home *** CD-ROM | disk | FTP | other *** search
-
-
- DOCUMENTATION FILE FOR ATC-GAME. (Version 1.7) / 9-1 @75
- ================================
-
- ***************************************************
- * This documentation is only 10 pages long! *
- * So, please, print it.... and read it! *
- ***************************************************
-
-
- WARNING !
- ---------
- The ATC-Game and ATC-PRO require a high definition VGA video
- card & monitor (640 x 480, 16 colors). The graphics part of
- the game (the radar screen) is drawn in vector graphics, not in
- bit-map which would be too slow. Changing the screen definition
- would cause aspect ratio calculations for each vector drawn, a
- condition which was not considered practical for this game.
- It is recommended to run the ATC-Game on a 80386 system or higher
- for optimal performance. Running on a low performance system can
- cause sluggish Video and slow command input validation.
-
- When you start up the ATC-Game, it will self-detect your video
- mode (setting) and report its findings if this is different from
- VGA 640 x 480, 16 colors. So, if you are not sure of what you
- have got, you can always try without locking up your system.
- (See your Video adapter manual for the correct settings)
-
-
- CONTENTS OF THIS DOCUMENTATION:
- -------------------------------
- 1. Game definition.
- 2. How to play.
- 3. Screen layout.
- 4. Terminal area layout.
- 5. Game rules.
- 6. Game Commands.
- 7. Radar display layout.
- 8. Flight simulator parameters.
- 9. Terminal Area parameters.
- 10. Hints.
- 11. Self running demo.
- 12. Information on ATC-PRO.
- 13. Problem support.
-
-
-
- 1. GAME DEFINITION.
- -------------------
-
- The ATC-Game is an ATC (Air Traffic Control) simulation game.
- As an Air Traffic Controller you are in charge of the Terminal
- Area (TMA) of Wingsfield international airport. The TMA is
- a volume of airspace which is the buffer between the airport
- take off and landing activity on the one hand and the Airways
- which are used by arriving and departing traffic on the other
- hand. The Wingsfield TMA is a square of 28 nm extending from
- the ground up to 12,000 feet. In the TMA it is your reponsibili-
- ty to vector the departing traffic to the appropriate airway and
- the arriving traffic to the active runway, while maintaining
- adequate separation between aircrafts. Standard minimum separa-
- tion is 3 nm (nautical miles) horizontal or 1,000 ft (feet) ver-
- tical. You will actually control the traffic by issuing clearan-
- ces. In this you are assisted by the most recent technological
- developments in Air Traffic Control such as a Data Link with all
- aircrafts and Computer Assisted Traffic Monitoring (CATM) which
- are things real world Air Traffic Controllers can only dream of.
-
- LIABILITY DISCLAIMER: The ATC-Game and ATC-PRO are games with
- no other purpose then leisure and free time occupancy. This
- software is not suited for professionnal training and no as-
- sumption can be made that the (realistic) simulation in this
- game could be in conformity with international air traffic ru-
- les and regulations.
-
-
-
- 2. PLAYING THE GAME.
- --------------------
-
- Aircrafts are handed over to you either by the Airport Tower
- Controller (yellow progression strips) when they are ready for
- take off, or by the Airways Controller (blue progression strips)
- when they arrive from outside with your airport as a destination.
-
- Airway controllers will warn you in advance of arriving aircraft,
- their estimated arrival time and altitude, so that you do not
- vector departing aircrafts head-on with arriving ones! Clearances
- to arriving traffic can only be issued after they have actually
- entered the TMA (= visible "blip" on your screen).
-
- Wingsfield airport is located in a quite touristic area. Occasio-
- nally it will happen that private pilots doing some sightseeing
- will cut through the TMA without being aware of it. Of course
- they are not in radio contact and you will not be able to issue
- them any clearance. The CATM will report those aircrafts on your
- screen as "not identified" as soon as they are under primary
- radar coverage and it has been determined that no Data Link can
- be established with them.
-
-
-
- 3. SCREEN LAYOUT.
- -----------------
-
- ┌─────────────────────────────────────────┬──────────────────┐
- │ (Airport elevation) │ Runway, Wind & │
- │ │ Time information.│
- │ │ │
- │ ├──────────────────┤
- │ │ │
- │ │ STRIPS Stack. │
- │ MAIN ATC RADAR SCREEN. │ │
- │ │ Maintained by the│
- │ (Displays also the HELP screen) │ 'CATM' - Gives │
- │ │ an overview of │
- │ │ all airplanes un-│
- │ │ der your control.│
- │ │ (Airplane pro- │
- │ Your Salary + │ gression strips)│
- │ (nm scale) > marking clue level │ │
- ├─────────────────────────────────────────┴───┬──────────────┤
- │ WARNING and Advisory Messages from 'CATM'. │ Command input│
- └─────────────────────────────────────────────┴──────────────┘
-
-
-
- The main Radar Display contains a blue overlay of the TMA layout
- and displays the radar tracked aircrafts as a green "Blip". The
- CATM (Computer Assisted Traffic Monitor) will add a tail to each
- "blip", representing the actual direction and speed of the tracked
- aircraft. It will also add a "label" with the flight-ID and Type
- of aircraft (Jet or slower Light airplane) and some important
- flight information collected from the aircraft through the Data
- Link. (Actual altitude, actual trend, final destination, active
- clearance).
-
- The strips stack is maintained by the CATM and color coded.
-
-
-
- 4. TERMINAL AREA LAYOUT.
- ------------------------
-
- The Wingsfield Terminal area extends from ground to 12,000 ft.
-
- Besides the airport, represented by its runways in the center,
- the terminal area contains the following items (all in blue
- overlay):
-
- - 3 navigation beacons (STA, BRA, WET).
- - Over Beacon STA (Stacky) there is a holding pattern where
- airplanes can temporarily be "stored" out of the way.
- - The runway centerline for 25R/25L is 252°.
- - The Runway centerline for 07L/07R is 072°.
- - 4 airways are identified as N, S, E, W with their "floor" at
- 5,000 ft which is the lowest altitude at wich you can clear an
- aircraft into an airway.
- - A noise restricted area in the left bottom corner. This area
- is restricted for flight below 6,000 ft. Incursions in the area
- at an altitude below 3,000 ft will cause an official complaint
- to be issued to by the local community.
- - Out of the end of all runways there is a "Locator Outer
- Marker" (LOM). These are navigation beacons used by the airpla-
- nes in the landing procedure. The reason why they appear on
- your screen is because you should vector all aircraft in such
- a way that they will be able to pass the LOM at the proper alti-
- tude and lined up with the runway for landing. Vectoring aircraft
- too fast, too high or not properly lined up over the LOM may
- cause a "missed approach" if the pilot cannot handle the approach
- within normal instrument flight rules.
- - In the Left Top corner there is a 'High Terrain area' which
- slopes up to 2,300 ft.
-
- We strongly recommend that you printout the TMA Layout which
- will be possible with most system configurations by pressing the
- "Print Screen" button. Don't forget to include the "GRAPHICS"
- command in your AUTOEXEC.BAT file. You can then use the print-
- outs to draw direction lines and reference points which will as-
- sist you in vectoring aircraft properly.
-
- WARNING: To avoid smudge when printing, print the screen right
- at start of the game, before any plane blips have appeared. This
- is because most video cards will ignore the write-through func-
- tion which is used by the vector graphics when printing out,
- causing write-through video to be visible on the print, causing
- smudge.
-
- NOTE: For those of you who are unable to print correctly from
- the DOS PrintScreen key, ATC-PRO can be obtained from the
- author with a 'print' command which is ONLY for HP-Jet black
- and white printers (sorry no color supported). The print option
- supports all Hewlett Packard Desk-Jet and Laser-jet models
- with HPCL control language. DO NOT FORGET TO SPECIFY IF YOU
- WANT THE HP-Jet PRINT OPTION INCLUDED WHEN YOU ORDER ATC-PRO.
- It is not normally included in the standard package (avoiding
- unnecessary heavy extra code). This option is free !
-
-
- 5. GAME RULES.
- --------------
-
- You start the game with a salary of 7,000 .
-
- The airways controllers and the Airport Tower controller will hand
- the airplanes over to you when appropriate.
-
- Airways are handed over in blue strips with the estimated arrival
- time and the arrival altitude.
-
- Ground traffic is handed over in yellow strips when the airplane
- is ready and waiting to line up onto the runway for take off.
-
- As soon as an airplane has been taken over by you (by issuing it
- a clearance) it will be shown as a green strip. So all GREEN
- strips are under YOUR control, and only you!
-
- When you clear an arriving airplane for landing, it will change
- its strip to light blue while it is conducting the approach and
- final landing. The landing is conducted on instruments by the
- pilot. There are no further clearances required. If you vectored
- the airplane in such a way that it cannot conduct the approach
- safely, the pilot will decide a missed approach. The standard
- procedure for a missed approach for all runways at Wingsfield is:
- - Set course to STA;
- - Climb to 3,000 ft;
- - When reaching STA, holding at 3,000 ft until further clearance.
-
- In case a dangerous situation arrises during the instrument lan-
- ding procedure, you can instruct the airplane to "GO AROUND" with
- the 'U' (Up!) command. This causes the airplane to execute a stan-
- dard missed approach procedure.
-
- If you are a safe controler, your salary will increase gradually.
- However, if you are not "up to standards" your salary will decrea-
- se. "Below standard" conditions are:
-
- - Excessive delay before clearing handed-over traffic.
- - Vectoring airplanes out of the TMA or not in the proper Airway
- for their destination.
- - Traffic advisory which is when the separation between airplanes
- is less then 3 nm horizontal or 1,000 ft vertical.
- - Ground traffic warnings (potentially dangerous conditions).
- - Air Miss, which is a near collision situation.
- - Incursions in the noise restricted area.
- Low altitude incursions (below 3000 ft) are more serious.
- - Missed approach.
- - Vectoring a departing aircraft to landing.
- - Vectoring airplanes into airways BELOW 5,000 ft.
- - Ground proximity warnings (500 ft or less above ground level).
- - Aircrafts sustaining excessive delay (forgotten in the holding!)
- will eventually run out of fuel... and crash!
-
- Vectoring aircrafts in such a way that they fly into the ground
- or into eachother (mid-air or ground collision) will cause you
- to be fired!
-
-
-
- 6. GAME COMMANDS.
- -----------------
-
- While typing your command, you can correct typing errors with
- <Back-Space> and clear the complete command line with <Escape>.
-
- A clearance takes effect after you pressed <Enter>.
-
- Clearances which cannot be interpreted correctly will cause a
- low tone "beep" and are not transmitted to the airplane.
-
- All commands are in the format:
-
- FlightID + Command + [Command String] + [Option]
-
- The command string is self formated by the input parser (= in-
- cludes the spaces between command elements) - Only when you add
- an option at the end of the command string it has to be manually
- spaced out.
-
-
- Commands: C = Clearance ( + Command String).
- T = Take Off ( no command string).
- U = Up! (Emergency 'Go Around' for landing airplane).
- M = Monitor this plane (shows extended flight data).
- R = Report when reaching altitude x.
- (causes the label to turn yellow for a while).
-
- Clearance command strings:
- 3 digits = Set course to heading xxx.
- (must include leading zero's)
- 1 or 2 digits = Cleared to altidue n x 1,000 ft.
- 25L or 07R = Cleared to land on runway 25L or 07R.
- WET, S, STA, ... = Set course to a known TMA fix.
-
- Option: L, R = force turn to Left or Right regardless heading.
-
-
- Examples: ANYID T = Cleared for take off.
- will cause the airplane to line up onto the
- runway and take off.
- ANYID C 035 = Set course to 035°.
- Will cause the airplane to turn to this hea-
- ding. Notice that leading zeros are required.
- ANYID C 3 = Cleared to 3,000 ft.
- Will cause the airplane to climb or let down
- until the required altitude is reached.
- ANYID C 12 = cleared to 12,000 ft.
- ANYID C W = Cleared to airway W (west).
- Will cause the airplane to set course to W.
- ANYID C BRA = Cleared to BRA (Bravo) TMA fix.
- Will cause the airplane to set course to BRA.
- ANYID C 25R = cleared to intercept and land on 25R.
- Will cause the airplane to maintain present
- heading until it intercepts the runway center
- line, then the pilot will follow the ap-
- proach path on instruments and eventually
- land if the initial vectoring makes this
- at all possible.
- ANYID C 07L = Cleared runway 07L.
- ANYID C STA R = go to STA by turning RIGHT.
-
- Limitations on landing clearances:
- Landing clearances will only be accepted if the ACTUAL
- heading of the airplane is within +/- 60° of the
- runway centerline (for 25R / 25L this is 252°) and
- the ACTUAL altitude is within normal instrument
- flight rules to intercept the approach glide-slope).
-
- - Standard altitude to intercept RWY 25R/25L is 2,000ft.
- BEFORE intersection with the runway centerline,
- OUT of the LOM (Locator Outer Marker).
-
-
- Holding over STA:
- The Shareware version of ATC-Game does not include
- the holding procedures. For all airplanes, the
- flight simulation algoritms are designed so that
- planes will turn LEFT with a 180 difference in heading.
- By successively issuing the clearances ANYID C 280,
- ANYID C 100, ANYID C 280, ... at the right moment you
- can maintain any airplane in the holding pattern.
- To avoid this hassle you better register!
-
-
-
- SYSTEM COMMANDS: HELP, PAUSE, EXIT, MARK, RESET.
- ------------------------------------------------
-
- HELP.
- -----
- Limited on-line help is provided with the "HELP" command.
-
- Help will also freeze the flight simulator which means that while
- the help screen is displayed all aircraft positions are
- "frozen". This enables you to read the help information without
- causing a catastrophy behind the screen!
-
- PAUSE.
- ------
- A PAUSE command freezes the game while displaying the screen so
- you can look at it and think....
-
- After PAUSE or HELP, the simulator clock (which is also stopped!)
- will gradually catch up the actual system time (shown on the
- screen). This is because all planes included in the simulator
- after freezing the screen will continue flying as of their last
- position, including the flight-plan timings set initially.
-
- MARK & RESET.
- -------------
- The commands MARK and RESET are adding (removing) additional
- graphic markings to help you vector the planes corretly.
- Marking level >1 is set by default at start (Runway centerline
- and intercept angles) and can be removed with 'RESET'.
-
- EXIT.
- -----
- Exit the ATC-game and return to DOS
-
-
-
- 7. RADAR DISPLAY LAYOUT.
- ------------------------
-
- Each blip on the Radar screen generates a label with the flight
- information.
-
- Typical label design is: ANYID J
- =5 W>WE
-
- First label line gives the flight ID + airplane type.
- Airplane types are J for Jet.
- L for slower Light aircraft.
-
- Second label line gives the traffic situation:
- = Trend;
- 5 Actual altitude x 1,000 ft;
- W Flight destination;
- >WE actual (last) clearance issued.
-
- Trend can be = Level flight;
- U (Up) Climbing;
- D (Down) Descending;
- I Intercepting (runway centerline);
- L Landing (on centerline in final approach);
- G Ground (is landed or nearly landed);
- T Taking off.
- H Executing a holding procedure.
-
- Flight destination can be:
- W, E, S, N for departing aircraft;
- A for all arriving aircrafts;
-
- Flight destinations cannot be changed.
- They are set by the simulator when planes
- are generated.
-
-
- 8. FLIGHT SIMULATOR PARAMETERS.
- -------------------------------
-
- One of the major parts of this software is the flight simulator
- which moves all the airplanes on the screen. The flight simula-
- tor uses advanced flight envelope algoritms which move each air-
- plane according to its individual parameters.
-
- The flight simulator parameters are set as follows:
- - Airspeed: 160 kts (knots) for Light aircraft.
- 240 kts for Jets.
- 320 kts, departing Jets above 6,000 ft (Transition).
- - Approach speed: 160 kts for Jets;
- 100 kts for slow aircraft.
- - Descend: 1,800 ft/min for Jets above 3,000 ft;
- 1,200 ft/min for slow planes and Jets below 3,000 ft.
- - Turn: Standard procedural turn at 180° per minute.
- Nearest turn left or right to new heading, except if
- forced with option 'R' or 'L'.
- - Climb: as to individual plane performance and load factor.
-
- The use of advanced autopilot software causes the "airplanes" to
- behave independently from eachother in a very realistic way:
- - Acceleration at take off and lift off when the appropriate
- speed has been reached.
- - Self determination of the course to a TMA-defined fix.
- - Self determination of left or right turn to new heading.
- - After a plane recieved a clearance to a runway, it will
- reduce its speed to approach speed, intercept the
- approach glide-slope, track the approach path down to the
- runway treshold, land and brake...
- unless landing conditions (altitude, speed, centerline,
- heading) are not met at the "missed approach point" which
- will cause a "missed approach procedure".
- - Airplanes executing a 'Missed Approach' will climb to 3000 ft
- and proceed to STA.
-
-
-
- 9. TERMINAL AREA PARAMETERS.
- ----------------------------
- - The TMA extends from ground to 12,000 ft.
- - Airways connecting to the TMA extend from 5,000 to 12,000 ft.
- - Arriving traffic in Airways is always on EVEN altitudes, i.e.
- 6,000 ft, 8,000 ft, 10,000 ft, 12,000 ft.
- - Clearance to land on a runway must be given when the ACTUAL
- airplane conditions are as follows:
- * Altitude: 2,000 ft for Runways 25R/25L;
- * Heading +/- 60° from runway centerline.
- - Airplanes will track the approach glide-slope when within
- +/- 3° of the runway centerline.
- - Once airplanes are established on the runway centerline for
- final approach the horizontal separation limit is reduced so
- that both runways can be used simultaneously for approach
- without causing traffic advisories ("L" condition in the blip
- label).
- - Due to the proximity of the 'Noise Sensitive Area' at the
- approach end of Runways 07L/07R, it is recommended to land
- all arriving traffic on runway 07L only. For the same reason
- the approach clearance altitude is 3,000 ft (all other
- runways are 2,000 ft). The Tower Controller will direct all
- departing traffic to runway 07R only. However, runway 07R can
- be used for landing at discretion of the controller.
- - Standard minimum separation between planes:
- 1.5 nm horizontal or 1,000 feet vertical.
-
-
-
- 10. HINTS.
- ----------
- - If you take off from parallel runways don't forget that
- separation minima apply as soon as the airplanes are airborne.
- - Airplanes reduce their speed when cleared for a runway
- (approach). Don't follow too close at high speed! (3 nm!)
- - There is an significant difference in approach speed between
- slow planes (L) and jets. Don't follow close at all!
- - Clear leaving airplanes to oneven altitudes so that they
- will always be separated from arriving traffic which is on
- the even altitudes.
- - Stay away (3 nm) or high from unidentified airplanes.
- - Read your progress strips as well as the blip labels to
- keep aware of what's going on and what clearances you issued.
- - Prepare your next clearance typed ready in the command-string.
- The clearance takes effect only when you press <Enter>.
- If something more urgent has to be done first, clear your
- waiting clearance with <Escape> and type-in a new one.
- - Above anything else keep calm, don't pannic! And try again!
- - Next time you fly for real, think about those controllers
- who are doing a bloody hard job!
-
-
-
- 11. SELF RUNNING DEMO.
- ----------------------
-
- ATC-Game contains a DEMO option which can be choosen from the
- introduction screen. The demo is a self running ATC on Runway
- 07. During the demo you can use the mouse cursor to obtain
- plane monitoring. However no commands can be issued to the
- planes from the command line which is inhibited except for
- the Game Control commands: EXIT, PAUSE, FAST, MARK, RESET.
- With the Mouse cursor you can click (left button) on a plane
- blip to obtain the plane's Watch. Clicking again, but with the
- right button, will reset the plane watch.
-
- Under DEMO condition, you are allowed to issue the 'FAST' com-
- mand which will put the Demo in FastPace, i.e. around 4 times
- faster than the game normally runs. You will notice the fast
- pace condition from the foreward running game clock and a
- message in the message window. Unfortunately, it is not possi-
- ble to return from fast to normal pace. This is due to the fact
- that under fast paced demo the game clock is uncoupled from the
- system clock and stepped at a faster pace. Under normal game
- conditions, the game clock is synchronized with the system time.
- However, you can issue a 'PAUSE' command to freeze the demo and
- inspect the display when required.
-
- To run a game from the Demo, you have to exit and reload the
- game from disk. This is because the artificial intelligence
- tables behind the simulator have to be cleared and built up
- again from scratch.
-
- The DEMO has the same 'Look and Feel' as the registerd version
- of the ATCgame, ATC-PRO.
-
- From watching the demo running, you will easily notice that
- commands issued to planes are not pre-programmed. Instead,
- ATC-Demo relies on a highly advanced Real Time Artificial
- Intelligence (RT-AI) engine to establish the best possible
- strategy and look ahead of possible problems. The same RT-AI
- engine, which is running inside ATC-Demo, is the one taking
- care of issueing the 'look-ahead' warnings and the one provi-
- ding for new 'random' airplanes in such a way to challenge you.
-
- Under Demo conditions, ATC-Pro is some kind of Dr Jeckyl and
- Mr Hyde while the same RT-AI engine is trying to avoid traps
- invented by itself. Most AI engines could not cope with such
- a situation, however this is possible because we use a real-
- time engine. Demonstrating the power of RT-AI was, in first
- instance, why this game has ever been created.
-
- The RT-AI shell used in ATC-Pro is the Expert Zee Engine which
- is a proprietary development of the author who has been resear-
- ching Real Time Artificial Intelligence since 1986.
-
- And for those who like the real challenges, consider that the
- whole thing is up and running in no more than 230 K of DOS me-
- mory! (including graphic drivers). Thank you Mr Borland for
- your highly efficient Turbo-Pascal!
-
-
-
- 12. INFORMATION ON ATC-PRO.
- ---------------------------
-
- ATC-PRO is the complete version of the ATC-Game and can be ob-
- tained only by registration with the author.
-
- Registration information is shown in the introduction screen
- of the ATC-Game.
-
- Because the registration is ONLY US$ 20.- we cannot accept cre-
- dit cards nor C.O.D. shipments. Only a registration with a 20$
- bill in cash will entitle you to receive your registered copy.
- The registration merely covers the costs for production of your
- floppy, the packing and the mailing (air mail).
-
- The registered version has many enhancements such as:
-
- - Holding procedures over STA.
- Airplanes cleared for holding will head to STA and start the
- round-robin in the holding, applying a standard holding entry
- procedure (the pilots'... and the autopilot programmer's
- nightmare!).
- - Operation from all runways (you can select!).
- - Variable wind direction and strength with application of the
- wind component to the flight simulation. This causes the
- airplanes to "drift off" with the wind while flying like
- real the ones do! (the contollers' nightmare!). Expect
- stronger winds in "senior" mode!
- - Runway system change when the wind direction exceeds the
- maximum allowed cross-wind component. Then, ATC-PRO will
- issue a runway change - beware! - (Senior mode only).
- - Fuel exhaustion for arriving airplanes when you keep delaying
- their landing.
- - Choice of three proficiency levels:
- * chief controller (senior level = level 1).
- * controller (medium level). This is similar to the ATC-Game;
- * Aspirant Controller (training level) to allow you to design
- and exercise your own arrival and departure procedures
- without being under a too high a stress.
- - Ground obstacles which are to be accounted for (see Demo).
- - More complex Flight, Obstacle and Conflict algoritms, still
- more realistic!
- - Full Mouse support to allow you to issue quick and accurate
- commands with less typing.
- - 'Line up and hold' command to prepare the next airplane for
- take off on a runway which is not yet completely free.
- - Improved 'Report' command getting the plane to report when
- reaching the required altitude.
- - Automatic direction and distance reporting to any point in
- the Terminal Area for a watched airplane (requires mouse).
- - Optional 'PRINT' command to print the radar screen on a black
- & white Hewlett Packard Desk-Jet or Laser-Jet printer.
- (Sorry no color supported and no other printers supported).
- THIS OPTION IS INCLUDED ONLY ON SPECIAL ORDER to be specified
- WHEN YOU REGISTER (not standard included) and is FREE!.
-
-
- 13. PROBLEM SUPPORT.
- --------------------
-
- If you have problems running this software or if you encounter
- serious error conditions, the author will try to support you
- at the best of his knowledge and time availability. Take the
- following steps:
-
- 1. Read this documentation carefully FIRST!.
- 2. Do not run ATC-Game from a DOS window under WINDOWS.
- Run it straight from the dos prompt (DOS version 3.3 or
- higher. Lower versions could work but have not been tested).
- 3. Move to the directory where ATC-Game is loaded BEFORE star-
- ting the game.
- 4. Do not change the name of the ATC-Game .EXE file. The correct
- name is 'ATCGAME.EXE'. ATC-Game uses version control of the
- .EXE file to set a number of parameters at load and expects
- to find the file ATCGAME.EXE on the disk.
- 5. Do NOT use a file compression program such as Stacker on the
- ATC-Game file. This will only slow down the access to the
- graphics part and may result in a system hang-up depending
- on which unstack TSR is used.
- (TSR = Terminate & Stay Resident program).
- 6. Avoid running ATC-Game together with TSR's which issue regu-
- lar interrupts (such as a display clock). If TSR's keep the
- system too busy, the ATC-game will run out of time slices
- to process its background tasks.
- 7. Check if you do not have an 'old' version of ATC-Game. Maybe
- a more recent version available from a good library or
- BBS has your problem fixed. The BBS version of ATC-Game is
- typically 'ATCGAMEx.ZIP' where 'x' is the current revision
- number. Any 'x' which is higher than the one you have got
- is a more recent version. The 'x' code in the ZIP file is not
- consistent with the actual version as displayed by the ATC-
- Game screen but shows only the BBS revision status.
- 8. If you cannot correct the problem, you can report it to the
- author who will do his best to handle your request.
- Do not forget to mention the following:
- - Complete version number and registration ID of ATC-Game
- as stated in the title of the Game screen.
- - Source where you got it from.
- - Configuration of your system (video card, cpu type,...)
- - a print out of your AUTOEXEC.BAT and CONFIG.SYS files.
- - Give the most detailed possible description of the error
- condition and do not forget to copy the Run Time Error
- code if DOS did exit ATC-Game with a system error -
- Typical message: "Run Time ERROR xxx at nnnn:mmmm".
- In order to facilitate debugging of program errors, ATC-Game
- has been compiled including all the debugging information.
- If you report an unreported error condition which can be
- traced and fixed, we will send you a corrected update of the
- program latest current version) free of charge.
-
-
- (C) Copyright 1993 - 1995 by E. van de Winckel, Brussels, Belgium.
-
-
- >>>>> END OF AUTHOR'S DOCUMENTATION FILE <<<<<<
-