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- PLAYERÆS GUIDE:
- ARES RISING
-
-
-
-
- INTRODUCTION 2
- TUTORIALS 3
- Chapter One: DirectX 5.0 3
- Installing DirectX 5.0 3
- Chapter Two: Getting Started 3
- Running the Game: 3
- Chapter Three: The Walk-Through 3
- Running through your first mission: 4
- Flying the first mission 4
- REFERENCE GUIDE 6
- Chapter 1: On the Base 6
- Introduction 6
- Important Note for Demo Players 6
- Moving About the Base 6
- CommanderÆs Office 6
- War Room 6
- Common Room 8
- Hangar 8
- Hallway 8
- Exiting the Game 8
- Chapter 2: The Series 9000 8
- Introduction 8
- Main Menu 9
- Communications Menu 9
- Equipment Menu 10
- Squadron Menu 12
- Archives Menu 12
- Chapter 3: In Space 16
- Introduction 16
- Cockpit Displays 16
- Controls 21
- Cameras 21
- Energy System 22
- Maneuvering 23
- MFDs 24
- Targeting 24
- Weapons 25
- All Other Controls 26
- Weapons 26
- Equipment 29
- Wingmen 31
- Navigation Map 34
- Chapter 4: Multiplayer 34
- Introduction 34
- Starting a Multiplayer Session 35
- Multiplayer Rules 37
- KEYBOARD LAYOUT 39
-
-
- DEVELOPMENT TEAM
-
- Director
- Joel Manners
- Programming
- Jason Franklin
-
- Edwin Herrell
-
- Andrew Yount
- Graphics and Animation
- Russell Isler
-
- Dawn Larned
-
- Joel Manners
-
- Steve Martin
-
- Ken Mayfield
-
- Jeff Perryman
- Technical Design
- Kurt Dillard
-
- Anand Krishnan
-
- Anji Mayfield
- Music
- Doug Frantz
- Sound Effects
- Doug Frantz
-
- Kirk Winterrowd
- Writing
- Gilbert Pena
- Original Design
- Chris Cayce
-
- Edwin Herrell
-
- Joel Manners
-
- Tony Nichols
- Producer
- Joel Manners
-
-
-
- iMAGINE Studios
-
- President
- Jeff Eastman
- Playtesters
- James Garcia
-
- Daphne High
-
- Kirk Winterrowd
- Graphics Arts
- RenΘe Elkins
- Human Resources
- Melinda Burris
- Voice Actors
- Tom Byrne
-
- Debra Cole
-
- Doug Forrest
-
- Dan Jennings
-
- Bill Johnson
-
- David Kroll
-
- Ev Lunning
-
- John Meadows
-
- Diane Perella
-
- Marco Perella
-
- Lauri Raymond
-
- Ron Tatar
-
- Ryan Wickerham
- Outside Beta Testers
- 121st VFAS Pit
- Vipers
-
- Grey Ghosts
- PlayerÆs Guide
- Joel Manners
-
- Daphne High
-
- INTRODUCTION
-
- From: Mr. Murray Feldstein
- Attorney General, IPEC
- IPEC Headquarters, Legal Wing
- Sector 9287443
- Quaderdam, Pelos
-
- Mr. Michael Marlowe
- Location: Classified
- Email: Classified
-
- Dear Mr. Marlowe,
-
- Congratulations on your decision to join the IPEC family. I think youÆll find that the advantages of
- working for a corporation-state û advantages such as security, stability and credit-worthiness - far outweigh
- the alleged disadvantages so often touted by anti-corporate agitators. There are a number of issues I would
- like to briefly mention before you assume your contractual duties.
-
- I remind you that you have just signed a legally binding and exclusive employment contract with IPEC.
- Freelancing for other corporations is frowned upon and operating against IPEC interests at any time is
- strictly forbidden. If IPEC should discover that you have ever, knowingly or unknowingly, operated
- against IPECÆs corporate interests, your contract will be terminated and you will be subject to civil and
- criminal sanctions the severity of which will be determined by Emperor Radivic Karadescu.
-
- You should also remember that IPEC has demonstrated exceptional good faith in providing you with a
- secure base of operations concealed within a large asteroid due to your special need for security. Be
- advised that this concession is unusual in the extreme, especially since you havenÆt even passed your
- Competency Threshold Runs yet. You should bear in mind at all times that this base remains the exclusive
- property of IPEC. In occupying the base, you concede that no tenantÆs rights, squatterÆs rights or any other
- rights have been granted or implied to you by IPEC relative to said occupancy. Furthermore, you are
- responsible for maintaining the base in pristine condition. You are responsible for defending the base
- against attackers. You will be required to vacate the base within one hourÆs notice at all times. Failure to
- fulfill any of these obligations will result in the termination of your contract and the application of
- sanctions as detailed in the preceding paragraph.
-
- Please feel free to consult the Series 9000 computer located aboard your base if you have any further
- questions. The Series 9000 database contains all the information you will require concerning the different
- ships you will fly, weapons you may acquire and civilizations you may encounter. Use this information for
- the betterment of IPEC and you will go far.
-
- Lastly, please remember that at IPEC, We Care About You.
-
- Welcome to your new home!
-
- Sincerely,
-
- Murray Feldstein
- Attorney General, IPEC
-
- cc: Helena Carstairs
-
-
- TUTORIALS
- Chapter One: DirectX 5.0
- Installing DirectX 5.0
- To play Ares Rising, you must have DirectX 5 installed on your computer. If you do not have
- DirectX 5 installed already, you must obtain a copy of it from the DirectX distribution web site,
- located at:
- http://www.microsoft.com/directx/resources/enddl.htm
- You should also make sure that you have the latest drivers for your graphics card installed on your
- computer. These drivers can be obtained from the graphics card manufacturerÆs web site.
- Chapter Two: Getting Started
- Running the Game:
- To play Ares Rising, double-click the Ares Rising desktop icon or the Ares Rising Start Menu icon
- that were installed by the Ares Rising installation.
- The first screen you will see is the Game Setup screen. This screen allows you to select the
- graphics options you want, as well as allowing you to select what type of game you want to play.
- ? NEW GAME will start a new single player game with the difficulty setting that is highlighted
- beneath the ôNew Gameö button.
- ? LOAD GAME will take you to the Load Game screen where you can select from a list of
- previously saved games. This screen is disabled in the Demo version of Ares Rising.
- ? MULTIPLAYER will take you to the Multiplayer Creation menu where you can start a multi-player
- game.
- ? EXIT will close down the game and return you to the Windows desktop.
- ? DIB MODE, DIRECT DRAW, and D3D are toggled buttons that determine what graphics mode you
- will play the game in. Make sure that your graphics card supports the mode you select. If you
- select D3D you can also toggle on and off the 2D and 3D texture filtering buttons. Texture
- filtering is one of the D3D hardware options, which helps to smooth texture maps drawn in
- space. 3DFX chips often have trouble with 2D texture filtering, leaving white splotches around
- the textures, so deactivate it if you have this type of problem.
- ? SOFTWARE ALPHA will force Ares Rising to render true alpha blending in software if your graphics
- card does not support hardware alpha blending. If this is turned off and there is no hardware
- support, Ares Rising will render a stipple alpha, which is much quicker than the software true
- alpha.
- ? You begin the game with a small scout ship and limited hardware. This is the normal starting
- position for a new game, and you must fly missions successfully to earn the money youÆll need
- to build a squadron.
- Chapter Three: The Walk-Through
- The following sections are provided as a walk-through to get you acquainted with Ares Rising. It is
- a guide to the first mission you are asked to fly by your employer, Helena.
- Running through your first mission:
- FLYING THE FIRST MISSION
- Once Ares Rising has loaded.
- ? Click COMMUNICATIONS.
- ? Click MISSIONS. A list of missions will appear in the Subject box.
- ? Click on FIRST ASSIGNMENT. A description of the mission will appear in the Description box. Read
- the mission objectives carefully.
- ? Click ACCEPT.
- ? Click LAUNCH. You will be taken directly to spaceflight.
- 1. Once in space, watch the mission goals and hints that appear at the top of your screen.
- ? The yellow text will tell you about the next goal that you must accomplish in the mission.
- ? The green text will give you hints and tips about using the in-flight controls.
- 2. At the start of the mission the first nav point, Nav. Aplpha-1, is already selected for you. You
- can turn your ship to face the nav. Point by looking at the white arrows on your HUD.
- ? If the arrow has a single head, the nav. point is ahead of you, in the direction the arrow is
- pointing.
- ? If the arrow has a double head, the nav. point is behind you, in the direction the arrow is
- pointing.
- 3. Use the joystick to turn your craft toward the nav. point. You will see a small white diamond.
- This is Nav. Alpha-1.
- 4. Start flying towards the nav. point by increasing power to your throttle.
- ? Pressing the Page Up key will increase your throttle, while pressing Page Down will
- decrease it. There are also specific throttle settings available to you, check the controls
- page for more information.
- ? As you increase power to the throttle you will see your generator bar (marked ôPower ESö)
- will rise as well. This indicates how much power your generator is currently producing.
- When the generator is maxed out, no more power is available for your weapons, shields,
- and throttle. The generator setting is automatically adjusted to try and match the demands
- made by the weapons, shields and throttle.
- 5. Press F1 to remove the cockpit graphic. This will give you a clearer view of the gates. Pressing
- F1 again will remove all cockpit graphics. If you prefer to keep the cockpit graphic, press F1
- again.
- ? When you are in the virtual cockpit mode you have access to some advanced view
- features that are not present in the cockpit graphic mode.
- ? Pressing F3 and F4 will allow you to turn your head left and right, while SHIFT-UP and
- SHIFT-DOWN will allow you to look up and down.
- ? Pressing F2 will now activate the Target Padlock View, which will follow your current target
- wherever he goes. When the Padlock View is active, watch the blue-gray arrows on the
- HUD to see which direction the front of your ship is pointing.
- 6. Fly to Nav. Alpha-1 and the second nav. point, Nav. Alpha-2, will automatically be targeted for
- you.
- 7. As you fly, watch your radar for enemy targets. In this first mission, you must remain
- unreported by enemy patrols to succeed. Most of the enemy craft have a radar range of about
- 3000 meters, but some have much better, so be careful.
- ? One way of extending your own radar range is to switch to Passive Mode. You can do this
- by pressing Shift-R. Passive mode only picks up energy sources, but it has a much greater
- range than Active Mode.
- ? In Passive Mode, all energy sources are targeted by gray brackets, as you cannot
- distinguish friend or foe status without Active Mode.
- 8. If you are detected by enemies, you must destroy them before they can report you.
- ? YouÆll be using your weapons for combat, so press the Insert key until the blue Weapons
- bar reaches 100.
- ? Press T to target your first enemy. If you are in Passive Mode, two gray arrows will appear
- telling you which direction the target is in. In Active Mode, the arrows will be red.
- ? Follow the arrows just like you did with the Nav. Point to center the target.
- 9. Use the joystick to place the crosshairs of your sight in the middle of the pulsating red and
- yellow ITTS (Inertial Target Tracking System) box. When the very center of the target box turns
- from yellow to green, fire your weapons. Note: the ITTS system only becomes active when you
- are close to your target (within five seconds flight time of your projectiles).
- 10. When you have successfully located the Galrog supply depot you will see a message at the top
- of your screen stating ôAll goals completed!ö
- 11. Press N to set your Nav. Point to the Belidricus Jump Gate Nav. Buoy. Turn your ship until you
- see the Jump Gate. The only way to successfully end a mission is to use the Jump Gates.
- 12. Press the ] key to increase your throttle to 100% and fly toward the Jump Gate, keeping in mind
- you will need to fly through its middle to exit the mission. Your best bet is to aim between the
- four lights.
- 13. When you see gray corner markers around the Jump Gate, press C to communicate. Look at
- the Communications MFD in the bottom-right corner of the screen to read through the
- communications options.
- ? Press 1 to select ôJump Gate.ö
- ? Press 1, again, to select ôRequest permission to jump.ö
- 14. Once the Jump Gate operator has given permission to jump, fly into the middle of the Jump
- Gate, toward the target box, and you will be transported back to the base.
-
-
- REFERENCE GUIDE
- Chapter 1: On the Base
- Introduction
- The Anayed Sector Correctional Facility has been refurbished for your use as a remote base of
- operations. Although the extensive incarceration wings have been sealed off, the Command Center
- and OfficersÆ Quarters are ready for your use.
- Important Note for Demo Players
- This PlayerÆs Guide section is intended for the full version of Ares Rising. Many of the features
- described here are not included in the demo version. If a feature is not responding, simply right-
- click on it to activate the on-line Tutorial. The Tutorial will specify which features are meant to be
- included in the Demo, and which are intended only for the full version.
- Moving About the Base
- Movement throughout the Command Center is an easy process as the entire section is contained
- within one pressurized bulkhead. Only when you need access to the central Hangar and its
- Docking Station will you need to move through an airlock. Moving from room to room can be
- accomplished by touching the door to the room you wish to move to. Merely passing your mouse
- over a door will cause it to slide open. Clicking in the doorway will allow you to move into the next
- room.
- You can also move directly to any room in the Command Center by hitting a control key on your
- keyboard. Each room has a dedicated key.
- ?
- CommanderÆs Office
- ?
- War Room
- ?
- Common Room
- ?
- Hangar
- CommanderÆs Office
- The CommanderÆs Office is located off of the central Hallway. It also connects to the War Room,
- and is the only access to that room.
- 1. On the CommanderÆs desk is a terminal to the Series 9000 OS, which can be activated by
- clicking on the terminal screen.
- War Room
- The War Room is the tactical center for the Commander. It is only accessible through the
- CommanderÆs Office, and the door to the War Room is encoded to only open at his touch.
- 1. The center of the War Room is the holographic Nav Map. This green column of energy can be
- used to project the known intelligence for any mission in any sector of space. The Nav Map
- can be activated by clicking on it. It will only become active if it has mission data to display, and
- so will be inert until you have accepted a mission.
- ? MAIN DISPLAY - The Nav. Map shows you the location of any object you have current
- information on. Objects, such as enemy ships or mines, that current intelligence
- cannot locate are not displayed. Note: If you havenÆt selected a mission, you will need
- to go back to the Main Menu and select one before you proceed.
- ? MAP FILTERS - You can filter the information displayed by clicking the filter buttons on
- the left.
- ? The blue, red and white buttons at the top are view filters for friendly, enemy and
- neutral objects in space. The top button filters objects that classify as ships, the
- middle button filters objects that classify as bases, and the bottom button filters all
- other objects that donÆt fit the previous two categories.
- ? You can toggle information about ASTEROIDS, NAV POINTS, and ALTITUDE BARS by
- clicking the blue bars on the left. When these options are toggled off, that type of
- data will not be displayed on the screen.
- ? MISSION GOALS - When this button is toggled, it will change the type on information
- displayed in the text boxes at the bottom of the screen. When it is on, you will be
- shown what was listed in the mission email as important to the mission. When it is off,
- the names of the known objects displayed on the screen will be shown. Note: There
- may be other things in this mission that wonÆt show up on this Nav. Map. Only items
- specified in the mission email will be available to you here.
- ? NAV POINTS û Although every sector in space has navigation buoys placed to mark
- asteroid fields and jump gates, you may wish to record specific points for your
- personal navigation computer to access when you enter that sector. The Nav Map
- allows you to create custom nav points to do just that.
- ? CREATE - Use the CREATE button to create a Nav. point to help guide you through
- your mission goals. Each mission has itÆs own nav. points built in, but these are
- for general use and not tailored to each playerÆs perspective. Add your own nav.
- points to help you locate your various mission goals. Simply click on the CREATE
- button and follow the directions on the screen.
- ? DELETE - Use the Delete button to delete unwanted nav. points.
- ? MOVEMENT - Click on the arrows in the box in the bottom-left corner to adjust map
- orientation and use the + and û buttons to zoom in and out.
- ? You can also use keyboard commands to move about the Nav Map. Move the
- mouse cursor to the side of the display, over the interface buttons. Now you can
- use the ? and ? keys to zoom in and out, and the four arrow keys to scroll back
- and forth.
- ? If you lose track of where you are, click on the center movement button to re-
- center the display on your ship. This button centers the display around whichever
- object is currently selected, so you may have to re-select your ship from the object
- list before centering the view.
- ? LIST BOX û The text boxes at the bottom of the screen show information about known
- objects in the mission sector or mission goals of the current mission.
- ? If the MISSION GOALS toggle is off, this box will list every object displayed on the
- Nav Map. Clicking on the object name will display more detailed information
- about that object in the text box to the right. The object will be highlighted on the
- 3-dimensional map at the same time.
- ? If the MISSION GOALS toggle is on, this box will contain a list of each goal that you
- have for the current mission. Clicking on the goal title will give you a description
- of that goal in the text box on the right.
- ? EXIT - When youÆre finished studying your mission goals and creating nav. points click
- EXIT to return to the War Room.
- 2. In addition to the Nav Map, the War Room contains a terminal linked to the Series 9000 OS that
- is activated by clicking on the terminal screen.
- Common Room
- The Common Room is an area where the baseÆs officers and guards can relax. The Common
- Room is accessed from the main Hallway, and looks out over the central Hangar.
- 1. On the back wall of the Common Room is the baseÆs Trophy Case. This display case can be
- viewed by clicking on it with your mouse.
- ? Individual trophies and awards for exceptional service will be placed on the Trophy
- CaseÆs shelves after especially successful missions.
- ? You can exit the Trophy Case by clicking on the screen to either side of the Case.
- 2. The Common Room also has a terminal linked to the Series 9000 OS, which can be accessed
- by clicking on the terminal screen.
- Hangar
- The central core of the Anayed Sector Correctional Facility is the Hangar and Docking Station. All
- of the ships assigned to the Anayed base will be kept in the Hangar. The Hangar is kept in vacuum
- at all times, and so can only be accessed through the airlock at the far end of the central Hallway.
- 1. On the far wall of the Hangar you can see all of the ships currently in your squadron.
- 2. CURRENT SHIP û In the upper left you can see one prominent ship hanging in the Docking Station,
- ready for launch. This is the ship that you will be flying on the next mission. To assign yourself
- to a different ship, use the ASSIGNMENT functionality of the Series 9000 OS.
- ? To launch, click on the ship in the Docking Station.
- 1. AIRLOCK û To re-enter the Hallway, click on the Airlock door to the right of the Docking Station.
- Hallway
- The main Hallway connects the Hangar, Common Room, and the CommanderÆs Office together.
- Exiting the Game
- Pressing the ? button at any time in the base will bring up the Exit Game dialog box. Clicking on
- the YES button will quit the game. Clicking NO will return to the game. When you exit the game you
- will lose all information that you have not already saved in a save game file. Ares Rising does
- automatically save the game each time you launch a mission in a file called ôAuto Save,ö but you
- will lose any activity between launching and exiting the game.
- Chapter 2: The Series 9000
- Introduction
- Welcome to the Series 9000 OS. This custom OS was designed for use with all IPEC Penal Force
- command protocol systems from Echelon XII to Echelon XX structures. The Series 9000 OS
- provides easy access to logistics, communications, and command systems at the touch of a button,
- making it an essential part of any commanderÆs arsenal.
- To access the Series 9000 system simply click on any terminal screen in the base. You can also
- access the Series 9000 system remotely by pressing the ? key on your keyboard at any time.
- Main Menu
- From the main menu you may exit the Series 9000 or activate one of the four main categories of
- Series 9000 interfaces.
- 1. OK û Clicking the OK button allows you to exit the Series 9000. All data will be automatically
- saved.
- 2. COMMUNICATIONS û The COMMUNICATIONS button activates your Series 9000 e-mail interface.
- This allows you access to personal e-mails, business communications (including an automatic
- filter for mission offers sent to your business address), universe-wide news coverage through
- our exclusive Galacticon On-Line News service, and your personal log.
- 3. EQUIPMENT û The EQUIPMENT button activates the Series 9000 logistics interface. This allows you
- to access equipment stores, repair facilities, and ship outfitting for your entire squadron. You
- can also use this interface to purchase and sell equipment and salvage through IPECÆs
- exclusive StelNet ordering service.
- 4. SQUADRON û The SQUADRON button activates the Series 9000 personnel database. Here you
- can find information on ship assignments, the performance of each individual pilot in your
- squadron, and the resumes of pilots that have been posted on our job board.
- 5. ARCHIVES û The ARCHIVES button allows you access to the control parameters for the Series
- 9000, as well as an extensive reference library to help you gather information about the
- universe. From this menu, the Series 9000 gives you the ability to customize game controls,
- sound and music volume, and system speed options, as well as the ability to save, load, and
- create new games.
- Communications Menu
- The COMMUNICATIONS button on the Main Menu activates your Series 9000 e-mail interface. This
- allows you access to personal e-mails, business communications (including an automatic filter for
- mission offers sent to your business address), universe-wide news coverage through our exclusive
- Galacticon On-Line News service, and your personal log.
- Be sure to check for new messages in all the categories before you fly a mission, after you accept a
- mission, and after you fly a mission. Different messages may come up at various times which may
- help you better understand your mission or your job.
- 1. MISSIONS û Clicking the MISSIONS button will display all messages you have received that concern
- potential job offers. The title of each message is displayed in the Subject box in the upper right
- of the screen.
- ? Click on the subject of a mission offer to display the text of that message in the Description
- box in the lower right.
- ? AVAILABLE û Click this button to show only those mission offers that are currently being
- offered as work.
- ? FLOWN û Click this button to show only those mission offers that you have already
- completed.
- ? ACCEPT û Clicking the ACCEPT button will automatically send a reply message to the
- employer who sent the mission offer. The tactical information for that mission will be
- downloaded to your War Room Nav Map, and your squadronÆs autopilots will be
- automatically programmed to take you to the correct sector of space the next time you
- launch. Once you have accepted a mission, you cannot accept another mission until you
- have attempted to complete that mission.
- ? LAUNCH û Once you have accepted a mission, clicking the LAUNCH button will send you
- immediately into space. Make sure that your squadron is equipped correctly before you
- click LAUNCH. ThereÆs no turning back.
- 2. E-MAIL û Clicking the E-MAIL button will filter your incoming mail to show only personal
- messages addressed to you. The title of each message is displayed in the Subject box in the
- upper right of the screen.
- ? Click on the subject of a message to display the text of that message in the Description box
- in the lower right.
- ? UNREAD û Click this button to show only those e-mail messages that you have yet to read.
- ? READ û Click this button to show only those e-mail messages that you have already read.
- 3. NEWS û Clicking the NEWS button will display all recent Galacticom On-Line News reports
- ? Read through the text of the article in the Description box. News articles will keep you
- abreast of the latest news in the galaxy around you.
- ? UNREAD û Click this button to show only those news reports that you have yet to read.
- ? READ û Click this button to show only those news reports that you have already read.
- 4. LOG û Clicking the LOG button will display all of MarloweÆs personal log entries.
- ? These are MarloweÆs personal observations. Be sure to check these out after every
- mission.
- Equipment Menu
- The EQUIPMENT button on the Main Menu activates your Series 9000 logistics interface. This allows
- you to access equipment stores, repair facilities, and ship outfitting for your entire squadron. You
- can also use this interface to purchase and sell equipment and salvage through IPECÆs exclusive
- StelNet ordering service.
- 1. REPAIRS û This where you go to repair any damage you may have done to your ship or your
- stores.
- ? If youÆve damaged your ship, click the name of your ship in the Location box.
- ? Then click SHIP FRAMES, WEAPONS, and EQUIPMENT, one at a time, to determine what exactly
- is damaged and what it will cost to repair the item. Your total available funds will be listed in
- the Finances box, as well as the total amount of money spent to repair damage.
- ? To repair one item, simply click on the damaged item. To repair every item in a list, click
- the REPAIR ALL button in the bottom-right corner of your screen. If you do not currently have
- funds to repair all damage done to a ship, clicking the REPAIR ALL button will have no effect.
- 2. REQUISITIONS û The Requisitions menu allows to you to buy or sell ships, equipment, and
- weapons. Your total available funds will be listed in the Finances box, as well as the total
- amount required to purchase selected items.
- ? To buy an item, click SHIP FRAMES, WEAPONS, or EQUIPMENT from the Equipment List box on
- the left. Then select an item. The item description will appear in the Description box.
- ? If you want to purchase the item, click it again. The cost of the item will be added to your
- Order Total in the Finances box.
- ? When youÆve selected everything youÆd like to order, click PLACE ORDER in the bottom-right
- corner of the screen. The equipment will be requisitioned and will appear after flying
- another mission.
- ? If you have ordered an item by mistake, or have ordered too much of an item, simply right-
- click that item to reduce the quantity by 1.
- ? If youÆd like to sell equipment, weapons, or ships, click SELL MODE from the Mode box in the
- top-right section of your screen. Click on the item you want to sell, then click SELL ITEMS in
- the bottom-left corner of your screen.
- 3. OUTFITTING û A picture of your ship will appear, along with description and statistics. This menu
- allows you to add or remove equipment and weapons from your ship.
- ? SHIPS û Clicking the SHIPS button will display a list of all the ships currently in your squadron.
- ? When you first enter this screen, the ship you are currently assigned to is shown as the
- selected ship. You can outfit any ship in your squadron by selecting it from the list box,
- but remember that you must assign a pilot to a ship before it will be flown. If you want
- to assign yourself to the currently selected ship, click the ASSIGN TO SHIP button at the
- bottom right of the screen. Other pilots in your squadron must be assigned on the
- Assignment screen on the Squadron menu.
- ? To view a ship, left-click its name in the list box to the left of the screen. An image of
- the ship will appear in the main window, along with it statistics in the window to the right
- of the screen.
- ? Once a ship is selected, you can view its loadout by clicking the WEAPONS and
- EQUIPMENT buttons.
- ? WEAPONS - Hardpoint grids will appear around your ship with weapons shown inside them.
- Additional weapons will be listed in the Stores box on the left-hand side of your screen.
- Statistics for each type of equipment will be listed in the Equipment Statistics box on the
- right-hand side of your screen. Simply cover the picture of the item with your mouse cursor
- to bring up the statistics, or left-click the weaponÆs entry in the list on the left to highlight it.
- ? To add a weapon, click the name of the weapon you want to add. The weaponÆs
- picture will appear in the box to the right of the ship.
- ? Click on the picture of the weapon, or simply click again on the highlighted name, and
- drag the image up to a hardpoint grid of the same size or larger as the weapon. Click
- again when the image is directly over the hardpoint grid to add the weapon.
- ? To remove a weapon, click on the picture of the weapon in the hardpoint grid with your
- left mouse button. Then click the right mouse button to drop the weapon back into
- your stores.
- ? If you drop a weapon on top of an already occupied hardpoint, the weapon previously
- on that hardpoint will swap with the new weapon.
- ? EQUIPMENT - You will see several different-colored grids overlaying the image of your ship.
- ? Move your mouse over the equipment already placed on the grids to display
- information about the different types of equipment. After you requisition new
- equipment youÆll be able to place it in the grids just as you did with weapons. Each
- type of equipment has a specific equipment hardpoint type it must be placed on. These
- hardpoint types are color-coded.
- ? Armor must be dropped on the blue hardpoints.
- ? Generators must be dropped on the red hardpoints.
- ? Flight controls must be dropped on the light blue hardpoints.
- ? Engines must be dropped on the yellow hardpoints.
- ? General equipment must be dropped on the green hardpoints.
- ? ASSIGN TO SHIP û Clicking this button will assign the currently selected ship to be your ship in
- the next mission. Remember, you must assign yourself to a ship before you can fly it.
- ? If you wish to assign other pilots in your squadron to a particular ship, you must use the
- Assignment screen in the Squadron menu.
- Squadron Menu
- The SQUADRON button on the Main Menu activates your Series 9000 personnel interface. Here you
- can find information on ship assignments, the performance of each individual pilot in your squadron,
- and the resumes of pilots that have been posted on our job board.
- 1. ASSIGNMENT û As you progress through the game you will be able to hire wingmen. The
- Assignment menu allows you to assign specific pilots to specific ships.
- ? Click on a pilotÆs name to see his statistics.
- ? To assign a wingman to a particular ship, click on a ship from the list in the lower-right
- portion of the screen, then click the ASSIGN PILOT.
- ? To remove a pilot from a ship, select the ship then click REMOVE PILOT.
- 2. PERSONNEL û This is where you go to hire and fire wingmen.
- ? AVAILABLE - Clicking the AVAILABLE button allows you to view the resumes of all the pilots
- that are currently looking for work. Pilots will appear and disappear from this list over time,
- so if you wee someone you like, be sure to hire them as soon as you can afford it.
- ? CURRENT û Clicking the CURRENT button allows you to view the resumes and performance of
- the pilots who are currently in your squadron.
- ? PAST û Clicking the PAST button allows you to see the resumes and performance of all the
- pilots who are no longer a part of your squadron, whether because of their death during a
- mission or through termination of their employment.
- ? Click on a pilotÆs name to see their statistics and resume.
- ? Click HIRE to add a pilot to your squadron, and FIRE to dump æem.
- 3. KILL BOARD û The Killboard keeps track of the performance of every pilot in the squadron. You
- can use the Killboard to view each pilotÆs kills, missions flown, and accuracy ratings to make
- sure that each pilot is pulling his weight.
- ? Click a pilotÆs name to view number of kills, number of missions flown, and accuracy
- ratings.
- ? The bottom right window shows your entire squadron, with the best pilots listed first. Use
- the filter buttons on this window to sort the records according to kills, missions flown, and
- accuracy. The best pilot is listed on the upper left thermometer bar, with the other pilots
- listed in descending order after that.
- Archives Menu
- The ARCHIVES button allows you access to the control parameters for the Series 9000, as well as an
- extensive reference library to help you gather information about the universe. From this menu, the
- Series 9000 gives you the ability to customize game controls, sound and music volume, and system
- speed options, as well as the ability to save, load, and create new games.
- 1. ENCYCLOPEDIA û The Encyclopedia gives you information about all aspects of the game û from
- characters to equipment to story line data.
- ? Click on an item in the Entry/Subject box. Information about that entry will appear below in
- the Description box, along with a picture, if one is available.
- ? If there is something specific you want to look up, type the name of the item in the box titled
- Search Filter, then press Enter. Use the PREV MATCH and NEXT MATCH buttons to scroll
- through matching entries.
- 2. GAME OPTIONS û Game Options allow you to customize the look, sound, and speed of your
- game.
- ? The Game Options listed in the box on the left allow you to turn off some graphics options
- that may slow your computer down. Click on an option to disable it. The more you disable,
- the faster the game will run but youÆll also lose some of the cool graphics, so disable as few
- as possible. The effects of turning off any single option will vary considerably from system
- to system, especially if you have a graphics accelerator that can handle some of these
- features by itself, freeing up your processor to handle other things. If you are experiencing
- speed difficulties, the best bet is to experiment with each option one at a time until you find
- the best balance between graphics and speed. In addition, you may wish to leave on all of
- the options and try a lower graphics mode by disabling Enhanced graphics on the initial
- game setup screen. Each graphics mode uses a separate set of effects, balanced for
- speed at the low end and visual appeal at the high end.
- ? TEXTURES û Every object in space is fully textured, giving it a more realistic appearance.
- Drawing the textures on the objects can sometimes slow down your system. Turning
- off this option will remove the textures from the objects, allowing the game to draw
- them in just their base colors. Although this will remove some of the realism in their
- appearance, it will speed up the gameÆs performance.
- ? SPACE DUST û In order to convey the felling of movement in space, Ares Rising has a
- feature called ôSpace Dustö which are tiny particles of dust that seem to ôflowö past
- your ship as it flies around. Turning them off will decrease the feeling of movement,
- but it also reduces the number of objects your system has to draw each frame,
- allowing it to run a little faster.
- ? EXTRA LIGHTS û Turning off this option removes the special effects lights that occur
- whenever there is an explosion or a weapon firing. These lights are included to enrich
- the atmosphere of combat, but can slow down your system as it has to re-compute the
- shading level for each object effected by the light. You cannot turn off the basic lights
- of the game, including the sunlight and the general ambient light, but these two lights
- make little difference to the game speed.
- ? SHADING LEVEL û Ares Rising utilizes several levels of shading on every object in space.
- This gives a more realistic look to the objects, especially when combined with the
- objectÆs textures. However, the more advanced shading algorithms can seriously slow
- down some systems, especially systems with no graphics accelerator or a graphics
- card that does not support texture filtering, Gouraud shading or texture modulation.
- Turning off this option will force Ares Rising to draw with just flat shading, making each
- face of an object the same shade instead of varying the shade from one side to the
- next gradually. Flat shading is significantly faster than other methods, and should
- produce a much faster frame rate.
- ? ALPHA BLENDING û Alpha blending is a feature where translucent objects, such as
- explosions or the energy shields around ships, are actually drawn as translucent,
- where you can see the object underneath. Alpha blending is a very slow process,
- even on some graphics accelerators. Turning this option off causes Ares Rising to
- draw translucent objects as opaque. They will still be the same color, but you will not
- be able to see through them. This has the effect of making them seem too bright, but it
- will add speed to your system.
- ? The Game Cheats listed in the box on the right enable you give yourself a little extra help if
- you need it. IMPORTANT: You wonÆt be able to successfully complete any missions while
- any of the cheats are activated. However, you can use them to help you figure out how to
- succeed at difficult missions. Cheats will not work in multiplayer games.
- ? INVULNERABILITY û This cheat makes you totally immune to damage of any sort. You can
- cheerfully ram asteroids, sit right in front of enraged enemy ships, drop your shields (or
- your pants), or anything else your heart desires.
- ? UNLIMITED AMMO û No more worrying about saving up your favorite missile or taking it
- easy on the chaingun. This cheat gives an unlimited supply of ammunition to any
- weapon that requires ammunition.
- ? UNLIMITED FUEL û This cheat allows you to fly around with your generator cranked all the
- way up for as long as you like. Your fuel tank will always remain full.
- ? INVISIBILITY û This cheat will make your ship totally undetectable to other ships. You can
- use it to scout out the mission before-hand, watching the enemy ships go about their
- business totally oblivious to your presence. Unlike the cloak, being invisible takes no
- energy and does not go away when you fire, so have some cheap fun at the bad guyÆs
- expense.
- ? The Sound Options allow you to adjust the volume of your gameÆs music and sound
- effects. You can also use it to listen to different tracks of music on the CD.
- ? Game Controls.
- ? FLIGHT MODEL û This option allows you to switch back and forth between the two flight
- models we developed for Ares Rising.
- ? The INERTIAL model is developed to be more realistic. It is based on a system in
- which your flight equipment tries to interpret your instructions and maneuver in a
- universe where realistic inertial rules apply. This means that your thrust vector
- must be dampened by an opposing thrust vector, and cannot simply be flown
- through as if you were an airplane dogfighter. This is a more difficult model to fly
- in, but it has its advantages. Experienced pilots can use the ôStrafeö mode where
- they can turn off the flight systemÆs corrections and slide past their target without
- altering their vector, turning to face it all the way.
- ? The ARCADE model is developed to react more quickly to the pilotÆs instructions,
- allowing the pilot to fly without messing about with all of that sliding and over
- correcting. Beginning pilots may want to stick with this model at first before trying
- to master the Inertial model.
- ? VIEW CREDITS û This option runs the credits for Ares Rising. We know that this is simply
- an ego rush for us, and that no one else will ever look, but, heck, we worked for a long
- time on this, and weÆre going to have our credit!
- ? EXIT GAME - Clicking EXIT GAME takes you straight to the Windows desktop. Do not
- pass Go, do not collect $200. Be very sure you want to leave before you click this.
- ? RESTART MISSION û This option is only available if you enter the Game Options screen
- while in space. The Restart Mission button will return you to your base at the instant
- before you decided to hit launch. This gives you the chance to start again immediately,
- or to make any changes that you like before trying again, such as getting a wingman,
- or placing that crucial piece of equipment on your ship.
- ? NEW SESSION û This button is only available if you entered the Game Options screen
- while in space during a multiplayer session. This button will allow you to exit the
- current session and start a new one. You will be taken to the Create/Load Character
- screen, so you can select a different character and rejoin the current session if you
- wish. IMPORTANT: If you are the server and you click this button, all of the clients will
- also exit the session. In addition, if you are playing a co-operative session, you will not
- be paid unless you land at your base after successfully completing all of the mission
- goals.
- 3. NEW/LOAD/SAVE û Use this menu to store and retrieve games.
- ? Click CREATE NEW GAME if you want to start a new single player or multiplayer game of Ares
- Rising. Note: You will lose all information in your current game.
- ? LOAD GAME FROM CURRENT SLOT û This button allows you to retrieve previously saved
- games.
- ? To load a previously saved game, click on the saved game slot that has the name of
- the game that you want to load.
- ? Once the saved game slot is highlighted, click the LOAD GAME FROM CURRENT SLOT
- button. After a brief pause, the New/Save/Load interface will be removed, and your
- saved game will be loaded.
- ? SAVE GAME TO CURRENT SLOT - You can use this button to save your current game.
- ? To save your current game, click the saved game slot that you want to save your game
- to. If you select a slot that already has a saved game in it, you will overwrite that saved
- game when you save your current game.
- ? Type in the name of the saved game. If there is already a name in the slot, you can
- change it or keep it.
- ? Click the SAVE GAME TO CURRENT SLOT button.
- 4. GAME CONTROLS û The Game Controls menu allows you to completely customize your interface
- for spaceflight.
- ? SELECTED MODIFIER û The Selected Modifier panel allows you to change what key is used as
- a modifier key. The modifier key allows you to set up two functions for each key, so that
- hitting ?+? is different from hitting ?. To change what key is used as the Modifier key,
- simply click on that keyÆs button.
- ? PRIMARY CONTROLLER û The Primary Controller panel allows you to change what device is
- used in space to control your ship, the mouse or the joystick. Simply click on the button
- that corresponds with the controller you want to use.
- ? SETTING UP CONTROLS û This interface allows you to completely customize your controls for
- spaceflight.
- ? In the top box you will see the list of normal spaceflight controls. Under the ôFunctionö
- heading are the names of the different controls you can use in space. The key
- commands for those functions are listed on the right. Each function can have up to two
- different commands assigned to it.
- ? If a key has a modifier indicated next to it, then that function will only occur if the
- modifier key is pressed at the same time as the function key.
- ? If the box under the ôConflictö column is checked, that means that the function has a
- key combination assigned to it that has already been assigned to another function.
- ? If the box under the ôOrö column is checked, that means that either of the key
- combinations listed for that function will activate that function.
- ? To modify a key assigned to a function, simply click in the ôKeyö box for that function.
- Once it is highlighted, simply press the key or click the joystick or mouse button you
- want assigned to that function.
- ? Clicking on the ôModifierö box will assign the modifier key selected on the ôSelected
- Modifierö plaque to that function.
- ? SETTING UP AXIS CONTROLS û The lower interface allows you to customize functions that are
- controlled by axis movements, such as a joystick or a throttle controller.
- ? Just like in the upper box, the names of the functions are listed on the left-hand side of
- the box. The axis selected to control that function is listed in the box under the ôAxisö
- column. If there is a button modifier assigned to the function, the appropriate box
- under the ôButtonö column will be checked.
- ? The ôButtonö modifier works in the same way as the ôModifierö key does in the upper
- table. If a function has a modifier button assigned to it, that means that the selected
- button on the mouse or joystick must be pressed at the same time that the selected
- axis is moved for the function to be activated.
- ? To change the axis assigned to a function, simply click in the ôAxisö box for that
- function. Once it is highlighted, simply move the axis you want assigned to that
- function.
- Chapter 3: In Space
- Introduction
- Welcome to the growing group of safety-conscious pilots who are members of the IPEC Certified
- Flight Corps. We are proud of the advanced training and quality instruction of each pilot we certify.
- This Flight Manual explains the features of your new combat ship. Please read it and follow the
- instructions carefully so that you can enjoy many years of safe flying.
- Please leave this Flight Manual in your ship at time of resale. The next owner will need this
- information also. All information and specifications in this manual are current at time of publication.
- However, because of IPECÆs policy of continual improvement, we reserve the right to make
- changes at any time without notice.
- Please note that this manual applies to all models and explains all equipment, including options.
- Therefore, you may find some explanations for equipment not installed on your ship.
- Cockpit Displays
- Overview of Instruments and Controls û Thanks to IPECÆs quality control standards, every combat
- ship in production meets a set of uniform display requirements for easy adaptability and use.
- Whether you are using the virtual cockpit mode or the graphic cockpit mode, IPECÆs standards
- ensures that every system is represented with a standard display indicator.
- Every cockpit is made up of two general areas, the cockpit itself, which is the dashboard of your
- ship, and the HUD (Heads-Up Display) which is information projected directly onto the window
- surface. This section covers information and displays on both the cockpit and the HUD, but it is
- important to know the distinction between the two areas so that you can more easily locate the
- display that is being referred to.
- 1. AIMING RETICULE û In the center of your view is the Aiming Reticule. This HUD graphic serves
- two purposes:
- ? TARGETING CONE û The circular range markings on the Aiming Reticule represent the area
- in which locking weapons, such as missiles or beam weapons, can acquire their lock. The
- Targeting Cone is an approximation of the locking area, because each weapon has its own
- characteristics that determine how far they can track and how long their lock lasts, once
- acquired.
- ? BORE SIGHT û The center of the Aiming Reticule shows crosshairs that mark the direct center
- of your shipÆs forward sight. Forward-firing weapons, such as mass cannons or energy
- projectiles, will fire straight down this bore sight.
- 2. Energy Management û In every cockpit there are five bars that track the management of the
- shipÆs energy resources. Each bar has two components, the desired setting for that system,
- and the actual level at which the system is performing.
- ? GENERATOR û This bar gauge measures the amount of energy being produced by your
- shipÆs on-board generator. The more energy it is producing, the more fuel is being
- consumed.
- ? WEAPONS û This double bar shows how much energy is being diverted to your shipÆs
- weapon systems, as well as how much energy is currently available for use.
- ? As you fire your weapons, you will notice the current energy available bar will drop
- while your requested energy setting level will not move. When the current energy
- available level drops below the level required to fire your weapons, you will have to
- wait until the energy level builds up again to fire.
- ? If you are frequently running low on energy for your weapons you should raise the
- requested energy level. This will create a larger ôbatteryö of weapon energy to start
- with.
- ? SHIELDS û This double bar shows how much energy is being diverted to your shipÆs shields,
- as well as the current energy state of the shields themselves.
- ? Shields take a long time to charge up. You will notice that when you increase the
- requested energy level for the shields the current energy state will slowly move up to
- the requested level.
- ? Unless your shields are receiving a 100% requested energy level, they will not be
- providing 100% protection.
- ? THROTTLE û This double bar shows your requested throttle setting as well as your current
- speed.
- ? Increasing your requested throttle setting will increase the amount of thrust generated
- by your shipÆs engines.
- ? As you maneuver or accelerate you will notice that your current speed gauge will
- fluctuate widely, especially in less maneuverable ships. This is because it takes time
- for your thrust to overcome your momentum.
- ? FUEL û This bar gauge shows the amount of fuel remaining in your shipÆs tanks.
- ? The higher your generator setting, the faster the fuel consumption.
- ? When your tank reads empty, your shipÆs generator will shut down, and the ship is
- dependent on emergency batteries to provide energy for the shipÆs systems.
- 3. MFDs û Within each cockpit is one MFD (Multi-Functional Display). The MFD is used to
- display 5 categories of information.
- ? COMMUNICATIONS û In Communications mode, the MFD will display both incoming video
- and outgoing communications options.
- ? When incoming messages are received, the MFD will display the video image of the
- sender.
- ? When you activate your communications system to send a message by pressing ?
- the communications MFD will show a sequence of communications options.
- ? DAMAGE û In Damage mode, the MFD will display a damage report for each of your shipÆs
- systems and weapons.
- ? TARGET û In Target mode, the MFD will display all known information about your currently
- selected target.
- ? If you are using active radar, the Target MFD will display a full schematic of your target,
- including damage information (shown in color), transponder ID, ship type, and energy
- level.
- ? If you are using passive radar, the Target MFD will only show energy level. If you have
- previously targeted this target with active radar, your targeting computer will remember
- that information and display it in passive mode as well.
- ? NAVIGATION û In this mode, the MFD will display general information about your ship
- heading and situation.
- ? If you have a target or a nav point selected, their distance from you is displayed here.
- ? This MFD also displays your ships energy emissions level.
- ? In multiplayer sessions, this MFD also displays the kill totals for every player and your
- current finances.
- ? WEAPONS û In this mode the MFD will display information about every weapon system on
- your ship.
- ? Each time you press ? the MFD will show a summary screen about one of your
- weapon systems.
- ? The summary screen includes information about damage to the weapon, what group it
- is assigned to, the amount of ammunition left for it, and its energy state.
- 4. RADAR û The standard radar interface used in every shipÆs cockpit is a complicated display that
- shows you the location of every known object in space around you. Once you have grown
- accustomed to it, you will find it easy to quickly locate any object in relation to your own heading
- and location.
- ? RADAR DISPLAY û The main radar display is made up of two parts, a three-dimentional grid
- showing your shipÆs orientation in space, and markers representing other detected objects
- in relation to your ship.
- ? The first part of the grid is the axis markers. These form a cross in the center of the
- grid. There is one axis representing the line that goes straight down your ship from
- front to back, one that represents the line that goes straight through your ship from top
- to bottom, and one that represents the line that goes through your ship from left to
- right. In the radar display, each one of these lines is extended to the limits of your
- radar range.
- ? The second part of the grid is the horizon plane, represented by the flat grid of squares
- along the front-back and left-right axis markers. This plane represents the artificial
- horizontal horizon created by your shipÆs orientation in space. As you look out of your
- front window, the horizon plane is a flat line drawn left to right through the center of
- your field of view. If you imagine a flat surface extending from you out to that horizon,
- then you are picturing the horizon plane shown on the radar display.
- ? Your location is always at the center of the three axis markers. Objects above you are
- shown higher along the ôUpö arm of the Up-Down axis. Objects in front of you are
- shown along the ôForwardö arm of the Front-Back axis.
- ? Objects are displayed on the radar as colored dots with white pillars either underneath
- them or above them.
- ? The color of the dot indicates the alliance of the object towards you. Red indicates a
- hostile, green indicates a friendly, yellow indicates a neutral, and grey indicates non-
- intelligent. The white pillar shows whether the dot is above or below the horizon plane,
- and its length indicates how far above or below.
- ? RADAR MODE û Many radar systems can be operated in either Active or Passive Mode.
- The mode changes the type of information displayed on the radar.
- ? Next to the Radar Display is a mode indicator light. This will show either an A or a P,
- indicating Active or Passive mode. If you are in the virtual cockpit, your radar mode will
- be listed in the top-left corner of the screen.
- ? In active mode, the radar display will show all solid objects in range, and will assign
- color to those objects depending on their alliance.
- ? In passive mode, the radar display will show any energy sources detected in range.
- Energy sources are shown by a gray dot in passive mode.
- ? RADAR RANGE û The range of the radar can be adjusted to allow a fine-tuning of the
- information displayed.
- ? Its range is shown in the left-hand box directly above the radar screen in the cockpit,
- and directly underneath the radar screen if are using the virtual cockpit.
- 5. SHIELDS AND ARMOR û In the center of your cockpit is a multi-purpose display showing the current
- protective levels of your shields and armor, as well as the current level of damage sustained by
- your shipÆs hull.
- ? Your shipÆs shields are shown as a blue circle surrounding your shipÆs image.
- ? If your shields are being hit, the effected quadrant will light up, warning you of the
- direction of the attack.
- ? As your shields are worn down, layers of the blue circle will disappear. When the
- shields in a quadrant are completely reduced, the shields are no longer offering any
- protection in that direction.
- ? Your shipÆs armor is shown as a red circle surrounding your shipÆs image just inside the
- shields.
- ? If your armor is being hit, the effected quadrant will light up, warning you of the
- direction of the attack.
- ? As your armor is worn down, layers of the red circle will disappear. When the armor in
- a quadrant is completely reduced, the armor is no longer offering any protection in that
- direction.
- ? Unlike shields, armor will not re-generate.
- ? Your shipÆs hull is represented by a small schematic image of your ship inside the armor
- circle.
- ? As your shipÆs hull takes damage, the effected area will change color. Yellow shows
- light damage, orange shows minor, red shows major and grey shows critical.
- 6. Systems û Several of your shipÆs independent systems also have indicator gauges on the
- cockpit.
- ? Cloak û The Cloak light shows when your cloaking system is active.
- ? ECM û The ECM indicator shows when your ECM system is active.
- ? Jammer û The Jammer light indicates when your communications jammer is active.
- ? Missile Camera û The missile camera has a toggled light to show on/off status.
- ? Missile Lock û This light is activated when your ECM detects an enemy missile locking on
- to your ship.
- ? Radar-Lock û
- ? Speed û Your current speed is displayed in meters/second.
- ? Strafe û This indicator shows when you have disengaged your inertial dampeners for strafe
- mode.
- 7. TARGETING û Targeting information is displayed on the HUD.
- ? Target Brackets û Every detected object in space is displayed on the HUD with target
- brackets around it to help you see it.
- ? In active radar mode, the corner brackets are color-coded to match the objectÆs
- alliance to you.
- ? In passive radar mode, the energy sources are all shown with gray target brackets.
- ? Your current target will appear with a red diamond around it within the target brackets.
- ? ITTS û The ITTS (Inertial target tracking System) indicator is displayed whenever you have a
- projectile weapon active. This flashing box indicates the ôleadö you must give your shots to
- compensate for the targetÆs movement relative to your position and heading.
- ? The ITTS will be displayed whenever you are within 5 seconds flight time of your
- projectiles from the target. This is not necessarily in range of all of your weapons, as
- projectile duration varies with each weapon type.
- ? The ITTS central box is color-coded to indicate the accuracy of your next shot. If the
- central box is showing red, you are not correctly lined up to hit the target. As you get
- closer to the ideal shot, the box will change from red to orange to yellow. When the
- box shows green you are correctly lined up to hit the target.
- ? LOCKING û If you have a homing missile active, its target lock animation will appear within
- the target bracket to indicate when the homing weapon has a good lock on the target. Each
- of the four homing types has a distinct locking animation.
- ? Radar-Guided missiles are indicated by a red circle with red rotating arms. When the
- arms are attached to the circle, the radar-guided missile is locked-on.
- ? Anti-Radiation missiles (HARM missiles) are indicated by a red circle with green
- rotating arms. When the arms are attached to the circle, the HARM missile is locked-
- on.
- ? Image Recognition missiles are indicated by a red box with a green image scanner
- within it. If the scanner is showing static, the missile does not have a lock. If the
- scanner is showing clear scan-lines, the missile is locked-on.
- ? Heat Seeking missiles are indicated by a static red diamond. When four rotating red
- arms join the diamond, the heat-seeker has lock-on.
- 8. Mission Goals û As you move through space your mission computer keeps track of your
- progress through the mission and gives you progress reports. These messages are displayed
- across the top of your HUD.
- 9. Weapons û All of the weapons loaded on you ship are displayed on the upper right corner of
- your HUD.
- ? Each weaponÆs trigger status is indicated by a color-code system.
- ? Yellow indicates that the weapon is assigned to Trigger 1.
- ? Green indicates that the weapon is assigned to Trigger 2.
- ? Dark Blue indicates that the weapon is assigned to Trigger 3.
- ? Light Blue indicates that the weapon is assigned to Trigger 4.
- ? Red indicates that the weapon is inactive.
- ? The weapon list also indicates the firing status of each weapon.
- ? If there is an ôXö printed next to the weaponÆs name, that weapon is off-line for some
- reason. This may be because of damage, not enough energy, lack of ammunition, or
- because it has overheated. Check the Weapon MFD to determine the cause.
- ? If there is no ôXö the weapon is ready to fire.
- Controls
- This section contains a comprehensive guide to the use of every ship system and control.
- CAMERAS
- You can select from a variety of different views or cameras while in space flight.
- ?
- Press ??for the standard forward view from the cockpit. Pressing
- ? repeatedly rotates through three different cockpit views, the
- graphic cockpit, the virtual cockpit and no cockpit.
- ?
- The ? view has different functionality depending on which cockpit
- mode you are in.
- ? In the graphic cockpit, press ? to look behind you.
- ? In the virtual cockpit, press ? to activate the Padlock View.
- The Padlock view is a camera that is centered on your
- currently selected target, no matter where he flies. It simulates
- the pilot turning his head to track the target. Light blue arrows
- show the shortest direction to the front of your ship, indicating
- which way to turn to bring your ship to face the target.
- ?
- The ? view has different functionality depending on which cockpit
- mode you are in.
- ? In the graphic cockpit, press ? to look to your left.
- ? In the virtual cockpit, pressing ? will pan your view to the
- left.
- ?
- The ??view has different functionality depending on which
- cockpit mode you are in.
- ? In the graphic cockpit, press ? to look to your right.
- ? In the virtual cockpit, pressing ? will pan your view to the
- right.
- ??+ Up Arrow
- Look Up
- ? + Down Arrow
- Look Down
- ?
- Toggles the Missile Cam on and off. When the Missile Cam is
- on, you will see the action from the perspective of any missile
- you shoot. There is an indicator in your cockpit telling you
- whether your Missile Cam is on or off.
- ?
- Views the action from the Chase Cam. The Chase Cam follows
- your ship around through space.
- ?
- Activates your Target Camera. The Target Camera remains
- centered on your current target, keeping your ship in the upper left-
- hand corner. This allows you to see his location in reference to
- your own.
- ?
- Activates the Target View Camera. This camera is the exact
- reverse of the Target Camera. It keeps the targeted ship in the
- upper left corner and remains centered on your ship. This allows
- you to watch the targetÆs current attitude and actions.
- ENERGY SYSTEM
- In every ship you fly, there will always be three bars indicating the amount of power your generator
- is sending to your Weapon systems, Shield systems, and Engine systems, with a fourth bar
- indicating how much fuel you have remaining. The amount of energy is limited to how much energy
- your generator is putting out, so increasing the amount of energy diverted to any system will
- increase your generatorÆs output. However, the more energy you create from your generator, the
- more fuel youÆll use, so get used to adjusting the energy flow to these systems carefully.
- The four energy bars represent the current setting for each of your four systems. However, there
- may not be enough energy being generated to allow that system to match your setting. The outer,
- flat-shaded column represents your desired setting, while the inner, shaded column represents the
- actual level of the system.
- INSERT and DELETE
- WEAPONS û You can adjust the amount of energy flowing to your
- weapons system using the ôInsertö and ôDeleteö buttons on your
- keyboard. Certain weapons require more energy than others do. If
- a weapon doesnÆt work, try increasing the energy to your weapons
- systems. If a weapon is unable to fire (either through damage, re-
- fire delay, overheating or lack of energy), its entry on the weapon
- list on your HUD will be marked with an ôX.ö
- HOME and END
- SHIELDS - You can adjust the amount of energy flowing to your
- shields using the ôHomeö and ôEndö buttons on your keyboard.
- As you lower the amount of energy diverted to your shield,
- youÆll see the blue circle around the image of the ship (in the
- bottom-center of your screen) disappear as the energy is
- drained. When you increase the amount of energy diverted to
- the shields by pressing the ôHomeö key the shield bar will
- increase, and the blue shield around the image of your ship will
- re-form, as the invisible shield surrounding your actual ship
- reactivates.
- PAGE UP and PAGE DOWN
- -or-
- ? and ?
- THROTTLE - You can adjust the amount of energy flowing into
- your engines by adjusting your throttle setting.
- ?
- THROTTLE û Sets your Throttle to 33% power.
- ?
- THROTTLE û Sets your Throttle to 66% power.
- ?
- THROTTLE û Sets your Throttle to 100% power.
- ?
- THROTTLE û Sets your Throttle to match your targetÆs speed.
- ?
- THROTTLE û Activates your engineÆs Afterburners. Afterburners
- do not require extra energy from the Generator, but they do
- burn fuel from your tank directly.
- BACKSPACE
- THROTTLE û Sets your Throttle to 0% power.
- ??
- GENERATOR û Reduces the amount of energy produced by the
- generator.
- ?
- GENERATOR û Increases the amount of energy diverted to Weapons
- and Shields.
- MANEUVERING
- You can maneuver your ship through space using either a joystick, mouse, or keyboard. The
- keyboard controls are always active, but you must chose your primary controller from the Game
- Controls option screen.
- ?
- -or-
- ?+ Left Arrow
- -or-
- number pad ?
- ROLL û Rolls your ship counter-clockwise.
- ?
- -or-
- ?+ Right Arrow
- -or-
- number pad ?
- ROLL û Rolls your ship clockwise.
- UP ARROW
- -or-
- number pad ?
- PITCH û Pitches the nose of your ship Down.
- DOWN ARROW
- -or-
- number pad ?
- PITCH û Pitches the nose of your ship Up.
- LEFT ARROW
- -or-
- number pad ?
- YAW û Turns the nose of your ship Left.
- RIGHT ARROW
- -or-
- number pad ?
- YAW û Turns the nose of your ship Right.
- ?
- SLIDE MODE û In the Inertial Flight Model, activates the Slide (or
- ôStrafeö) mode. This disengages the inertial dampeners on your
- ship, causing it to continue at its current heading and speed
- regardless of future orientation or thrust. Pressing ? again will
- cancel Slide Mode and engage the inertial dampeners, causing
- orientation and thrust to once again effect heading and speed.
- 1. JOYSTICK:
- ? Roll û The default setting for the joystick assigns the roll function to the rudder axis.
- ? Pitch û The default setting for the joystick assigns the pitch up function to pulling back on
- the joystick, and pitching down to pushing forward on the joystick.
- ? Yaw û The default setting for the joystick assigns yawing left to pushing left on the joystick
- and yawing right to pushing right on the joystick.
- 2. MOUSE:
- ? Roll û There is no default setting for Roll on the mouse.
- ? Pitch û The default setting for the mouse assigns the pitch up function to pulling back on
- the mouse, and pitching down to pushing forward on the mouse.
- ? Yaw û The default setting for the mouse assigns yawing left to rolling left with the mouse
- and yawing right to rolling right with the mouse.
- MFDS
- In the bottom-right corner of your cockpit is your shipÆs Multi-Functional Display (or MFD). This
- display gives you a variety of information essential to successful space flight and combat.
- ?
- TARGET MFD. You will see information about your target, including a
- picture of the object, identification (if available), mass, and enemy
- damage.
- ?
- WEAPONS MFD. The top weapon from the list of weapons shown in
- the upper-right portion of your screen will appear in the MFD, with
- its name and weapon group assignment listed.
- ?
- DAMAGE MFD. Your various systems and the extent of their
- damage (0-100) will be listed in the display. A system may start
- to lose some functionality with only a little bit of damage and will
- be completely destroyed if damage reaches 100.
- Press ?, again, to toggle to Weapons Damage. All of your
- weapons will be listed, again with the extent of their damage.
- Once a weapon is fully damaged, it can no longer be used.
- ?
- COMMUNICATIONS MFD. Use this when you have an object, like
- the Jump Gate, a wingman, or the enemy, youÆd like to
- communicate with. A list of available correspondents will be
- listed in the MFD. Make your selection and a list of possible
- messages will appear. Select one of those messages and the
- message will be sent. Look for a reply in the upper-left corner
- of your screen.
- ?
- NAVIGATION MFD. Nav. points and target distances are
- displayed, along with a timer, if necessary, as well as the mass
- and energy signature information about your own ship.
- ?
- Scrolls through all available MFDs.
- ??
- Scrolls backwards through all available MFDs.
- TARGETING
- Targeting a particular ship or object in space to make it your Current Target allows you to
- communicate with it, scan it for important information, activates your ITTS, and allows your homing
- weapons to lock. Keeping track of your Current Target is vital, and your Targeting System offers
- many different ways to select your Current Target.
- ?
- Activates Target MFD.
- ? (When Target MFD is
- Active)
- Next Target.
- ??
- Previous Target.
- ?
- Closest Enemy Target.
- ?
- Closest Friendly Target.
- ?
- Target closest to Bore Sight.
- ?
- Target next area of Target Ship (for homing weapons only).
- ??
- Target previous area of Target Ship (for homing weapons only).
- ??
- Set Current Target to Target 1.
- ??
- Set Current Target to Target 2.
- ??
- Set Current Target to Target 3.
- ??
- Set Current Target to Target 4.
- ?
- Make Target 1 the Current Target.
- ?
- Make Target 2 the Current Target.
- ?
- Make Target 3 the Current Target.
- ?
- Make Target 4 the Current Target.
- WEAPONS
- Every weapon loaded on your ship is listed on the HUD in the upper right corner. You have full
- control over each weapon to create custom firing groups assigned to the various triggers on your
- keyboard, mouse or joystick.
- ?
- Activates Weapons MFD.
- ? (When Weapons MFD
- is Active)
- Next Weapon.
- ??
- Previous Weapon.
- ?
- Assigns Current Weapon to Trigger 1. If you have multiple
- missile weapons of the same type, placing both weapons on
- the same trigger will fire them simultaneously. If one is active
- and the other is inactive, using up the ammunition in one will
- automatically cause the other to become active in its place.
- ?
- Assigns Current Weapon to Trigger 2.
- ?
- Assigns Current Weapon to Trigger 3.
- ?
- Assigns Current Weapon to Trigger 4.
- ?
- Deactivates Current Weapon.
- ?
- Fires weapons assigned to Trigger 1.
- ?
- Fires weapons assigned to Trigger 2.
- ?
- Fires weapons assigned to Trigger 3.
- ?
- Fires weapons assigned to Trigger 4.
- ALL OTHER CONTROLS
- ??
- In Multiplayer, activates Chat mode. While Chat Mode is
- active, you can type messages to other players in the session.
- ? (While in Chat
- Mode)
- Sends the text in the chat box to other players.
- ?
- Activates Cloak.
- ?
- Activates ECM.
- ?
- Activates Communications Jammer.
- ??
- Eject from ship.
- ?
- Launches Decoy.
- ?
- Launches Sensor Drone.
- ?
- Next Nav. Point.
- ??
- Previous Nav. Point.
- ?
- Closest Nav. Point.
- ?
- Activates Game Options screen and pauses game. In
- Multiplayers sessions, game will not pause.
- ?
- Activates Navigation Map.
- ?
- Changes Radar Range.
- ??
- Changes Radar Mode.
- Weapons
- Although there are many different weapons available to the modern pilot, they all fall into one of five
- basic categories. These categories are discussed in brief here. For more detailed information
- about the specific make and model of a particular weapon, please consult your on-line
- encyclopedia.
- 1. BEAM WEAPONS û Beam weapons project a coherent beam of energy between your ship and
- the target object. The beam is instantaneous, so you do not have to lead the target to hit it.
- ? Damage Type û Beam weapons are especially effective against a shipÆs defensive shields
- as the raw energy they project quickly overwhelms the shieldÆs charged field. However,
- beams are not very effective against physical armor or internal systems, and their energy is
- easily dispersed from the shipÆs hull as heat.
- ? Homing/Locking Ability û Just as a radar unit watches for echoes from projected energy
- beams to locate physical objects, all modern beam weapons can monitor a feedback
- frequency to detect when their beam has intersected a physical object. When the projector
- detects that you have hit a physical object with your beam, it will move the focus of the
- beam to track that object in space, allowing the beam to ôstickö to the object. Of course, the
- focus can only be moved so far from the weaponÆs bore sight.
- 2. DROPPED WEAPONS û Dropped weapons include two different kinds of devices, mines and auto-
- turrets. Both types are released from your ship at its present position.
- ? Proximity Mines û Proximity mines are basic, no-frills explosive devices that detonate
- whenever a significant mass approaches them. Both normal mines and the ôMegaö mine
- operate in the same way, although the ôMegaö mine does significantly more damage.
- ? Damage Type û Proximity mines use a conventional warhead to create a concussive
- blast. Although both energy shields and ship armor are designed specifically to
- combat this type of damage, the sheer size of the mineÆs warhead creates enough
- force to overwhelm many smaller ships. In addition, the proximity mine creates a non-
- focused explosion that will effect all objects in a small sphere around it, not just the
- object that actually detonates it.
- ? Homing/Locking Ability û Proximity mines have no homing or locking ability.
- ? EMP Mines û EMP Mines are designed to damage a shipÆs systems without harming the
- actual physical integrity of the ship itself. Using a conventional proximity mineÆs detonation
- fuse, the EMP mine contains a warhead dramatically different from the proximity mine.
- ? Damage Type û EMP Mines contain a powerful electro-magnetic generator that is
- capable of emitting an electro-magnetic pulse powerful enough to disable unshielded
- systems in any craft unfortunate enough to be caught next to the mine when it
- detonates. EMP pulses are not effected by conventional shields or armor.
- ? Homing/Locking Ability û EMP mines have no homing or locking ability.
- ? Auto Turrets û Auto Turrets are a very powerful and versatile weapon. Packing twin
- gimbal-mounted chainguns, the Auto Turret goes active the second it is deployed, seeking
- out enemy targets to lock on to and attack.
- ? Damage Type û Auto Turrets use two Cole & Brenthen A-4 Chainguns (see ôMass
- Cannonsö)
- ? Homing/Locking Ability û Auto Turrets contain a state-of-the-art targeting computer
- connected to a short-range radar and targeting package. This allows them to search
- for enemy targets in their vicinity and lock on. The turretÆs twin guns are gimbal
- mounted to allow for maximum range of motion, giving the turret a full 360-degree field
- of fire.
- 3. MASS CANNONS û Mass Cannons represent the pinnacle of projectile technology. Firing
- thousands of small shaped slugs at velocities approaching 12 times the speed of sound, Mass
- Cannons are capable of showering a target with a lethal spray of bullets almost
- instantaneously.
- ? Damage Type û Mass Cannons weapons are especially effective against a shipÆs physical
- armor and hull as the thousands of impacts steadily disintegrate the outer layer of the ship.
- Unfortunately, the raw kinetic energy of the slugs is easily deflected by the charged field of
- a standard shipÆs shield.
- ? Homing/Locking Ability û Because of the small size of the slugs fired by Mass Cannons,
- there is no room for any type of guidance package. Mass Cannons fire straight down the
- bore sight of your ship, but their high rate of speed makes lining up on an enemy very easy,
- as there is no leading necessary over the ranges in which the Mass Cannons are effective.
- 4. MISSILES û Missile technology has easily kept pace with other weapons as manufacturers have
- striven to keep their product competitive in a crowded market. Pilots can now choose from an
- astounding array of warheads, launch platforms, and guidance packages.
- ? Damage Type û The damage ability of a missile is dependent on the warhead it is carrying.
- ? Rockets û These speedy, rapid-fire weapons have sacrificed payload for quantity,
- reducing their warhead size to allow for a smaller overall package. The explosive
- charge, while small, still packs a healthy concussive wallop, effecting shields, armor,
- and ship systems.
- ? Missiles û Like their smaller brothers, the rockets, missiles employ a concussive
- explosive charge as a warhead. However, standard missiles pack a warhead roughly
- double the size of the diminutive rocketÆs, providing a much larger kick to the hapless
- target. The explosion effects shields, armor, and ship systems, as well as providing
- shield and armor piercing effects thanks to the shaping of the warhead.
- ? Torpedoes û The heavy torpedo uses it larger size to advantage, increasing both
- range and warhead size. The torpedo utilizes a much larger warhead than the missile,
- and packs a proportionately bigger explosion, but there the differences end. Both
- warheads are shaped concussive charges, delivering damage to shipÆs shields, armor
- and internal systems, as well as providing shield and armor piercing effects.
- ? Nukes û This is the granddaddy of the missiles. The Nuclear Torpedo contains a 20-
- kiloton warhead that produces a massive explosion, radiating outwards from the point
- of detonation as far as two kilometers. This shockwave is proceeded by an
- electromagnetic pulse that will disrupt unshielded ship systems, not what you want
- happening to your shields right before the shockwave arrives.
- ? Homing/Locking Ability û After the type of warhead, the second part of any missile weapon
- is its guidance package. Several are available.
- ? Dumb-Fire û Because of their small size, rockets cannot carry any guidance
- equipment. They fire straight down the bore sight of your ship, making them fairly
- ineffective against maneuvering opponents. However, rocket pods are capable of
- launching many rockets each second, making them perfect weapons to strafe larger or
- disabled foes for the quick finish, delivering multiple concussive impacts in a short
- period of time.
- ? Heat-Seeking û The most inexpensive of the guidance packages, heat-seekers lock
- onto the exhaust trail of the target. This means that you must have an angle of attack
- from the rear of most ships to get a lock. Heat-seekers are easily thrown by a quick
- maneuver to obscure the heat source, and are effected by standard ECMs.
- ? Radar-Guided û These missiles carry their own radar-tracking equipment, and can
- independently home in on their target once launched using their own target lock.
- However, you must use your own radar to get an active lock on the target before
- launch for the missileÆs targeting to function correctly. Radar-Guided missiles are
- effected by standard ECMs.
- ? HARM û Anti-Radiation missiles use sensitive energy detectors to lock on to any
- energy source. Once you have targeted an energy source using passive radar, the
- HARM missile will independently track that source after launch. Most HARM missiles
- employ a second fuel tank as well, allowing them to run extreme distances, allowing
- pilots to take advantage of the enormous range most passive radars function over.
- 5. PROJECTILE WEAPONS û Projectile weapons are high-end armaments that all employ focused
- packages of different types of charged particles or plasma. Because each weapon uses a
- different method to charge its projectiles, performance and damage varies greatly between
- each weapon.
- ? Damage Type û Each projectile weapon employs a dramatically different method of
- charging and firing its projectile, producing widely different damage effects. Pilots should
- refer to the technical schematics of each weapon for details. In general, projectile weapons
- bring the complete package, using their highly charged bolts to deliver damage across the
- board to shields, armor, and ship systems. The Maguire EMP cannons employ charged
- electro-magnetic fields to deliver EMP damage to ship systems without being effected by
- shields or armor.
- ? Homing/Locking Ability û No projectile weapon has any type of homing or locking ability
- due to the fact that the projectiles themselves are made of concentrated charged particles
- or plasma, and are therefore unsuitable platforms for guidance packages. Due to the
- projectileÆs relatively slow speeds, pilots must be very careful to utilize the ITTS system to
- correctly lead their targets.
- Equipment
- This section of your manual is intended to provide a basic description of the different types of
- equipment that is available to outfit your ship. For more detailed information about a particular
- brand or piece of equipment, please consult your on-line encyclopedia.
- 1. ARMOR û Modern shipÆs armor comes in many different thicknesses and is made of many
- different compounds, but its basic purpose remains the same, to help prevent harm from
- befalling the shipÆs hull and internal systems. ShipÆs armor lies underneath the shields, and will
- stop any shield piercing damage that gets through as well as providing a second line of defense
- against damage once the shields are down. Armor is most effective against energy weapons
- such as beam weapons, as its physical nature allows it to disperse the weaponÆs energy as
- heat. Armor is vulnerable to physical weapons such as mass cannons, which can chip away
- rapidly at the armorÆs ablative layers.
- 2. CIRCUITRY û Hardened Circuitry packages provide protection against EMP (Electro-Magnetic
- Pulse) damage to delicate internal systems. This shielding is the only protection available, as
- EMP waves are unaffected by standard shields and armor.
- 3. CLOAKS û The Cloak is one of the modern battlefieldÆs most ingenious weapons. Cloaks are
- able to hide ships from visible light almost perfectly, and the better cloaks can also hide a ship
- from active targeting systems. While the cheaper cloaks actually increase a shipÆs energy
- emissions with their charged field, the very best cloaks can also absorb a shipÆs energy
- emissions, hiding it from passive detection as well.
- ? Activating a cloak takes an enormous amount of energy, meaning a cloaked ship will have
- to be very careful in allocating reserves to its other systems.
- ? Firing a weapon of any kind disrupts the cloaks charged field, dis-engaging it.
- ? Activating a cloak causes a mild EMP field around the ship that can wreak temporary
- havoc with the shipÆs systems. Repeated activation of a cloak could disable a ship for
- some time while the affected systems slowly de-magnetize.
- ? Cloaks are one of the few defenses against Image Recognition guidance packages.
- 4. DECOYS û Standard decoys can be a pilotÆs best friend in a heavy dogfight. These small rockets
- contain a sophisticated package of electronics that can simulate the transponder code and
- radar silhouette of the ship that fired it. Enemy pilots will have to close to visual range to tell the
- difference, and even missiles that are already locked on to your ship may switch their targeting
- to the decoy.
- 5. ECMS û Electronic Counter-Measures (ECMs) are a great defense against both heat-seeking
- and radar-guided missiles. They flood the area around the ship with a broad range of radio
- frequencies and microwaves, creating a blizzard of radar static and heat signatures that will
- confuse the incoming missile. Unfortunately, ECMs produce so much energy that they raise
- the shipÆs energy emissions, making it a better target for HARM missiles.
- 6. ENGINES û ShipÆs engines provide the thrust needed to propel the ship through space. They
- determine the shipÆs acceleration and top speed. Be careful when purchasing engines, as
- certain models are designed to fit on certain ship frame, and their listed statistics are calculated
- on providing thrust for a ship of that mass. Placing the same engine on a heavier ship frame
- will produce a far lower performance that expected.
- ? Some engines come equipped with afterburners. Afterburners are special thrusters that
- take raw fuel from your shipÆs main tanks and convert it into a controlled explosion that can
- take a ship far over its top speed and acceleration. Afterburners go through fuel much
- more quickly than normal engine use, and they also decrease the efficiency of your shipÆs
- flight controls as they overwhelm them with more thrust than they are programmed to
- handle, causing the ship to turn more sluggishly.
- 7. FLIGHT CONTROLS û The shipÆs flight controls are a intricate system of attitude nozzles and
- thruster controls that interpret your roll, pitch, and yaw commands and change the alignment of
- your ship accordingly. These controls can be placed in Arcade or Inertial mode on the Game
- Options panel, which alters the way in which the flight controls respond to your instructions.
- 8. GENERATORS û At the heart of any ship is the fission reactor that powers its systems. These
- highly efficient generators provide all of the power for the ship. As the demands of the shields,
- weapons, and engines increase the generator will automatically compensate, providing more
- and more energy until it is completely maxed out. As the generator is cranked higher and
- higher it will use more and more fuel. Once it is out of fuel the generator automatically scrams
- its core and shuts down, leaving the ship with only its emergency battery as a power source.
- 9. JAMMERS û Communications Jammers are extremely useful pieces of equipment on board.
- These radio emitters are capable of scanning for transmissions from every ship in range and
- produce a field of energy that exactly nulls out the frequency being transmitted. This has the
- effect of rendering all enemy comm units useless, stopping them from calling for help or
- reporting your presence. Comm Jammers are perfect for eliminating patrols and guards
- without alerting the rest of the enemy fleet if you can keep them within range of the jammer
- while you take them out.
- 10. RADAR û Perhaps the most important piece of equipment on your ship is the radar unit.
- With a good radar, you can find and track the enemy long before he can see you, allowing
- you to set up your attack properly.
- ? Many radar units can be set to two different modes, Active and Passive.
- ? Active Mode broadcasts radio waves that reflect off of solid objects, giving the
- radar receiver a precise range and heading to the object.
- ? Every ship in space radiates a certain amount of energy depending on what
- systems the pilot has functioning. Energy intensive systems, like shields or the
- shipÆs generator, and energy broadcasters, like ECMs, radar pulses, and
- weapons, emit a lot of energy. Ship emissions can be detected using passive
- radar mode. Passive radar mode allows the pilot to remain silent and undetected
- at great ranges from his target, while still allowing him to use HARM missiles and
- other passive lock weapons with no loss of efficiency. Passive mode will give you
- information on range and heading, but it cannot provide your targeting system
- with the data it needs to identify the targetÆs ship type or damage information.
- 11. REPAIR û Repair systems are automatic internal devices that can repair damage inflicted to your
- shipÆs systems. Some employ nano-technology, others rely on redundant systems and
- patches, but all can bring an important system back to life in deep space.
- ? Repair units are automatic, and un-guided. They are programmed to repair the most
- important systems first, and then, once they are fully operational again, to move on to less
- important equipment.
- ? Only internal systems can be repaired, your shipÆs weapons, armor and hull cannot be
- helped while in space. You must return to your baseÆs dry dock to repair these areas.
- ? Some optional equipment will never get repaired as it is deemed non-critical for the shipÆs
- survival.
- 12. SENSOR DRONES û These small rockets allow for easy long-range surveillance. When they are
- launched they activate a short-range radar system that is linked back to your ship by a mono-
- filiment the sensor drone trails behind it.
- ? Information from the droneÆs targeting computer is relayed back to your ship and can be
- displayed on your cockpitÆs radar screen. Simply press the ? key to scroll through your
- various radar ranges and the droneÆs information will be displayed as one of the ranges.
- ? As the droneÆs targets are relayed back to your computer, you can use the information to
- lock your shipÆs weapons on targets that are far out of range of your own radar.
- 13. SHIELDS û The shipÆs shields provide the outer layer of defense against all of attacks. Shield
- systems create a field of charged energy that surrounds the ship. Shields are especially
- effective against physical attacks, such as mass cannons, but are somewhat vulnerable against
- energy attacks, such as beam weapons, which disrupt the shieldÆs field.
- ? As the shields charge they create a stronger and stronger field around the ship. This field
- takes some time to strengthen, depending on the shield unit.
- ? When damage hits a shield it is absorbed by one of the shieldÆs ôquadrants.ö These
- quadrants represent arcs of the shieldÆs surface. This allows the rest of the shield to
- remain strong while the quadrant being hit has its protective field weakened. When one
- quadrant is reduced you can turn your ship to let the strong side deflect the impacts while
- the damaged quadrant regenerates.
- ? When more than one quadrant is reduced the shield generator will try to replenish each
- quadrant evenly. As each quadrant is restored to full strength, the generator will divert
- more energy to the remaining reduced quadrants.
- 14. TARGETING û The shipÆs targeting computer takes information from the radar and uses it to
- identify and lock the current target. The targeting computer transmits its information to the
- guidance computers in homing weapons as well as to your cockpitÆs MFD and HUD. Be careful
- when you are outfitting your ship. Your targeting system and radar should have
- complementary ranges to allow them to work together.
- Wingmen
- As you gain experience and notoriety through successful mission completion, you will have the
- opportunity to expand your squadron by hiring freelance pilots to fly with you as wingmen. IPEC
- provides a free bulletin board service for all of its pilots to reference that lists the resumes of
- available wingmen. You can access this bulletin board through the Squadron interface of your
- Series 9000 OS.
- Once you are in space, ordering your squadron is of prime importance. A well-organized wing can
- fight as a deadly team, covering each otherÆs weaknesses. A disorganized squad will get in each
- otherÆs way and interfere with the successful completion of mission objectives.
- When you organize your squadron, be careful to hire pilots that fit the role you have in mind for
- them. Some very good fighter jocks make very poor bomber support.
- Once in space, you can transmit orders to your squadron through your shipÆs communications
- system. If you have wingmen flying with you on a mission, your will see them all listed in your
- Communications MFD when you press ?. In addition, if you have multiple wingmen flying with you,
- you will be able to select ôAll Wingmenö to send the same message to the whole squadron.
- Selecting either an individual wingman or the whole squadron as the communications target will
- activate a special command menu in the Communications MFD.
- Of course, it is important to remember that each pilot is an individual with his or her own
- temperament, fighting style, and abilities. Just because you are giving an order does not mean that
- every wingman will necessarily obey you. Wingmen who are more interested in battle may refuse
- to dis-engage a foe, while reckless pilots may plunge into a melee no matter what type of ship they
- are flying. Watch your squadÆs behavior closely à some wingmen may not be worth having as a
- member of your team, no matter how skilled a pilot they are.
- 1. ôAttackö û This command allows your squadron to break from formation and begin attacking
- their best targets. Making sure your squadron fights as an organized unit makes it much more
- effective in battle than each pilot fighting on his own. Remember, the enemy squadron
- commanders will be using similar tactics, so it is important for you to use every advantage you
- have.
- ? If you are communicating to the whole squadron, selecting ôAttackö will bring up a sub-
- menu that allows you to issue group attack commands. Group attacks are organized
- formations that allow your squad to attack as a single unit, and are generally much more
- effective as your whole squadron will be attacking in concert.
- ? ôLayered Attackö û In a layered attack, your squadron will check their loadouts to
- determine the best way to attack. Those pilots with long-range weapons such as
- missiles will hang back and shower the enemy at a distance. Those pilots with beam
- weapons will move in first to take out the targetÆs shields, and then those pilots with
- mass cannons will move in to cut up the targetÆs armor and hull.
- ? ôBreaking Attackö û In a breaking attack your squadron will peel off one by one to
- attack the target, presenting a fresh aggressor each time the target turns to engage.
- This allows the wingmen time to recover from each pass while someone else in the
- squad keeps the pressure on the enemy.
- ? ôSurround and Attackö û This instruction commands the squadron to surround the
- target before attacking, then move in simultaneously from all sides. It is a difficult
- maneuver to use against agile targets, but ensures that larger targets are engaged
- simultaneously from every direction, drastically decreasing the effectiveness of their
- turreted point defenses.
- ? ôFire at Willö û This command frees the squadron to find and attack whatever target
- they deem best, in whatever style they are most comfortable with.
- ? If you are communicating with a single wingman, selecting ôAttackö will free the wingman to
- find and attack whatever target they deem best, in whatever style they are most
- comfortable with.
- 2. ôGo to my NAVö û If you have a Nav. Point targeted, this command will be available. It instructs
- the wingman to break formation and proceed directly to the Nav. Point.
- 3. ôResume Formationö û This command instructs the wingman to return from whatever he is
- doing and take up his position in the squadron formation.
- 4. ôReturn to Baseö û This command instructs the wingman to cease whatever he is doing and
- proceed directly to the Jump Gate to jump back to your base.
- 5. ôChange Flight Modeö û This command allows you to change the settings and flying style of
- your squadron. It activates a sub menu from which you can select specific commands dealing
- with the wingmanÆs flight mode.
- ? ôRadar Modeö û There are three settings under this command. If you are communicating
- with one wingman, the commands will effect only his settings. If you are communicating
- with the entire squadron, then every wingman will change his settings to match your
- instructions.
- ? ôActiveö û Instructs the wingman to switch his radar to Active Mode.
- ? ôPassiveö û Instructs the wingman to set his radar to Passive Mode.
- ? ôDefaultö û Instructs the wingman to maintain his current radar setting.
- ? ôAttack Modeö û There are five settings under this command. If you are communicating
- with one wingman, the commands will effect only his settings. If you are communicating
- with the entire squadron, then every wingman will change his settings to match your
- instructions.
- ? ôNormalö û This command allows the wingman to fight in whatever style suits him best.
- Remember, some wingmen are natural dogfighters while others prefer to stand off
- from the action. Make sure that you have provided them with ships and weapons that
- match their temperament.
- ? ôLong Rangeö û This command instructs the wingmen to stand off and use whatever
- long-range weapons he has available.
- ? ôAvoidö û This command instructs the wingmen to stay away from enemy vessels at all
- costs.
- ? ôFollowö û This command instructs you wingman to follow his target without engaging
- it.
- ? ôDefaultö û This command only appears if your are communicating with the entire
- squadron. It instructs the wingmen to maintain their current attack mode.
- ? ôJammer Modeö û There are three settings under this command. If you are communicating
- with one wingman, the commands will effect only his settings. If you are communicating
- with the entire squadron, then every wingman will change his settings to match your
- instructions.
- ? ôOnö û Instructs the wingman to switch his Jammer on.
- ? ôOffö û Instructs the wingman to set his Jammer off.
- ? ôDefaultö û Instructs the wingman to maintain his current Jammer setting.
- ? ôEnergy Modeö û This command activates a sub-menu in which you can manage your
- squadronÆs energy settings.
- ? ôShieldsö û This command instructs your wingman to give his shield system top priority
- for energy, ensuring that his shields will always be as strong as possible.
- ? ôWeapons - This command instructs your wingman to give his weapon system top
- priority for energy, ensuring that his weapons will always have as many shots as
- possible.
- ? ôEnginesö û This command instructs your wingman to give his engines top priority for
- energy, ensuring that he will always be able to thrust as fast as possible.
- ? ôQuietö û This command instructs your wingman to shut down all systems but those
- absolutely crucial for movement and a small reserve to keep his missile weapons on-
- line, allowing him to be an effective long-range passive radar attacker.
- ? ôFreeö û This command frees your wingman to set his own energy settings.
- ? ôDefaultö û This command instructs your wingman to maintain his current energy
- mode.
- ? ôMinesö û There are three settings under this command. If you are communicating with
- one wingman, the commands will effect only his settings. If you are communicating with
- the entire squadron, then every wingman will change his settings to match your
- instructions.
- ? ôOnö û Instructs the wingman to begin dropping mines.
- ? ôOffö û Instructs the wingman to stop dropping mines.
- ? ôDefaultö û Instructs the wingman to maintain his current Mines setting.
- ? ôSquad Modeö û There are two settings under this command which deal with whether or
- not the wingman will listen to instructions given to the whole squadron. This instruction is
- only available if you are communicating with a single wingman.
- ? ôOnö û Instructs the wingman to obey all commands given to the whole squadron.
- ? ôOffö û Instructs the wingman to ignore all command given to the whole squadron. In
- this mode, the wingman will only listen to commands you give directly to him.
- 6. ôSendö û This command sends your instructions to your wingman. If you have instructed him to
- change any of the above settings, those instructions will be carried out when you send the
- communication.
- Navigation Map
- The in-flight Navigation Map works almost identically to the Nav Map found in the War Room on
- your base. For basic instructions for using this map, please refer to that section of the manual. This
- section details the few differences you will find between the War Room map and the Nav Map found
- in your ship.
- ? Press ? to activate the in-flight Nav. Map. Use this map to review mission goals and look
- for Asteroids, Jump Gates and Nav. Points.
- ? YouÆll only be able to see those ships your radar can currently spot, unlike the Nav. Map in
- the War Room where everything you have advanced information about appears.
- ? Be careful! Time does not stand still while in the Nav. Map, so pay attention and listen to
- the SFX for warnings of attack.
- ? You will not be able to create nav. points in the in-flight Nav. Map, only in the War Room.
- However, if you target an object in the Nav. Map by clicking on it, your computer will
- generate a temporary nav. point at that position that will be active when you leave the map.
- Chapter 4: Multiplayer
- Introduction
- Ares Rising multiplayer sessions allow players to build a persistent character that can grow in
- experience, wealth, and power. Just as in the single player game, multiplayer characters are
- rewarded for gaining kills and completing missions, giving them access to bigger and better ships,
- weapons, and equipment.
- Of course, failure also incurs a lasting effect, as characters lose money, equipment and reputation
- with every humiliating death. Be careful, itÆs a jungle out there.
- Starting a Multiplayer Session
- The MULTIPLAYER button on the initial screen allows you access to the control parameters for creating
- or joining a multiplayer session of Ares Rising.
- 1. SELECT CHARACTER û The first time in a multiplayer game you will have to create a character to
- use. Once you have created a character, his name will appear in the list on this screen.
- ? Click on the name and the characterÆs callsign, statistics, and picture will appear. If you
- would like to use this character, click ACCEPT.
- ? If you would rather create your own character, click CREATE. This will take you to the
- Character Creation screen.
- 2. CREATE CHARACTER û This screen allows you to create a new character. You can personalize
- the characterÆs face, squadron insignia, name and callsign.
- ? Click the first box to enter the characterÆs name. Your name is used to identify you on the
- Kill Board and in the kill tally on the MFD in flight.
- ? Click the second box to enter the characterÆs callsign. Your callsign is used to identify you
- in flight. It appears as your ship ID, the sender ID when you send communications, and as
- your ID on system messages.
- ? Use the arrows to scroll through a selection of character faces and logos. The face you
- select will appear whenever you communicate with another player and will appear on the
- Kill Board whenever players in the session go there to check their stats. The logo you
- select will appear as your squadron insignia on your ship in space, and will be used to mark
- your squadron if you are the leader of a team session.
- ? When youÆve completed your character creation, click ACCEPT.
- 3. CREATE/JOIN GAME û This screen allows you to decide whether you are going to act as the
- server for a new multiplayer session, or join in an already existing session as a client.
- ? If you would like to join another game click JOIN. This will take you to the connection menu.
- ? Select the type of connection you have: DIRECT CONNECT, if you are directly
- connected to another computer via a null modem cable, IPX, if you are connecting
- via a LAN, TCP/IP if you are connecting across the Internet, or MODEM, if you are
- connecting directly to another playerÆs modem. Note: If you are connecting via
- TCP/IP you must already know the IP address of the server.
- ? A list of currently available game sessions will appear in the Current Sessions
- box. Select the name of the game youÆd like to join and click ACCEPT.
- ? If the session you are joining is set up for team play, you will then be asked to join
- a team.
- ? If the game youÆre joining is a Cooperative session, youÆll be taken to a screen
- that shows everyone who is playing and, if appropriate, what team theyÆre playing
- for. Click in the box to the left of your name and it will display ôReadyö to indicate
- to the server that you are ready. Cooperative missions will not launch until every
- player is ready to proceed. While in the waiting room anything you type will
- appear in the Chat Box at the bottom of the screen. Press ? to send the text in
- the box as a chat.
- ? If the game youÆre joining is a Deathmatch session, you will be taken directly to
- the Hangar. Click on the hanging ship to launch the game, or return to the base
- to outfit your ship or order new equipment and weapons. Deathmatch sessions
- can begin at any time, with players joining in the fun whenever they would like.
- ? If you would like to create a game, click CREATE. At this point youÆll have your choice
- between a Cooperative game or a Deathmatch game. Click the appropriate button to go to
- the session setup screen.
- 4. CREATE COOPERATIVE SESSION - A Cooperative game allows you to play a mission with
- several players, either as one team working together or as several teams competing with
- each other. Cooperative sessions create a random mission for the players to try to win,
- with AI pilots that must be defeated and mission goals that must be accomplished.
- Although you can compete against other players by using the Teams option, the default
- for Cooperative sessions is every player working together to defeat the computer.
- ? You will be given a choice or mission types, SCOUT, DESTROY, PROTECT, or CAPTURE,
- which you can select simply by clicking on the appropriate button. A description of the
- mission will appear in the Description box on the right.
- ? Clicking the TEAM button will make the session a Teamplay session. In a Teamplay
- session, players will be able to join up with each other to create teams that are
- competing against each other. In cooperative sessions, only the team that
- successfully completes all of the mission goals first will get paid.
- ? You can change the difficulty of the mission by moving the DIFFICULTY SLIDER to the
- right. Once you have re-set the slider, make sure to click the NEW button to create a
- new mission with that difficulty setting.
- ? Multiplayer sessions are created using the difficulty setting that the server
- selected on the initial screen. Moving the Difficulty Slider to the right on the
- Create Cooperative Session screen increases the difficulty from that initial setting.
- ? The payment offered for the mission will appear in the PAYMENT box. The winning
- team will share the payment for the mission. Only those players who survive the
- mission and land at the base after all of the mission goals are complete will share in
- this payment.
- ? As in Deathmatch, players will receive instant payment for each kill they gain
- while in spaceflight. This money is theirs to keep regardless of the outcome of the
- mission. Payment amount is dependent on the skill of your opponent and the
- class of ship he is flying.
- ? Scroll through the different missions to find one you like by clicking the NEW button.
- When youÆre happy with an offered mission, click the ACCEPT button. Once the
- mission data has finished loading, other players will be able to join your session.
- 5. CREATE DEATHMATCH SESSION - A Deathmatch game does not assign you a mission, but pits
- you directly against other players in a huge dogfight to see who is really the best.
- ? Select the type of match you want to play by selecting the appropriate option in the
- Match Type box.
- ? NORMAL scores one point for each kill.
- ? TAG scores three points per kill for the person who is ôitö and one point per kill for
- the other players. To become ôitö you must destroy the ship that is currently ôit.ö
- The player that gets the first kill in the session is made ôitö to start the match.
- ? The Match Parameters box to the rights allows you to create the environment for the
- session.
- ? The sliders for ASTEROIDS, MINE FIELDS, and AI PLAYERS controls the quantity of those
- objects that will be present in the session. Asteroids and mines will be scattered
- around in fields, while AI players will roam the match like other players, looking for
- some easy kills.
- ? You can also select TEAMS in the Match Parameters box. The Teams option
- allows you to fight as teams, as in the Cooperative missions described above.
- ? Deathmatch sessions do not have a payment associated with them because there are
- no mission goals to accomplish. Instead, each player will receive a payment for
- getting each kill. Payment amount is dependent on the skill of your opponent and the
- class of ship he is flying.
- ? When youÆre happy with your match configuration, click ACCEPT. Once the mission
- data has finished loading, other players can join your session.
- 6. If youÆve selected team play, youÆll be taken to the TEAM CREATION menu. Enter the name
- of the team and the logo, then click ACCEPT.
- 7. When youÆre taken to the Hangar, click on the hanging ship to launch, or re-enter the base
- to outfit your ship or order new equipment.
- Multiplayer Rules
- While you will not find any differences in the way combat, weapons or equipment work between the
- Ares Rising single player game and its multiplayer game, there are some differences in the rules
- governing character building, death, and equipment availability that you should be aware of.
- 1. Character Building û In the Ares Rising single player game, you play the part of Marlowe, a
- small-time mercenary, trying to build his squadron of fighters through the completion of
- hazardous missions in deep space. In multiplayer you are able to create your own character.
- ? When you first start a multiplayer session, you are asked to create a character. You
- can give him a name, callsign, face, and squadron insignia. Each new character
- starts out with the same amount of money and equipment, just like starting a new
- single player game.
- ? Multiplayer characters can earn money to buy new equipment by flying missions and
- completing mission goals, as well as by gaining kills in combat. When you return from
- a multiplayer mission you can buy and sell equipment just like in the single player
- game.
- ? Unlike the single player game, you do not have to wait for equipment to show up
- once its ordered. It arrives instantly.
- ? In addition, you have access to every piece of equipment from the beginning. In
- the single player game, you have to earn the right to order some pieces of
- equipment, either by making alliances or by the simple fact of your growing
- reputation.
- ? Your characterÆs information stays with him from session to session, and is sometimes
- available to the other players in a session.
- ? While in space, each characterÆs kill tally for that session is listed on the
- navigation MFD. The session kill tally may be different that your characterÆs
- actual kills, as killing yourself deducts one from your session score without
- deducting one from your characterÆs history, and Tag kills add three to your score
- while only adding one to your history.
- ? When you are on the base, the Killboard shows the statistics of the players in the
- session instead of the members of your own squadron. Players can see each
- otherÆs kills, missions flown, accuracy, and face on the Killboard.
- ? Characters cannot die in combat, but repeated failure in multiplayer sessions will
- quickly drain your bank accout, making it very hard to maintain a combat ship in good
- working order.
- 2. Death û Death is not quite as final in multiplayer sessions as it is in single player.
- ? When you are killed in multiplayer you are instantly reincarnated in the sector with the
- same ship and equipment you had when you first launched.
- ? Damage is repaired for free and guns are re-loaded, but you will not gain back
- any missiles that were previously fired.
- ? If you manage to shoot down another player but he ejects from his ship before it
- explodes, you will not get credit for the kill.
- ? If an ejected pilot manages to make it back to his base, he will be rewarded by getting
- back the ship that blew up underneath him in space.
- ? Whenever a ship is destroyed there is a chance that it will create some salvageable
- goods for other players to collect the next time they land. This equipment is not
- removed from the dead ship, but it is a little reward for the killer.
- 3. Armaments Bases û In multiplayer Deathmatch sessions there are a new type of base called
- an Armaments Base. These bases allow players to re-supply with ammunition and fuel without
- having to use the jump gate to return to their base. To re-supply, simply fly through the center
- of the Armaments Base. The cost of re-arming your missiles will be automatically deducted
- from your available funds.
- ? In normal sessions the Armaments Bases are open to everyone.
- ? In Teamplay sessions there is one Armaments Base for each team in the session.
- Players can only re-supply at the Armaments Base of his team. The insignia on the
- Base indicates the affiliation of the Armaments Base.
- 4. Outfitting û Just like in the single player game, a multiplayer character might well have several
- ships available to him. You have a chance to outfit your ships before going into space.
- However, if you use the Jump gate to return to your base in the middle of the session, the
- action does not end. This gives you the opportunity to return to your base, pick a different ship
- or load of equipment, and then head back into the field.
- 5. Inactive Option Screens û Finally, there are some option screens that have no function in the
- multiplayer session (such as Communications and Save/Load) and so have been turned off.
-
-
- KEYBOARD LAYOUT
-
- TABLE OF CONTENTS
- TOC
- Page 8
- Page 9
-
-
- ?1996 - 1998 iMAGINE Studios
- All trade names or trademarks are property of their respective owners.
- The material presented in this document is confidential and may only be reproduced for internal use by the addressed.
- For additional permissions, clarification, or to discuss this plan contact IDM at:
-
- 8015 Shoal Creek Blvd., Suite 100, Austin, Texas, 78757 / Phone: (512) 371-3700 / Fax: (512) 458-1648
- Credits
- CREDITS
- Page 6
- TUTORIAL
- TUTORIAL
- INTRODUCTION
- TUTORIALS
- REFERENCE GUIDE
- REFERENCE GUIDE
-
- KEYBOARD CONTROLS
-