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- FFFFLLLLIIIIGGGGHHHHTTTT((((6666DDDD)))) FFFFLLLLIIIIGGGGHHHHTTTT((((6666DDDD))))
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- NNNNAAAAMMMMEEEE
- flight, dog, shadow - simulate the flight of any of several aircraft
-
- SSSSYYYYNNNNOOOOPPPPSSSSIIIISSSS
- fffflllliiiigggghhhhtttt [ ----hhhh ] [ ----OOOO ]
-
- ddddoooogggg [ ----hhhh ] [ ----OOOO ] [ ----iiii infile ] [ ----oooo outfile ] [ ----bbbb ] [ ----IIII _i_f_a_d_d_r ] [ ----TTTT
- _t_t_l ]
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- sssshhhhaaaaddddoooowwww [ ----iiii infile]
-
- DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
- _F_l_i_g_h_t is an interactive flight simulator. One large viewport shows the
- world; several smaller ones simulate instruments. The world is shown
- from the cockpit of an aircraft or from a control tower. The mouse and
- keyboard control the aircraft and its environment.
-
- If the ----hhhh option is selected a "heads-up" display is used instead of the
- instrument panel. This kind of display is commonly used in the military.
- It allows for a larger view, which results in a slower update rate. The
- ----OOOO option causes the old 2D style instrument panel to be used.
-
- _D_o_g is a multi-player version of _f_l_i_g_h_t that allows players on two or
- more networked IRISes to battle each other in a ``dogfight.'' Several
- times a second, each workstation sends status/location packets to the
- other machines using UDP multicast packets, and receives the other
- planes' packets. All known planes in the current field of view are
- displayed on all systems. Pilots may cooperate by attempting formation
- aerobatics or compete by trying to shoot each other down. The coordi-
- nates of projectiles are included in the packets, hits are detected, and
- scoring is maintained.
-
- If either ----iiii nor ----oooo is selected, the status/location packets are read
- and/or written to files as described later under _A_i_r_s_h_o_w _O_p_t_i_o_n. Other-
- wise, the broadcast medium is the Ethernet. Older versions of _d_o_g on the
- IRIS 3000 series and IRIS-4D IRIX releases before 3.3 use broadcast pack-
- ets. To have a dogfight with those systems, start the program with the
- ----bbbb option. (Note: using _d_o_g in broadcast packet mode may be harmful to
- other computers on the same network. Try to use the default multicast
- mode if possible.) Players on several networks can fight each other if
- the network gateways are configured to route multicast packets. See the
- _I_R_I_X _N_e_t_w_o_r_k _A_d_m_i_n_i_s_t_r_a_t_i_o_n _G_u_i_d_e and _m_r_o_u_t_e_d(1M) for details on setting
- up gateways and multicast routing on IRIS-4D machines. The ----TTTT option
- specifies the maximum number of times the multicast packets can be for-
- warded between networks. For machines with multiple network interfaces,
- the ----IIII option specifies the outgoing interface by its Internet hostname
- or address.
-
- _S_h_a_d_o_w allows passive observation of the _d_o_g environment. The _s_h_a_d_o_w
- operator sees a full-screen view of the world from a selected aircraft or
- of a selected aircraft from the control tower.
-
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- PPPPaaaaggggeeee 1111
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- FFFFLLLLIIIIGGGGHHHHTTTT((((6666DDDD)))) FFFFLLLLIIIIGGGGHHHHTTTT((((6666DDDD))))
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- SSSSttttaaaarrrrttttiiiinnnngggg UUUUpppp
- _F_l_i_g_h_t provides two pages of help information. The first help page
- briefly describes the program. To freeze the action at any time and
- display the first page, type _h. Read the first page and press any key to
- continue. The second page offers descriptions of five or more aircraft:
- one two-place trainer (Cessna 150), one heavy transport (Boeing 747), and
- at least three fighters.
-
- Type _1 to select the Cessna 150. The view you see is from the cockpit of
- the Cessna. Type _d to see the Cessna from the control tower. Type _x a
- few times for a closer view. Type _d to return to the cockpit and strike
- _s three or four times to advance the throttle. The aircraft will start
- to taxi towards the runway. Type _F twice to raise the flaps - Cessnas
- normally take off that way. When the plane is almost on the runway, tap
- the right mouse button five or six times to apply right rudder. The
- plane will start to turn right. The left mouse button moves the rudder
- one increment to the left; the center one sets the rudder to zero. Move
- the mouse till the cursor is centered on the bottom edge of the
- windshield and tap _s until the thrust indicator shows full thrust. When
- the airspeed indicator passes 50 knots, move the mouse smoothly toward
- you. The cursor should be in the upper center of the horizon indicator.
- When the rate-of-climb indicator shows positive climb, you are flying!
- Congratulations!
-
- Now turn around and land.
-
- FFFFlllliiiigggghhhhtttt CCCCoooonnnnttttrrrroooollllssss
- _F_l_i_g_h_t is controlled by the mouse, the mouse buttons, and the keyboard.
- The mouse holds the primary flight controls.
-
- _R_i_g_h_t_m_o_u_s_e and _l_e_f_t_m_o_u_s_e move the rudder one increment to the right and
- left, respectively. _m_i_d_d_l_e_m_o_u_s_e centers it. The rudder position is
- shown by a small red triangle at the lower edge of the artificial hor-
- izon. The rudder is used primarily to maneuver the aircraft on the
- ground. Airborne turns are made, as in real aircraft, by coordinated ap-
- plication of aileron and elevator.
-
- The mouse X and Y valuators control the ailerons and elevator, emulating
- a control stick. Left-right motion controls roll; forward-back motion
- controls pitch. The stick position is indicated by a square cursor.
- Both controls are at their neutral position when the cursor is centered
- at the bottom of the windshield. Stick position for level flight is
- slightly below center.
-
- The _s key increases the throttle setting; the _a key decreases it. Thrust
- goes to zero when the plane climbs through 50,000 feet and the engine
- flames out. It can be restored by descending and applying throttle.
- Thrust also goes to zero when fuel goes to zero. Fuel can be restored
- only by making a safe landing.
-
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- PPPPaaaaggggeeee 2222
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- Secondary flight controls include the landing gear, flaps, and spoilers.
- To raise or lower the landing gear, type _l. To increase or decrease the
- flaps, type _f or _F. To increase or decrease the spoilers, type _c or _C.
- Flap and spoiler ranges are determined by the aircraft. The Cessna has
- no spoilers and its gear is down and welded.
-
- The landing gear has two functions: to protect the fuselage from the
- ground and to add drag. You may lower the gear to slow the plane down
- and make handling easier.
-
- Flaps and gear are structurally unsound at high speeds. They fall off if
- you exceed approximately 400 knots while they are deployed. Missing
- flaps make good landings difficult. Missing gear makes a good landing
- impossible.
-
- Flaps increase lift, increase drag, and decrease stall speed. Takeoffs
- are normally made with partial flaps; landings are made with full flaps.
-
- Spoilers decrease lift and increase drag dramatically. They are most
- useful in dissipating excess altitude without increasing speed. While
- spoilers are deployed, it is difficult to recover from a stall.
-
- DDDDiiiissssppppllllaaaayyyy CCCCoooonnnnttttrrrroooollllssss
- Several controls allow the viewer to alter his view of the world.
-
- The _l_e_f_t-_a_r_r_o_w and _r_i_g_h_t-_a_r_r_o_w keys rotate the pilot's point of view 5
- degrees to the left or right respectively. The viewing angle is
- displayed on the windshield. The _u_p-_a_r_r_o_w and _d_o_w_n-_a_r_r_o_w keys can be
- used to quickly set the view to front or rear respectively. The keys are
- useful for looking around, but remember to set the view back to the front
- for any but the simplest flying.
-
- The _d key switches the viewpoint from the cockpit to the control tower or
- back. The control tower always looks toward the plane. The _x key de-
- creases the tower's field of view, effectively magnifying the aircraft.
- The _z key increases the field of view. If there is doubt as to whether
- the view observed is from the cockpit or the tower, observe the center of
- the window: an orange cross marks the cockpit view.
-
- The _W key switches the viewpoint to that of an imaginary wingman. The _x
- key moves the view toward your aircraft. The _z key moves the view away
- from your aircraft.
-
- The _n key changes the time of day from daylight to night or back. There
- is an interesting city visible at night NNW of the airport.
-
- The _m key switches the viewpoint from the cockpit to just above and
- behind your missile or back. The view automatically switches to the
- cockpit after the missile explodes. If you don't have a missile in the
- air, this key has no effect. Missile view is not available on the
- GT/GTX/VGX version.
-
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- PPPPaaaaggggeeee 3333
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- PPPPIIII////GGGG VVVVeeeerrrrssssiiiioooonnnn IIIInnnnssssttttrrrruuuummmmeeeennnnttttssss
- This section describes the instruments on the panel from left to right.
- In the bar indicators, blue denotes a positive value and red a negative
- value.
-
- The _t_h_r_u_s_t indicator shows thrust as a percentage of full throttle. Re-
- verse thrust is possible only on the ground and is used for braking.
-
- The _a_i_r_s_p_e_e_d indicator is calibrated from 0 to 1000 knots. (100 knots is
- about 118 miles per hour.) Negative airspeeds can happen during such
- acrobatic maneuvers as hammerhead stalls. The numeric display at the
- bottom of the band displays the exact speed.
-
- The _c_l_i_m_b indicator shows rate of climb in feet per minute. Note that
- the fighters (in normal operation) and the civil planes (usually while
- crashing) can exceed the 10,000 fpm maximum rate displayed. The numeric
- display at the bottom of the band displays the exact climb rate.
-
- The _G-_m_e_t_e_r indicates vertical acceleration. Each aircraft has maximum
- stress limits. If they are exceeded, the attitude indicator shows the
- message ``G-LIMIT.''
-
- The _a_r_t_i_f_i_c_i_a_l _h_o_r_i_z_o_n helps orient the plane when the real horizon is
- not visible. The triangular indicator at the bottom edge shows the
- rudder position. If the maximum angle of attack is exceeded, a ``WING-
- STALL'' message is displayed and a warning bell sounds. The more severe
- the wing stall, the less control you have over your plane. Very severe
- stalls may throw your plane into a violent spin.
-
- The _h_e_a_d_i_n_g meter displays a combination compass and radar screen. The
- compass rotates and indicates your heading. Your plane's location is al-
- ways at the center of the radar screen. The radar screen shows the posi-
- tions of the runway and planes that are within a few miles of your air-
- craft. The blue line indicates the position of the runway. In _d_o_g(6D),
- other planes are shown on the _h_e_a_d_i_n_g meter as red blobs if they are
- above you or green blobs if they are below you.
-
- The _f_u_e_l gauge shows remaining fuel as a percentage of a full tank. To
- reduce fuel consumption to zero (for tests only) type ~. Note that this
- forfeits all your missiles and is considered cheating.
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- GGGGTTTT////GGGGTTTTXXXX////VVVVGGGGXXXX VVVVeeeerrrrssssiiiioooonnnn IIIInnnnssssttttrrrruuuummmmeeeennnnttttssss
- The GT/GTX/VGX version of flight now support a three dimensional analog
- instrument panel.
-
- The _t_h_r_u_s_t indicator shows thrust and throttle as a percentage of full.
- Reverse thrust is indicated by the REV light and is possible only on the
- ground and is used for braking.
-
- The _a_i_r_s_p_e_e_d indicator is calibrated from 0 to 700 knots. (100 knots is
- about 118 miles per hour.) Negative airspeeds can happen during such
- acrobatic maneuvers as hammerhead stalls. Since wind is not simulated,
-
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- PPPPaaaaggggeeee 4444
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- airspeed _= groundspeed.
-
- The _m_a_c_h meter is used to show speeds greater then 700 knots.
-
- The _c_l_i_m_b indicator shows rate of climb in feet per minute. It has a
- range of -6000 to 6000 fpm.
-
- The _G-_m_e_t_e_r indicates vertical acceleration. Each aircraft has maximum
- stress limits. If they are exceeded, the the _G-_L_I_M_I_T warning light will
- come on.
-
- The _W_I_N_G _S_T_A_L_L warning light comes on if the maximum angle of attack is
- exceeded The more severe the wing stall, the less control you have over
- your plane. Very severe stalls may throw your plane into a violent spin.
-
- The _a_r_t_i_f_i_c_i_a_l _h_o_r_i_z_o_n helps orient the plane when the real horizon is
- not visible.
-
- The _h_e_a_d_i_n_g meter displays a combination compass and radar screen. The
- compass rotates and indicates your heading. Your plane's location is al-
- ways at the center of the radar screen. The radar screen shows the posi-
- tions of the runway and planes that are within a few miles of your air-
- craft. The blue line indicates the position of the runway. In _d_o_g, other
- planes are shown on the _h_e_a_d_i_n_g meter as red blobs if they are above you
- or green blobs if they are below you.
-
- The _f_u_e_l gauge shows remaining fuel in pounds. When fuel is below 10
- percent the fuel warning light will come on. To reduce fuel consumption
- to zero (for tests only) type ~. Note that this forfeits all your mis-
- siles and is considered cheating.
-
- The _l_a_n_d_i_n_g _g_e_a_r indicator show the current state of your landing gear.
- Green indicates that your gear is down and locked. Yellow and black
- stripes indicate that your gear are up and locked. Red is shown when
- your landing gear is retracting or extending. Red is also shown if your
- gear has been ripped off or otherwise damaged.
-
- The _s_t_o_r_e_s indicator shows your current load of sidewinders and rockets.
-
- The _f_l_a_p_s/_s_p_o_i_l_e_r_s meter shows the percentage of flaps and spoilers
- currently deployed.
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- LLLLaaaannnnddddiiiinnnnggggssss aaaannnndddd CCCCrrrraaaasssshhhheeeessss
- A good landing is a landing on the runway, with gear down, a descent rate
- of less than 600 fpm, and wings level. Good landings are rewarded with
- scores from 0 to 100 points. Points are subtracted from a perfect score
- of 100 based on touchdown location, descent rate, roll, heading, and
- drift. For every point scored, fuel on board is increased by 1% of total
- capacity until your tank is full. For every ten points scored you re-
- ceive a missile up to the plane's limit.
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- Landings with the gear up, descent rate, roll, or drift too high, but not
- disastrous, count as crash landings. You can keep flying, but get no
- more fuel nor ordnance.
-
- Landings off the runway are ``crashed into the swamps'' landings. Land-
- ings with excessive descent rate, roll, or drift are ``EXPLODED ON IM-
- PACT'' landings. In either case, all you can do is look at the wreckage
- from the tower or restart the game.
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- RRRReeeessssttttaaaarrrrttttssss
- Your plane is destroyed if it crashes, taxis too far off the runway,
- raises the gear while on the ground, or is shot down. After your plane
- is destroyed, _r, _R, _u, or _U reincarnates your plane and restarts the game
- at the second help page. You then choose which type of plane you want to
- fly. These different restart options are included to make it easier to
- restart in intense _d_o_g combat. Without them, some pilots simply hang
- around the runway and blast new planes as they appear.
-
- The _r key restarts you at the original starting location. The _R key res-
- tarts you at the south end of the runway. The _u key reincarnates your
- aircraft at a random location in the sky with some randomly low airspeed
- and full throttle. The _U key is similar but starts your plane at a fixed
- location beyond the hills.
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- WWWWeeeeiiiigggghhhhtttt
- _F_l_i_g_h_t models aircraft weight accurately. Ordnance and fuel have sub-
- stantial weight. As you fire weapons and burn fuel, your plane becomes
- lighter and more maneuverable.
-
- WWWWeeeeaaaappppoooonnnnssss
- Fighters are armed with rockets, sidewinders, and cannon. The number of
- rockets and sidewinders available on each type of fighter are indicated
- on the help display. Landings replenish missiles as well as fuel. The
- number of missiles replenished depends on the quality of the landing.
- Ammunition for the cannon is inexhaustible.
-
- Each weapon has a different kill radius. Weapons detonate themselves when
- they are within their kill radius of a plane other than the one they came
- from. All planes within the kill radius of an exploding weapon are des-
- troyed.
-
- The _q key fires a rocket. Rockets have about ten seconds of fuel and
- follow ballistic paths after the fuel is exhausted. They explode when
- they strike the ground, come within range of an aircraft (except the one
- they came from), or are destroyed by their owner. Rockets have the larg-
- est kill radius of all the weapons.
-
- The _w key fires a sidewinder. Sidewinders are like rockets but track, or
- steer themselves towards, other aircraft if they are ``locked on''.
- Sidewinders are locked on if they are fired while a target aircraft is in
- the orange tracking rectangle or if locked on with the _t key. The _t key
- identifies the target and locks a sidewinder onto the target for one
-
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- second without firing the weapon. This is useful for identifying other
- planes as friend or foe. Sidewinders will not lock on aircraft lower than
- 150 feet, but once they are locked on, they will track a plane below 150
- feet. Sidewinders stop tracking and follow ballistic paths when they run
- out of fuel. The Cessna 150 does not generate enough heat to attract
- sidewinders. A good pilot can usually outmaneuver a sidewinder unless
- his plane is traveling slowly with a heavy load. Sidewinders have a
- smaller kill radius than rockets.
-
- The _e key fires a cannon round. The cannon has a limited range-each can-
- non shell exists for only one second. Cannons have the smallest kill ra-
- dius.
-
- The _r key destroys the current missile. Any aircraft in range of the ex-
- plosion is destroyed. Each aircraft can have only one projectile in the
- air at a time. Missiles may take a long time to fall back to the ground
- after they have run out of fuel. It is therefore wise to destroy mis-
- siles that are out of fuel, allowing new ones to be fired. In _f_l_i_g_h_t, or
- in _d_o_g with no competition, strafing the airport can be good practice for
- the real thing.
-
- The _O key toggles target box mode on and off. In target box mode, each
- enemy plane and missile is surrounded by a small yellow square. Target
- boxes are only visible in the forward view from the cockpit. Target box
- mode defaults off because it is considered cheating. This mode is not
- available on the GT/GTX/VGX version
-
- SSSSccccoooorrrriiiinnnngggg
- _d_o_g keeps track of victories and defeats. A pilot scores a ``won'' when
- a projectile fired by his plane destroys another aircraft. A pilot
- scores a ``lost'' when his aircraft is destroyed by a projectile or
- crashes.
-
- Each pilot's score is displayed on his instrument panel. The scores of
- all the current players are shown to each new player when he joins the
- game and when he reincarnates himself after destruction.
-
- When a player joins the game, an announcement is broadcast to all
- players. Messages are also broadcast whenever a player quits, destroys
- another plane, or is destroyed.
-
- AAAAiiiirrrrsssshhhhoooowwww OOOOppppttttiiiioooonnnn
- The ----oooo option will record the path of your aircraft on _o_u_t_f_i_l_e rather
- than broadcasting it to the network.
-
- The ----iiii option replays a recorded flight. You will be in another air-
- craft, able to join the other recorded planes in formation or shoot at,
- but not really destroy them (your missile will explode, but the other
- plane will continue flying).
-
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- PPPPaaaaggggeeee 7777
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- Specifying both the ----iiii and ----oooo options replays a recorded flight and pro-
- duces an _o_u_t_f_i_l_e containing your aircraft's path as well as the other
- planes' paths. _i_n_f_i_l_e and _o_u_t_f_i_l_e cannot be the same file. Repeated use
- of the command can make formations of many aircraft.
-
- TTTTiiiimmmmeeee
- In the GT/GTX/VGX version the time of day is set according to when flight
- is started up. As the real time changes so does the position of the sun.
- The _n key adds five minutes to the time of day. The _N key subtracts five
- minutes from the time of day.
-
- SSSSoooouuuunnnndddd
- _F_l_i_g_h_t plays sound effects on machines capable of Indigo quality sound.
- Currently, this includes the Indigo and the 4D/3x with the audio option.
- The _S key switches between three sound modes. By default, all sound ef-
- fects are played. Pressing _S once causes all sound effects except thrust
- to play. Pressing a second time turns off all sound effects. Pressing _S
- a third time turns on all the sounds again.
-
- By setting the environment variable _F_L_I_G_H_T_S_O_U_N_D to a path with sound ef-
- fect files, a user can override the default sounds. The following list
- gives the filename and description of each sound effect. Each file
- should be an AIFF file with the sample data in a SSND chunk. The data
- should be two channel, 16 bit wide, 16 kHz sound samples. No warnings
- are given for missing or corrupt files.
-
- cannon.aiff cannon fire
- die.aiff your plane exploding
- explosion.aiff any other explosions
- jthrust.aiff jet engine maximum thrust
- lock.aiff locked on
- missle.aiff missile being fired
-
- AAAAUUUUTTTTHHHHOOOORRRRSSSS aaaannnndddd CCCCRRRREEEEDDDDIIIITTTTSSSS
- Original version by Gary Tarolli.
- Current version by Rob Mace.
- Contributors Barry Brouillette and Marshal Levine
- Network communications Dave "ciemo" Ciemiewicz and Andrew Cherenson.
- New instrument panel by Marshal Levine and Rob Mace.
- F16 and P38 geometry by Barry Brouillette.
- F14 geometry by Rob Mace.
- F18 geometry by Thad Beier and Rob Mace
- 727 geometry by Marc Ondrechen and Rob Mace
- Software Systems' Multigen was used to create instrument panel plates and
- to enhance several aircraft models.
- Sound effects by Chris Perry and Chris Schoeneman
-
- FFFFIIIILLLLEEEESSSS
- /usr/demos/General_Demos/flight/data/sounds sound files
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- PPPPaaaaggggeeee 8888
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- FFFFLLLLIIIIGGGGHHHHTTTT((((6666DDDD)))) FFFFLLLLIIIIGGGGHHHHTTTT((((6666DDDD))))
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- BBBBUUUUGGGGSSSS
- _F_l_i_g_h_t and its offspring are continually being improved. Improvements
- may be documented in the program's help display before this document is
- updated.
-
- The Cessna is too difficult to bring out of a stall.
-
- In the GT/GTX/VGX version, the F15 looks like a F14 with the wings swept
- back.
-
- The G/PI version only supports the old instrument panel currently.
-
- F14 and 727 are available only in the GT/GTX/VGX version.
-
- Collision detection is not done with the buildings. This was done on
- purpose because it is fun to fly through them.
-
- The cannon ammunition should be finite and the cannon should overheat and
- jam if used too often.
-
- There is no propeller engine thrust sound.
-
- Many other sounds should be added and existing sounds improved.
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- PPPPaaaaggggeeee 9999
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