODE #3 :
-
- - TACSCAN
-
- This is a backup of the forward bridge TACSCAN radar only this time
- it is the system displayed in the SSD. Targeting info for <T>, <I>
- & <D> commands are displayed in the TSAD computer.
-
- *** This feature is inactive in this demo ***
-
- MODE #4 :
-
- - TACSCOPE
-
- This system is used to track and acquire targets on a planet's
- surface. You must be in orbit in order to use it. On activation,
- the image of the planet's surface is displayed in the SSD. A list
- of OTS weapons is listed in the TSAD display. Use the <arrow
- keys> to locate the crosshair over the target icon, and press <ENTER>
- this lock the target in the firing system and will switch control over
- to the TSAD display area. Use the <CURSOR> keys to select the weapon
- and press <SPACEBAR> to launch it. A timer will be displayed on the
- map display. This indicates when the weapon will reach it's target.
- If the weapon is jammed, the message 'Weapon jammed' will be
- displayed and you'll have to launch another. If the weapon succeeds
- in reaching the target, the icon will disappear and the message
- 'Target destroyed' is displayed.
-
- *** This feature is inactive in this demo ***
-
- MODE #5 :
-
- - Interceptor Tactical Video Relay, ITVR
-
- This mode displays a numbered list of deployed Interceptors. Select
- the Interceptor you wish to view and a video image will be displayed
- in the SSD. This view is an external camera located behind and
- slightly above the Interceptor. Use the <ARROW> keys to rotate/pan
- the camera around. Use <ESC> to quit this view and select another
- Interceptor. If the Interceptor is destroyed whilst you are at this
- view, it will be cleared. If you select this mode with no Interceptors
- launched the message 'No Interceptors launched' will be displayed.
-
- *** This feature is inactive in this demo ***
-
- 10. TSAD response display.
-
- All error messages or informative text are displayed here.
-
- 11. COMMLINK
-
- Operation is identical to that of the forward bridge COMMLINK.
-
- 12. LOGISTIX computer access
-
- Activates the LOGISTIX computer.
-
- *** In this demo, the LOGISTIX computer only displays your ship's
- damage status.
- ***
-
- 13. Exit station
-
- COMMS STATION : Right view
- PERSONNEL : Comms Officer
-
- In the absence of a Comms Officer this station will be inoperable.
- Most of the functions can be accessed from the main LOGISTIX computer.
-
- 1 . Communications Video System, CVS
-
- If you receive a message while you are at this station, the image
- of the other party is displayed at this display and the message is
- displayed in the Inbound Message Display, IMD area. If you are
- required to respond, a valid list is displayed in the Outbound
- Message Display area. use the cursor keys to highlight the desired
- selection and press <ENTER>. This will be sent to the other party.
- If there is an incoming response, it will be displayed otherwise
- the message 'Acknowledged', 'No response' or 'Link terminated' is
- displayed. If the other party has finished the dialogue, the image
- will disappear. You can also terminate a communications link
- using the <ALT-T> key. You can use the <L> key to activate your
- message log. This will display a list of saved messages sent to
- you including the date, time and originator. Use the cursor keys
- to highlight the saved message that you wish to review and press
- <ENTER>. The message will be played back in the IMD, if a video
- image is attached, it will be displayed in the CVS otherwise the
- CVS will remain blank. After the message is played, press the
- <SPACEBAR> to continue and the log list will be re-displayed. The
- channel indicators will illuminate to indicate which channel is
- currently being used and also which channel was used by the
- currently playing saved message. This logfile resides on your
- harddisk in a text file. It will grow to a maximum of IMB before
- it starts being 'flushed' by new data. If you selected a printer
- at setup (you can also activate it from the <ESC> menu), all
- messages are automatically sent to it also.
-
- *** In this demo, there is no interactive comms dialogue ***
-
- 2 . Logfile switch on/off
-
- - displays the logfile of saved messages.
-
- *** This feature is inactive in this demo ***
-
- 3 . COMMLINK channel selector
-
- Indicates which COMMLINK channel is currently in use.
-
- 4 . CVSD message display readout.
-
- All error messages or informative text are displayed here.
-
- 5 . TDSI, Target Ship Status Indicator (toggle)
-
- This option allows you to view the target ship's critical systems.
- In order to communicate with another ship, they must have either a)
- responded to your hailing signal or b) hailed you themselves.
- If you are hailed and return to this station, the image of the
- ship's commander will be displayed in the CVS, the OMD will give
- you the option to respond or reject the dialogue. At anytime during
- the dialogue, you can use the <ALT-V> key to view the other ship's
- critical systems. A color-coded list will be displayed. Press the
- <ALT-V> key again to return to the video image. <ALT-L> activates
- the LOGISTIX computer.
-
- Red = Destroyed; Yellow = Damaged; Green = functional
-
- 1. Ship type
- 2. Alien species
- 3. Shields
- 4. Communications
- 5. Weapon Systems
- 6. Lasers
- 7. Reactors
- 8. Engines
- 9. Hull integrity
- 10. Life support
- 11. Personnel
- 12. Power Status ( 0= ship is disabled )
-
- *** This feature is inactive in this demo ***
-
- 6 . IMD, Inbound message display
-
- This displays the message sent in from the other party. When the display
- is full it is cleared.
-
- *** This feature works differently in this demo, see above ***
-
- 7 . OMD, Outbound message display
-
- This displays the valid list of messages that you can send to the other
- party. If the list exceeds the display,use the <ARROW> keys to scroll
- through. Use the <ENTER> to send the desired message.
-
- *** This feature works differently in this demo, see above ***
-
- 8 . LOGISTIX computer access
-
- Activates the LOGISTIX computer
-
- 9 . Exit station
-
- NAV STATION : Extreme right view
- PERSONNEL : Navigations Officer
-
- In the absence of a Navigations Officer this station will be inoperable.
- Most of the functions can be accessed from the main LOGISTIX computer.
-
- 1 . NAVITRON computer
-
- It is at this computer that you get to set waypoints, launch
- Interceptors, probes etc. When this system is first accessed, a list of
- Interceptors, probes & personnel is displayed and their location.
-
- This data includes :
-
- 1. Battlecruiser (power level/location)
- 2. Interceptor 1 (power level/location)
- 3. Interceptor 2 ( " )
- 4. Interceptor 3 ( " )
- 5. Interceptor 4 ( " )
- 6. Team 1 (supply level/location)
- 7. Team 2 ( " )
- 8. Team 3 ( " )
- 9. Team 4 ( " )
- 10. Team 5 ( " )
-
- Power level - The ships current power level
- Location - This can be actual x,y,z location in space or on a
- planet including planet name. For the Interceptor
- other valid values are :
-
- Docked - Ready and in Battlecruiser docking bay
- Readying - Being prepared for deployment
- Destroyed - The ship has been destroyed
- Engineering - The ship is being repaired
- Supply level - How many days this team will survive before being
- evacuated from the current location.
-
- To activate the NAVITRON computer and set waypoints for an item
- on the list, enter the number of the item and this station will
- be replaced by the full screen NAVITRON computer. See the section
- on using this computer for more details.
-
- The Battlecruiser only carries ten probes. To launch probes, use
- <P>, this will display the list of all the probes and their
- current destination. If the probe is still in transit, the word
- 'In transit' will be displayed next to it's destination. Use the
- <ARROW> keys to select an available probe then press <ENTER>, this
- will bring up a list of starsystems. Again, select the probe's
- destination and press <ENTER>. This will immediately launch the
- probe to that destination. The probe's actual stop location is
- unknown until is reaches it's destination. You cannot select a
- probe that is in transit. If a probe has reached it's destination
- and is currently online, the word 'Online' will be next to it's
- destination. You can send this probe somewhere else. If a probe
- is damaged/destroyed, the word 'Offline' is displayed next to it's
- destination and you cannot select it. If you do manage to locate it,
- you can retrieve it using the tractor beam and the engineers will
- automatically repair it. <ALT-L> activates the LOGISTIX computer.
-
- ***
- In this demo, you cannot set any waypoints and the above data
- is not displayed. The NAVITRON computer is inactive.
- ***
-
- 2 . COMMLINK
-
- Operation is identical to that of the forward bridge COMMLINK.
-
- 3 . LOGISTIX computer access
-
- Activates the LOGISTIX computer
-
- 4 . Exit station
-
- *******************************************************************************
-
- INTERCEPTOR CONTROLS
-
- *******************************************************************************
-
- The following files must be printed/viewed with an image viewer to get a
- description of the systems described here.
-
- COCKPIT1.PCX
- COCKPIT2.PCX
-
- Note : Except where indicated, all systems operations are identical to those
- found on the Battlecruiser. In this demo when you dock with the
- Battlecruiser, the Interceptor will not be repaired or rearmed.
-
- FORWARD VIEW:
-
- 1. Reactor power level
-
- 2. Critical reactor level warning
-
- This indicator changes to red when reactor power level reaches or
- falls below 20%
-
- 3. System Status Indicator, SSI #1
-
- This region is split up into three sections :
-
- - Planetfall ( is green when ship enters a planet )
- - Docked ( is green when ship is currently docked )
- - IFF beam detected
-
- 4. Autopilot
-
- Green when ship's autopilot system is activated and red if it is
- damaged or inoperable.
-
- *** This feature is inactive in this demo ***
-
- 5. Critical armor protection level warning
-
- This indictor changes to red when armor protection level reaches or
- falls below 20%
-
- 6. Armor protection level
-
- 7. Collision warning
-
- Flashes red rapidly if collision is imminent
-
- 8. Engine thrust vector, FTOL/VTOL
-
- While in FTOL, the inner exhaust vents are red, while in VTOL mode
- they are black
-
- 9. System damage warning
-
- Red when a system damage has occured
-
- 10. Weapons stores depleted warning
-
- Red when all missiles are depleted.
-
- 11. System Schematics Display, SSD
-
- This schematic displays the status of the ship's critical systems.
- When the indicators are green, the system in functional, yellow is
- damaged and red is destroyed.
- The bars on either side of the 2D ship image represent the ship's
- shield status, SHD. The other 'dots' represent systems status as
- displayed in the CVD damage screen.
-
- From top to bottom row, reading left to right...
-
- PHA
- TAC
- NIM WEA
- HID
- CMP CVD EMD
- ILD HID HUD
- LIF
- REA
- ENG
-
- See the CVD sections for systems damage legend
-
- 12. Laser power level
-
- 13. TACSCAN radar
-
- In the Interceptor, the TACSCAN ranges are :
-
- LR - 1.6 ly = 160 gu
- MR - 0.8 ly = 80 gu
- SR - 0.4 ly = 40 gu
-
- The <C> communications option in mode #1 is inactive.
- The <L> PTA option in mode #1 is inactive
- The Interceptor Tracking System in mode #5 also tracks the
- Battlecruiser's location.
-
- 14. Communications Link/Location Information Display, CommLink/LID
-
- The COMMLINK toggles to display the ship's current location
-
- 15. System Status Indicator, SSI #2
-
- - Weapons systems
- - ElectroMagneticDisruptor, EMD
- - Shields
- - Reactor
- - Communications
- - IFF homing device
-
- 16. Navigation Interface Map/Tactical Interface Map display, NIM/TIM
-
- 17. Tracked target's range
-
- 18. Target Acquisition Display, TAD
-
- 19. Tracked target's bearing
-
- 20. Current navigational heading
-
- 21. Tactical Status Indicator, TSI
-
- - surface target detect
- - surface target track
- - surface-to-air launch
- - air/space target detect
- - air/space radar track
- - air-air/space-space launch
-
- 22. Computer Video Display/Systems Status Display, CVD/SSD
-
- - SHD = Shields - CVD = Computer Video Display
- - ILD = Inbound Launch Display - PHA = Lasers
- - WEA = Weapon systems - HID = Hull Integrity Display
- - EMD = ElectroMagneticDisruptor - HUD = Heads Up Display
- - NIM = Navigational Interface Map - COM = CommLink
- - TAC = TACSCAN - REA = Reactor
- - CMP = Main computer - ENG = Engines thrust vector
- - LIF = Life support
-
- 23. Shield level
-
- 24. Enemy inbound ASL/SASL weapon has lock
-
- Flashes red when an inbound weapon with ASL or SASL tracking is locked
- onto the ship
-
- 25. Enemy inbound VSL/ITL/LITAS weapon has lock
-
- Flashes red when an inbound weapon with VSL, ITL or LITAS tracking is
- locked onto the ship
-
- 26. Inbound Launch Display, ILD
-
- 27. Hull Integrity Display, HID
-
- 28. 1. Currently selected weapon and amount available
- 2. Current engine thrust vector FTOL/VTOL
-
- 29. 1. Altitude above surface if within planet's atmosphere or altitude
- above planet if in orbit.
- 2. Battlecruiser cloaking device timer
-
- 30. Waypoint #, heading and range
-
- LEFT VIEW :
-
- This view only contains non-functional systems and an external view.
-
- RIGHT VIEW :
-
- This view only contains non-functional systems and an external view.
-
- CO-PILOT CONSOLE :
-
- This station is the GALCOM Redundant Systems Array, RSA console
-
- Systems Monitor Control, SMC ( located below NIM )
- This system is not available to the pilot. It toggles as follows :
-
- - PTS, Personnel Tracking System
-
- Displays an infrared display of the planet's surface and tracks personnel
- deployed from Battlecruiser anywhere on the surface. If at least one member
- of the team is alive. It cannot track personnel onboard other ships.
- The personnel on the planet are idicated by a red 'x'.
-
- *** This feature is inactive in this demo ***
-
- - CRMS, Combat Radius Monitor System
-
- Displays a 3D grid system that tracks the Battlecruiser, this interceptor
- and others that have been launched and are in range. If this craft wanders
- outside the effective range, ie the Battlecruiser moves off the grid an
- alarm will sound warning the pilots.
-
- - WSD, Weapons Status Display
-
- Displays a 2D image of the craft and shows the weapons loaded
-
- - SSI, Systems Status Indicator
- Displays numerical values for these systems :
-
- Reactor power level
- Laser power level
- Armor strength
- Distance to Battlecruiser
- Estimated time to reach Battlecruiser location
- Distance to currently selected waypoint
- Time of arrival at currently selected waypoint
- Total systems integrity %
- Mission targets, status (completed/programmed)
- Current craft profile (orbit/planetary/i-space)
-
- *** This feature is inactive in this demo ***
-
- All other systems found at this station are identical to those found at the
- pilot's station.
-
- *******************************************************************************
-
- WEAPONS PLATFORMS USED IN THIS DEMO
-
- *******************************************************************************
-
- In this demo, the weapons characteristics have been simplified drastically
- and all utilize a generic tracking and acquisition model.
-
- GALCOM - :
- ------
-
- Battlecruiser - Phalanx Multiple-Burst-Mode Laser
- 10 x STS-Starflash
- 10 x STS-Firestar
- 10 x STS-Perseus
- 2 x OTS-Skyflash
-
- Interceptor#1 - Phalanx Single-Burst-Mode Laser
- 04 x STS-Starflash
- 04 x ATA-Magellan
- 04 x ATS-Hyperdyne
-
- Interceptor#2 - Phalanx Single-Burst-Mode Laser
- 04 x STS-Starflash
- 04 x ATA-Perseus
- 04 x ATS-Magellan
-
- Lightstar - 05 x STS-Starflash
- 05 x STS-Questor
-
- GALCOM HQ - Multiple-Point-Defense Laser
- 10 x STS-Questor
- 10 x STS-Perseus
- 10 x STS-Starseeker
-
- GALCOM Martian defense units on FirstLight
-
- - 02 x AX-10 Fireball SAM
- - 02 x AX-21 Firestorm SAM
- - 04 x ASAL2 SAL
-
- Gammulans - :
- ---------
-
- Stormcarrier - SS-N MK1 Laser
- 10 x STS-Tangent
- 10 x STS-Ralix
- 10 x STS-Starsearch
- 02 x OTS-Anagram
-
- TN-31 Corsair - SS-N MK2 Laser
- 04 x STS-Tangent
- 04 x ATS-Gainer
- 04 x ATA-Adder
-
- Starfighter - SS-N MK2 Laser
- 04 x STS-Tangent
- 04 x STS-Ralix
-
- Starcarrier - SS-T Laser
- 10 x STS-Tangent
- 10 x STS-Starsearch
- 02 x OTS-Anagram
-
- Gammulan 'Away Team' on Mars
-
- - 02 x XPF SAL
- - 04 x GDN-4 Worm SAM
-
- TARGET DESIGNATOR CODES
- -----------------------
-
- CFT - Flying craft (space/planetary)
- PLA - Planets, huge asteroids etc
- SML - SAM/SAL sites. Missile locks onto radar signal from target
- LGT - Light armored vehicles,light targets,personnel, light structures etc
- HVY - Heavy armor vehicles, heavy targets, heavy structures etc
- MUL - Weapon can be used on any target. It's success varies with target
- PLT - Planetary targets. Missile destroys single targets on planet surface
- ORB - Targets in planet's orbit
-
- WEAPONS PLATFORM CODES
- ----------------------
-
- STS - Space-To-Space
- OTS - Orbit-To-Surface
- ATA - Air-To-Air
- ATS - Air-To-Surface
- SAM - Surface-Air-Missile
- SAL - Surface-Air-Laser
- MIN - Mine
-
- Guidance Logic codes & characteristics for space/planetary missiles :
- ---------------------------------------------------------------------
-
- CTL, Continuous Tracking Logic
- The craft must maintain the lock on the target until the missile hits
-
- ATL, Automatic Tracking System
- The missile has it's own tracking system. This allows the craft to
- 'fire and forget' the missile.
-
- ATL/V Automatic Tracking System with Video
- The missile has a camera in it's nose cone. When armed, the missile
- camera can be used to acquire a target using 'fire and forget'
- techniques.
-
- RITL/V Redundant Independent Tracking System with Video
- This is found only in OTS weapon systems. A camera in the missile's
- nose cone is used to locate the target on the planet surface.
- After launch, the weapon continues to receive tracking info from the
- craft. The missile will lose tracking info if the craft leaves orbit
- or if jammed from the ground.
-
- VITS Visual Independent Tracking System
- Used only on craft mounted laser systems. After a target is identified
- the pilot must compensate for it's orientation and fire when it comes
- into range. In some systems, the laser mounts are fixed and only fire
- straight ahead. On more advanced and larger ships, the laser mounts
- can be independently oriented to track the target's location without
- changing the craft's orientation.
-
- Weapons characteristics key - missiles
- --------------------------------------
-
- Type/Name - Weapon type and name
- Max. range - Max. range, in km, at which missile is fired
- Max. speed - Maximum speed, in kt, of the missile in flight
- Guidance Logic - Determines how the missile locates it target
- Platform - AN 'X' in this field indicates that only large
- craft carry this missile.
- Target types - Targets this weapon is designed to destroy
-
- * The recharge timelapse for laser systems is the amount of time it takes for
- the system to recharge if it depletes it's energy cels in a single burst.
-
- * All missiles have generic characteristics in this demo, they will destroy
- any kind of target.
-
- * If you fire a missile without a positive lock, the missile will fly straight
- ahead and ignore the 'target designator' box.
-
-
- GALCOM WEAPON SYSTEMS - MISSILES
- ---------------------------------
-
- TYPE/NAME MAX MAX GUIDANCE PLATFORM TARGET
- RANGE SPEED LOGIC TYPE
- ------------------------------------------------------------------
-
- ATA-Cluster 20 1500 ATL CFT
- ATA-Magellan 30 1500 ATL CFT
- ATA-Mariner 50 2000 ATL CFT
- ATA-Warrior 25 2500 ATL CFT
- ATA-Pilgrim 25 2500 ATL CFT
- ATA-Seeker 50 1500 ATL CFT
-
- STS-Vagrant 50 750 ATL/V CFT
- STS-Perseus 15 500 ATL CFT
- STS-Questor 15 2000 ATL CFT
- STS-Starflash 25 2000 CTL MUL
- STS-Starseeker 25 1000 CTL X MUL
- STS-Firestar 50 2000 ATL LGT
- STS-Starchild 30 2000 ATL X LGT
- STS-Ralix 30 2500 ATL HVY
- STS-Analog 25 2000 CTL HVY
-
- ATS-Spyder 75 750 ATL HVY
- ATS-Lynx 50 750 ATL HVY
- ATS-Maverick 50 1000 ATL/V LHT
- ATS-Harpoon 100 1200 ATL/V LHT
- ATS-Gainer 75 800 ATL/V SML
- ATS-Hyperdyne 50 750 ATL/V SML
-
- OTS-Stallion - - RITL/V X PLA
- OTS-Tanix - - RITL/V X PLA
- OTS-Bugnor - - RITL/V X PLA
- OTS-Skyflash - - RITL/V X PLT
- OTS-Sunbeam - - RITL/V X PLT
-
- MIN-Crab - - RITL X MUL
- MIN-Leech - - RITL X MUL
- MIN-Clinger - - RITL X MUL
- MIN-Louse - - RITL X MUL
-
- GAMMULAN WEAPON SYSTEMS - MISSILES
- ---------------------------------
-
- ATA-Adder 25 2500 ATL CFT
- ATA-Gammid 30 2500 ATL CFT
- ATA-Rolan/1 30 2000 ATL CFT
- ATA-Rolan/2 50 3000 CTL CFT
-
- STS-Minx 50 1500 ATL CFT
- STS-Tangent 20 2500 CTL CFT
- STS-Devil 75 1500 ATL CFT
- STS-Starsearch 50 2000 ATL X MUL
- STS-Moonstar 35 2000 ATL X MUL
-
- ATS-Krenon 25 1000 ATL SML
- ATS-Eyestar 50 750 ATL HVY
- ATS-Storm 100 750 CTL HVY
-
- OTS-Anagram - - RITL/V X PL
- OTS-Sunstar - - RITL/V X PL
- OTS-Gladiator - - RITL/V X PLT
-
- MIN-Stint - - RITL X MUL
- MIN-Felix - - RITL X MUL
-
- Guidance Logic codes & characteristics for SAM/SAL systems :
- ----------------------------------------------------------
-
- ASL, Advanced Seeker Logic
- The missile uses an advanced seeker guidance mechanism with the receiver
- in the missile. This missile, can 'burn through' jamming at close range
- and can conduct multiple attacks. Seriously bad news.
-
- SASL, Semi-Active Seeker Logic
- The missile uses a variation of ASL, but the tracking station transmits
- data in 'burst' mode that are several cycles apart. The receiver is in
- the missile and it may 'burn through' jamming at close range. Changing
- the craft's orientation between 'bursts' can also jam the missile.
-
- VSL, Visual Seeker Logic
- The missile is guided by a ground controller who must monitor and
- compensate for the target's maneuvering. This missile can be fooled
- by evasive flying or jamming.
-
- ITL, Independent Tracking Logic
- The missile is guided by a ground radar station with the receiver at the
- station. This missile cannot 'burn through' jamming at close range.
-
- LITAS, Laser Inference Target Acquisition System
- This is used only in SAL tracking systems. The radar station first
- searches for the target, next it acquires it and fires a laser designator
- beam at it. The firing system then fires a continuous wave of laser
- bursts along the beam. This firing system can only be fooled by flying at
- a safe altitude out of the laser designator range. At low altitude, it
- may be jammed. The designator lock can also be jammed by flying really
- fast.
-
- Weapons characteristics key - SAM/SAL:
- --------------------------------------
-
- Type/name - Weapon type, SAM/SAL
- Max. range - Max. range at which missile is fired
- Max. speed - Maximum speed, in mach, of the missile in flight
- Search range - Maximum range, in km, of the missile's search radar
- Max. alt - Maximum altitude, in ft, the missile can reach
- Guidance Logic - Determines how the missile locates it target
- Target types - Targets this weapon is designed to destroy
- Mounting - How the SAM system looks when seen
- Mobile - Mounted on a vehicle with radar
- Fixed - Missile launcher located near radar station
-
- GALCOM WEAPON SYSTEMS - SAM/SAL
- --------------------------------
-
-
- TYPE/NAME MAX MAX SEARCH MAX GUIDANCE TARGET MOUNTING
- RANGE SPEED RANGE ALT. LOGIC TYPE
- -----------------------------------------------------------------------
-
- AX-10 Fireball 125 2.5 125 25,000 SASL CFT Fixed
- AX-21 Firestorm 125 2+ 150 35,000 SASL CFT Mobile
- MFX1-SAL 25 - 25 20,000 ASL CFT Fixed
- MFX2-SAL 50 - 50 20,000 ASL CFT Mobile
- MK1-Pulse 50 - 100 - SASL CFT Mobile
- MK2-Pulse 75 - 150 - SASL ORB Fixed
- MK3-Pulse 100 - 100 - ASL ORB Fixed
- TSX1-Limpet 100 3+ 100 25,000 SASL CFT Mobile
- TSX2-Limpet 125 3+ 150 25,000 SASL CFT Mobile
-
- GAMMULAN & ALLIES WEAPON SYSTEMS - SAM/SAL
- -------------------------------------------
-
- XPF-SAL 10 - 20 10,000 ASL CFT Fixed
- XPT-SAL 15 - 25 15,000 ASL CFT Fixed
- ACM-Rogan 50 2+ 75 25,000 SASL CFT Mobile
- ADV-Hawkeye 75 2+ 75 35,000 SASL CFT Mobile
- GDN-4 Worm 150 2+ 150 40,000 SASL CFT Mobile
- GDN-6 Worm 200 2+ 300 30,000 SASL CFT Mobile
- GDN-7 Worm 300 2+ 500 35,000 SASL CFT Fixed
- MK1-Defender 150 - 150 - ASL ORB Fixed
- MK2-Defender 200 - 200 - ASL ORB Fixed
- SSN-Catcher - 7+ - - ASL ORB Fixed
- SSN-Starfly - 7+ - - ASL ORB Fixed
-
- *******************************************************************************
-
- SHIP CHARACTERISTICS
-
- *******************************************************************************
-
- KEY :
- ---
-
- The entire game universe is 64x64x64 ly/6400x6400x6400 gu. These missions are
- generated within the Solar system, which for this demo is 05x05x05 ly.
-
- LY - Lightyear
- Distance traversed in one year by electromagnetic waves in free space
-
- 1 parsec, pc = 3.2 lightyears, ly
- 1 lightyear,ly = 9.5 x 10[15] metres, m = 100 Galactic Units, gu
-
- HyperSpeed, hs = 400+ gu/min
- LightSpeed, ls = 100
- CruiseSpeed, cs = 10
- ProfileSpeed, ps = 1
-
- ProfileSpeed 0-9 = 00-09 gu/min
- CruiseSpeed 0-9 = 10-99
- LightSpeed 01 = 100
- LightSpeed 02 = 200
- LightSpeed 03 = 300
- LightSpeed 04 = 400
- HyperSpeed = 400+ [must exceed LS4 to breach hyperspace]
-
- CruiseSpeed 1 is equivalent to Mach 1
-
- The safest length of time a ship & it's crew can remain in hyperspace before
- breaching the space-time continuum and disappearing into nothingness is
- 5 mins. Most ship engine/reactor combinations can only maintain HyperSpeed
- for 3 mins. There is a workaround where the pilot can initiate reverse
- thrusters when the timer goes past 3 mins and the warning klaxxon starts to
- sound. The ship will gradually start to slow down, a few seconds later just
- before the ship returns to LightSpeed 4, he can re-apply the thrusters to
- exceed LS4 and enter hyperspace again. The decelleration of the ship sort
- of prevents the ship from reaching the space-time continuum threshold
- momentarily, by again achieving HyperSpeed, the pilot has extended the ship's
- transition into hyperspace for another 3 mins. There are some issues to
- consider; a) this takes a tremendous of power reserves b) the reactor/engine
- configuration must be able to attain HyperSpeed for the full 3 mins c) it
- is very dangerous and sometimes may not work. If there is insufficient power
- reserves, the ship will abruptly 'drop out' of hyperspace and create a
- tremendous stress on the hull, serious enough to cause considerable damage.
- Also, if this manoever is attempted repeatedly in one sequence, the reactor
- may reach 'Fusion Displacement Threshold' and shutdown or possibly explode.
-
- The ship's emergency systems will automaitcally jettison the reactor as soon
- as it reaches FDT. Time to call that GALCOM tow truck. Of course if there is
- a functional backup solar reactor, the ship can make it back to the nearest
- starstation. These are some of the hints that will form the basis of the
- Novella.
-
- eg.
-
- ProfileSpeed 4, PS4 = 4 gu/m
- CruiseSpeed 6, CS6 = 60 gu/min
-
- Ships are identified by their owners and then the class. If the Tactical
- Officer IDs a ship, the response could be : [alien,class,ship_type,B,R]
-
- eg.
-
- "Gammulan Class A Stormcarrier detected bearing x range x"
-
- Certain ships are only operated by certain aliens. The Gammulans are the
- only aliens with Stormcarriers, Corsairs, Starfighters, Starcarriers &
- Stardrones.
- The finished game contains 42 ship types of varying class & characteristics.
- GALCOM and it's allies operate 22 types.
- The 'unknown' factor in the Gammulan ship characteristics is there because
- none of them have been captured by GALCOM so that information is not
- available. If you succeed in actually capturing one and delivering
- it to the GALCOM HQ, then sometime during the game the information will be
- available in the LOGISTIX computer database.
-
- GALCOM - :
- ------
-
- Battlecruiser
- Class - Constellation
- Role - Multi-role
- Range - 20 ly
- Weight - 185,000 tons
- Reactor - Megatron
- Shields - Linear s11
- Armor - Titanium/11
- Laser - 2 x Phalanx MBM
- Max. Speed - HS
- Weapon Bays - 4
- Crew - 150/200
- Support craft - 4 x Interceptors
-
- Interceptor
- Class - None
- Role - Multi-role
- Range - 1 ly
- Weight - 15 tons
- Reactor - Lattex/NB
- Shields - Spectrum/A
- Armor - None
- Laser - 1 x Phalanx SBM
- Max. Speed - CS3
- Weapon Bays - 2
- Crew - 2
- Support craft - None
-
- LightStar
- Class - None
- Role - Defense
- Range - 0.5 ly
- Weight - 12 tons
- Reactor - Lattis/NB
- Shields - Spectrum/A
- Armor - None
- Laser - 1 x Phalanx SBM
- Max. Speed - CS2
- Weapon Bays - 2
- Crew - 1
- Support craft - None
-
- Gammulan -:
- --------
-
- StormCarrier
- Class - Class A
- Role - Multi-role
- Range - 30 ly
- Weight - 165,000 tons
- Reactor - Unknown
- Shields - Unknown
- Armor - Unknown
- Laser - Unknown
- Max. Speed - HS
- Weapon Bays - 4
- Crew - Unknown
- Support craft - 2 x TN-31 Corsair
- 2 x Starfighter
- 2 x Stardrone
-
- StarCarrier
- Class - Venom
- Role - Defense/Attack
- Range - 15 ly
- Weight - 140,000 tons
- Reactor - Unknown
- Shields - Unknown
- Armor - Unknown
- Laser - Unknown
- Max. Speed - HS
- Weapon Bays - 2
- Crew - Unknown
- Support craft - 2 x Starfighters
-
- TN-31 Corsair
- Class - None
- Role - Attack/Intercept
- Range - 1 ly
- Weight - Unknown
- Reactor - Unknown
- Shields - Unknown
- Armor - Unknown
- Laser - Unknown
- Max. Speed - CS3
- Weapon Bays - Unknown
- Crew - Unknown
- Support craft - None
-
- Starfighter
- Class - None
- Role - Attack/Intercept
- Range - 1.5 ly
- Weight - Unknown
- Reactor - Unknown
- Shields - Unknown
- Armor - Unknown
- Laser - Unknown
- Max. Speed - CS4
- Weapon Bays - Unknown
- Crew - Unknown
- Support craft - None
-
- *******************************************************************************
-
- KEYBOARD TEMPLATE
-
- *******************************************************************************
-
- The final program has over 300 keyboard commands. For simplicity only those
- used in this demo are listed here:
-
- Where a '*' is indicated, this feature is only active whilst you are in control
- of the Battlecruiser; '!' is for the Interceptor only.
-
- UP - Down Arrow keys Pitch ( JStick UpDown )
- LFT - RHT Arrow keys Yaw ( JStick LeftRight )
- [ ] Roll ( JStick left/right + button #2 )
- ENTER Fire laser ( JStick button #1 )
- BackSpace Cycle missiles/laser
- SpaceBar Fire missile
- ALT+F1 * Launch Interceptor #1. Will switch if already launched
- ALT+F2 * Launch Interceptor #2. Will switch if already launched
- CTRL+F1 * Retrieve Interceptor #1 (if previously launched/active)
- CTRL+F2 * Retrieve Interceptor #2 (if previously launched/active)
- CTRL+ESC ! Switch to the Battlecruiser
- ALT+C * Battlecruiser cloaking device on/off
- F Flight Path Designator toggle on/off
- F1-F4 Switch views/stations
- F5 External camera view (use arrow keys to rotate view)
- V Engine thrust vector toggle FTOL/VTOL
- FTOL = Engine Forward thrust vector
- VTOL = Engine Vertical thrust vector
- SHFT+1 - SHFT+9 * Set engine power
- SHFT+1 - SHFT+4 ! Set engine power
- + / - Fine tune engine power
- 0 Shutdown engines ( computer handles deceleration )
- ALT+L * Switch to LOGISTIX computer
- SHIFT+F1 Change Navigation Interface Map, NIM range, L/M/S
- SHIFT+W * Time compression !!WARNING - THIS IS A BETA!!
- ALT+M * View dummy planetary map in Navigation station
- W Cycle mission waypoints ( if generated )
- ALT+ESC Abandon ship ( if Battlecruiser, game ends )
- P * Cycle through ship's personnel in Communications station
- R * Replay old messages in Communications station
- M Switch TACSCAN mode ( except mode # 2 )
- Mode #1 - Multiple Target Track - Space
- flying targets only L/M/S
- Mode #2 - Single Target Track
- Mode #3 - Flight Path Designator Track
- Mode #4 - Multiple Target Track - Planet
- Planetary ground targets
- Mode #5 - Deployed Craft Tracking System.
- Tracks BC & Interc
- Mode #6 - Video Targetting System ( disabled )
- (for special weapons)
- X Break target lock in TACSCAN mode #2
- S Activate TACSCAN mode #2 - Single Target Track
- T Cycle targets in TACSCAN mode #1 & #4
- / Switch TACSCAN range, Long/Medium/Short
- C Switch Computer Video Display, CVD modes
- ( damage / Video Target Display )
- Scroll-Lock Pause demo
- ALT+Q Quit demo and exit to DOS
-
- *******************************************************************************
-
- FILE DISTRIBUTION LIST FOR DEMO V3.00
-
- *******************************************************************************
-
- These are the list of files needed to run this demo. Some are optional.
-
- Battlecruiser:3000AD PRESS RELEASE
- ----------------------------------
-
- FROM : GALCOM Supreme Commander, Smart
- TO : All GALCOM Operatives
- SUBJ : Battlecruiser:3000AD demo
- DATE : 02/22/93
-
- Ok,
-
- - The good news
-
- it's finally here. For the past year, since releasing demo v2.00, we have been
- working very hard to release the proposed demo v2.01. Due to the complexity of
- the demo (being a sub-set of the final program) numerous bugs had to be
- terminated in order to produce a 99.9% bug-free demo v2.01 as demo v2.00 was.
-
- Well, during the course of the development, we added so many features that if
- one didn't know that the code was a demo, it would pass for a complete product.
- So, I decided to rename the next release BC:3000AD demo v3.0. This indicates
- how major an upgrade it is.
-
- - Now the bad news
-
- The files are really huge. I have split-up the entire program into two
- segments and file subsets. You can download 1) the main files needed to play
- the demo, 2) the animation files used in sequences such as your ship exploding,
- docking, evacuation etc, 3) the program intro animation and 4) the sound/FX
- files. The files are :
-
- BC3K30.ZIP - Main files needed to run demo. See enclosed DEMOV300.TXT manual
-
- BC3KSB.ZIP - Soundblaster + compatibles digitized/MIDI sound/FX files
-
- BC3KAD.ZIP - Adlib digitized/MIDI sound/FX files
-
- BC3KA1.ZIP - Animation sequences 1. Interceptor destroyed
- 2. Battlecruiser destroyed
- 3. Interceptor docking
-
- BC3KA2.ZIP - Animation sequences 1. Interceptor evacuation (planet/space)
- 2. Battlecruiser evacuation (planet/space)
-
- BC3KA3.ZIP - Program intro animation sequences (simply breathtaking!!)
-
- By downloading BC3K30.ZIP, you have the interactive demo v3.00 which contains
- two missions and lots of fun. You can also download one of the sound/FX files
- if you wish. Without sound/FX, you WILL NOT enjoy this program. The manual is
- about 90 pages, if you don't read it, you're in serious trouble.
-
- You can decide which of the animation files to download, either BC3KA1.ZIP or
- BC3KA2.ZIP, or both. Simply unzip them to the sub-directory containing the
- master program files and they will be used. You must then run SETUP21 again and
- ENABLE animations.
-
- BC3KA3.ZIP is a non-interactive demo of the actual program intro animation.
- It is not needed to run the interactive demo at all. I just wanted to give
- you guys a taste of things to come. It can also utilize the sound/FX files if
- you have a soundcard.
-
- Your best bet is to download these files at 9600 bps or find a BBS that has
- a 14.4 modem (if you have one). As with demo v2.00, by the end of February,
- every major BBS system will carry demo v3.00.
-
- If you do not want to download the demo. Send $20 to
-
- GALCOM Supreme Commander
- 3000AD
- 8306 Mills Drive
- Suite 329
- Miami, FL 33183
-
- for a set of 4/5 HD disks containing the demo files. I shall only be sending
- out 3.5" 1.44 diskettes.
-
-
- - It's a bug, it's a bug - gee, it's a feature <g>
-
- This demo even though it has been rigorously tested, may contain bugs. These
- bugs have the lowest priority in my life right now. I have to finish this
- product in time for a Summer release and I have no time to fix demo bugs. If
- it will not take more than 30 min of my time AND it is a bug, I shall fix it
- and post the fix here. Please do not call or send e-mail to me for tech
- support. You can communicate with other GALCOM Operatives who may be able to
- help. I may pitch in once in a while to clarify some points, give hints etc.
-
- If you have anything less than a 386/25, this demo will be very slow, your
- best bet is to get ahold of a Cray computer. I hear they're going cheap
- nowadays. Next week I shall do a special version for RISC based computers and
- the upcoming P5 processor - NOT!!
-
- - Other stuff that you really don't give a &^%#$(!)*!!@%# about
-
- Battlecruiser:3000AD made a debut appearance at Winter CES in January with very
- good responses from the bored attendees. Computer Game Review is currently the
- first mag to do a post CES preview. See page 80, Feb. edition. Other mags will
- follow suit in the upcoming weeks no doubt.
-
- Lloyd Pique is out of college for the time being. Thank God, now we can finish
- the 3D terrain and get rid of the bugs.
-
- Jim Marinis moved to a new job in New York.
-
- John Ratcliffe had a baby (no you dummy, his WIFE had the baby).
-
- Danny Mercurio is about to become famous for his raytraced artwork created for
- Battlecruiser:3000AD and used in my animation sequences. If he raises his fee
- for Battlestorm:The Aftermath (my next game), I'll show his kids how to format
- a hard disk as their first computer lesson.
-
- My next door neighbor has forgotten what I look like.
-
- My girlfriend is still waiting for me to 'snap out of it'.
-
- I made (and left) new 'friends' at Three-Sixty Pacific.
-
- I hear I cannot use the word 'phasers' to describe my ship's weapon systems
- because it's copyright property. Oh great, I've just thought of a thousand
- words that I intend to copyright and make sure no one uses them.
-
- As for me, well that's a whole different story....
-
- - On the serious side
-
- After a lot of faxes, telephone calls, swearing, personality conflicts,
- frustrating conversations and promises, promises, promises, 3000AD and
- Three-Sixty parted company on Jan 15th 1993 with a mutual contract termination.
- It was an unfortunate decision but 'a man's gotta do what a man's gotta do'.
- I still have my product, I'm still developing it, it's still in demand and I
- CAN sleep at night. 3000AD & Three-Sixty share a mutual professional
- relationship and maybe in the future we'll make things happen the way they
- were meant to be in October '92.
-
- - Thanks
-
- Thanks a lot for the undying support that you guys have given and I look
-
-