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- 1942: THE PACIFIC AIR WAR UPDATE V1.4
-
- Machine Requirements:
- --------------------
-
- To run 1942: The Pacific Air War Update v1.4, you will need:
-
- 1) 1942: The Pacific Air War
- 2) A 386SX processor (386DX 33 MHz or higher recommended)
- 3) 580k free conventional memory
- 4) 1600k free EMS memory
- 5) 6 Megabytes of hard drive space (this is required for
- installation only after installation only 4.5 Megabytes
- are required for game play files)
- 6) A Joystick or mouse
-
- NOTE - 1942: The Pacific Air War has not been tested under
- Microsoft Windows.
-
- New Features
- ------------
-
- 1) Improved Enemy AI
- 2) Spins
- 3) Accelerated Stalls
- 4) Digital Sounds
- 5) 3 New American Fighters (P-38, P-40, P-51)
- 6) 3 New Japanese Fighters (Tony, George, Frank)
-
-
- Design Changes
- --------------
-
- During the ongoing play test process, we made design adjustments
- that could not be included in the manual or technical supplements.
- The following is a list of these changes:
-
-
- 1. Autopilot
- When flying in training mode, the autopilot key will enable full
- computer control of your aircraft. The autopilot will land,
- dive bomb, and make torpedo runs. We encourage you to use this
- feature to learn how to perform difficult maneuvers (such as
- carrier landings!).
-
- When not in training mode, your autopilot will only takeoff,
- maintain formation on the way to and from the target, and fly
- your patrol route on CAP. Landing, dogfighting, dive bombing,
- and torpedo bombing must be done by you.
-
- 2. Kill Credits
- Pilots are given credit for a kill based on the percentage of
- damage they inflicted on the plane. If two pilots damaged the
- same enemy plane, the pilot who inflicted the most damage will
- get credit for the kill. So you may not receive credit for a
- kill even if you are the last pilot to damage a plane.
-
- 3. Ditching
- Planes can be successfully ditched in the ocean. You need to
- hit the water at a very slow speed (stall the plane below 50
- ft.). During a pilot career, ditching will be treated the same
- as if you bailed out (you will be rescued, captured, or killed).
-
- 4. Setting Cruising Altitudes
- When a strike flies to a target, there is always a lead flight
- that everyone else follows. For mutual fire support reasons,
- the flights in a strike stay close to each other until they
- reach their target. Because of this, you may only adjust the
- cruising altitude of the lead flight. All other flights will
- automatically adjust their cruising altitudes to match.
-
- 5. Controlling Flights and Individual Planes
- While using the Flights menu in the map screen the Spacebar will
- now toggle between control of the entire flight or individual
- planes.
-
- 6. Freeing Up Hard Drive Space
- If you wish to free some space on your hard drive, you can
- delete animations from the game. 1942 will detect that the
- animation files are missing, and continue to run normally
- The following files (and ONLY these files!) are O.K. to
- delete:
-
- OPEN.FLC (1,563,324 bytes - 1942 title animation)
- MPSLOGO.FLC ( 794,272 bytes - MicroProse animation)
- ANIM.CDF (1,931,486 bytes - Carrier battle newsreels)
-
- 7. Virtual Cockpit Padlock Feature
- When you select the padlock feature from within the Virtual
- Cockpit, 1942 will lock on the enemy plane closest to the center
- of the screen. The easiest way to padlock an enemy is to center
- the virtual cockpit view and use the gun sight to line up the
- enemy plane.
-
- 8. Carrier Battle 3-D Engagements
- If you abort out of a 3-D engagement before the mission is
- completed, the computer will finish the attack as if you had
- selected to observe.
-
- Keep in mind that, due to limitations in the number of planes
- that can be represented in 3-D, damage from large strikes will
- be a combination of the damage done in 3-D, and damage
- calculated statistically. Your performance in 3-D, however,
- will have a limited effect upon the outcome of the statistical
- damage.
-
- 9. Realistic Flight Option
- The difference between realistic and non-realistic flight modes
- is quite significant. We decided to combine all the realistic
- and potentially irritating problems that a pilot faces into this
- category. The "purist" can select this mode to experience a
- more accurate simulation of air combat, while the casual gamer
- can focus on the more "fun" elements. Here is a list of
- problems added in this mode:
-
- - Engine torque will effect flight.
- - Planes will shake and break apart if flown too fast.
- - Engines will overheat and burn up if kept at max power.
- - Torpedoes will fail if dropped at too high a speed or altitude.
- - Arrestor cables will be limited to the rear 1/3 of carrier.
-
- 10. Career Tailgunners
- After several heated debates, the design team/lead tester have
- agreed to allow tail gunners in the career.
-
- 11. Japanese Radios (or Lack Thereof)
- The Japanese usually preferred not to carry radios in their
- aircraft due to their excessive weight. Therefore, as a
- Japanese pilot, you will not receive the radio messages the
- Americans did in flight.
-
- 12. Scuttling Ships in a Carrier Battle
- When severely damaged ships slow a Task Group down to a degree
- that is dangerous to the remaining ships, you should scuttle the
- ship. This was not an uncommon practice used to prevent the
- enemy from capturing the ship. You can scuttle ships in the
- Damaged Ships option in the Taskgroup menu. Select a displayed
- ship to scuttle.
-
- 13. Look-up View ('Z' key)
- In an effort to provide better visibility, 1942 has created a
- 45 degree 'lookup' view from the cockpit. You can access this
- view from any other view by pressing the <Z> key. The key will
- act as a toggle between the original view and the "lookup" view.
- If you are using a joystick with a hat switch (A 4 position
- switch on the joystick. ie Thrustmaster, Flight Stick PRO ...)
- to control your view angle, pushing the hat switch forward will
- toggle between the forward view and the 'lookup' view.
-
- 14. Carrier Battles
- The Carrier Battles have been modified to allow for surface
- action between two opposing fleets. The action will be resolved
- on a statistical basis similar to that of Task Force:1942.
-
-
- MODEM PLAY:
-
-
- Modem Initialization String
- ---------------------------
-
- The files MODM28_8.TXT, MODM14_4.TXT, MODM9600.txt, and
- MODMINIT.TXT will be installed into your 1942 directory with
- this update. 1942 will read the file MODMINIT.TXT to find
- the initialization string for your modem. The other three
- files contain recommended initialization strings for 28.8K,
- 14.4K and 9600 baud modems.
-
- If you are encountering any problems connecting make sure you have
- selected the correct Comm Port and Baud Rate. If you are still
- having problems connecting to another modem, copy the appropriate
- initialization string file to MODMINIT.TXT. If you are still having
- problems, change the initialization string in MODMINIT.TXT using
- any text editor (such as DOS EDIT). Consult the manual for your
- modem for how to properly initialize your modem. The following
- command codes must be in the string "E0V0X0".
-
- 1942 does NOT use error correction or data compression.
-
- Mission Builder
- ---------------
-
- Using the Mission Builder, you can design your own modem
- missions within certain parameters. A maximum of six aircraft
- are allowable with a minimum of two. When creating a Head to
- Head mission you must have a 'flyable' airplane on each side
- for it to be recognized, while in Cooperative, you need to
- have two flyable aircraft on the same side.
-
- We suggest when designing your own missions to place the
- opposing flights extremely close to prevent a long uneventful
- flight.
-
-
-
- ADDITIONAL INFO ON PADLOCK VIEW
-
-
- While in the virtual cockpit, hitting the <J> key toggles the
- padlock view on and off. When the padlock view is initialized, it
- will lock on the enemy plane that is closest to the center of the
- screen. The virtual cockpit will swivel to keep the enemy plane
- centered. While tracking the enemy plane, you can quickly return
- to a forward looking viewpoint to regain your orientation.
-
- If you are using the MOUSE to control the view angle:
-
- While the padlock view is active, you must hold the left mouse
- button down to view the enemy plane. Otherwise, you will view
- straight ahead.
-
- If you are using the JOYSTICK to control the view angle:
-
- While the padlock view is active, you must hold the second
- joystick button down to view the enemy plane. Otherwise, you
- will view straight ahead.
-
- If you are using the KEYBOARD or COOLIE HAT to control the view
- angle:
-
- While the padlock view is active, you must hold the <CTRL> key
- down to view straight ahead. Otherwise, you will view the enemy
- plane.
-
- We realize that the 'quick forward' view control is not
- consistent between the various methods of view angle control, but
- we chose the method that we felt worked best for each controller.
-
- TECHNICAL ISSUES:
-
-
- 1. Thrustmaster WCS Mark II Support
- We have provided a configuration file for the WCS Mark II. It's
- name is 1942PAW.ADV. Consult your Thrustmaster documentation
- for instructions concerning how to upload this configuration.
-
- 2. Tandy Keyboard Problems
- If you are using a Tandy computer and are experiencing problems
- with the game not properly responding to game keystrokes, the
- 'Alt' status of the keyboard has probably reversed. That is,
- pressing 'A' results in an 'Alt-A' keystroke and vice-versa.
- To fix this problem, tap on the 'Alt' key until the status
- reverses back again. We apologize for the inconvenience, but
- there seems to be something unique to the Tandy keyboard BIOS
- that causes this problem. Our play testers using Tandy machines
- report that this problem occurs infrequently and does not
- significantly detract from the enjoyment of 1942. We will try
- to work with Tandy to solve this problem in a future update.
-
- 3. BOOTDISK.EXE - EMM386 Problems
- In some Packard Bell, Tandy, IBM PS/1, Gateway 2000 computers or computers
- with network cards, there may be a problem with the standard Microprose
- bootdisk application and some memory configurations. If you experience
- a lock up and you are using a bootdisk made by the 1942 install program,
- edit the CONFIG.SYS file on the bootdisk from:
-
- DEVICE=EMM386.EXE ram x=b000-c400 /d=48 frame=e000 6800
-
- TO:
-
- DOS 5.0 users:
-
- DEVICE=EMM386.EXE 2048 ram
-
- DOS 6.0 or later users:
-
- DEVICE=EMM386.EXE ram highscan
-
- If your hard drive is doublespaced, you are using the bootdisk,
- and you experience a problem, please add the following line to
- the end of the config.sys file on the bootdisk:
-
- DEVICEHIGH=C:\DOS\DBLSPACE.SYS /move
-
- Please note that if you are using QEMM v7.00 or later version and
- you are loading COMMAND.COM into a high region with DOSUP.SYS.
- BOOTDISK.EXE will be not be able to load COMMAND.COM. The solution is
- to modify the SHELL statement in the CONFIG.SYS file on the bootdisk to:
-
- SHELL=A:\COMMAND.COM /p /e:384
-
- 4. BOOTDISK.EXE - Sound drivers
- Some sound cards require a sound driver to be loaded, either in CONFIG.SYS
- or AUTOEXEC.BAT. Due to the large number of sound cards available on the
- market today, BOOTDISK.EXE can not identify all of them. If you are
- experiencing problems with sound, and are using a boot disk made by
- BOOTDISK.EXE then check AUTOEXEC.BAT and CONFIG.SYS on the boot disk
- to see if the appropriate sound driver('s) were installed. If not then
- refer to the manual for you sound card for what driver('s) that need to
- be loaded.
-
- 5. Notes about Sound Card Detection
-
- Many sound cards do not have a means of being safely identified. We
- have chosen to use only totally safe sound card detections (environment
- variables, drivers, etc). As a result, not all cards or options may be
- correctly detected, especially if the manufacturer's install was not
- fully or correctly performed.
-
- 6. If you own a Sound Blaster, Pro Audio Spectrum, or Adlib Gold:
-
- In order to avoid these problems, the Install program performs
- sound card detection through a software only approach. For Pro
- Audio Spectrum sound cards, the install will look for the
- "MVSOUND.SYS" sound driver file. For the Sound Blaster and
- Adlib Gold cards, the install will check for the presence of an
- environmental variable, which contains a list of parameters
- that define how the sound card is configured.
-
- If you are sure you own a Sound Blaster, Pro Audio Spectrum, or
- Adlib Gold, and the Install program does not seem to find your
- card settings, you should double check if you ran the
- install/configuration software that may have come with your
- sound card. These install/configuration programs often set up
- the necessary information that the MicroProse Install program
- will look for.
-
- 7. If you own a Roland, General Midi, or other type of sound card:
-
- The MicroProse Install does not perform any checks for
- Roland, General Midi, or other types of sound cards. You will
- have to manually select your card in the card type menu and
- select 'Configure Card' if your card is not set to factory
- defaults.
-
- 8. New Digital Sound Support for SoundScape, Roland RAP-10:
-
- We have added digital sound support for the Roland RAP-10 and Ensoniq
- SoundScape cards in this version. If you are using the SoundScape for
- digitized sounds, the digital interrupt should be set to the SoundScape's
- BASE interrupt, not the Sound Blaster interrupt.
-
- Many MIDI sound cards use IRQ 9, but often call it IRQ 2. We have
- tried to follow the manufacturer's conventions in most cases. If your
- option (2/9) is not shown, try the other one.
-
- 9. ISA Bus Speeds
- On computers that can have their ISA bus speeds greater than 8 MHZ, un-
- predictable results can occur. For the complete safety of you machine
- we recommend that the ISA bus speed not exceed 8 MHZ.
-
-
- Modem Play
- ----------
-
- To play modem missions both players need to select 'Modem Play'
- from the Main Menu. Here, each player will need to select the
- appropriate settings for their individual modems: Comm Port and
- Baud Rate.
-
- Note!! the game will default to the slower baud rate
- if they are different.
-
- DO NOT RUN A BAUD RATE FASTER THAN YOUR MODEM CAN HANDLE!
- (For Example, connecting at 19200 with a 14400
- modem.)
- DOING THIS WILL RESULT IN PLANES 'JUMPING' AROUND. RUN YOUR
- GAME AT THE FASTEST SPEED THE MODEM IS DESIGNED.
-
- Prior to play, a decision needs to be made as to whom the
- 'Master' machine (Connect) and the 'Slave' machine (Wait on
- connection) will be.
-
- The 'Modem Dial Menu' will only appear for the 'Master' machine.
- To dial a number, simply position mouse cursor over the 'Phone'
- window and click the LMB. Type the desired number and press
- the <Enter> key when finished. Press the button labeled <Dial>
- to complete the process.
-
- To facilitate frequently called numbers, 1942 allows for the
- storage of ten phone numbers. To select a saved number, simply
- click on the desired number, which transfers the information
- into the Name and Phone windows, and the press the <Dial> key.
-
- To edit a number, click on the slot where the number resides
- displaying the information in the corresponding windows: 'Name'
- and 'Phone'. Next, select(by clicking) the desired information
- to altered, edit the information and press the <ENTER> key.
- Creating new numbers is exactly the same procedure except 'Empty'
- will appear in both windows instead of prior information.
-
- Once a link has been established, the 'Master' machine decides
- on the mission parameters which include: Mission type, American/
- Japanese, Cooperative versus Head to Head, and the actual mission.
-
- You can communicate to each other by clicking on the 'Message
- Out' window, typing your desired message and pressing the <ENTER>
- key to send it. The communication allows for the remote player
- to have some say in the decision process. Ultimately, however,
- the decision rests in the hands of the 'Connector'.
-
- Before the mission begins, both player will be given the
- 'Difficulty Option' screen which either player may alter, but
- only the 'Master' machine can exit to begin the mission.
- Additionally, the 'Master' machine will be given the ability
- to change the weather and time settings for the mission.
-
- Unfortunately due to the lack of a 28.8k spec for high speed modems we
- have found that 28.8k modems will not always connect at that baud rate.
- To get the machines to connect try the next lower baud rate until a
- connect occurs. We apologize for any inconvenience this may cause.
-
-
- Limitations
- -----------
-
- When playing modem missions certain functions are unavailable:
-
- 1) Pilot's Map ('M') and all related map functions
- 2) Time Compression ('T' & 'R')
-
- ********************
- **** THANK YOUS ****
- ********************
-
- Thanks to the following people who helped our playtest efforts:
- Bob Abe Scott Zlotak
- Charlie Andaloro Mick Uhl
- Jim Hendry Bill Burton
- Doug Whatley Guy LaMarr
- Charles Brubaker Todd Cioni
- Chrispy Bowling Kathy Crowe
- Destin Strader Jimmy Smith
- Damon Harris Dan Walker
-
- Last minute programming
- John Paquin
-
- Special Thanks
- Michael Craighead
-
- Install Program
- Jack Miller
- Ned Way
-