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- FLYING CORPS(tm)
-
- This readme.txt file is available in other languages. Look in the relevant
- sub-directory of the game. The following languages are available:
-
-
- Language Subdirectory\file
-
- English english\readme.txt
- French french\readme.txt
- German german\readme.txt
- Italian italian\readme.txt
- Spanish spanish\readme.txt
- Portuguese brazil\readme.txt
-
-
- History.
- --------
- v1.1 3D card support, numerous fixes, improvements suggested by users
- *****see notes below*****
-
- v1.00b Demo - Contains a fraction of the landscape available in the full game.
- v1.00a Patch to include fixed views and various other view problems.
- v1.00 Big Demo
- v1.00 Compiled December 1996
-
- -------------------------------------------
- CONTENTS
- -------------------------------------------
- Using the V1.1 Patch file
- Backing up the V1.1 Patch file
- Running on a Pentium 90
- Important DirectX Notes
- Joystick Support
- FAQ's (technical issues)
- FAQ's (in-flight & other gameplay issues)
- View Keys
- Version 1.1 June 1997
- - 3d cards
- - bug fixes
- - improvements
- - switches
- - f22 pro and tqs config files
- Customer Service Information
- -------------------------------------------
-
- USING THE V1.1 PATCH FILE:
-
- 1 Install the game
- ------------------
-
- You should install Flying Corps as either MEDIUM or LARGE before
- applying the patch.
-
- To run the new version of the game under Windows 95 you will need to install
- DirectX Version 3 (or later). There is a copy of version 3 of DirectX
- on the V1.00 CD (fly\directx3). However we recommend that you download the
- latest version from the Microsoft Website.
-
- 2 Preparation
- -------------
-
- The patch has been distributed in a number of different ways:
-
- As one 3Mb file(FC_11_UP.ZIP)
- -----------------------------
-
- 1 Make a temporary directory on your hard disk, eg tempdir
- 2 Unzip the contents of the file into the temporary directory.
- You should unzip the file using the -d option which creates
- directories, eg
-
-
- pkunzip -d fc_11_up.zip tempdir\
-
- 3 Move to the temporary directory or browse to it using Start:Run.
-
-
- As a directory on a CD-ROM
- --------------------------
-
- 1 Move to the directory on the CD-ROM which contains the patch
- or browse to it using Start:Run.
-
-
- As three floppy disks
- ---------------------
-
- 1 Insert disk 1 and change to A: or B:
-
- As four zip files
- -----------------
-
- 1 Make a temporary directory on your hard disk, eg tempdir
- 2 Copy fc_11a.zip,fc_11b.zip and fc_11c.zip onto the temporary directory
- 3 Unzip the fourth zip file to the temporary directory, eg:
-
- pkunzip -d fc_11i.zip tempdir\
-
- The -d option is very imporant, it creates directories.
-
- 4 Change to the temporary directory or browse to it using Start:Run.
-
-
- 3 Installing the Patch
- ----------------------
-
-
- The command required to install the patch is:
-
- srcdir\FC_11 targetdir
-
- -srcdir is the drive and/or directory containing the patch
- files - this is optional if you are already in that directory;
-
- -targetdir is the drive and/or directory containing the MEDIUM
- or LARGE Flying Corps install.
-
- e.g: install from current directory to C:\ROWAN\FLY
- FC_11 C:\ROWAN\FLY
-
- e.g: install from floppy A: to C:\ROWAN\FLY
- A:FC_11 C:\ROWAN\FLY
-
- e.g: install from CD-ROM D: to C:\ROWAN\FLY
- D:\PATCHES\FLYCORPS\FC_11 C:\ROWAN\FLY
-
- e.g: install from TEMP directory to current directory
- \TEMP\FC_11
-
-
- A small number of checks will be performed before copying will
- commence.
-
- Any savegame files will be deleted. Old savegame files will not be
- accepted by the new version.
-
-
- ------------------------------------------------------------------------
- BACKING-UP THE PATCH
-
-
- You may wish to keep this patch on floppy disks so that you can
- conveniently reapply it if you have to reinstall Flying Corps for any
- reason.
- To make a floppy patch disk set from the zip or cd directory, type:
-
- mkfloppy a:
-
-
-
- ------------------------------------------------------------------------
- RUNNING ON A PENTIUM 90:
-
- If you intend to use Flying Corps with a Pentium 90, we recommend
- that you try running the DOS version. On a Windows 95 system,
- this means "Restart in DOS Mode". Follow the instructions in the
- Technical Supplement for INSTALLATION UNDER DOS.
-
-
- IMPORTANT DIRECTX NOTES (Windows 95 Users Only):
-
- To run the Windows 95 version of Flying Corps you will need to
- use DirectX components. You may already have DirectX installed.
- We offer to install DirectX 3.0a during the installation process.
-
- IF YOU HAVE PREVIOUSLY EXPERIENCED PROBLEMS WITH THE USE OF
- DIRECTX, WE STRONGLY ADVISE YOU TO SKIP THE DIRECTX INSTALLATION.
- IN THESE CASES, PLEASE ATTEMPT TO USE THE DOS VERSION OF THE GAME
- BY RESTARTING IN DOS MODE.
- See INSTALLATION UNDER DOS in the Technical Supplement.
-
- JOYSTICK SUPPORT
-
- Basic 2-direction, 2-button joysticks are supported.
- In addition, Throttle, rudder and 4 buttons can be supported through
- the full PC joystick port.
- A coolie hat compatible with Thrustmaster or Flightstick standards
- is also recognised.
- If you have more advanced joystick and throttle hardware which plugs
- into the keyboard port then you should use the software provided with
- the hardware to program the coolie hats and additional buttons.
- We have provided the files ROWAN.B50 and ROWAN.M50 to program the
- Thrustmaster F-16 and F-22 sticks. These are text files that can be
- converted for use with similar hardware.
- We advise you to continue to access the throttle through our
- analogue interface.
-
-
-
- FREQUENTLY ASKED QUESTIONS (TECHNICAL ISSUES):
-
- Q. What level of install is recommended?
- A. The MEDIUM level is recommended. The SMALL does use less hard
- disk space but you will encounter delays as sound effects are
- loaded in from the CD.
-
- Q. Running under Windows I sometimes get an out of RAM error.
- A. Your hard disk may be full and so Windows cannot page out.
-
- Q. I installed the game in Windows then played the game under
- DOS. The game played ok but I didn't get any sound.
- A. The DOS install includes a sound configuration stage. By
- installing under Windows, this stage was bypassed. To configure
- the sound after installation, run the DOS install program THAT
- IS ON THE HARD DISK in the Flying Corps directory.
-
- A. If the game freezes when playing under Windows, press the
- ENTER key to attempt to return to Windows. If this happens it is
- safest to shut down before playing again.
- Note1: Do not play Flying Corps with other applications loaded.
- Note2: Disable Windows screen savers when playing Flying Corps.
-
- Q. Running under Windows 95, the game seems to slow down when
- the music starts and the music seems fragmented.
- A. If you experience this problem then you most probably have a
- SoundBlaster card fitted. Either play the game with music disabled
- or use midi output or try the DOS version of the game. The music
- requires 18+ channels which can be supplied by a SB16 card in mono.
-
- Q. Sometimes after flying straight and level for a period the game
- pauses while the CD is accessed. Can the pause be eliminated?
- A. On some machines the cache-ing of the CD can interfere with the
- spooling of the landscape data. Experience has shown that this
- effect can be reduced or eliminated by one or both of the following
- actions:
- reduce the size of the CD cache,
- disable SmartDrv cache-ing of the CD.
-
- The size of the CD cache can be reduced by editting the MSCDEX line in
- your autoexec.bat file. Find or add the /M parameter. Try /M:1. You may
- also be able to modify the CD cache by editting the appropriate line in
- your config.sys file.
-
- SmartDrv cache-ing of the CD can be disabled by either removing the
- SMARTDRV line in your autoexec.bat file or placing it before the
- MSCDEX line.
-
- In Windows '95 look in
- Start:settings:controlpanel:
- system:
- Performance:filesystem:
- cd-rom
-
- Reduce the cache size to Small;
- reduce the access pattern to double-speed.
-
- These modifications may reduce the efficiency of some other software so
- remember to reverse them if you find this is so.
-
-
- OTHER FREQUENTLY ASKED QUESTIONS:
-
- Q. Why do my aircraft numbers change from mission to mission?
- A. We change the numbers to be appropriate for each mission. The
- player can then go to the squadron screen to override these
- defaults.
-
- Q. If I am not in command, which position do I fly?
- A. This depends on how many aircraft are flying on the day. Until
- you get squadron command you will be in flight B. However if only
- one flight is going up on the day, then you will be bumped
- into Flight A. Select the squadron icon to see the flight
- details for the day.
-
- Q. What does the Assigned aircraft message mean?
- A. This means that the computer has information about the
- aircraft that the ai has assigned to the player. The assigned
- aircraft is the best option for the player to attack, however
- the player can please himself whether or not he takes the advice.
- To padlock on the assigned aircraft press f5 when the "Assigned
- Aircraft" message is displayed in yellow.
-
- Q. Why does the second line of messages on the info line get
- printed in different colours?
- A. The messages to the left are brighter because they are the
- most recent messages. Messages to the right could be very old.
-
- Q. Why doesn't the aircraft fly straight and level when I take my
- hand off the joystick? The aircraft will fly straight and level
- when under keyboard control.
- A. WW1 aircraft were tail heavy and forward pressure was required
- on the stick. In particular, on the Camel this pressure was not
- necessary at the end of a patrol because the centre of gravity
- changed as fuel was used up.
-
- On our model, you will find that the effect is most noticeable at
- low altitudes and disappears at high altitudes.
-
- Trying to fly an aircraft from the keyboard is tricky. The pilot
- needs help and so most of the time we automatically trim the
- aircraft whenever he releases a control key. This trim is
- disabled when the aircraft is at a steep roll or is about to
- stall.
-
- If you want to try keyboard control without the trim, then
- configure the joystick as normal but fly using the keyboard.
-
- Q. Take-off: Sometimes I pull back on the stick and don't go up.
- A. Possibly you are trying to drag the aircraft into the sky by
- pulling hard on the stick. The aircraft tail is probably
- digging into the ground and so the aircraft is being slowed down.
-
- Q. How does the inside padlock view work?
- A. If enemy aircraft are not in view, then there will be a red
- flashing arrow indicating the direction to turn. Most of the time
- you can manoeuvre so that the arrow is at the top of the screen
- and pull back on the stick. This is not always possible in WW1
- fighters because of their low power.
-
- If you get disorientated then swop to the outside padlock view.
- The buttons on 4 button joysticks have been programmed to allow
- you to flick between inside and outside padlock views.
-
- Q. Pressing tab when flying gives accelerated time. The display
- changes to a map which shows the route, waypoints and an
- aeroplane icon indicating the progress of my aircraft. Why does
- the aeroplane icon sometimes not follow the route?
- A. The icon will move away from the straight line route if there
- is an interesting item nearby. An example would be for the
- aircraft to follow a railway line that runs parallel to the
- route rather than follow the route itself.
-
- Q. Why can't I do a snap or flick roll in any of the aircraft?
- A. This manoeuvre consists of pulling back on the stick until the
- wings are nearly stalled and then applying full rudder. If the
- joystick is not correctly calibrated it is sometimes not
- possible to move the elevators sufficiently to generate the
- stall. You can see if this is the cause of the problem by trying
- the following test:
-
- go to a scramble mission and get straight and level
- get the angle of attack indicators up on the top line of the
- screen (press I key)
- roll the aircraft into a 90 degree roll
- pull back on the stick as far as it will go
-
- One or both of the angle of attack indicators should go red and
- the aircraft should enter a spin. Release the stick to recover.
- You can use opposite rudder to exit the spin quicker.
-
- If you don't get a red indicator then you need to recalibrate the
- stick.
-
- We have found that it is possible to get false readings during
- calibration if the stick is moved quickly and bangs against the
- stops. When you recalibrate try moving the stick slowly.
-
- Also, check that the joystick position icon covers the whole box
- area during the final test phase of calibration.
-
- Q. Why do I start to roll quickly when I push the stick forward
- when in a steep dive?
- A. When trying to maintain a steep dive it is likely that you
- will be flying with a negative angle of attack. Push too far and
- it is possible to stall the wings and if there is any difference
- between the lift on the two wings a spin is induced.
-
-
- Q. Why can't I do a snap roll on the Camel when Gyroscope effect
- is enabled?
- A. Possibly you haven't done 180 degrees of the roll before the
- nose starts to come down. The gyroscope effect will then oppose
- the roll. One technique used by WW1 aviators was to remove power
- just before entering the manoeuvre. The gyroscope effect is then
- reduced and also the asymetric rigging designed to oppose the
- engine torque helps the roll.
-
- Q. Why does the aircraft icon on the in-flight map sometimes
- cycle between two waypoints?
- A. The two waypoints will be the beginning and end of the patrol.
-
-
- NOTES ON VERSIONS
-
- v1.00a View keys
-
- This version contains the following additional view keys;
-
- Home ........ Front inside cockpit view
- Page Up ..... Right front inside cockpit view
- Page Down ... Right rear inside cockpit view
- Delete ...... Left rear inside cockpit view
- Insert ...... Front left inside cockpit view
-
- The camera will only remain on these views while the keys are held
- down. Releasing the keys will cause the camera to revert to the
- previously selected view.
-
- Holding down the Num Lock key in conjunction with the above keys
- will produce a version of the view with the camera pitched upwards.
-
- Left and right views from the cockpit are available by holding
- Alt-4 and Alt-6 respectively.
-
- The versions of these views with the camera pitched upwards are
- duplicated on the following key combinations;
-
- Ctrl-8 ...... Front cockpit view
- Ctrl-9 ...... Right front cockpit view
- Ctrl-6 ...... Right cockpit view
- Ctrl-3 ...... Right rear cockpit view
- Ctrl-1 ...... Left rear cockpit view
- Ctrl-4 ...... Left cockpit view
- Ctrl-7 ...... Left front cockpit view
-
-
-
- ------------------------------------------------------------------------
- V1.1 June 1997
- ------------------------------------------------------------------------
-
- 3D Cards
-
- 3D cards are supported using Windows 95 Direct3D. On 4Mb 3Dfx and
- Rendition cards, there are two significant improvements:
- improved framerate
- 16 bit colour
-
- The 3Dfx can be used at 640x480, however on a 4Mb Rendition card the
- resolution must be dropped to 320x240 to avoid "texture swopping" when
- flying long distances. The higher resolution is possible on the 3Dfx
- card because it supports 8 bit imagemaps.
-
- The Matrox cards are not supported on this version. They do not support
- all the features required and hence more investigation is required.
-
-
- Select your 3D card by going to the graphics options (grid icon) from the
- Preferences screen in Flying Corps. When you select the line that
- displays the current resolution, a list of drivers is presented.
-
- If the driver for your card is not present or is "greyed-out",
- please read "3Dfx.txt".
-
-
- ------------------------------------------------------------------------
- Bug fixes
- ------------------------------------------------------------------------
-
- 1 Certain missions crashed after reloading a save game.
-
- 2 First Patrol scramble mission crashed when played first
- on loading the game.
-
- 3 AI aircraft do not spin as regularly as they did.
-
- 4 AI aircraft used to have different performance to player's
- at higher altitudes.
-
- 5 Sometimes aircraft didn't format on take-off.
-
- 6 Crashed on pressing home and regroup key at particular times.
-
- 7 AI aircraft now make a better attempt to escape from a descending
- turning fight that used to result in them hitting the ground.
-
- ------------------------------------------------------------------------
- Improvements
- ------------------------------------------------------------------------
-
- 1 Ctrl P duplicates "Print Scrn" key. "Print Scrn" key does not
- work in Windows 95.
-
- 2 Joystick/Keyboard control is loaded in at runtime. Different
- joystick routines can be selected at runtime. Under W95, 3
- joystick drivers are available:
-
- DOS driver
- standard driver
- Force FX driver
-
- The standard driver has a noticeable effect on the framerate
- whereas the DOS driver does not. However some users will find
- that they cannot calibrate when using the DOS driver.
-
- The Force FX stick gives feedback:
-
- to reflect dynamic pressure and control surface
- deflection changes
-
- during machine gun operation
-
- to indicate pre-stall buffet
-
- 3 It is now possible to access squadron screens when not a squadron
- leader.
-
- 4 It is now possible to view the Hospital and Fatalities lists. There
- are new icons on the Squadron Formation screen.
-
- 5 The CD seek has been further tuned and the glitch after
- returning from a pause has been eliminated.
-
- 6 The ] key can be used for dropping bombs. This is in addition
- to the number pad enter key.
-
- 7 It is now possible to enter the 3d graphics config screen from
- the main menu.
-
- 8 The screen wobbles on landing.
-
- 9 The install error messages have been improved.
-
- 10 The screen shot file format for 16 bit screen shots is
- uncompressed tga.
-
- ------------------------------------------------------------------------
- Switches
- ------------------------------------------------------------------------
-
-
- Another screen of configuration options has been added:
- translucent smoke: on/off
- gun jams: on/off ([ key to unjam)
- tail heavy: on/off
- Black out when injured: on/off
- Mid air collision: on/off
- Priority message: on/off
- Healed pilot destination:
- either squadron reserve or Corps pool
- AI complex model: some or all time
- Stick stiffness: on/off
- Pause on entering 3d: on/off
-
- In V1.00, a pilot returning from hospital would go to the Corps Pool of
- reserve pilots. This "healed pilot" was only available to the player after
- another squadron pilot is killed or injured. Now, by using the Healed
- Pilot destination switch, it is possible to choose to make a "healed pilot"
- return to the squadron reserve. The player can then promote him into an
- active position by editting the flight lists.
-
- If you have the FX Stick then it is possible to select Stick Stiffness
- "on" to get feedback to reflect dynamic pressure and control surface
- deflection changes. A switch has been provided because we have had to
- tune the effects and what works on our stick may not work on yours. We
- would be interested in your comments.
-
- Some users experience a "black screen" on entering the 3d because their
- system does not switch modes quickly. By turning on "Pause on entering
- 3d", you can wait for your machine to stabilise before starting the
- mission.
-
-
- ------------------------------------------------------------------------
- F22 Pro and TQS config files
- ------------------------------------------------------------------------
- These have been supplied by Len "Viking1" Hjalmarson -
- lenh@cyberlink.bc.ca
-
-
- CUSTOMER SERVICE DETAILS
-
- In the United Kingdom -
-
- Customer Service Hotline: 0181 343 9143 (Mon-Fri 9:30-6:00)
- Fax: 0181 343 7447
- email: support@empire.co.uk
- Our Address: EMPIRE INTERACTIVE
- 677 High Road
- North Finchley
- LONDON, N12 0DA
-
- In the U.S. -
-
- Customer Service Hotline: (301) 916 9303 (Mon-Fri)
- Fax: (301) 916 0437
- email: empire@erols.com
- Our Address: EMPIRE INTERACTIVE
- 13220 Wisteria Drive
- Bay N-2, Germantown
- MD 20874
-
- Please refer to the EI website (http://www.empire-us.com) as the US Office
- is moving during the Summer of 1997.
-