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FRONTIERDOC0GENIE TXTMSE2SHIP TXT]FE2CNTL TXT#FAQ TXT% FRONTIER - ELITE II - MANUAL TYPED BY SHARD 13 NOVEMBER 1993 ============================ =============================== -------------------------------------------------------------------------- SUE CRIPPLE & SNEER SOLICITORS Windrush Tower. Olympus Village. Mars. Sol System. 0/0S04 OLI YOUR REFERENCE: SCS / CPJ-4.1 J.Jameson Jnr OUR REFERENCE: CPJ / JJJ-4.1 51a South Dormitory Fish Processing Plant 3142 Sirocco Merlin Ross 154 -1/0Rs2a S16 31.12.3199 To whom it may concern It is our duty to inform you of the death of your grandfather, Commander Peter Jameson. The wreckage of his ship was found in the Reidquat system on 11 November 3199. He was presumed killed in combat after a "misunderstanding" over some stolen goods according to the local press. A last will and testament was prepared on 3 February 3199 and section 4.1 has been circulated to all living grandchildren as instructed by our late client. If you have any queries do not hesitate to contact us. The normal fees of fifty (50) Credits per hour (including service tax) apply. Yours sincerely Mr Edmond Sneer -------------------------------------------------------------------------- Last Will & Testament Commander Peter Jameson Section 4.1 A way of life that is very different to the dull planet bound existence you have probably led up to now. It is a way of life that I loved and want you to experience. I want you to feel the freedom of flying your own ship and being able to explore the vast galaxy. Whatever your aims in life (I settled for wealth power and fame) there is an occupation for you. Try your hand at trading, following established trading routes or making your own. May be doing odd jobs is more your style buzzing from one place to the next, never working for the same person twice. What about mining? Later perhaps. I know that some of you will succumb to a criminal existance, so I may as well say that piracy, bounty hunting and mercenary work will suit you. I won`t tell you to place your allegiance with the Federation, the Empire or the Indepandents but be careful they all use you for their own aims. No amount of treaties will change the fact that they dislike each other Space has changed a great deal since I was your age. No I am not going to harp on about everything being cheaper and friendlier in the past. People were just as bad then as now but we now have better technology and humans have spread further so there is more scope. Your abilities as a pilot will be tested to the full, especially in combat so before you upset anybody get in some practice. I want to give you the best start I can. As there are now so many of you my resources have been spread thinly. Each of you will receive an Eagle Long Range Fighter and one hundred credits. The ship has been delivered to your local starport but the documents are enclosed with this letter Above all enjoy yourself and BE WARY! Mortal Press 2/2TX4-LWT -------------------------------------------------------------------------- WELCOME! CONGRATULATIONS on buying the Eagle Long Range Fighter, clearly the purchase of a discerning pilot! As you will no doubt have noticed, our continual quest for excellence has resulted in this, the culmination of the search for the most advanced technology and ergonomic design, embodied in one ship. We are proud of the individualistic style married with functional superiority, as we continue the Faulcon De Lacy pedigree. As you are obviously a cut above the common space traveller, the understated styling of the interior will have impressed you. A dynamic spacehound such as yourself will not have time for unnecessary frills, so we have styled the interior with the minimum of fuss, just like the exterior. Particularly pleasing though, are the lines of the pilot's seat made of revolutionary Silastoplaston, a material that stays dry at all times. It really gives the message that you are in control! It feels as though you are immersed in water while it protects you from dangerously high acceleration forces. Always mindful of necessity we have included the 1MW Phlaschgyt Pulse Laser weapon. The laser is noted for being compact, economical and again understated the hallmark of this craft. As if that is not enough, we have installed the latest Manolife one man life support system that keeps you cooking at the right temperature and nasty gases at bay. We have been accused of madness for giving away lots more as part of a limited period offer, just look at the specifications list! Whether on the run or just cruising, feel that tight gyroscopic control. You will be so thrilled with the Eagle that you will want to purchase accessories, available from all good Shipyards. THE EAGLE LONG RANGE FIGHTER ++++++++++++++++++++++++++++ TECHNICAL SPECIFICATIONS ------------------------ THE HULL A 25 tonne ship with a 20 tonne hull capacity. An amazing 15 tonnes of equipment is included in the price leaving you with a 4 tonne capacity cargo bay with 1 tonne of fuel. Dual main thrusters capable of a blistering peak acceleration of 25g or 0 to 1000 kilometres per hour in only 1.13 seconds. FREE! Atmospheric Shielding for heat protection on entering atmospheres. WEAPONRY 1 Megawatt Pulse Laser (front mounting only). 2 Missile Mountings giving you a choice of missiles FREE! Not one but TWO KL760 homing missiles DRIVE Class 1 Hyperdrive with a range of 8 light years FREE! 1 tonne of Hydrogen Fuel giving you 8 light years travel. FREE! Autopilot. CONTROLS Scanner incorporating the Galactonav System. ENVIRONMENTAL CONTROL Manolife Life Support System. Silastoplaston pilot's seat. F R O N T I E R =============== SECTION ONE: ICONS Using the console to control your ship. SECTION TWO: NAVIGATION AND FLIGHT Getting around the galaxy and flying your ship. SECTION THREE: COMBAT Using offensive and defensive equipment. SECTION FOUR: THE SHIPYARD Buying new ships, equipping them, and contacting local police. SECTION FIVE: TRADING Using the Stockmarket and the black market. SECTION SIX: MINING Mining asteroids and planets. APPENDIX ONE: SHIPYARD EQUIPMENT A breakdown of all available equipment. APPENDIX TWO: TRADE ITEMS Items you can expect to trade APPENDIX THREE: AN INTRODUCTORY JOURNEY If you need further guidance before going it alone, this is it. APPENDIX FOUR: THE MECHANICS OF SPACE FLIGHT Technical details not for the faint-hearted, by David Braben. APPENDIX FIVE: SHIP IDENTIFICATION Facts and figures about some of the ships you will see and fly. FRONTIER ELITE II COPYRIGHT NOTICE ------------------------------------- The computer program and its associated documentation and materials are protected by National and International Copyright Laws. Storage of the computer program and its associated documentation and materials in a retrieval system, reproduction, translation, copying, hiring, lending, broadcasting and public performance are prohibited without the express written permission of Konami UK Ltd and Gametek (UK) Ltd. All rights of the author and owner are reserved worldwide. This program and its associated documentation and material are sold according to Konami UK Ltd's and Gametek (UK) Ltd's terms of trade and conditions of sale, copies of which are available of request. 1993 David Braben 1993 Konami SECTION ONE - ICONS =================== USING THE CONSOLE ----------------- This is a guide to using the console to control your ship there is also a summary sheet which summarises the use of icons. SELECTING AN ICON The icons are activated by first touching them with the tip of the mouse-controlled pointer and then pressing the left hand mouse button. Alternatively, simply use the keyboard shortcuts (for the main icons there are function keys F1-F10 the number of which is shown at the bottom right-hand corner of the icon). Note that all icons give an indication of what will happen if that icon is selected. They do not show the current mode. The four main icons F1-F4 to the left-hand side of the scanner select the current type of display. The icons on the right-hand side F7-F10 change depending on the active display. This section outlines the four main types of display and their associated functions. VIEW ICONS (F1) --------------- These icons allow you to cycle through a choice of views of the space through which you are travelling. They are: Front, Rear and External (and Turret if fitted). The position of the view from your ship is described in the View Status area. FRONT VIEW This gives the view in the direction in which your ship is pointing. It is not necessarily the direction in which you are travelling. If you have a gun at the front, a sight will be positioned on the screen in the shape of a cross. REAR VIEW A view in exactly the opposite direction to the front view. A sight will only be visible if you have a gun mounted on the rear. EXTERNAL VIEW An external view is simulated by your onboard computer and can be useful for aligning your ship. Some landings are particularly pleasing if viewed in this mode. Use the Arrow (Cursor) keys to change the angle of view, the - key to zoom in and the + key to zoom out. This can be used for general surveillance of the surrounding space. It needs to be borne in mind that the view is locked to the orientation of the ship.  For example, if you are looking at the craft from the side and it is rolling, you will not see it roll, but the space around it will appear to move and the craft will stay still. TURRET VIEW If you have top or bottom turrets on your ship this icon will become available and is needed in order to fire lasers from turrets. If you have two turrets (top and bottom) and you select this icon, the view presented will come from the turret you were using last. Use of the right- hand mouse button will move the angle of view, not the orientation of the ship. If, when using the mouse, you dip below the level of the turret, the view automatically changes to the other turret if you have one. FLIGHT CONTROL ICONS (F7) This icon on the right hand side of the display is operational in View mode only. It switches between Engines Off (Fig 2) and Manual flight (Fig 3). If you have an Autopilot and have selected a target (see THE AUTOPILOT on page 20), then the Flight Control icon will cycle through Autopilot (Fig 4) too. When you are landed, the Vertical Take-Off icon (Fig 5) is the only option available. The status of your ship and its engines is described in the Ship Status area. HYPERSPACE ICON (F8) While in View mode select this icon (Fig 6) to make a hyperspace jump. See the NAVlGATION AND FLIGHT section on page 23 for details. UNDERCARRIAGE ICON (F9) In View mode use of these icons raises or lowers the undercarriage (Fig 7 and Fig 8). The Autopilot does this automatically when landing, but in Manual Flight you must operate it yourself. IDENTIFICATION TEXT ICONS (F10) In View mode these icons (Fig 9 and Fig 10) are used to name all identified objects on your display to aid navigation as the name can sometimes be seen before the body itself. MAP ICONS (F2) -------------- These icons cycle through two map pages: Galactic Map (Fig 11) and Current System Map (Fig 12). See the NAVIGATION AND FLIGHT section on page 11 for a more detailed description. Note that the functions of icons F7 to F10 are not always the same in Galactic Map and Current System Map (see below). GALACTIC MAP ICON (F2) A grid map of all the star systems in the galaxy is displayed and the following options are available: DATA ICON (F6) Gives geographical and physical data on the selected system if it has been explored This is only present if a system has been selected. Selecting the Data icon calls up the following four functions: GALACTIC MAP (F6) Returns you to the Galactic Map. ECONOMY ICON (F7) Gives data on imports, exports and illegal goods for the selected system SOCIAL STRUCTURE ICON (F8) Gives data on government type, population etc, for the selected system. ORBITAL MAP ICON (F10) Provides a diagram of the orbits of all bodies within the system shown. They can be seen in motion using the Forward and Rewind icons (see below). For closer observation of bodies use the Zoom icons F7 and F8. ZOOM ICONS (F7, F8) Allow the view to be magnified (Fig 14) or reduced (Fig 15), except in Data mode F6 where F7 and F8 are redefined for other uses. TOOLS ICON (F9) The galactic map can be redefined for easier and faster use. Selecting the Tools icon calls up the following four functions: STALKS ICON (F7) Turns height indication stalks on the galaxy grid map on or off. GRID ICON (F8) Turns grid on the Galactic Map on or off. TRADE ROUTES ICON (F9) Turns Trade Routes on the Galactic Map on or off. IDENTIFICATION TEXT ICON (F10) Some text on the Galactic Map can be turned on or off. GALACTIC VIEW ICON (F10) Shows a creator's eye view of the galaxy to remind you of how small you are. The brightness of each pixel depends on the number of stars in the area covered by that pixel. Use the Zoom icons F7 and F8 to adjust the view. Select the Galactic Map icon F10 (Fig 18) to return to the Galactic Map. CURRENT SYSTEM MAP (F2) ---------------------- Shows an orbital map of the system through which you are travelling. Again, bodies can be seen in motion or at close range. Use the Zoom icons F7 and F8 to adjust the view. The following options are also available: TOOLS ICON (F9) The orbital map can be redefined for easier and faster use. Selecting the Tools icon (Fig 19) calls up the following two functions: ORBITAL ICON (F9) Turns orbital lines on or off. IDENTIFICATION TEXT ICON (F10) Turns names of bodies on or off. TARGETING ICON (F10) Enables you to select targets for combat or the Autopilot. Do this by activating the icon (Fig 20), then clicking on the body to be targeted. See the COMBAT section on page 35 and the NAVIGATION AND FLIGHT section on page 11. INVENTORY ICONS (F3) -------------------- If activated. this icon will cycle through seven information pages, in order: SHIP'S EQUIPMENT (see the SHIPYARD section on page 49) COMMANDER PROFILE (see the COMBAT section on page 35) CREW ROSTER (see the TRADlNG section on page 55) CARGO ON BOARD (see the TRADlNG section on page 55) PASSENGER ROSTER (see the TRADlNG section on page 55) OUTSTANDING CONTRACTS LIST (see SHIP'S INVENTORY on page 60) MININING INSTALLATIONS (see the MINING section on page 65) See also SHIP'S INVENTORY on page 60 for a summary of the pages contents. Note that if there is no information on a page it will not be displayed. COMMUNICATION ICON (F4) ----------------------- The effect of this icon (Fig 21) is different depending on whether you are landed (or docked) or in flight COMMUNICATION WHILE LANDED (OR DOCKED) When this icon is selected a list of options will appear (Fig 22), for example Stockmarket (See the TRADING section on page 55), Bulletin Board (see the TRADlNG section on page 55), Launch Request (see the NAVlGATION AND FLIGHT section on page 30) and Shipyard Services (seeTHE SHIPYARD section on page 49). COMMUNICATION IN FLIGHT A list of messages to be broadcast will be superimposed on the main display (Fig 23) Options include a request for landing or docking clearance and sending messages to others. Some will provide a further list of communications ,for example Broadcast message to all in range.... which allows you to send distress calls or demands for surrender. You can also contact the police and settle any outstanding fines by remote payment. See the TRADING section on page 55, the COMBAT section on page 35, and the NAVIGATION AND FLIGHT section on page 11. FORWARD AND REWIND ICONS They are only displayed when orbital maps are in use (see the NAVIGATION AND FLIGHT section on page 11), and are used to show the position of bodies at different points in time. The simulated time is displayed at the bottom left hand corner of the screen. TIME CONTROL ICONS These allow the pilot to alter the apparent speed of time. The single arrow means real time and the arrows to the right increase the passage of time by 10 to 10,000 times. The icon on the far left hand side is a pause button to halt everything. See the NAVIGATION AND FLlGHT section on page 11 and the TRADING section on page 55. The pilot should realise that his enemies are similarly sped up, so using these icons will only make a dodgy problem worse. THE WEAPON CONTROL PANEL Call up the Weapon Control Panel (fig 26) by selecting the Scanner area. Some items of your ships equipment do not have icons because they work automatically Those that do have an icon which needs to be activated in order for them to function are illustrated in the grey boxes. In the bottom right hand corner of the icon, the letter for the keyboard short cut is shown. The separate icon guide lists the weapon and equipment icons. See also the COMBAT section on page 35 for details of use of weapons and APPENDIX ONE: SHIPYARD EQUIPMENT on page 69 for technical details of weapons and equipment. SECTION TWO: NAVIGATION AND FLIGHT =================================== NAVIGATION ---------- One part of your ship that is impressive is the Galactonav space navigation facility, built in to all spacecraft. You have a number of facilities at your disposal by using the Map icons F2 (Fig 27 and Fig 28). Those icons cycle through two maps: the map of the galaxy and a current map of the system in which you are travelling. Depending on which map you are viewing the icons on the bottom right-hand side of your console have different functions (see GALACTlC MAP ICON on page 5 and CURRENT SYSTEM MAP ICON on page 7). VIEWING THE GALAXY IN DETAIL USING THE GALACTIC MAP --------------------------------------------------- Select the Galactic Map icon F2 to obtain a map of all the star systems in the galaxy (Fig 29), thanks to the Galactic Survey of 2817. The positions of all 100,000,000,000 stars (approximately) were mapped as soon as technology provided telescopes sophisticated enough to do the job. A grid is drawn through the plane of the galaxy to aid visual orientation and provide navigational coordinates. The galaxy is divided up into sectors. Since the galaxy is thin and flat, sector coordinates are only two dimensional with a sector measuring eight light years along each edge and containing all the stars above and below it. Sector boundaries are shown in bright green on the map, and their coordinates are given relative to the Solar system for historical reasons. From Sol's sector, 'east' and 'west' coordinates are represented by the first coordinate 'east' being a positive and 'west' a negative number. Similarly, 'north' and `south` are represented by the second number, with 'north' positive. Up to nine sectors are displayed at once on the screen and the coordinates of the central sector are displayed at the bottom left-hand corner. Each star is shown coloured according to type (eg. red for a red giant. blue for a hot blue star) and with a line indicating its height `above` or 'below` the galactic plane. The pink lines linking systems are recommended trade routes in case you feel you need some guidance to start with. They were compiled by the Zebulon Intergalactic Trading Corporation five years ago. MOVING AROUND THE GRID To move around the grid, use the Arrow (Cursor) keys. The system in the centre is highlighed in green and a small amount of information on it is shown on the console. The system you are currently travelling through is highlighted in pink. To change the angle of the grid itself (Fig 3O), to see the relative positions of systems more clearly, hold down the right hand mouse button and move the mouse. You can zoom in and out with the Zoom icons F7 and F8 You can re-centre the map by pressing the C key. MANIPULATING THE GALACTIC MAP Once familiar with the grid, faster operation can be achieved by electing to discard certain features (Fig 31 and Fig 32). Select the Tools icon F9 and four different icons become available which enable you to adjust certain features of the grid. . The Stalk icon F7 will turn the distance lines on or off. . The Grid icon F8 will turn the grid on or off. . Trade icon F9 will turn the trade routes on or off. . The Identification Text icon F10 will remove the incidental and other details like Core System. As you elect to do any one, the four icons disappear but can be brought back again with the Tools icon F9. OBTAINING DATA ON A SYSTEM ASTRONOMICAL DATA From the grid map, select the system you are interested in by using the Arrow (Cursor) keys to move it into the middle of the screen where it will be highlighted in green Use the Data icon F6 and a schematic summary of all astronomical bodies in the system will appear, if the system has been explored (Fig 33). Use the mouse to pick out individual bodies on which you require geographical and physical data including: Average surface temperature. Major starports. Orbital period (which is the sidereal period measured in Earth days). Average orbital radius. Orbital eccentricity and inclination, measured relative to the rotational plane of the central body. Clicking away from the text returns you to the general system data. Alternatively click on another body. If you want to return to the grid map of the galaxy, use the Data icon F6 again or the Galactic Map icon F2. When in Data mode F6 the icons F7, F8 and F10 have new functions, as follows: DATA ON ECONOMY OF SELECTEO SYSTEM The Economy icon F7 gives a breakdown of imports, exports and illegal goods. Exports tend to be cheap and imports expensive. DATA ON SOCIAL STRUCTURE AND COORDINATES The Political icon F8 gives relevant details on Government type, economy, allegiance and population. Sector coordinates in the Galactic map are also given here. CONFIGURATION OF ORBITS OF THE SELECTED SYSTEM While still in System Data mode F6 use of the Orbital map icon F10, will allow you to see the orbital configuration of the system you selected (Fig 34), To alter the viewing angle. press the right-hand mouse button and move the mouse. VIEWING ORBITS WITH RESPECT TO TIME The orbital map shows a `snapshot' of the positions of bodies. Select the Forward or Rewind icons on the right hand side of the screen to predict the position at different times. The time and date shown at the bottom left hand side of the screen will change The real time is displayed underneath it. VIEWING A SPECIFIC BODY Click on a body which will then become central on the screen and use the Zoom icons F7 and F8. MANIPULATING THE SELECTED SYSTEM ORBITAL MAP Select the Tools icon F9 and two different icons become available which enable you to adjust the features of the grid. The Orbital icon F9 removes or replaces the orbit lines. The Information Text icon F10 removes or replaces the text on the screen. To get out of the Orbital map, use the Map icon F2 to return to the Galactic map. THE GALACTIC VIEW This feature can be used to get an idea of perspective. While in Galactic map mode, click on Galactic View icon F10 and a Creator's eye view of the galaxy is shown (Fig 35). At maximum zoom (showing 500 light year scale) each pixel represents a single sector To zoom in and out use the Zoom icons F7 and F8 (Fig 36). Note that the resolution is best while not zooming. When you stop zooming, improvement of the first, coarse picture is made as quickly as possible by the on board computer. The Galactic Map icon F10 can be used to return to the Galactic map. USING THE CURRENT SYSTEM MAP ---------------------------- VIEWING THE CONFIGURATION OF ORBITS 1. Select the Map icon F2 twice and a map of the system you are currently in is displayed, showing the configuration of the orbits (Fig 37). 2. Zoom in and out with the Zoom icons F7 and F8. 3. Alter the viewing angle by holding down the right-hand mouse button and moving the mouse as for the Galactic map. VIEWING ORBITS WITH RESPECT TO TIME The orbital map shows a 'snapshot' of the positions of bodies. Select the Forward or Rewind icons on the right of the view screen to predict the positions at different times. The time and date shown at the bottom left-hand side of the screen will change. The real time is displayed underneath it. VIEWING A SPECIFIC BODY Click on a body which will then become central on the screen and use the Zoom icons F7 and F8 Note that the Autopilot can be targeted using the Current System map (see the FLIGHT section on page 20). MANIPULATING THE SYSTEM MAP Select the Tools icon F9 and two different icons become available which enable you to adjust certain features of the map. The Orbital icon F9 will remove the Orbital paths. The Information Text icon F10 will remove the names of the bodies. OBTAINING PERMITS ----------------- Some systems, such as those with a prison colony, require visitors to have permits in order to enter the system. Any such requirements for a system will be shown on the console when using the Galactic Map. Permits are not widely available and you will find that they can only be obtained indirectly. This means that you must do business involving the system in question, for example delivering a package, so that the client must give you a permit. FLIGHT ------ Your ship has three basic modes of flight: Autopilot, Manual and Engines Off which can be selected by using the Flight Control icons F7 in View mode. The Autopilot is by far the easiest way to control your craft but does not give you a sense of achievement. Manual flight may take some getting used to, but is more rewarding. Flying with engines off does not get you very far, but has some advantages as you will see. THE AUTOPILOT This most useful device, although not usually fitted as standard, has been included with your Eagle. It can be bought and fitted at a shipyard if ever you need another one. Your Autopilot, the Robocruise automatic navigation system, superseded the Celestial Pathfinder which was less reliable. The Autopilot can only be used to select a destination in the system through which you are currently travelling. For longer journeys, a hyperspace jump needs to be made OPERATING AUTOPILOT IN VIEW MODE The Autopilot can only be used when in flight. Whilst in a View mode (use the View icon F1 if you are in another mode), target a planet or space station which is on the screen by clicking on the centre of the target Note that you will find it easier to find a target, for example, a city, if the name is on screen. If names have been turned off, select the Identification Text icon F10. Clicking where there is no potential target deselects any previously selected target. When a target is selected a sight will come up with targeting squares and the range in astronomical units or kilometres (Fig 38). If the target goes off the screen an arrow will appear pointing in its direction. If it is behind then Target Behind is displayed. Use the Flight Control icon F7 and cycle through Manual and Engines Off to Autopiiot. The Autopilot icon will only appear if a target is selected. OPERATING AUTOPILOT IN CURRENT SYSTEM MAP MODE This mode can be used when the desired destination is too far away to be visible. A target can be selected even while landed or docked but the Autopilot can only be engaged while in flight. Use the Map icon F2 twice to obtain the Current System map. Use the Current System map controls until yon can see the desired destination on the screen Click on the Targeting icon F10. Click on the centre of the desired destination (Fig 39). If you wish to change the target, click on the Targeting icon before selecting another body. Clicking on bodies without selecting the Targeting icon will merely move that body to the centre of the screen. If you wish to deselect the target, click on an area which is blank. This will also disengage the Autopilot if it is currently in control. Return to View mode using the View icon F1. Targeting squares, looking like a tunnel leading to the destination, will be visible, if in Front or Rear View. If you are in flight click on the Flight Control Icon F7 and cycle to Autopilot to engage it. To return to Manual flight, use the Flight Control icon F7 and cycle to Manual or Engines Off. The Robocruise will automatically plot and maintain the course to your destination. It will also lower the undercarriage and dock or land for you, having automatically asked for clearance, while you freshen up. Some pilots find it disorientating when the Robocruise engages and swings the ship round. The true Spacehound knows that it is only locking on to the new course. Remember you can only trade and do business in cities or at space stations. If you do land anywhere else the console will indicate Landed (Rough). The Robocruise really comes into its own when used in conjunction with the Stardreamer Time Control unit which is fitted as standard on all ships due to regulations regarding Wilbron's psychosis. This condition is known to afflict the space traveller who endures lengthy, uneventful journeys. Boredom becomes so intense after all leisure pursuits have been exhausted that pilots have been known to fly their craft into the odd star or planet just to liven things up a bit. USING THE STARDREAMER TIME CONTROL This can be used with the Robocruise or in Manual flight. Use the Time Control icons (after targeting your destination if using the Robocruise) to select the rate of time acceleration. Time appears to increase in steps of ten from ten times to ten thousand times, depending on the icon selected. Return to real time by selecting the single arrow. Sit back and a combination of a Zilman field and ultrasonic waves induce a semi- hypnotic state which renders you unaware of the passage of time other than seeing the range indicator change rapidly in front of you. This effect was discovered by Dr Rabbne by accident when he revised why his projects were running over time for no apparent reason. Reassuringly, if your ship is attacked or hailed or you have arrived at your destination, the Stardreamer will restore you to full consciousness and real time. Don't forget that your enemies may be operating in real time and hence will seem to be sped up enormously. HYPERSPACE JUMPS ---------------- Space is BIG and hyperspace jumps are necessary to access different systems quickly. Hyperspace jumps can be made using either Standard Hyperdrive or Military Hyperdrive engines which can be bought at the Shipyard and come in different sizes with varying ranges. Refer to APPENDlX ONE: SHIPYARD EQUIPMENT on page 69 for a description of them. A hyperspace jump causes a disturbance resulting in a glowing field at the entry and exit points. A Hyperspace Cloud Analyser can determine the destination of the jumping ship (See APPENDIX ONE: SHIPYARD EQUIPMENT on page 69) Before attempting your first jump, it is recommended that you read the whole of this section. RANGE The range of the jump is determined by two things: fuel and the type and class of engine. Details of these are given in the TRADING section for fuel on page 55 and APPENDIX ONE: SHlPYARD EQUIPMENT for engines on page 74. Briefly the engines range depends on its class as well as the size of the ship. Engine ranges are displayed in two ways: On the Inventory page select the Inventory icon F8 until the Ship Equipment appears where the engine's range will be given. On the Galactic map (Galactic Map icon F2, displayed in the panel, to the right of the system name. If your engine is not up to jumping to the destination selected, the mssage Out of Range will be given. Fuel range is shown in two ways: The amount of fuel required for a jump is displayed at the bottom left of the Galactic map. If you have insufficient fuel then Insufficient Fuel will also be displayed otherwise the fuel which will be used will be shown. On the Galactic map, a pink circle will surround the system you are currently in and this shows your maximum range for hyperspace in a single jump. JUMP DURATION Although the perceived duration of a jump is very short, the actual time is much greater It takes a week to make the maximum range jump for any engine. For example an engine with a maximum range of 1O lightyears will take a week to jump that far or 3.5 days for a 5 light year jump, and so on. A ship with a maximum hyperspace jump range of 4 light years will take half a week to jump only 2 light years. This has implications for piracy because a pirate ship with a Hyperspace Cloud Analyser and a lighter ship can 'overtake' you and lie in wait. Contact in Hyperspace is not possible. HYPERSPACE OPERATION Target a system using the Galactic Map icon. by placing the required destination in the centre of the screen with the Arrow (Cursor) keys. That system becomes highlighted in green. Return to View mode using the View icon F1. Select the Hyperspace icon F8 (it will not show if you have no hyperspace facility or a valid jump is not selected) and cross your fingers. If you like you can set your destination. go about your business and be able to make a quick exit at any time if things hot up a bit. Alternatively, if you use the H key you can make your jump (Fig 40) without going into View mode first. Remember that the evidence of your hyperspace jump will be visible to anybody in the vicinity of your exit or entry, as it leaves a glowing area of disturbance in space. The destination can only be ascertained with a Hyperspace Cloud Analyser, available at shipyards. There are a number of reasons why the Hyperspace icon may not appear, they are as follows: You are too close to a planet. Regulations were laid down after the first few decades of hyperspace jumping. Sudden above average recordings of mutations around starports occurred a few years after jumps became routine. It was discovered that the intense radiation caused by the jump was affecting the population below. It became a requirement by law (on all sides) that all ships have a cutout system built into the Hyperdrive which is activated if you try to jump from near to a planet or space station. A valid destination is not selected. You do not have enough fuel for a jump to the selected destination. Engine is damaged or destroyed. You don't have a Hyperdrive engine! MIS-JUMPS Hyperdrives almost never go wrong, but if you are unfortunate enough to suffer a spontaneous misjump, you can get into serious trouble. You will emerge somewhere other than your planned destination, which may be out of range for your remaining fuel. It is even possible to mis-jump beyond the maximum range of your drive. If indeed your fuel reserves are too low or the Hyperdrive is broken, your only hope is to call for help (Communication icon F4) and risk pirates responding. It is not entirely understood why mis-jumps happen but an unserviced Hyperdrive is a likely culprit. There are no reliable statistics available on the occurrences of mis-jumps as most ships are never found. A missing ship could just as easily be the result of piracy. FORCED MIS-JUMPS Faulcon De Lacey do not condone this practice as it has an unpredictable effect on the Hyperdrive. It is the equivalent of blindly jamming a screwdriver into the works. We feel that it needs to be mentioned as a warning because foolish pilots do use it as a last resort to escape pirates. If they are being pursued by a larger pirate ship with a Hyperspace Cloud Analyser they force a mis-jump by pressing the Alt key while activating the Hyperspace icon or the F8 key. The pirates follow them into hyperspace only to find that their quarry is nowhere to be seen and is in fact somewhere else, frantically trying to work out exactly where they are. The Hyperspace Cloud Analyser cannot distinguish a mis-jump from a normal jump. WASTE PRODUCTS Unfortunately, the convenience of hyperspace travel is blighted with the problem of waste products if you use military fuel. Due to the processes in the Hyperdrive, every tonne of military fuel is converted to one tonne of radioactives which you will need to dispose of on the stockmarket. See APPENDIX TWO: TRADE ITEMS on page 77 for more information. Standard Hyperdrive engines powered by hydrogen fuel do not produce problematic waste products. USING MANUAL CONTROL -------------------- Due to the marked improvement of engineering technology the engines of the craft are not controlled by the pilot directly, but by the on-board computer in response to the pilot This fly by wire facility has enabled many to take to the cockpit who would not have had the skill to do so. The main problem for beginners is that they are usually accustomed to driving surface based vehicles in reasonable gravity, or have only used poor quality space flight simulators. What needs to be borne in mind is that when direction is changed, the experience is rather like skidding. If your ship is travelling in one direction changing course will mean that the nose will turn but you still have momentum in the direction you were originally going. The engines will compensate for this but there is a lag, the duration of which will depend on the type of ship. For example the response rate of a fighter will be faster than that of a heavy cargo ship. This must be borne in mind at all times. FUEL CONSUMPTION Normal flight consumes much less fuel than hyperspace jumps and for that reason fuel for this purpose is kept separately in an engine tank from the hyperspace fuel (kept in the hold). Class 1 Engines hold one tonne, and Class 2 Engines hold two tonnes. You do not need to refill very often and the current level can be seen on the green gauge (left most of three) in the dials area, to the right of the scanner. See INVENTORY ICONS in the ICON section on page 8, and THE SHIP`S INVENTORY in the TRADING section on page 60. REFILLING THE ENGINE FUEL TANK Spare fuel for refilling the engine tank is carried in the hold in one tonne units. To refuel the engine tank, select the Inventory icon F3 until the Ship Equipment page is displayed. (Refuelling is done automatically with the Auto Refueller fitted.) Click on the Refuel button to transfer the fuel into the engine tank from the hold. If the engine tank only needs one third of a tonne, two thirds will be wasted as the hold tank transfers units of one tonne only. CONTROLS IN FLIGHT TO MAKE THE SHIP DIVE Use the A key, push the joystick shaft forward or move the mouse forwards while holding down the right-hand mouse button. TO MAKE THE SHIP CLIMB Use the Z key, pull the joystick shaft back or move the mouse backwards while holding down the right-hand mouse button. TO GO LEFT Use the < key, move the joystick left or move the mouse to the left while holding down the right hand mouse button. TO GO RIGHT Use the > key move the joystick right or move the mouse to the right while holding down the right hand mouse button. Note that when flying with your engines off, the front and rear engines may be controlled using the Enter and Shift keys respectively. THE FRONT SCREEN In Front View mode (see page 3 for a reminder) you will see two crosses on your screen, One is a gun sight cross (Fig 47) which shows which way you are facing, and the other is a diagonal cross, the velocity sight (Fig 48) which indicates the direction in which you are travelling. When the two are in line (Fig 49) it means that you are moving in the direction you are pointing. If they are separate, it means that your velocity is in the direction of the diagonal cross and you are pointing in the direction of the gun sight because, for example, you have suddenly changed course. you will hear the engines fire until alignment is achieved, You may see the velocity sight disappear when your direction of travel is not within the area of the screen if, for example, you veer wildly and the engines have not yet compensated enough. To summarise, the gun sight shows the orientotion of the ship and is controlled by the pilot, the velocity sight indicates the direction of travel and is controlled by the on- board computer. Your ship's internal gyros enable it to rotate, much like those in the ancient Earth satellites, good examples of which are now in the space museum in Apollonius City on the Moon. While greatly superior now, the gyros still have a limit to the rate at which you can turn, so don't expect to spin 'on a sixpence' (small coin used in Britain on Earth, about 1,200 years ago). SPEED Speed is controlled with the Return key to accelerate and the right-hand Shift key to decelerate. Two speed values are displayed on the screen: Set speed and Actual speed (Fig 50). The first is the requested speed, set by the keys above and the second is the speed relative to the most important body in your vicinity. This important body can be a planet, star or a space station or very large spaceship, and is selected by the on board computer. If you fly away from it and the computer then designates another, the actual speed will change, as will the velocity. You will notice that the velocity sight will move as the on-board computer adjusts your speed relative to the new body. For those who are happy to point your ship at something and go, this is all you need to know. Pilots wishing to be accomplished in flight theory should refer to APPENDlX FOUR: THE MECHANlCS OF SPACE FLIGHT on page 91. ALTITUDE An altitude reading in metres will be displayed on the screen when in close proximity to a planet or star. It will give your distance above the average ground height of the body (Fig 50). LAUNCHING --------- SURFACE TAKE OFF A warning sign is shown over the Take Off icon if permission to launch has not been granted. If you are landed anywhere other than a starport (Landed Rough) you do not need to ask for clearance. If you are in a starport select the Communication icon F4 followed by Launch Request. In View mode, activate the Right Control icon F7 for take off. This gives you vertical thrust. The console will display Take Off. This can seem quite slow so a faster ascent can be made if you tilt the nose up once you have left the ground and increase your Set speed with the Enter key. Using the rear view will display a pleasing panorama. Once you have used forward thrust, the vertical thrust is turned off and the console will display Manual Control. Bear in mind that gravity will always pull you back down. If you wish to fly in the atmosphere you must give the ship some lift by pointing the nose up slightly thereby providing a small vertical component to the thrust. LAUNCH FROM A DOCK Activate the Commuication icon F4 and select Launch Request. Accelerate forwards using the Enter key. You must leave the area promptly because your clearance expires. RUNNING WITH ENGINES OFF If you are economising, turning off the engines has obvious advantages and your engine flares wil not be visible to your enemies. It can make manoeuvring easier when strafing a target. For example you can aim to fly across a target and turning off the engines means you can point at it, go sideways and shoot without the engines firing to propel you forward into it. Experienced pilots often use this mode in combat, using the forward and reverse thrusters (Enter and Shift). SLING SHOT ORBITS This technique for gaining speed was important in the early days of space flight, but now it is unecessary due to advances in space technology. The only reasons to do this are because it can be visually pleasing to sweep past a planet or sun so that you can say you`ve done it. A sling shot uses to your benefit the gravity of large bodies to 'sling` your ship in the direction of its travel. Your engines need to be turned off otherwise they will compensate for any effect and it saves fuel as well. LOSS OF ENGINES If an engine is disabled, the Autopilot will not function properly and only very experienced pilots will be able to fly the ship manually. LANDING AND DOCKING ------------------- LANDING MANUALLY AT A CITY WITH A BREATHABLE ATMOSPHERE (AN OUTDOOR CITY) Executing a manual landing will require practice, so try it in a relatively safe area. You may find it easier to use External View to align the ship. Remember though that the ship will appear to be stationary and the ground will seem to move. You may also find it helpful to use the targeting squares, obtained by setting your destination as a target (see THE AUTOPILOT section on page 20 or the TARGETlNG section on page 36). Normally the Autopilot flies to an area 20km above the target and descends vertically. You can set the controls to Manual flight using the Flight Control icon F7 at any point in this operation. Alternatively you can fly the entire approach and land manually (Fig 41). The easiest method is to make a pass over the port while waiting for clearance (Communication icon F4) and lowering the undercarriage (Undercarriage icon F9). If the undercarriage has not been lowered you will crash land. When you have been told which landing pad to use, aim to be more or less at zero speed when you come to rest above it. If you select Engines Off, gravity will take you down, with the on board computer stabilising the ship. If there is little or no gravity, you may have to thrust slightly with the nose down to start with, but be careful. LANDING AT A CITY WITH NO BREATHABLE ATMOSPHERE Follow the same guide lines as for an outdoor city with a breathable atmosphere. The only difference is the appearance of the landing area, covered with a hexagonal airlock door (Fig 42). When clearance is granted, the aperture will open to reveal the landing pad. Don`t ask for permission too early or you will find that the clearance will be withdrawn and the airlock shut. Again, the targeting squares may be helpful by providing a 'tunnel' through which you can fly (see THE AUTOPILOT section on page 20 or the TARGETlNG section on page 36). DOCKING AT A SPACE STATION Request permission for docking (Communication icon F4) and wait until the red flashing light turns white and orange homing lights are visible it is illegal to approach prematurely. The on board computer matches your roll with that of the station so you do not have to make difficult calculations in order to dock. Position the ship immediatly in front of the docking entrance and proceeding slowly (Fig 43). The dock`s vechicle arrest mechanisnm will halt the craft provided your speed is not excessive. SECTION THREE COMBAT ==================== USING YOUR WEAPONS ------------------ Welcome to the manual! (in case this is the first page you have turned to). While Faulcon de Lacy do not condone offensive combat, it is often unavoidable. The best defence is always to run away if at all possible (though many cultures reject this as cowardly). Combat is very dangerous, and rarely ends up without expensive repairs being necessary. Weapons (like missiles) may be controlled via the Weapon Control Panel of your ship (Fig 52) which may be selected by clicking on the scanner area with the left hand mouse button, or pressing the F5 key. This display replaces the scanner display (if fitted). The scanner may be restored by clicking on the area again (away from any icons) or by pressing the F5 key. It should be borne in mind that keyboard shortcuts to the Weapon Control Panel icons can still be used even if the Control Panel is not currently selected. As additional weapons and equipment are fitted to your ship, their icons appear along the bottom of the panel. The icon boxes will remain blank until you have obtained the equipment. As you buy missiles and mines, they will be illustrated next to the icon boxes as shown above. It is recommended that you read APPENDIX ONE: SHIPYARD EQUIPMENT on page 69 for more technical information before buying anything. TARGETING Targeting is used for both long range navigation (see the NAVlGATION FLIGHT section on page 11) and combat. One target can be set at a time. Using the screen in Front, Rear, External or Turret View mode F1, click on the centre of the ship to be targeted. If you are in external or Turret View a sight on the target will appear together with the range (Fig 53). If you are in Front or Rear View you will be presented with the Targeting Tunnel on your headup display (Fig 54). This is displayed as a series of contracting squares along the path to the target, and looks like a tunnel. The range of the target is given in Astronomical Units AU or kilometres km. Targeting Tunnels are not normally shown for ships as they can be confusing. They may be enabled by using the 'Preferences'. In order to pursue the ship you fly down the tunnel. As you get closer to the target the squares will be shown closer together, thus the squares will come towards you faster. If you are approaching a stationary target then ideally the squares should pass at a constant rate, as you slow down on the final approach. If the target goes off screen an arrow will indicate the direction in which it lies, or, if it is behind your ship, Target Behind will show. To deselect the target, click on a blank area that is not a potential target. You may also select another target at any time by clicking on another object Some pilots may find the 'tunnel' an annoyance. If you are one of these refer to the Preferences sheet supplied separately from this manual. OFFENSIVE WEAPONS ----------------- Quite often, the best form of defence is attack, hence Faulcon de Lacy do provide what may be considered offensive weapons. It should be made clear that they should only be used in a defensive capacity against an attacker - Faulcon de Lacy in no way condone any other use. PULSE LASERS AND BEAM LASERS One laser (or other gun) can be mounted at the front of your ship and, for ships with a rear mounting, one at the rear. Some larger ships are fitted with turret, which can each take a single weapon. There is a wide range to choose from (see APPENDIX ONE: SHIPYARD EQUIPMENT section on page 69), though the full range will only be available at the biggest shipyards. It is rumoured that the military of both sides have developed additional weapons for their own use, but this is usually denied. A Pulse Laser fires a single high energy pulse about once every 5/8 of a second, while a Beam Laser fires a continuous beam, so is far more devastating. Even small lasers are reasonably effective up to 8km range, but their effectiveness decreases with distance, as the beam spreads slightly. It is recommended that you get your shots in at as short a range as possible, for maximum efficiency. Beware of laser reflections from certain types of surface, especially when at a glancing angle, Though the beam may have lost much of its energy it can still cause serious damage. There are also words that the Imperial Navy are developing reflective armour, which reflects much of a laser's energy back along the incoming path, though this is strongly denied. OPERATING PULSE OR BEAM LASERS Lasers are fired by pressing both mouse buttons together, the Spacebar on the keyboard or the fire button on the joystick. The front mounted laser will fire if you are in Front View mode F1, the rear laser if in Rear View mode, and the appropriate turret laser if in a Turret View mode. If you are in External View, then the front laser will be used irrespective of any other lasers fitted. It is quite common for lasers to overheat, particularly with more excitable pilots and with the higher power beam lasers. It is unlikely you will do your laser any damage by this as it is protected by an automatic cut out to prevent it burning out, but it may stop working for a few seconds. LASER COOLING BOOSTER This reduces the problem of lasers overheating at that vital moment. It supplements the built in cooling system of your currently selected laser, causing it to cool more rapidly. It does not affect Plasma Accelerators. USING MISSILES If you want a quiet life, be careful who or what you use as target practice. When the time comes to use one of these devices, proceed as follows: Arm the missile of your choice by clicking on one of the missile icons. The console will show the type of missile or mine you have armed. You can arm only one missile at a time so if you click again on a different missile, you will be arming that one and disarming the previous one. A Fire icon also appears. Clicking on this or pressing the M key on the keyboard fire the armed missile at your target, but it is important to remember that you can only firew if a target has been selected. Disarming is simply achieved by clicking on the missile in question or clicking on an another weapon. All types of missile will home in on their selected target as rapidly as their incredible 65g acceleration ZX34 Short Burn engine will allow. Nevertheless they have limited fuel (enough for about one minute of flight) so pilots do sometimes evade them. It is best to fire the missile from as close to the target as you dare. Ideally while facing it. If the target is behind, the missile will turn around, but this will waste precious flight time, and give the target ship more time to use ECM if it has it. The missile will detonate on hitting any solid object (including the ship that fired it) but will attempt to avoid such non target objects if possible. It does not need to hit the target in order to detonate - it may detonate in close proximity and do almost as much damage. Due to an international treaty it will also detonate when it runs out of fuel. A small village was once destroyed by a missile which had been flying through space for months, following the battle in which it was fired. USING MINES Mines operate just like missiles, but without drive systems. They need to have an assigned target since they also will detonate in the proximity of that target without necessarily hitting it. Mines are also susceptible to detonation by ECM. Dummy Mines are a relatively recent innovation, and still contain machinery internally in order to fool radar scans, hence their weight. They are also visually indistinguishable from normal mines so, although they are safe to scoop back up again, beware of accidentally scooping a live mine instead, as the scoop mechanism will cause it to detonate. ENERGY BOMB Generally only of use against smaller ships. This causes the main reactor of all small ships' drive systems (within a range of about 100km) to resonate and overload. it is linked to the drive of the ship using it, so will not cause that to detonate. Operated with the Energy Bomb icon (Fig 56) on the Weapon Control Panel, or from the keyboard with the B key. LARGE AND SMALL PLASMA ACCELERATOR These are very large weapons, usually carried by large naval cruisers and battlestations, and are sometinmes carried by large trading ships and passenger liners in the more dangerous regions of space. They are used in the same way as lasers and take up a gun mounting. After firing, they take a few seconds to recharge. Two sizes are commonly available, imaginatively named 'Large' and 'Small'. Even a Small Plasma Accelerator will destroy a well armed hundred tonne ship with a single shot. The large version has been known to be used as a planetary assault weapon, destroying selected areas of cities from orbit. This has a devastating effect on the local population, because the terrifying noise of the beam cutting through the atmosphere can be heard for hundreds of kilometres, and will deafen anyone unprotected in the vicinity. DEFENSIVE AND OTHER EOUIPMENT ----------------------------- ECM SYSTEM This destroys all active Mines and Homing Missiles in the vicinity (within about 100km) It is operated with the ECM icon from the Weapon Control Panel, or with the E key from the keyboard. Do not be alarmed if it causes interference on your main display. NAVAL ECM SYSTEM A superior version of the standard ECM system, which can also destroy Smart Missiles and has a greater range (about 200km). This may also cause interference on your main display. This is operated with the Naval ECM icon from the Weapon Control Panel, or with the E key. If both ECM systems are fitted, then Naval ECM is used in preference. The only slight advantage in having both systems fitted is that if the Naval ECM breaks down or is destroyed, then you can use the standard unit. AUTOMATIC HULL SEALING All hulls have an automatic sealing system, fitted as standard, thanks to Faulcon Hermeseal. It is comprised of two separate layers of resin under high pressure in the hull. When the layers are breached the substances expand and mix to form a very durable foam likepatch. This prevents the whole hull being explosively decompressed from a single shot. HULL AUTOMATIC REPAIR SYSTEM This gradually completely reverses hull damage, but it is so big that only larger ships can have one fitted. See APPENDIX ONE: SHIPYARD EQUIPMENT section on page 73. SHIELD GENERATOR This will protect against energetic weapons like lasers and missiles. It is not much good with collisions. If a ship that has a Shield Generator is hit by a weapon, the field will glow in a colour depending on the strength of the shield. At full charge, the field will glow a bluish white but will progress through to yellow, orange and finally red as it is discharged. While the shield is active, no damage will get through to the hull. If your ship has shields, they work automatically and the percentage of the charge remaining if not 100 per cent, will be indicated on the top left of the screen. More than one shield Generator may be fitted to a ship at once, and their shielding effect is additive. ENERGY BOOSTER UNIT This large unit increases the rate that all Shield Generators currently fitted to your ship recharge. Only recommended for larger ships with a large number of Shield Generators because of its size. TACTICS AND PLANNING -------------------- It is vital to know what your enemy is up to, so you can avoid getting into combat with them. There are several different ways of doing this. CHECKING UP ON THE COMPETITION USING THE SCANNER This device, usually provided as standard by Faulcon de Lacey, shows the relative positions of ships and other objects in your vicinity. The holographic display shows the other objects as coloured blobs above or below the plane of your ship, with a coloured line drawn to that plane. The plane of your ship is shown as a red circle with a grid on it (seen in perspective when viewed from the pilot's seat), with two lines drawn on it to show the extremity of your front view. The colour of the blob reflects the mass of the ship or object. BLUE 1- 15t GREEN 16- 31t MAGENTA 32- 63t RED 64-111t ORANGE 112-159t YELLOW 160-207t GREY 208-299t WHITE 300t+ USING THE RADAR MAPPER This provides you with additional information about your current target, such as the number of Shield Generators it has fitted, their current charge level, the ship's maximum hyperspace range and any important equipment such as Energy Bombs and Hyperspace Cloud Analyser. It will also check if the ship matches any on the Wanted Criminals list, and if so will show any bounty that is offered. This bounty will be paid into your account automatically, when the destruction of the ship is recorded by your on-board computer. No bounty will be paid for a ship if the Radar Mapper has not first identified it, since proof of identity is needed To operate the Radar Mapper: Make sure you are in View mode by using the View icon F1. Target a ship by clicking on it using the left hand mouse button. If the selected target is not a ship then no information will be shown. Select the Radar Mapper icon (Fig 60) on the Weapons Control Panel and information will be displayed at the top right of the headup display (Fig 61) on your target until the Radar Mapper is deselected. To deselect this facilicy, use the icon again. To deselect the target, click away from the ship where there is no potential target. USING THE HYPERSPACE CLOUD ANALYSER This device is commonly used by pirates to identify the destination of their quarry, and also by police forces and bounty hunters. If your ship has a greater hyperspace range than the one you are chasing (use the Radar Mapper and your Ship Equipment Inventory page to determine this), then you will arrive at the destination before them if you left at the same time. It gives their hyperspace destination, the ship's mass is also shown and the exact Galactic Mean Time and date at which they will arrive. Make sure you are in View mode by using the View icon F1. Target a hyperspace remnant by clicking on it using the left hand mouse button. If the selected target is not a hyperspace remnant then no information will be shown. Select the Hyperspace Cloud Analyser icon (Fig 62) on the Weapons Control Panel and information will be displayed at the top right hand corner of the headup display until the Hyperspace Cloud Analyser is deselected. To deselect this facility, use the icon again. To deselect the target, click away from the ship where there is no potential target. To follow the ship, use the Galactic Map icon F2 to jump to the same destination (see the NAVIGATION AND FLIGHT section on page 11), As long as you enter hyperspace not too long after your quarry then you will leave hyperspace at a similar position. Once out of hyperspace, use the Stardreamer Time Control (see the NAVIGATION AND FLlGHT section on page 22) to wait until the likely time of arrival of your quarry. The Hyperspace Cloud Analyser information is quite accurate, so if the predicted time has been exceeded by about a minute, then your quarry will not arrive. They must have mis-jumped (whether intentionally or not) and there is no way you can find them. BROADCASTING MESSAGES While in flight you can hail other ships using the Communication icon F4. A range of messages for broadcasting will be presented on your headup display (Fig 64). For example you can demand surrender if you are fortunate enough to be in such a position. If your ship is on the receiving end of aggression you can call for assistance, but there is a risk some pirates listen for a call of distress and will home in on it like a spider to a fly. If you have broken down the dilemma is the same, but calling for help may be the only option open to you. MAKING A RUN FOR IT You will discover that there are many bigger and more heavily armed ships than yours and a ship to ship fight may be foolish. Faulcon De Lacey do not advocate illegal evasive measures and feel that going down in a blaze of glory is more memorable for your loved one than a prison sentence. If posthumous praise is not appealing, an escape capsule could be your answer. ESCAPE CAPSULES An escape capsule is not fitted as standard and needs to be obtained from the shipyard. It is not a capsule as such but is a modification that allows your cockpit section to break off as a separate craft. Unfortunately leaving any crew members passengers and cargo behind. It flies to the nearest starport under a cut down Autopilot, and can be used only once. For this reason, it comes with an insurance policy which is automatically cashed in for a basic Eagle Long Range Fighter to replace your abandoned ship. The capsule has no weapons or hyperspace facility. You may ask why your enemy isn`t going to shoot at you. It is considered to be extremely bad form to shoot at escape capsules because they are much too easy a target, and most pilots realise that some day they may need to use one. It has been known though, that some pilots are not bothered by image and will pick you off anyway. Another problem is ships scooping up escape capsules and selling the occupant into slavery. This is severely frowned upon by both the Elite Federation of Pilots and the Federation itself. To release the capsule, you select the Escape Capsule icon on the Weapons Control Panel, or use the X key on the keyboard. HYPERSPACE Jumping into hyperpace is often sufficient to evade pirates, but a pirate with a fast ship may use their Hyperspace Cloud Analyser to chase you into hyperspace and, if they have a faster ship, may even arrive at your destination before you do. ILLEGAL AND RISKY PRACTICES You may notice others committing offences in order to remain alive and we feel compelled to explain their erroneous behaviour in order to discourage you from copying them. One tactic is the highly risky Hyperspace Mis-jump and this can be found in the NAVIGATION AND FLIGHT section on page 25. Another is to jettison cargo in the hope that any ship following will give up the chase in order to scoop it up. This is explained in the TRADE section on page 59. Remember it is illegal to jettison any cargo. COMBAT AND SERVICE RATINGS -------------------------- ELITE RATING Your rating as a pilot is displayed if you use the Inventory icon F3, and cycle through to Commander Profile (Fig 66). You are given a rating by the Elite Federation of Pilots which is calculated from the number and type of kills recorded by the on board computer. For example, shooting up a heavily armed ship will a mass a large number of points. Many have disapproved of using kills in order to calculate this rating as it can lead to illegality. In older times much store was set by this as you had to be able to fight to survive, so shooting down others was seen as a mark of skill and bravery. Great respect is still held for the rating in the outer systems, where the way of life still reflects that of the past of the inner, now more civilised, systems. For historical reasons therefore, the method of rating has been preserved. The categories are as follows, in order of merit: ELITE RATINGS Harmless Above Average Mostly Harmless Competent Poor Dangerous Below Average Deadly Average ELITE MEDALS If homicide is not your scene, medals are awarded by the Federation or the Empire for particularly heroic deeds. Medals include the humble Certificate of Valour and the highly respected Imperial Celestial Warrior medal. These are also shown on the Commander Profile page of the Inventory. MILITARY RANK Both the Federation and the Empire give military ranks for services rendered although these are known as titles in the Empire. An individual can gradually progress up the ranks even from purely mercenary missions, receiving promotions after sustained loyal service. Usually these ranks are mutually exclusive as each of the superpowers does not tolerate its officers working for the other power (though work for the independant worlds is usually allowed). FEDERAL RANKS IMPERIAL TITLES None Lieutenant Outsider Viscount Private Lieutenant Commander Serf Count Corporal Captain Master Earl Sergeant Commodore Sir Marquis Sergeant Major Rear Admiral Squire Duke Major Admiral Lord Prince Colonel Baron LEGAL RATING Before you start shooting at everything that moves in order to improve your rating consider your legal status. Data is collected by the three police forces: The Federal Security Service (of the Federation), the Imperial Guard (of the Empire) and interpol (that of the Independent Systems). The latter was set up after the Federation and Empire became established as superpowers, and the world leaders that wished to remain free of both got together and decided to set up their own police force. This was largely to avoid the independent worlds becoming a dumping ground for criminals. Remember what you do and who you work for will almost certainly be noticed by someone. SECTION FOUR THE SHIPYARD ========================= SHOPPING FOR SHIPS AND PARTS ---------------------------- The shipyard on any planet or station is where you can contact the police to pay any outstanding fines or buy equipment for your ship, have parts fitted and removed, repairs made or even part exchange your ship. The range on offer depends where you are, so you may have to shop around. For example a low population area is not going to have a vast selection of hardware for your ship. Having used the Communications icon F4, select Shipyard and you will be presented with a list of services (Fig 67). UPGRADING THE SHIP OR REMOVING PARTS FOR CASH Click on Upgrades. The screen will show items for sale with options to Fit or Remove them and the prices for doing so (Fig 68). Select Fit or Remove buttons for the item of interest, and your cash total at the bottom left of the screen will change accordingly. If the complete list of available items is too long to be shown in its entirety, use the More... arrows to look through it. Use of the Go Back... button will return you to the Shipyard and the Communications icon F4 will return you to the Services list. Equipment is fitted or removed while you wait and the process is fully automated. NOTE FOR FITTING GUNS For guns, if your ship has more than one mounting you will be asked where you want the gun fitted. Old campaigners may recall that left and right mounts were once available but this was outlawed after so many people found that they were accidentally shooting their own their friends or, more embarrassingly, the police, due to the impracticality of using them. DECIDING WHAT TO BUY OR REMOVE Each ship has only so much space in the hull and out of this, room has to be made for the engine, guns, fuel, cabins, cargo and so on. The proportion that these items take up depends on your needs, for example a fast courier ship's engine will dominate the hull. Alternatively, if you are interested in having a more deadly ship than a fast one, engine size can be sacrificed for weapons. All items are rated for weight which is equivalent to the space they occupy, any space left can be used for cargo. If a particular shipyard does not sell a piece of equipment, repairs or removal cannot be carried out because the tools required will not be available either. SHIPS EQUIPMENT INVENTORY A list of equipment on board can be obtained by using the Inventory icons F3. Cycle through the pages until you find Ship Equipment Status. The picture of your craft will show any externally visible items. REPAIRS, SERVICING AND BREAKDOWNS Equipment is usually very reliable but will become more unreliable with age, so servicing is important. It can be done at any time, and the longer you leave it the more likely a problem is to occur, so delay at your peril. Shipyards vary in the service they give, so you may find that your ship suffers from poorly fitted parts and shoddy repairs. If an item of equipment breaks down it will not function and will be shown on the Ship`s inventory page (Inventory icon F3) in faded text until is has been repaired. If a particular shipyard does not sell a piece of equipment, repairs cannot be carried out because the tools required will not be available either. Having a piece of equipment repaired or serviced: Select the Communications icon F4. From the list choose Shipyard followed by Repairs and Servicing. You will be presented with a list of servicing options. NEW AND RECONDITIONED SHIP HULLS This mode allows you to part exchange your ship for another. It is standard procedure to strip a ship of its extras before selling it, as the only optional item which affects your trade in value is the Hyperdrive. New ships come with 1t of the appropriate fuel in the internal tank, whatever the size of the tank. Via the Comnmunications icon F4 select Shipyard followed by New and Reconditioned Ship Hulls The ships on offer will be listed with sale details. You may elect to Buy or to View the ship first. Note that the types of ship on offer in a system will differ according to political allegiance, population and types of visitor. Additional ship information is provided when selecting View including mountings crew and hyperspace range. TAKING ON CREW MEMBERS When you buy a larger ship, it may require extra crew in order to fly it. Without them it will not be able to take off. It is not necessary to buy extra cabins because they come with the ship if it needs multiple personnel. You must hire the crew members through the Bulletin Board using the Communication icon F4 (see the TRADING section on page 61). When they are hired, a page called Crew Roster appears in the inventory mode (Inventory icon F3, see the ICONS section on page 8), and will list all crew members You can also fire them using this page, but only when you are in dock. Crew members will cost you the fun of the ride isn't enongh. Wages will be deducted by direct debit from your bank account. Wages are sometimes negotiable but are generally quite high because there is a certain amount of danger for crew members. For example, should you decide that you need to use your escape capsule, the crew are left behind. Remember, you get what you pay for. SECTION FIVE TRADING ===================== BUY! SELL! Trading is a simple process thanks to an agreement between the Empire and the Federation that allows free trade within all systems via the stockmarkets. After all the cold war has to be supplied and fuelled by something. There are also private markets which may be more lucrative, but are sometimes risky. Each will be explained in turn. TRADING ON THE STOCKMARKET You need to go to a city or space station in order to trade on the stockmarket. You cannot trade in flight but at least you will be safe whilst trading. Select the Communication icon F4 at the bottom of your console. and a list of options will appear Select Stockmarket from the menu, and you will be presented with a selection of items (Fig 72). Click on the down More... arrow and any remainder of the list will be given. The screen displays Buy and Sell buttons, price per tonne, stock on the market and the amount of cargo (in tonnes) that you have at present in your hold Before trading read the information on the items below. Note that only legal items will be listed. For illegal goods you will have to use the private market (see THE BULLETIN BOARD section on page 61). BUYING To buy one tonne of a chosen item, activate the button corresponding to the item of your choice in the Buy column. Your console will show the item you have selected. One click will auto load one tonne into your hold. Holding down the button will buy multiple tonnes at an accelerating rate. If you want to revise your transaction, the Sell button will subtract from your stock. There is no charge for changing your mind during trade but you must make a decision reasonably quickly. UNSUCCESSFUL TRANSACTIONS You will be unsuccessful if: Your cargo hold is full (indicated at the bottom left of the screen under Cargo Space). See also THE SHIPS INVENTORY section on page 60. You have insufficient money (indicated at the bottom left of the screen under Cash) The stock is not available. Information on all situations will be displayed on your console. SELLING This is a similar operation to buying, but using the Sell button. Your stock level will be automatically decreased as you sell. A mistake can be changed using the Buy button or which there is no charge but if you delay too long, someone else may buy first. You will be unsuccessful if your own stock runs out, which will be shown on your console. See also THE SHIPS INVENTORY section on page 60. STOCK AND PRICES The stock level indicated on the console is that on the stockmarket, not the private market which has its own separate holding. Prices are brought to you by Zebulon Intergalactic Trading Corporation (ZITCO), and are updated each midnight Galactic Mean Time (GMT). Galactic time was adopted after the signing of the treaty between the Empire and the Federation. Hostilities between them cannot be conducted if one party does not turn up because they have calculated the time incorrectly. If the stock level falls due to demand, the local price may rise. If a ship arrives with a large cargo of grain say, when it sells this onto the market, the price of grain may fall at the next midnight price adjustment. TRADING AND THE STARDREAMER TIME CONTROL Prices are changed every midnight which may be a bit frustrating if you are in a hurry Use of the Time Control icons activates the Stardreamer which will appear to speed up time. There is a description of this Device in the NAVIGATION AND FLIGHT section on page 22. Remember that your enemies are also going to be sped up so only use this when it is safe to do so, though even on an open air station, you will be protected by the station's own defences. Remember also that the station makes a small charge every midnight for your stay. CHOOSING WHAT TO TRADE Systems all have their own production and consumption, imports and exports Generally the price of imports will be higher than the Galactic average and that of exports lower than average. For example a farming area will have cheap grain, so it will be a good place to buy in order to sell to an area that has no grain production; A listing of imports and exports for a given system can be found by using the Data icon F6 (see the NAVIGATION AND FLIGHT section on page 15). Information on illegal goods will also be found there. CHOOSING WHERE TO TRADE The Galactic Map (Galactic Map icon F2) shows a number of recommended trade routes (lined in pink) updated by ZITCO in 3195. Faulcon De Lacey take no responsibilty for any inaccuracies for this reason. A map with the trade routes has also been supplied with this manual, It is always worth looking at the political and economical details of a system before possibly wasting fuel (see the NAVIGATION AND FLIGHT section on page 15) Items that are in abundance in a star system will be relatively cheap to buy. Conversley items that are in short supply will be more expensive and worth selling there. CASH Your funds are indicated under Cash at the bottom left hand corner of the screen. They are safe if your ship is destroyed thanks to an automatic banking system. if you run out of cash you could sell your ship for a smaller one or sell off a piece of equipment. It may be worth looking for offers of insurance from the Bulletin Board. JETTISONING AND SALVAGING GOODS This is an illegal practice but is occasionally necessary. Certain goods are damaged by this act and this needs to be taken into consideration when salvaging such cargo. The following changes will occur: Live animals will become animal meat Slaves die and are officially used as fertilizer but rumour has it that the bodies are finding their way onto the animal meat market. Liquor, luxury goods, grain, fruit and vegetables are all turned into rubbish. Sometimes containers will explode unpredictably when released due to irregularities introduced during their manufacture. JETTISONING Select the inventory icon F3 and cycle to the Cargo Inventory section, which displays jettison buttons (Fig 73). Activate the button next to the goods which will be ditched one tonne at a time. SALVAGING You cannot salvage jettisoned goods unless you have bought a Fuel Scoop and a Cargo Scoop Conversion. If you have such equipment, manoevre so that the cargo item is immediately in front of the scoop and move forwards slowly relative to it. SHIP'S INVENTORY ---------------- This gives a more detailed account of your cargo and passengers, and is obtained by using the Inventory icon F3. Clicking on this icon cycles through seven pages of information for your perusal including: SHIP EQUIPMENT STATUS Lists weapons and equipment currently fitted to the ship. See the SHIPYARD section on page 51 for details of individual items. It also shows the level of fuel in the engines which is distinct from the hyperspace fuel (see FUEL CONSUMPTION in the NAVIGATION AND FLIGHT section on page 26). COMMANDER PROFILE Lists awards and grading. See the COMBAT section on page 47. CREW ROSTER Lists any crew members (on larger ships only). See the SHIPYARD section on page 53. CARGO INVENTORY Your cargo is listed if you have any. Jettison on tonne of any item by clicking on the relevant button. PASSENGER AND SMALL ITEMS This lists the names of your passengers or clients, the number of persons on board, any small packages and the destination and how much money you are still owed from the deal. OUTSTANDING CONTRACTS LIST This shows contracts taken on but not yet completed. Those which involve carrying parcels and passengers are listed on the Passenger And Small Items page. MINING INSTALLATIONS Lists the locations of all active mining installations owned, See the MINING section on page 65. Note: the pages will not be shown if there is nothing on them. THE BULLETIN BOARD ------------------ This is a collection of small advertisements for trading, services and requests for passage, amongst other things. You will find other types of advertisements so it is worth a browse. It is also possible to contact the military, its allegiance depending on the system you are in. TRADE IN LEGAL ITEMS Some individuals trade on the Bulletin Board in preference to the Stockmarket, and taking a risk with them may benefit you. There may be ads for specific items which a person needs urgently that cannot be bought on the Stockmarket, so they are prepared to pay over the odds for them. You may earn more money this way than simply selling directly on to the Stockmarket. Select the Communications icon F4 Select Bulletin Board and look for advertisements stating WANTED (Fig 74). TRADE IN ILLEGAL ITEMS Of course being a law abiding citizen you will not be engaging in this, but in order to understand the criminal mind better you ought to know the typical procedure. Select the Communication icon F4. Select Bulletin Board and took for advertisements stating Goods Bought and Sold Though there may not be any in a particular place or that day, The More... arrows will allow viewing of the ads which on a given day don't fit on the screen. Click on the button for the Goods Bought and Sold advertisement you are interested in and a list will appear of all the illegal goods available. Trade in a similar way to the stockmarket. The police, although aware of this practice, will not shut it down. Not only do they take a cut in profits but they often use it to their advantage. Traps are laid in the form of advertisements and the astute criminal will get to know their characteristics. once successful trading has taken place, there is always the threat of customs officials, not that you will ever have anything to hide of course. CARRYING PASSENGERS People may place ads asking for passage for themselves or a group to a stated destination. If you want to do this, you need sufficient cabin space on your ship, which may mean extra outlay for you. See THE SHIPYARD section on page 50, where upgrading your ship is explained. TAKING UP A REQUEST On the bulletin board via the Communication icon F4, look for the appropriate advert and select it (Fig 76). Choose one of the responses presented to you, for example one response might ask why they are prepared to pay so much. The answer comes up on the console at the bottom. If you want to make a deal, click on "OK- agreed" at the top of the list of responses The passengers will appear on your passenger list. Payment is normally made on arrival at your clients' destination, although some will pay half up front or even all! CARRYING PACKAGES To act as a courier, negotiate in the same way as for passengers after finding adverts for transporting packages. A package is deemed to take up negligible space in your cargo hold and of course does not need a life support system. TAKING ON CREW If you ever buy a larger ship, it may require extra crew which are also obtained through the Bulletin Board small advertisements. More details about your contract with them can be found under TAKING ON CREW MEMBERS in THE SHIPYARD section on page 53. SECTION SIX MINING =================== THERE'S GOLD IN THEM THAR HILLS ------------------------------- If you prefer a solitary life, then mining is for you. This occupation entails travelling from place to place collecting ore. There are two types of mining: Asteroid Mining and Surface Mining, both have their merits and drawbacks. ASTEROID MINING Asteroid mining is an old method but it is tried and tested. It is the easiest and cheapest way of obtaining ore and requires you to have a 30 MW Mining Laser, Fuel Scoop and a Cargo Scoop Conversion. You simply blast an asteroid with the laser then fly over the bits of asteroid and the Scoop collects as much ore as you can accommodate in the cargo bay. Not all asteroids are mineral rich though, so you may end up with a bay full of rubbish. SURFACE MINING Once you are established, this type of mining is a more predictable means of getting ore. It does, however, demand a large initial outlay in order to acquire the installations and possibly a larger ship (minimum of 30 tonnes of free cargo space) to transport them The only recommended device is the MB4 Mining Machine which, alas is still not widely available. The MB4 is impressive in that it not only mines but also refines the material, so you put it in place, leave it and come back to pick up the results. The MB4 can mine, separate and refine minerals, alloys and even on occasions precious metals and gem stones. The disadvantage is the risk of mining others' claims, resulting in an aggresive response to your activities. In some areas it is illegal to mine and police, depending their mood, may not be too interested in maintaining a public image of fairness and understanding and may blast you to pieces. SETTING UP YOUR WB4 Choose a mining site with a temperature below 200 degrees Centigrade. The most likely suitable locations will be on systems' inner planets which are more likely to be mineral rich. Ones which humans have hardly touched are more likely to be mineral rich as machines like the MB4 and its predecessors are very thorough, and will have scoured most of the surface of core worlds by now. To test the composition of the crust, you need to land. Land at the chosen site and select the Weapons Control Panel by clicking on the Scanner Activate the Unload Rig icon (Fig 78) which will cause the mining rig to be unloaded whereupon it will analyse a sample of the crust and relay the results to your on board computer. If the prospects are good it will bed itself in and begin drilling immediately. You may then take off and come back later once it has mined the full capacitv of 10 tonnes. FINDING THE MB4 AGAIN All the mines have a beacon which has your own coded signal allowing the computer to pin-point its position. If you pick up someone else's rig, your computer will automatically register the code of the owner. All other rigs belonging to them in this star system will then be shown on your inventory page. This means that stealing ore is possible however the same can be done to you. A safeguard is to avoid placing numerous rigs in one system, so that they are not so easily found should one of your rigs be purloined. Your beacons will use a different code in each system. Select the Inventory icon F3 and cycle through until you come to the Mining Installations page (Fig 79). It will list your rigs and their location. Fly to the Star system in which a particular rig is situated. Set up the Mining Installations page again and use the button next to the rig you wish to find. The on-board computer will then set it up as your current target. You may then fly to it manually or with the Autopilot. You can deselect the target as before by placing the pointer away from the target and using the left hand mouse button. COLLECTING THE ORE Land near to the installation and select the Load Rig icon (Fig 80) with one click. this will remotely instruct the machinery to off load ore into your hold until it is full. It will be no more than 10 tonnes at a time because that is the maximum capacity of the MB4's hopper. If there is no ore to collect the first selection of the icon will load the rig onto the ship if you have space. Your cargo inventory (Inventory icon F3) will show the minerals on board COLLECTING THE MB4 MINING MACHINE Land next to the installation and click on the Load Rig icon twice so that the rig and the contents of its hopper are taken on board. As stated above, the rig will be loaded after the first click if there is no ore in the hopper The rig may be left for further mining. There is no need to bring it on board if you intend to Deposit it in the same place. If you want to move the MB4 to another location on the same surface because a site is 'mined out', it is worth moving it a good distance. This is because the MB4 probes quite a large area with its underground drills. If your MB4 had found a rich seam of minerals, Do not move it as the seam may be a long way below ground and the MB4 may not be able to find it again. APPENDIX ONE SHIPYARD EQUIPMENT ================================ MINES AND BOMBS --------------- XB13 PROXIMITY MINE Explodes when object is within range. They are carried on missile pylons in place of a missile. XB74 DUMMY PROXIMITY MINE Exactly the same in appearance as the Proximity Mine, even on radar, but they do not explode, in fact they do nothing except increase your foes laundry bill. You can even recover them like cargo if you have a Fuel Scoop and a Cargo Conversion, but beware of accidentally scooping a real one! ENERGY BOMB Causes the drive system of smaller ships to overload and explode, but not your own as it is very specific. It can be withstood if a ship has a strong enough shield. MISSILES -------- The COMBAT section on page 38 gives additional information. Note that all the missiles have the same flying characteristics. KL760 HOMING MISSILE For destroying small spaceships and damaging larger ones. LV111 SMART MISSILE Similar to the Homing Missile but has ECM protection (not effective against Navy Grade ECM). Has a greater explosive power than the Homing Missile. NN500 NAVY GRADE MISSILE Even more bang for your money and immune to any known ECM system although it is rumoured that technology is improving in this field GUNS ---- The COMBAT scetion on page 38 provides furthur details. 30MW MINING LASER Pulse laser set up to blast asteroids into recoverable portions if you see your future in mining. Can be used as a weapon but its repeat rate is not as fast as weapon lasers. 1MW PULSE LASER The very same as the bottom of the range laser weapon as the Phlaschygt that came with your ship. seasoned combatants consider it only of use for tattooing numbers onto slaves. Better than nothing. 5MW PULSE LASER Otherwise known as the Phlaschbugher. More powerful than the Phlaschgyt, but less devastating than the Beam Laser. BEAM LASER Continuous laser beam which is more devastating than a Pulse Laser. the 1MW, 4MW, 20MW, and 100MW Beam Lasers are the same but more destructive with increasing voltage. LASER COOLING BOOSTER Some busy pilots find their normal laser cooling equipment inadequate. Since lasers cut out when they overheat, this Device is a bonus. SMALL PLASMA ACCELERATOR Very big and heavy and carried by larger ships and Naval ships only. It is extremely potent and obliterates small to medium ships with one shot. LARGE PLASMA ACCELERATOR The ultimate weapon pilots aspire to owning. ECM SYSTEMS ----------- ECM SYSTEM Short for Electronic Counter Measures. A clever device this, as it causes detonation of all activated Homing Missiles in range (including your own). NAVAL ECM SYSTEM This higher specification system can also destroy the Smart Missile. Only obtainable at larger Shipyards. ENVIRONMENTAL CONTROL SYSTEMS ----------------------------- CARGO BAY LIFE SUPPORT Superb environment control, including deodoriser and choice of four fresh air scents, Fomalhaut Harvest, Ma`s Cookies, Seashore and Solar Breeze. Needed for transportation of live animals and slaves. EXTRA PASSENGER CABIN For one person it comes with life support, food dispenser and Holovid dream inducer for long journeys. An extra facility is the automatic decor control which changes in order to compliment the mood of the occupants. It is activated by sensors of heat and pheromones. Takes up five tonnes of cargo space. ELECTRONIC EQUIPMENT -------------------- FOR CONTROL AND SURVEILLANCE AUTOMATIC PILOT The Robocruise automatic navigation system has the capability to plot and control travel to any destination within a system. For details of how to use the Automatic Pilot see the NAVIGATION AND FLIGHT section on page 20. AUTOREFUELLER DEVICE This automatically tranfers 1t of fuel from the cargo bay to the internal tank of a ship`s engine when it is needed, so preventing any wastage. It also avoids any embarrassing moments when your engines fail during combat or docking. SCANNERS The scanner section in the middle of the console is provided as standard on most ships. Some hardened space travellers remove it in the belief that demonstrates a certain amount of machismo, but others say this demonstrates something else. RADAR MAPPER Scans for information on a targeted ship. For details of how to use the Radar Mapper see the COMBAT section on page 43. HYPERSPACE CLOUD ANALYSER Determines the destination and the exact time and date of arrival of ships by analysing the residual space time disturbance left behind after a hyperspace jump. You will also be told the mass of the ship which has left or is about to arrive. See HYPERSPACE in the NAVIGATION AND FLIGHT section, and also Combat on page 43. DEFENCE ------- SHIELD GENERATOR This device affords additional shielding to the normal damage resistance of a hull. More than one can be fitted at once and the effect is cumulative. They recharge from the ship`s power system, and each shield takes a fixed amount of time to do so. For example a large ship with ten shield generators will take the same time to recharge as a ship with one shield. The ship with ten however, will achieve the same defense as the ship with one shield in a tenth of the time because of the additive effect of shield Generators. See the COMBAT section on page 35. ENERGY BOOSTER UNIT Boosts the recharging rate of all Shield Generators fitted. A good buy for very large ships ESCAPE CAPSULE For those sticky moments when a fast exit is prudent. It has no weapons or shields. ATMOSPHERIC SHIELDING Additional coating to the hull which enables a ship to enter an atmosphere at high speed. HULL AUTO REPAIR SYSTEM A large piece of equipment which is generally only fitted to larger ships. Exactly how this works is a trade secret, but it does entail placing many microbots in the hull reinforcing channels. See the COMBAT section. ENGINES AND MISCELLANEOUS ------------------------- INTERPLANETARY DRIVE An ordinary, lightweight engine that uses hydrogen fuel contained within the drive. It is not capable of hyperspace jumps but is suitable for small interplanetary Hops. It is equivalent to the Class 1 Hyperdrive but has no hyperspace capability. STANDARD HYPERDRIVES Standard Hyperdrives are readily available and are used by most ships. They use Hydrogen fuel which can be bought or scooped (see Fuel Scoop) and all waste products are used as reaction mass by the thrusters. The range of a Standard Hyperdrive engine depends on the size of ship it is fitted to. For example, a Class 3 engine will have a greater range if fitted to a 200 tonne ship rather than a 300 tonne ship. Although the classes are listed up to seven, higher classes exist but are only obtainable from specialists. MILITARY HYPERDRIVES This is a different breed of engine to the Standard Hyperdrive in that it has a greater range and is faster and lighter. This means that a small ship can carry an engine of the military type that is equivalent to a Standard Hyperdrive that would be too big to fit. All military ships are driven by them. They run on Military Fuel which is much more expensive and has drawbacks (see MILITARY FUEL in APPENDIX TWO: TRADE ITEMS Section on page 79). A Military Hyperdrive will give your ship advantages over the competition, but it will cost you to run it. In the same way as Standard Hyperdrives, the range is a function of the size of tHe ship and the maximum possible range for the engine. Military Hyperdrives are not widely available and there are only three classes for sale. The reason is thought to be instability occurring in bigger engines, but rumours say that military engineers are working on this problem. They are also reputed to be making even lighter engines. FUEL SCOOPS AND MINING EQUIPMENT -------------------------------- FUEL SCOOP Scoops fuel from the upper layers of gas giants or the photosphere of cool stars when you fly at below about 30km altitude while travelling forwards at speed. In order to scoop from a gas giant, Atmospheric Shielding is needed. A star however, requires greater protection for your ship in the form of an Atmospheric Shield and a Shield Generator. Even with these it is still dangerous and only a desperate pilot would attempt it. CARGO SCOOP CONVERSION Allows the Fuel Scoop to be used to salvage jettisoned cargo and Dummy Mines. It is also used to collect ore during asteroid mining, and explosion debris from ships. MB4 MINING MACHINE This amazing machine prospects, mines and refines minerals for you (see the MINING section on page 68) but is not readily available. APPENDIX TWO TRADE ITEMS ========================= AIR PROCESSORS Devices used in life support systems to remove unwanted gasses from the air. These are vital to many mining establishments, keeping the air in the huge underground complexes breathable. ANIMAL MEAT Real meat from an animal. A delicacy, but the market for this is growing as a revolt against synthetic meat. People have become unsettled by the thought of their food growing in vats of seething, viscous fluid, the stench of which is indescribable The idea that real animal meat once felt the sun on its back and frolicked in a meadow feels more wholesome and natural and such meat is claimed by many to taste better. Given that the amount of meadow available is far exceeded by the hooves to roam it and that factory farming is unfashionable, the meat is rare and widely sought after. Trading in animal meat is illegal in some places. ANIMAL SKINS This covers the skins of all sorts of animals and parts of them. It seems that the more that go into a garment, the more prized it is. A ridiculous extreme is a coat woven from eyelashes of the Sweetums Scroblet, an ugly animal with a bad temperament and no endearing qualities other than colourful, luminescent eyelashes BATTLE WEAPONS The heavy weapons used on the battlefield and usually illegal COMPUTERS Mostly used for administration and as components for automated machines like space craft, though some advanced cultures use them a great deal for interactive entertainment systems. FARM MACHINERY Machinery used to, erm... farm. FERTILIZER Fertilizers are usually manufactured in vast chemical plants, but organic waste is often used to supplement this. FRUIT AND VEGETABLES This can seem like a loose term looking at some of the produce that comes under this classification. One could be forgiven for taking up a shovel and disinfectant when faced for the first time with the Oosli from the Formalhaut system. GEM STONES They come in all colours and different levels of sparkle. Fashions come and go, but the current gem to be seen wearing is the Zublic, a colourless stone that is totally reflective. It is very easily mimicked but only the real stone is non irritant to body, so those who are status conscious have them sewn into their skin. GRAIN One of few foodstuffs that is both traditionally grown and not too expensive HAND WEAPONS Firearms. Many cultures regard them as a necessary accessory and feel naked without one. Illegal in many systems. HEAVY PLASTICS Have a variety of uses especially in high temperature environments like the rocket engines. Manufactured in large industrial complexes. HYDROGEN FUEL The nornmal four star fuel for spacecraft. All the waste products are used as reaction mass in the thrusters. It can also be obtained by scooping it from stars and gas giants (see FUEL SCOOPS in APPENDIX ONE: SHIPYARD EQUIPMENT on page 75). INDUSTRIAL PARTS Everything from fusion motors to nuts and bolts. LIQUID OXYGEN Used mainly by settlements on airless worlds for life support systems LIQUOR Covers all intoxicating Drinks from interesting local hooches such as the Bourbon from the system of Epsilon Indi to unexciting brews made by large industrial companies. An example is Splag, which is akin to watery Old Nova, but some have been less generous in their appraisal LIVE ANIMALS Used for meat, exhibition or recreation or just companionship. Your hold must have a life support facility to carry them. LUXURY GOODS Many items are classed as luxury goods, for example perfumes jewellery, artefacts and fabrics. The most treasured are generally produced on esteemed worlds like Earth. MEDICINES Drugs are as always, big business as people would rather be reassured by a drop of something that tastes foul, rather than examine their way of life that more often than not causes the ill health. However, the most healthy person can still fall foul of bugs such as black hole fever (well known but seldom talked about except in jest with references to escape velocity usually being made). METAL ALLOYS They have hundreds of uses, one example is the production of foam metal valued for its lightness and use as electromagnetic shielding. MILITARY FUEL Very high energy per unit weight. It is manufactured and consists of an engineered molecule with anti matter atoms suspended in it. It is not always available and is expensive. You need to weigh up the advantages of greater range and speed with the fact that it is converted to radioactives when consumed. MINERALS There is little to say about minerals. Mined on rocky planets by machinery except on planet Major (van Maanen's star) where the Guardians of the Free Spirit exhume it with only a hammer and chisel. They believe in severe hardship and live underground. It is thought that money (left over after buying necessities like oxygen) is burned in ceremonies intended to purify the soul. The worshippers think of all the luxuries, such as a salve for their bleeding hands, that the money could have bought causing great anguish which is thought to be cleansing. NARCOTICS The most common is Lyrae weed. Narcotics are readily available on some large corporate manufacturing complexes to induce a sense of well being in such appalling conditions. Occasionally a few workers are killed due to insensibility or halllucinations but it is considered that they are better off that way and there are plenty more where they came from. Illegal in many places. NERVE GAS Expect the police in most places to take up a chase if you trade in this. PRECIOUS METALS Mainly used for adornment and trying to maintain stability in unstable financial systems. Generally cheaper in the outer systems, where precious metals have not yet been mined out. RADIOACTIVES Radioactive materials for example Plutonium and Tritium. Note that this item has a negative trade value, in other words, you have to pay for someone to take it off your hands. Some make a living out of being paid to take this waste away and deliver it to reprocessing plants (ie, anywhere that has Radioactives as a major import). More unscrupulous and irresponsible characters will prefer to jettison it instead, risking prosecution. This is a highly illegal practice and locals are usually vehemently opposed to this act. Police often don't bother with questions but deal with you there and then, as this not only saves on police time but court fees as well. ROBOTS This covers a whole range of automata. Generally they are intricate machines used to do everything from serving canapes to use as assault troops. They are illegal in a few cultures, mainly because of the violation of their work ethic, but also the extreme techno fear some people experience. RUBBISH Again, this has a negative price, so you must pay to dispose of it. Some cargo items when decompressed (by being jettisoned) will turn into rubbish. SLAVES Consider carefully where you are going to trade because slave trading is illegal in many systems, where it is seen as unacceptable. Life support needed. SYNTHETIC MEAT This is the most common form of protein to be found, so it is relatively cheap. Grown in vats, this meat is in no way derived from animals, though most would agreed that it tastes exactly the same as real meat. It is sold in one flavour, called Original, which is fairly bland and unexciting. Individual flavours are added by the user, for example Earth beef, Lava hog from Biggs Colony or Brog buck from Homeland around Beta Hydri (for those who like their meat to bite back). WATER H2O, usually needed by small industrial settlements and those with no natural water supply. APPENDIX THREE AN INTRODUCTORY JOURNEY ======================================= TO BEGIN... You are at Sirocco Starport, on Merlin, a planet orbiting a gas giant which in turn orbits Ross 154, 9.35 light years away from Earth. What you can see on the screen is the front view from your ship with the ringed gas giant, Aster, looming in the sky. The time of day and the date are given on the left hand side of the console. 1.First take a look at the system you are in. (a) Select the Galactic Map icon F2 and you will see a map of all the stars in your vicinity. Ross 154 is in the middle, highlighted in green. 2.Find out details about the system. (a) Select the Data icon F6 and a diagram of your system will be shown (b) Count two bodies from the star, Ross 154. This is Aster, Now click on the planet below it and information on Merlin will come up. (c) Select the Economy icon F7 to get trade details for the whole system. Notice that major exports are animal meat (this is fish on Merlin) and liquid oxygen so both should be relatively cheap. (d) Select the Political icon F8 to get information on the social structure. This system is under federation control so should be reasonably safe. 3. Find a place to sell the goods you buy at a reasonable price. (a) Go back to the grid by using the Galactic Map icon F6. (b) Use the Arrow (Cursor) keys to move the map until Barnard's Star (look up and then right) is in the middle of the screen and highlighted in green. (c) Select the Data icon F6 (d) Click on the bodies until you find the space station orbiting Birminghamworld, it is called Boston Base. (e) In the same way as steps 2(c) and 2 (d), check the economy and social structure. You will see that animal meat and liquid oxygen are imports. the system is a corporate state and it should be reasonably safe, so you could trade here. (f) You can see the orbits of the systems bodies by using the Orbital Map icon F10. (g) If you want to take a closer look, you can use the Zoom In icon F7 and the Zoom Out icon F8. Click on the body to place it into the centre of the screen and then use the icons. 4. Buy one tonne of fish at Merlin. You can only trade while in dock so now is the time to do it. (a) Select the Communication icon F4, and you will be presented with a list of options. (b) Choose Stockmarket. (c) A list of items with Buy and Sell buttons is now displayed so locate Animal Meat. You can afford to buy one tonne of animal meat. (d) Click on the Buy button for animal meat once so that one tonne of animal meat will be autoloaded into your hull. (If you ever buy too much by mistake, simply click on the Sell button until you have the right amount). The console will display the amount of cash and cargo space you have left. 5. See if there are any packages to take to Barnard's star. This sort of thing is what makes money but there is some risk involved. The good thing about packages is that they take up negligible cargo space and do not require cabins or life support. (a) Click on the Communications icon F4 again followed by Bulletin Board (b) Scroll through the advertisements using the up and down More... arrows (c) There may not be a suitable advertisement but if there is one, click on it. If there isn't go to step 6. (d) A list of replies will be presented to you from which you must choose one to send by clicking on it. The brave will click on "OK- agreed". with no questions asked. (e) The package will be autoloaded into your ship. (f) You can check that it is on board by clicking on the Inventory icon F3 until the page showing passengers and small packages is displayed. 6. Take off for Barnard's Star system (a) Go back to the front view by using the View icon F1 and click on it until Front View is displaved on the right of the console. (b) Select the Communication icon F4 and you will be given a list of options. Click on Launch Request. (c) When clearance is indicated on the console, select the Right Control icon F7. This will cause your vertical thrusters to engage, lifting you slowly upwards. (d) Tip the nose of the ship by moving the mouse backwards whilst holding the right hand mouse button down. (e) Activate the thrusters using the Enter key for a couple of seconds and you will begin to fly out of the atmosphere. You now have manual control. 7. Make a hyperspace jump to Barnard`s Star. (a) Use the Galactic Map icon F2 and make sure Barnard's Star is in the middle of the screen where it will be highlighted in green. (b) Return to View mode by using the View icon F1. (c) Activate the hyperspace engine with the Hyperspace icon F8. After your journey through hyperspace you can see the effects of the disturbance. Use the View icon F1 to get a the rear view in order to see it. This hyperspace cloud behind you is visible for an enormous distance and may attract pirates, so it is wise to leave it as soon as possible by pressing the Enter key to increase your Set speed. Click on the View icon again until you get back to the front view. (d) Select the Identification text icon F10 which will overlay names onto the systems bodies which may not yet be visible to the naked eye. (e) If you wish to look around then you can do so by holding down the right mouse button to swing the ship round. This is not essential to get to your destination. 8. Fly to Birminghamworld by using the Autopilot and Stardreamer Time Control (a) Take a look at the system structure by using the Galactic Map icon F2 and then the Current System Map icon F2 to obtain an orbital map of the current system. (b) Zoom in using the Zoom icon F7 until you can see Birminghamworld clearly (c) Put Birminghamworld in the middle of the screen by clicking on it then zoom in until it is clearly defined and the orbital lines almost cover the width of the screen. (d) When you can see the space station name (Boston Base) move the mouse while holding down the right hand mouse button so that you can see the space station clearly. (e) Set up the destination for the Autopilot by using the targeting icon F10 (f) You will be instructed by the console to select a target so point at the space station and click on it and a homing square will be displayed. If you take too long doing this you may have to use the targeting icon again. (g) Return to View mode with the View icon F1. (h) Engage the Autopilot with the Flight Control icon F7 by activating it until Autopilot is shown on the console, the ship is no longer under manual control (i) You will see targeting squares looking like a tunnel leading to Boston Base, Aa you get closer they will come towards you more rapidly, indicating that you should slow down as you approach. Ideally, these should pass at a constant rate. (j) Even though you are relatively close to Boston Base it will still take a long time to get there so use the Stardreamer time Control to make time appear to pass more quickly. Further details of its function are given in the NAVIGATION section on page 22. (k) Locate the time Control icons. The single arrow sets normal time and each icon to the right increases the apparent rate of passage of time by ten times. Select 1000 times normal time (four arrows) or 10,000 times normal time (the last icon on the right) as you wish. When you approach the space station the on-board computer will return you to normal time for docking. (l) The docking process is handled by the Autopilot including obtaining clearance from traffic Control, If you do not wish to watch the docking the then you may operate the time control again. 9. Sell your goods. (a) Once docked select the Communication icon F4 and choose Stockmarket again (b) Sell your goods by using the Sell buttons. ie. click on the Sell button for Animal Meat once. (c) The money shown under Cash at the bottom left of the console should now be a greater sum than you started with, unless you have been very unlucky with the stockmarket prices. (d) Remember to refuel by buying at least one tonne of hydrogen fuel! APPENDIX FOUR MECHANICS OF SPACE FLIGHT ======================================== FLY BY WIRE As starship designers through the ages have found, space craft have so many potential degrees of freedom they are impractical for a mere human to control to the full unaided. Logically a free flying combat craft has at least five independent directions (or vectors) to control, Those vectors are: 1. Facing vector (unit magnitude) F 2. Velocity vector V 3. Thrust vector T 4. Camera viewing vector C 5. Weapon vector W It is clearly logical to combine some of these, but the more they are combined, the more functionality is lost, Faulcon de Lacy (and indeed most ship manufacture) combine (1), (4) and (5) and control (2) and (3) automatically, leaving the pilot to control only (1), with the option of disabling the automatic control of (2) and (3) when necessary. Even this seems a handful for a species evolved to move in only two and a half dimensions (up and down are very much secondary to north, south, east and weat). The pilot is assumed to have a desired velocity vector D along his or her facing vector, the magnitude of which is the desired speed S they have set. Hence: D = sF and thrust to achieve velocity D T = mf (D-V) where f is a factor chosen for fuel efficiency and m is the mass of your craft A maximum value is given to f (about 1). to avoid wasteful thrusting and possible oscillations. This is why your craft will slowly settle down over the landing pad even with a zero set speed. At higher speeds the limits of the power of the thrusters effectively restrict the value of f. The desired thrust is resolved into components along each of the ships working thrusters and if any of the these cannot provide sufficient thrust then the value of f is reduced appropriately (preserving the direction of thrust is more important than its magnitude). FRAMES OF REFERENCE The problems of the fly-by-wire technique are further complicated when considering the frames of reference in which velocities are measured. When a vehicle moves slowly along a street, say, the driver does not want to know that both the  street and the vehicle are moving sideways at many thousands of kilometres per hour (due to the velocity of the planet around the star, and the rotation of the planet). Indeed, if the vehicle were to face the way it is travelling, then its motion along the road would be almost irrelevant. What the driver wants is to face along the direction of travel in the frame of reference of the planet, which is both moving and rotating. Hence D = sF + R where R is the velocity of the frame of reference and ideal thrust T = mf ( D-V ) T = mf ( sF + R-V ) Your on board computer automatically selects the body you are most likely to want to define a frame of reference for your motion. This is usually a planet or moon, but can also be a space station or large ship. It also decides whether it would be more intuitive to use a rotating frame or not. For space stations, it is only sensible to use a rotating frame in the docking tunnel otherwise your ship continually thrusts to attempt to move in a circle in time with a similar point on the station. CHOICE OF FRAMES OF REFERENCE The body is used to define your current frame of reference is shown on the bottom right of your head up display this is chosen by a weighting function. For planets and stars this is based on mass, thus a star's sphere of influence generally extends way beyond its planets. For other bodies it is based on their dimensions. You may notice your ship's engines suddenly starting to thrust when a different frame of reference is chosen. This is not a fault with your ship but is because your set speed has suddenly appeared to change as it is now measured relative to the new body. APPENDIX FIVE SHIP IDENTIFICATION ================================== ADDER HULL MASS 15 TONNES MASS (FULLY LADEN) 55 TONNES INTERNAL CAPACITY (NO DRIVE) 40 TONNES RETRO THRUSTER ACCELERATION 8 EARTH G MAIN THRUSTER ACCELERATION 18 EARTH G CREW 1 GUN MOUNTINGS 1+F MISSILE PYLONS 0 ALLEGIANCE INDEPENDENT, FEDERATION ANACONDA HULL MASS 150 TONNES MASS (FULLY LADEN) 800 TONNES INTERNAL CAPACITY (NO DRIVE) 650 TONNES RETRO THRUSTER ACCELERATION 3 EARTH G MAIN THRUSTER ACCELERATION 6 EARTH G CREW 10 GUN MOUNTINGS 2+F MISSILE PYLONS 8 ALLEGIANCE INDEPENDENT ASP EXPLORER HULL MASS 30 TONNES MASS (FULLY LADEN) 150 TONNES INTERNAL CAPACITY (NO DRIVE) 120 TONNES RETRO THRUSTER ACCELERATION 7 EARTH G MAIN THRUSTER ACCELERATION 22 EARTH G CREW 2 GUN MOUNTINGS 2+F MISSILE PYLONS 1 ALLEGIANCE INDEPENDENT, FEDERATION BOA HULL MASS 200 TONNES MASS (FULLY LADEN) 1500 TONNES INTERNAL CAPACITY (NO DRIVE) 1300 TONNES RETRO THRUSTER ACCELERATION 4 EARTH G MAIN THRUSTER ACCELERATION 8 EARTH G CREW 12 GUN MOUNTINGS 4+F MISSILE PYLONS 6 ALLEGIANCE INDEPENDENT COBRA MK1 HULL MASS 15 TONNES MASS (FULLY LADEN) 75 TONNES INTERNAL CAPACITY (NO DRIVE) 60 TONNES RETRO THRUSTER ACCELERATION 6 EARTH G MAIN THRUSTER ACCELERATION 16 EARTH G CREW 1 GUN MOUNTINGS 2+F MISSILE PYLONS 2 ALLEGIANCE INDEPENDENT, FEDERATION COBRA MKIII HULL MASS 20 TONNES MASS (FULLY LADEN) 100 TONNES INTERNAL CAPACITY (NO DRIVE) 80 TONNES RETRO THRUSTER ACCELERATION 7 EARTH G MAIN THRUSTER ACCELERATION 20 EARTH G CREW 1 GUN MOUNTINGS 2+F MISSILE PYLONS 4 ALLEGIANCE INDEPENDENT, FEDERATION CONSTRICTOR HULL MASS 30 TONNES MASS (FULLY LADEN) 120 TONNES INTERNAL CAPACITY (NO DRIVE) 90 TONNES RETRO THRUSTER ACCELERATION 10 EARTH G MAIN THRUSTER ACCELERATION 22 EARTH G CREW 2 GUN MOUNTINGS 2+F MISSILE PYLONS 2 ALLEGIANCE INDEPENDENT, FEDERATION EAGLE LONG RANGE FIGHTER MKI HULL MASS 5 TONNES MASS (FULLY LADEN) 25 TONNES INTERNAL CAPACITY (NO DRIVE) 20 TONNES RETRO THRUSTER ACCELERATION 10 EARTH G MAIN THRUSTER ACCELERATION 25 EARTH G CREW 1 GUN MOUNTINGS 1 MISSILE PYLONS 2 ALLEGIANCE FEDERATION, EMPIRE EAGLE LONG RANGE FIGHTER MKII HULL MASS  6 TONNES MASS (FULLY LADEN) 28 TONNES INTERNAL CAPACITY (NO DRIVE) 22 TONNES RETRO THRUSTER ACCELERATION 4 EARTH G MAIN THRUSTER ACCELERATION 28 EARTH G CREW 1 GUN MOUNTINGS 1 MISSILE PYLONS 2 ALLEGIANCE FEDERATION EAGLE LONG RANGE FIGHTER MKIII HULL MASS 8 TONNES MASS (FULLY LADEN) 30 TONNES INTERNAL CAPACITY (NO DRIVE) 22 TONNES RETRO THRUSTER ACCELERATION 15 EARTH G MAIN THRUSTER ACCELERATION 28 EARTH G CREW 1 GUN MOUNTINGS 1 MISSILE PYLONS 2 ALLEGIANCE EMPIRE FALCON HULL MASS 5 TONNES MASS (FULLY LADEN) 16 TONNES INTERNAL CAPACITY (NO DRIVE) 11 TONNES RETRO THRUSTER ACCELERATION 9 EARTH G MAIN THRUSTER ACCELERATION 30 EARTH G CREW 1 GUN MOUNTINGS 1 MISSILE PYLONS 2 ALLEGIANCE FEDERATION GECKO HULL MASS 11 TONNES MASS (FULLY LADEN) 45 TONNES INTERNAL CAPACITY (NO DRIVE) 34 TONNES RETRO THRUSTER ACCELERATION 9 EARTH G MAIN THRUSTER ACCELERATION 6 EARTH G CREW 1 GUN MOUNTINGS 2 MISSILE PYLONS 1 ALLEGIANCE INDEPENDENT IMP COURIER HULL MASS 130 TONNES MASS (FULLY LADEN) 480 TONNES INTERNAL CAPACITY (NO DRIVE) 350 TONNES RETRO THRUSTER ACCELERATION 6 EARTH G MAIN THRUSTER ACCELERATION 16 EARTH G CREW 3 GUN MOUNTINGS 1 MISSILE PYLONS 6 ALLEGIANCE EMPIRE IMP TRADER HULL MASS 175 TONNES MASS (FULLY LADEN) 700 TONNES INTERNAL CAPACITY (NO DRIVE) 525 TONNES RETRO THRUSTER ACCELERATION 4 EARTH G MAIN THRUSTER ACCELERATION 9 EARTH G CREW 6 GUN MOUNTINGS 1 MISSILE PYLONS 6 ALLEGIANCE EMPIRE INTERPLANETARY SHUTTLE HULL MASS 4 TONNES MASS (FULLY LADEN) 8 TONNES INTERNAL CAPACITY (NO DRIVE) 4 TONNES RETRO THRUSTER ACCELERATION 3 EARTH G MAIN THRUSTER ACCELERATION 5 EARTH G CREW 1 GUN MOUNTINGS 0 MISSILE PYLONS 0 ALLEGIANCE INDEPENDENT, FEDERATION, EMPIRE KRAIT HULL MASS 8 TONNES MASS (FULLY LADEN) 38 TONNES INTERNAL CAPACITY (NO DRIVE) 30 TONNES RETRO THRUSTER ACCELERATION 10 EARTH G MAIN THRUSTER ACCELERATION 20 EARTH G CREW 1 GUN MOUNTINGS 1 MISSILE PYLONS 4 ALLEGIANCE INDEPENDENT LIFTER HULL MASS 3 TONNES MASS (FULLY LADEN) 10 TONNES INTERNAL CAPACITY (NO DRIVE) 7 TONNES RETRO THRUSTER ACCELERATION 2 EARTH G MAIN THRUSTER ACCELERATION 4 EARTH G CREW 1 GUN MOUNTINGS 0 MISSILE PYLONS 0 ALLEGIANCE FEDERATION LION HULL MASS 65 TONNES MASS (FULLY LADEN) 300 TONNES INTERNAL CAPACITY (NO DRIVE) 235 TONNES RETRO THRUSTER ACCELERATION 3 EARTH G MAIN THRUSTER ACCELERATION 5 EARTH G CREW 4 GUN MOUNTINGS 4+F MISSILE PYLONS 6 ALLEGIANCE FEDERATION MORAY HULL MASS 17 TONNES MASS (FULLY LADEN) 87 TONNES INTERNAL CAPACITY (NO DRIVE) 70 TONNES RETRO THRUSTER ACCELERATION 6 EARTH G MAIN THRUSTER ACCELERATION 14 EARTH G CREW 1 GUN MOUNTINGS 1+F MISSILE PYLONS 4 ALLEGIANCE INDEPENDENT, FEDERATION OSPREY HULL MASS 4 TONNES MASS (FULLY LADEN) 15 TONNES INTERNAL CAPACITY (NO DRIVE) 11 TONNES RETRO THRUSTER ACCELERATION 8 EARTH G MAIN THRUSTER ACCELERATION 27 EARTH G CREW 1 GUN MOUNTINGS 1 MISSILE PYLONS 2 ALLEGIANCE EMPIRE PANTHER HULL MASS 400 TONNES MASS (FULLY LADEN) 2500 TONNES INTERNAL CAPACITY (NO DRIVE) 2100 TONNES RETRO THRUSTER ACCELERATION 3 EARTH G MAIN THRUSTER ACCELERATION 6 EARTH G CREW 15 GUN MOUNTINGS 4 MISSILE PYLONS 8 ALLEGIANCE FEDERATION PUMA SHUTTLE HULL MASS 175 TONNES MASS (FULLY LADEN) 1000 TONNES INTERNAL CAPACITY (NO DRIVE) 825 TONNES RETRO THRUSTER ACCELERATION 3 EARTH G MAIN THRUSTER ACCELERATION 6 EARTH G CREW 11 GUN MOUNTINGS 4+F MISSILE PYLONS 8 ALLEGIANCE FEDERATION PYTHON HULL MASS 100 TONNES MASS (FULLY LADEN) 500 TONNES INTERNAL CAPACITY (NO DRIVE) 400 TONNES RETRO THRUSTER ACCELERATION 4 EARTH G MAIN THRUSTER ACCELERATION 10 EARTH G CREW 7 GUN MOUNTINGS 2+F MISSILE PYLONS 4 ALLEGIANCE INDEPENDENT SIDEWINDER HULL MASS 8 TONNES MASS (FULLY LADEN) 33 TONNES INTERNAL CAPACITY (NO DRIVE) 25 TONNES RETRO THRUSTER ACCELERATION 12 EARTH G MAIN THRUSTER ACCELERATION 23 EARTH G CREW 1 GUN MOUNTINGS 1+F MISSILE PYLONS 0 ALLEGIANCE INDEPENDENT TIGER TRADER HULL MASS 80 TONNES MASS (FULLY LADEN) 400 TONNES INTERNAL CAPACITY (NO DRIVE) 320 TONNES RETRO THRUSTER ACCELERATION 5 EARTH G MAIN THRUSTER ACCELERATION 12 EARTH G CREW 5 GUN MOUNTINGS 1+F MISSILE PYLONS 1 ALLEGIANCE FEDERATION TRANSPORTER HULL MASS 40 TONNES MASS (FULLY LADEN) 200 TONNES INTERNAL CAPACITY (NO DRIVE) 160 TONNES RETRO THRUSTER ACCELERATION 4 EARTH G MAIN THRUSTER ACCELERATION 9 EARTH G CREW 3 GUN MOUNTINGS 1 MISSILE PYLONS 2 ALLEGIANCE INDEPENDENT, FEDERATION VIPER DEFENCE CRAFT HULL MASS 15 TONNES MASS (FULLY LADEN) 65 TONNES INTERNAL CAPACITY (NO DRIVE) 50 TONNES RETRO THRUSTER ACCELERATION 10 EARTH G MAIN THRUSTER ACCELERATION 24 EARTH G CREW 1 GUN MOUNTINGS 1+F MISSILE PYLONS 4 ALLEGIANCE INDEPENDENT, FEDERATION, EMPIRE KESTREL AIRFIGHTER HULL MASS 5 TONNES MASS (FULLY LADEN) 20 TONNES INTERNAL CAPACITY (NO DRIVE) 15 TONNES RETRO THRUSTER ACCELERATION 6 EARTH G MAIN THRUSTER ACCELERATION 25 EARTH G CREW 1 GUN MOUNTINGS 1 MISSILE PYLONS 2 ALLEGIANCE FEDERATION HAWK AIRFIGHTER HULL MASS 5 TONNES MASS (FULLY LADEN) 18 TONNES INTERNAL CAPACITY (NO DRIVE) 13 TONNES RETRO THRUSTER ACCELERATION 6 EARTH G MAIN THRUSTER ACCELERATION 27 EARTH G CREW 1 GUN MOUNTINGS 1 MISSILE PYLONS 2 ALLEGIANCE FEDERATION ========================================================================= (C) 1994 by Atari Corporation, GEnie, and the Atari Roundtables. May be reprinted only with this notice intact. The Atari Roundtables on GEnie are *official* information services of Atari Corporation. To sign up for GEnie service, call (with modem) 800-638-8369. Upon connection type HHH (RETURN after that). Wait for the U#= prompt.Type XTX99437,GENIE and press [RETURN]. The system will prompt you for your information. ========================================================================== ************ Topic 19 Sat Dec 11, 1993 R.COLEMAN24 [BOB C.] at 02:33 EST Sub: Frontier: ELITE II The wait is over! Take off and explore new worlds in the space combat and trading game that is guaranteed to keep you strapped into your computer chair for months to come. This game is awesome in its scope. 200 message(s) total. ************ ------------ Category 9, Topic 19 Message 1 Tue Mar 01, 1994  C.SAGGAU [CHUCK] at 00:44 EST Doing Hit Jobs or other jobs for both the Federation and the Empire will not work! It is hinted at in the manual. You need to pick just one side to advance in the ranks. ------------ Category 9, Topic 19 Message 2 Tue Mar 01, 1994 R.COLEMAN24 [BOB C.] at 02:00 EST Koloth, Glad you are enjoying this VR experience. The learning curve on this game can be a little steep initially, but stick with it. Soon it seems secondhand. Regarding the autopilot: You read my previous post about using the RETURN key to increase thrust and closing distance on targets whose velocity is greater than yours? Most of the time the autopilot delivers you to your target.....but just wait. Space and time oddities crop up, then is the time to get creative!! :) Now for the "autopilot ramming you into the docking bay" delimma: I do not have an explanation for why it happens. Sometimes my landing pattern is picture-perfect, the next time I am coming in too high or too low. All I do is pause the game when I am about 2-3 km from the dock, press the right shift key to slow down a little more, switch to manual flight, and resume the game. Then, like the true space pilot I am, I fly my trusty Cobra Mk 3 into the docking bay. More observations: Have many of you noticed that when you are traveling to a tertiary star system where you have a star and its planets orbiting around the binary stars, that when you target that system for a hyperjump and arrive at that system, you may be 200+ AU from the tertiary system. Like this diagram: *-* binary stars * o. o.. tertiary star and planets that orbit around the binary stars. Watch out for this type of system. You may want to go to one of the planets, but on the galactic map you are only able to select the binary star system. When you arrive at the system and target a planet, you are "mondo AU's" away. The moral.....carry plenty of extra fuel, or (and I have not tried this yet) head toward your target, turn off the engines, and coast toward it with the stardreamer (to save fuel). To all, I d/l'd the messages from the Games RT on Elite II. My impression, and this is not meant to be critical or abusive, is that there are more guys who whine about the quality of the graphics and the combat portion than I have noticed in the Atari Elite II topic. Maybe they have higher graphics expectations than we Atari players. Since we don't have Wing Commander, X-Wing, or Privateer to boast about, we are more satisfied with a game like Elite II because of its huge scope and playability. There were a number of comments about the game being too open-ended. Sheesh....there is nothing I hate more in a game than being led by the nose down a path without many choices or directions to choose from. Some could not believe that this game operated from one 700K disc ! I guess they don't feel they got their money's worth unless their HD is filled up with 20megs worth of graphics and sounds. (g) They did talk about wormholes, but nobody has mentioned any coordinates yet. I get the impression that nobody has actively searched around for them. Lastly, a large percentage are frustrated with the combat sequences. Many have not picked up the nuances of the autopilot and how to engage it properly to destry ships. I guess there are a lot of novices out there, flying around with big egos and puny lasers ;) Well, I am having a blast with this game. My rating is now at ABOVE AVERAGE, I going after my 2nd hit job, and my cargo hold is full of robots. I'm in Sohoa (0, -4) in the Imperial Empire and fly to Achenar tomorrow. I'll pass along a good word to the Emperor for you when I see him. Space Dude D^) ~~~~~~~~~~end of transmission~~~~~~~~~~~ ------------ Category 9, Topic 19 Message 3 Tue Mar 01, 1994 L.W.BENJAMIN [Koloth] at 06:39 EST Charlie, Kracht, That's a great idea for targeting a planet around the distant part of a binary, or trinary in the case of Alpha Centauri. I'll have to try it sometime. Thanks! Space Dude, The only problem with Frontier is having time to play it! It's also nice if you can get time with no one else in the house so you can plan strategies and really figure out where and how you want to go and with what. I'll have to look back for your discourse on matching speeds with a target. On the docking bay, do you actually have to land or just get it into the docking bay and then it takes over ? Games RT - Yes the PCers are spoiled now by their super VGA and Stereo sound and don't know the value of playability or open endedness. Yes, games that take 20MB on disk are rediculous, no wonder so many PC games come on CD- ROM now. Oh well, the next time I've got $2K to throw away, maybe, just maybe. NOT! With the advent of ExtenDOS, a set of CD-ROM drivers for the full ST line, I hope to one day see ST games on CD-ROM too! The one thing that really mystifies me about what you've said about the PCers is that none seem to have gotten as far as we have, I guess they're not used to pulling together like we Atari types are. Sad for them. Take Care, Koloth ------------ Category 9, Topic 19 Message 4 Tue Mar 01, 1994 R.GREGORY4 [Rob] at 20:21 EST Fellow Space Travellers: I just spent an entire evening learning how to engage & defeat an Imp Courier with 2 shields & a 20 MW beam laser (the white light generator!?), using a lowly Eagle Mk. 3, 2 Nav missiles, & a 1 MW pulse laser! But do I dare share my winning strategy??? Oh, alright! First of all, make sure you have an entire evening free, & save the game just prior to the conflict beginning. In my scenario, the Courier was coming out of warp & was my contract target. As soon as he left warp, I noticed that his shield strength was low, but steadily increasing. I launched both missiles immediately, went to auto-pilot, & began the chase. After the Nav. missiles impacted, the Courier turned on me, & for too many times to count, rammed my ship. This happened with a much greater frequency than my tiny Eagle being hit by laser fire... so a small ship does have an advantage. I finally clued in that if I turned off my auto-pilot just prior to impact, I'd miss the Courier & still get in some hits. So the joust continued, until finally the Courier was destroyed. The Eagle left the mission without a scratch (one hit from that 20MW laser destroys you!). STellar STallion ------------ Category 9, Topic 19 Message 5 Tue Mar 01, 1994 J.KRACHT [James Kracht] at 22:04 EST Stellar Stallion: Awesome! I recall a time when I gave up a saved position that had an Imp Courier attacking me in my lowly Eagle... All: In those cases where the system is HUGE and your target is hundreds of AUs away... look for the destination CLOSEST to a star. This is usually the shortest distance to traverse (since the farther out a destination is from a star, the harder it is to get there due to its WIDE orbit). RE: IBMers Sadly, the plethora of games on the IBM platform and the vast number of game releases per month has ruined most gamers. They now equate the size of a game on disk with its playability. What is the worth of hundreds of megabytes of live actionf footage, when the game just stinks? And don't get me wrong... I don't generalize about a user-base unless it is the IBM user base. A group that large cannot help have a large portion of people who wouldn't appreciate the vasteness and uniqueness of ELite 2. Here, take my soap box. Use it well... I am through with it (for now). ------------ Category 9, Topic 19 Message 6 Wed Mar 02, 1994 L.W.BENJAMIN [Koloth] at 18:29 EST Stellar Stallion, Great! We (or at least I) can use all the tactical help I can get. I just got a radar mapper so I finally know what I'm up against. I'm still pooting around with my Eagle, but I am learning as I'm up to "mostly harmless". Here begins a strange tale of the spaceways. We often take star hopping for granted and think nothing of making hyper jumps all over the place, but woe, there are untold dangers in the spaceways... Last night when trying to jump from Sol to Barnard's Star, the most peacable jump I've ever seen, disaster struck! I got a message on screen about a "MIS-JUMP" and I was _completely_ lost! My loction map (F2) came up in the barnard's star area, but when I hit (F2) again, the map area of the screen came up _completely_ blank! By using right shift and the arrow keys I scrolled around the location map until I found something _anything_ that wouldn't give me an out of range indication. I finally found Urandfa <-2,- 34>, and a few neighboring stars that gave me an Insufficient Fuel, 1 Ton Required message. What a time to not carry extra fuel! But then again, who needs extra fuel on the SOL to Barnard's Star run anyway! Talk about strange, the Range to Urandfa was listed as 662.79 Light Years, system unexplored, no registered settlements. All the systems in the area came up this way. Fortunately I do have an earlier save _and_ I saved the Mis-Jump situation as a saved game. If anyone is interested I could upload it. In a happier scenario, I also may have found a new wormhole (or an old one) from Sol to Lalande 21185 <0,0> system 3 at 5.61 light years. It's listed as Mining and Heavy Mfg, is a Corporate Independent state and exports computers. There was some problem with it though that I didn't write down. Probably either a permit violation or pirates, I don't remember which. Happy Spacefaring, all! Take Care, Koloth ------------ Category 9, Topic 19 Message 7 Thu Mar 03, 1994 R.GREGORY4 [Rob] at 21:44 EST Koloth: Unintentional Mis-jumps appear to be extremely rare. I've only had it happen once since entering the Elite 2 universe. And I usually don't carry extra fuel, either! Thank The Force for saved games!!! James: Thanks for the tip about the 'closest planet to the star'. I usually just do the 'coasting' maneuver to cross those great distances, but when time is a factor in a mission, your advice will be a big help. STellar STallion ------------ Category 9, Topic 19 Message 8 Fri Mar 04, 1994 L.W.BENJAMIN [Koloth] at 06:31 EST Stellar Stallion, I've put in a few hours learning what not to do. I'm also running a couple different characters who have different strategies. One is strictly a trader, one will be a hit man, etc. We'll see what happens. I'll try to keep track of any interesting developments. What this game really needs is some kind of automatic log of each jump with from/to information along with cargo, etc. Maybe if they sell enough copies they'll add it in future versions. Yeah, I know, games don't usually get upgraded, but in ST Format the developer implied that there were hooks in the game for future mission disks or something. We'll see, I guess... Take Care, Koloth ------------ Category 9, Topic 19 Message 9 Fri Mar 04, 1994 J.RENNER1 [Kheldar] at 22:27 EST Could someone go to Greliai N on the galactic map (4,1). Whenever i try to access this system the program crashes. Just try to get some ysstem info. I just hope it's not my copy. AutoPilot: I use the fastest time setting after i engage the autopilot. Even if the target is a short distance away (<1AU). I have had very few problems this way. Once you are granted clearance use the time setting one up from normal time. This has eliminated the crashing into the station problem. Jim. ------------ Category 9, Topic 19 Message 10 Fri Mar 04, 1994 J.KRACHT [James Kracht] at 23:55 EST Well, I must admit, I think I screwed myself. In my early days, I behaved in a, well, "blatant" manner. I think I am now paying for it. My Piracy and Murder charges (in all empires, Ind, Fed, and Imp) seem to be haunting me. No one wants to do business with me. I am shunned. And, I have counted no less then 147 ships killed, and still no advance from Competent to Dangerous. Those kills include about six succesful hits, including the President of the Sirius Corp. I'm getting frustrated. No military advancement either. I'm worried my criminal past might be hampering me. One tip, NEVER, and I repeat, _NEVER_ use an Energy Bomb when fighting in the vicinity of a space station, base, or city. When you're lurking outside a space station, and your hit target shows up, that little Energy Bomb will get you a 10000 credit fine, as well as a Piracy and Murder charge. I only really realized this after my record was tarnished. An Energy Bomb has a range of about 200km. Beware. I am currently "living" on the surface of Amyiay, a planet which the Frontier Gazetteer says "...resident on the planet for a period of more than thirty days is automatically decreed a free person and laws of the Empire are not binding." I'm hoping I can erase my Piracy and Murder felonies -- at least in the Empire. (Actually, the planet is called Aymiay). ------------ Category 9, Topic 19 Message 11 Sat Mar 05, 1994 F-D-PERCIVAL [Fred P.] at 08:13 EST Kheldar, It happened to me too. When I tried to look at the layout of Greliain three bombs appeared. ------------ Category 9, Topic 19 Message 12 Sat Mar 05, 1994 L.W.BENJAMIN [Koloth] at 09:01 EST Kracht, I had kinda wondered if the object was to be as "evil" as possible, I'd have been disappointed if it had been. Well, at least you can start up another character and try to do better this time. It's not like you've destroyed your real life. Good luck on your amnisty. Take Care, Koloth ------------ Category 9, Topic 19 Message 13 Sat Mar 05, 1994 R.GREGORY4 [Rob] at 11:53 EST Koloth: I'm really hoping that the author does expand on this game, or provide even minor upgrades. I'm definitely 'hooked'! How do you find time to play more than 1 character. I'm into this game constantly... I've even defaulted the game to autoload when my system boots to the color monitor! All: Is there a VERY noticeable difference playing this game at 8 vs. 16 mHz? This may provide the excuse for me to upgrade! ------------ Category 9, Topic 19 Message 14 Sat Mar 05, 1994 C.OINES1 [Chazz] at 13:53 EST Well, it's noticeably smoother on the Falcon030... Actually had to make a whole trip on manual because some punk in an Imperial Courier took my autopilot and hyperdrive out before before I sliced him apart. This was in one of those triple-star systems, so it was a three month long drive to a service station. On the up side, that kill brought me up to Above Average, and a Kestrel that had been tagging along with the Courier suddenly took off for the deep at full thrust... It was kind of neat making the planetary approach with the stardreamer at 3 arrows and watching the station make its leisurely way through its orbit while this enormous pink gas giant drifted past in the background. ------------ Category 9, Topic 19 Message 15 Sat Mar 05, 1994 D.VICHA at 19:33 EST Yo, Space seekers! Koloth Not quite out of the action yet regarding the house! I'm double tracking my dual status character Sir corporal, keeping one running in Fed space and the other in the Empire. Both doing well, but halven't progressed past ranks or Above Ave. That auto pilot falling away is probably due to an AP that needs servicing. I hate the expense but it seems the more you use the AP in battle, the sooner it needs service. I have HOWEVER run into a Puma that seemed to push me away when I got into striking distance... I'd love to have that upgrade! All: (Halven't is not half of haven't...:-o) I've noticed that the mid-sized ships seem easier to defend against than the smaller ships with MDs (military drives) and better manueverability. So jousting takes a little longer and increases the chances of more GNATS ARRIVING. They definitely seem to be attracted by the AP. I often leave the AP off until I get close to my targeted system. I also think scanning the targeted area for ships is an excellent strategy. (A Tip of the Helmet to Mr Kracht!) I've run the Vega Gauntlet and am presenting cutting up the Ophiouchi Hotline. The Federation isn't as dull as I thought! Tah! Die/|\Hard ------------ Category 9, Topic 19 Message 16 Sat Mar 05, 1994 C.SAGGAU [CHUCK] at 19:39 EST James: Don't give up! You can make it to dangerous. It took me way more kills than 147 to make it. Try more like 500 or so. I didn't count sorry. Also, I got promoted to Lord in spite of my extensive and repeated criminal record. Although, the Federation probably wouldn't have much to do with me.... ------------ Category 9, Topic 19 Message 17 Sat Mar 05, 1994 D.SCHRADER [Dave] at 21:11 EST D.Schrader [ReDarh] To All: If you would like to move ahead in this game quickly there is a way to get a larger ship and LOTS OF MONEY. Start by selling your missles, and laser at Ross 154, and buy Animal meat. Travel to Barnard's Star, sell the atmospheric shielding and scanner,buy robots and take them to Sol. Then your are ready for the Ayurso (4,0) trip. Ayurso system pays unbelievably high prices for luxury goods,($3200 or so ). This will give you over $2000 per ton when coming from Sol.The only problem is how to get there since it is well beyond the normal jump range. The answer lies in the WORMHOLES! These will let you jump 656 light years on 1 ton of fuel. It is possible to mathematically find a location that is 656 light years from both the starting and destination systems, allowing you to use a intermideate jump point to make the journey. In the case of Sol-Ayurso, the jump point is Dasoqu(-13,-81). You need 2 tons of fuel,one ton for each jump. You will be only able to buy 4 to 5 tons of fuel at Ayurso as that is all that they have.NOTE:( make sure that your internal tank is always filled first, then add your jump fuel). Remember to use the RIGHT-SHIFT key and the arrows key to fast scroll. So to summarize, start by selling your missles, and laser at Ross 154, buy meat. Jump to Barnard's Star, sell shielding and scanner,buy robots. Jump to Sol sell all and buy luxary goods, remember fuel. Fast scroll to Dasoqu (-13,- 81)and jump,now fast scroll to Ayurso(4,0) and jump again. Your first trip will be a one way trade, with a empty ship on the way back, since everything is so expensive. After your first trip, you will be able to fill up on luxary goods, and always trade up to a larger ship as soon as possible as soon as you have enough money. Good Luck 5:10:50 Feb 3212 Panther IL-116 ReDarh ------------ Category 9, Topic 19 Message 18 Sun Mar 06, 1994 L.W.BENJAMIN [Koloth] at 16:14 EST Rob, I'm playing more than one character, but I didn't say I was making a lot of progress with any of them! Die Hard, Isn't the save game feature wonderful once you get it working ? You can back out of all kinds of mistakes by maintaining a few files. ReDarh, Thanks for the specific information! I'll be trying your route. Take Care, Koloth ------------ Category 9, Topic 19 Message 19 Sun Mar 06, 1994 J.KRACHT [James Kracht] at 21:55 EST Chuck: Don't worry. I'm not giving up. I've got over 8 million credits. I don't care how many people hate me... I have no desire that can't be satisfied. All: Weird thing... as I said before, I was trying to gain amnesty on Aymiay. I stayed put, on the lading pad, for 40 days (just to be sure). In the mean time, I had sold my tell-tale, trusty old Imp. Trader. Oh, what a mistake. I miss it so, and I'm WAY beyond the Imperial Systems. I bought this dinky Cobra Mk III (a good ship, but I quickly realized, when trying to equip it, that I was way beyond the scope of it... I'm really addicted to Auto Hull-Repair Systems, six missile pylons, and all those frilly extras). Anyway, after the 40 days, I fueld up, put a new military drive in the Cobra, decided to head back to van Maenen's, and when I requested launch clearance, and clicked on the launch icon, I exploded. I reloaded, checked everything, and it all looked fine. No matter what I do, I explode, however. I'm still investigating this. I think I was sold an extremely USED ship... more to follow... I hope that staying on Aymiay for 30 days or more DOESN'T mean I have to stay on Aymiay to be a "free citizen." (shudder) ------------ Category 9, Topic 19 Message 20 Mon Mar 07, 1994 AEO.8 at 02:43 EST About the numbers it takes to get to new ratings: They go up in powers of two... until the higher ratings. the # of kills goes something as follows: 2(4?) 16 32 64 128 256 512 1000 3000 6000(Elite) I haven't played the game, but this is just info I picked up. So dangerous is probably 512 kills. ------------ Category 9, Topic 19 Message 21 Mon Mar 07, 1994 J.KRACHT [James Kracht] at 03:48 EST Well, that Cobra I picked up was a piece of trash. Just plain garbage. I went on a trek... seeking "Dangerous"... I went down from Aymiay, down into the -7,5 areas. Then I turned left, visiting dozens of systems... check this place out if you get a chance: Arayess;(4,-7) - "System under Federal interdict. Illegal to visit." I visited. And now I'm dangerous. Joy. Pure joy. ------------ Category 9, Topic 19 Message 22 Mon Mar 07, 1994 L.W.BENJAMIN [Koloth] at 06:24 EST Kracht, Well, good luck with this Aymiay (Amway ?) thing. I'm still in the class where thousands of credits is a good thing. In fact, just yesterday I sold the Eagle for an Eagle Mark II which was just a stepping stone to an Adder. I'm trading along the standard peaceful routes for now and I need more cargo space. My record is clean except for that cussed Federation job I took to the restricted system that netted me a fat fine and a permit violation. At least when civilians ask you to go to a restricted system you get the chance to ask about a permit! On a side trip I checked out the hyperspace/wormhole route detailed by ReDarh and it does work. Unfortunately I also had a lot of trouble with pirates and found it difficult to earn the $2000/ton. I looked into the system a little more and found out why: Ayurso (4,0) System 6 Government Type: No stable Government Economy: System in state of Civil War Aliegance: Independent This game is Fascinating! I'll have to check out this system again later and see if it's better or worse. BTW, I've also found that when searching for the ESC key to pause the game that I can press the TAB key and lock up the game. Has anyone else experienced this ? AEO.8, Thanks for the info. It has been appropriately filed away. Kracht, So now that you're Dangerous, what kind of ship did you trade up to from the Cobra III ? Take Care, Lee B. ------------ Category 9, Topic 19 Message 24 Mon Mar 07, 1994 J.KRACHT [James Kracht] at 22:04 EST Koloth: Imp. Trader at the first Imperial System I got into. It felt good to be back in one, too. No whining crew members, getting paid far too much to do nothing. No more cargo space woes. Instead, I've got 20 shield units, six Naval missiles, an Auto Hull-Repair system, a Naval ECM, an Energy Bomb, and a nice little 4MW beam laser. Even after all that, I still have 112 tons worth of cargo space. That gets cut down a bit, with all the extras (auto pilot, mapper, atmos. shielding, cargo bay life support, energy booster, laser cooler, etc). Just a great ship. Perfect for loners, too... since it requires only a pilot: you. ------------ Category 9, Topic 19 Message 25 Mon Mar 07, 1994 C.SAGGAU [CHUCK] at 22:25 EST James: Congratulations, now head off to Imperial Space and check out your new missions. I finally got the game working off of the hard disk no problem as well. I am currently working on making Marquis and heading (Sorry, I'm working on Baron) off to the dangerous areas. I'll be in Arayess soon... ------------ Category 9, Topic 19 Message 26 Tue Mar 08, 1994 T.HOPPER at 02:09 EST Hi everyone! From everything I've read, Frontier is a great game; just my style. I have only one problem: I only have a monochrome monitor. Will Elite 2 run in mono, as Starglider 2 does, or is it color only? If it's color or nothing, does anyone know of a color emulator that runs on TOS 2.06? I've tried Bigcolor and Bigcolor2, and neither draws to the screen properly. -Tom ------------ Category 9, Topic 19 Message 27 Tue Mar 08, 1994 C.GENTRY3 [Chris] at 03:28 EST I made a jump tonight from Sirius to Tigrebe at -23 -572. There is an inhabited planet there with a starbase and orbital station. It's corprate rule. Although there was nothing there that any of Fed or Imp planets had to offer, it was interesting to find an inhabited planet so far off. I didn't think they had starports that far out. I also found an inhabited system (Beioso, I think was the name of it) at 0 - 507 which has 1 starbase and 1 orb station, and also at 0 -1024 (Ethqueth) which has 2 st and 2 orb 1 on eacn planet, but I haven't found a hole for these yet..... ------------ Category 9, Topic 19 Message 28 Tue Mar 08, 1994 L.W.BENJAMIN [Koloth] at 06:35 EST Kracht, Yes, the Imp. Trader sounds great! I've stuck pretty close to home and I don't think I've even seen an Imperial system yet! I did have some fun last night though, try landing an Adder on a rotating ring space station with no right thruster! Even the Autopilot couldn't do it. I landed with no damage, but it got pretty hairy for a while. Lest you think I've been avoiding combat, I have made it up to Below Average . The Adder I bought had a class 2 engine and it's neat being able to ignore the traderoutes somewhat. Tom, I'm not sure if Frontier will work in monochrome, but the sticker on the box doesn't mention a need for color, although the screen shots (PC & AMIGA!) are all in color. I'm running a MultiSync monitor so I'll give it a try. Okay - Just tried Frontier in Monochrome and it resets the system rather nicely. Sorry I'm not more familiar with color emulators... Chris, Thanks for the info. I save such things to separate files for future reference. I'll have to try some real exploring one of these days... Take Care, Koloth ------------ Category 9, Topic 19 Message 29 Tue Mar 08, 1994 D.SCHRADER [Dave] at 20:28 EST D.Schrader [ReDarh] Koloth, If you don't wish to engage any Pirates when you enter the Ayurso system, you should first scroll into the system and find the planet Andertonworld. Double click on the F-7 for a closeup of the planet and you will see Mackenzie Landing, click on the F-10 to set autopilot and then onto Mackenzie Landing. Now click on F-1 for your space view and engage the autopilot by hitting the F-7. Use the Time control and hit the 3 arrows and watch for your gun sight and velocity sights to both aligne. As soon as this happens hit the F-7 twice which will turn your engines off...but hold down on the return key and you will see that your speed will be increasing. While holding down on the return key move your mouse pointer over to the time control and hit the 5 arrows. Keep holding down on the return key until you are about 1.5 to 2 A.U. units from Mackenzie Landing,then quickly hit the F-7 again and the autopilot will be engaged again. This should get you there without having to engage any Pirates. Should any Pirates engage you remember to go to manual engine mode and hold down on the return key to give your ship max thrust. That Eagle will outrun just about anything flying out there. Hope this will help you and by the way don't hit the TAB key --locks the game up tight. Heads up and don't let the light go out in your tailpipe. ReDarh-65,000,000 strong ------------ Category 9, Topic 19 Message 30 Tue Mar 08, 1994 J.KRACHT [James Kracht] at 21:07 EST Chuck: Elite rating isn't the factor in determining military missions. Its military rank that is. I'm still just a Squire. Nothing but assasinations. Very annoying. BTW, how long did it take to get to Lord? I still think my criminal record is making things twice as hard for me... I play this game A LOT. I do literally a 50-60 military a night, and I have not been promoted in two weeks. Very frustrating. This game is less a game, than a way of life... (grrrr) ------------ Category 9, Topic 19 Message 31 Tue Mar 08, 1994 D.VICHA at 22:35 EST Ben K: Hey, if Life had save functions we'd all be rich! ALL: I've backtracked to see if I can get my Corporal rank raised while an Outsider rather than a Sir. So far, it's slow going. The Federal missions aren't quite as frequent or in the direction I want to go. Upon backtracking, however, I've definitely learned that you can't put a military drive in a Viper. I like the thing, but that's where I've run into the infamous ghost thruster problems, so I've upgraded. I found a Moray Starboat--like those extra missile mounts (4 vs 2 on a cobra Mk I). Lord Chuck: Looks like Feb STI is finally coming out and I'm sure everyone wants to see your review to see whether they should buy this game :-> Die/|\Hard In Space no one can hear you giggle ... ------------ Category 9, Topic 19 Message 32 Wed Mar 09, 1994 C.GENTRY3 [Chris] at 00:48 EST Has anyone bought a Panther yet? I was wondering how in the world you can get 11 crew members. I think the most I've ever seen on one station was 5 or 6. I'm itching to try out one of those large plasma ecclerators. Also last night I visited the Arayess system, the one that's illegal to visit. Flew right in and right back out with no problems. What's so illegal about it? ------------ Category 9, Topic 19 Message 33 Wed Mar 09, 1994 C.SAGGAU [CHUCK] at 01:14 EST James: Keep running those military missions, I didn't get the new missions till I had a Dangerous rating. Maybe it takes a combination of minimum missions. I will continue to run them to see if things change at Baron... Donovan: It's finally coming out? I've been waiting, February was a week or so ago. I guess those two fewer days at the end of the month throws Rods timetable off... ------------ Category 9, Topic 19 Message 34 Wed Mar 09, 1994 L.W.BENJAMIN [Koloth] at 06:21 EST ReDarh, Thanks for the advice on the pirates. I'll give it a try some time. I may have to wait till I get another ship, right now I've got an Adder which isn't the fastest thing going, but it may be worth a try... One other factor here is that I'm almost two years into the game and I have no doubt that the civil war has progressed. Die Hard, What's this ghost thruster problem you're talking about ? I had a Moray Starboat, I used the included game where you started with a Cobra Mark III and I traded down to get some cash. (I think) I didn't like the fact I had both a federal and imperial crime record (I think it attracted pirates for the bounty) and I stopped playing that character. Speaking of the February STI, I should be in there with Steve Dietz and a CD-ROM article. Enjoy! Take Care, Koloth ------------ Category 9, Topic 19 Message 35 Wed Mar 09, 1994 J.KRACHT [James Kracht] at 21:04 EST Chuck: Not soon after I left that message, I was promoted to Lord. Now, how does on do that one thing that requires the 'D' key? (I'm being vague, since I can't seem to find the "secret" Elite 2 topic on here...) ------------ Category 9, Topic 19 Message 36 Wed Mar 09, 1994 J.ZENTZ1 [wintermane] at 22:31 EST Ive had a pather for a year now game time:) Easy just upgrade into bigger highr crew ships till ya reach panther size. Oh and I now carry 500 ton fuel for my class 8 drive bahemoth and 111 shields hull repair 20 mw laser 8 missiles ect ect and still have 500 holds free:) Oh for you who think an imp transport is good:) Ive rammed them when they had 16 shields and fired 2 missles and still came out with 46% shields:) ------------ Category 9, Topic 19 Message 37 Thu Mar 10, 1994 J.KRACHT [James Kracht] at 01:27 EST WIntermane: ...and I've rammed a Panther Clipper with 36 shield units in my Imp. Trader. Buttered him up with six missiles and an energy bomb first, but still came out with around 15% shield strength... :-) ------------ Category 9, Topic 19 Message 38 Thu Mar 10, 1994 C.SAGGAU [CHUCK] at 02:37 EST James: Get into Category 21 topic 8, ask the librarian to let you in, If you have the new missions, use trial and error, look at your contract sheet and see if its done. Otherwise send me private e-mail. My hard drive files corrupted again, so I got knocked back a few days progress. Back to the original disks.. ------------ Category 9, Topic 19 Message 39 Thu Mar 10, 1994 L.W.BENJAMIN [Koloth] at 06:09 EST Wintermane, Kracht, A W E S O M E ! Chuck, Are you using the hard disk directory structure we've discussed here ? D/L the archived messages, somewhere in there we discuss this bug: Frontier--- commande.rs directory structure fixes it. Take Care, Koloth ------------ Category 9, Topic 19 Message 40 Thu Mar 10, 1994 BRIAN.H [ST~SysOp] at 12:31 EST CHUCK >James: Get into Category 21 topic 8, ask the librarian to let you in, No the quickest way is via "ADMIT$". This is our official EMail address for admission to private categories. ~~Brian..Written on Thursday 10 March 1994 at 01:03 p.m. ADT ------------ Category 9, Topic 19 Message 41 Thu Mar 10, 1994 J.KRACHT [James Kracht] at 20:29 EST Just a story... On a recent assasination assignment for the Empire, I found myself returning to a place I hadn't been to for years: Ross 154. My old home, and the place I left as quickly as I could. Well, nothing had changed (much). But that's not my point. My point is, I had to get this traitorous merchant operating in the system. He was going to be in a Panther Clipper, docked at Sirocco Station. When I arrived (about a week early), I was refused docking clearance. There were two ships docked already... an Asp and a Cobra III. I radioed each one, and the Cobra told me he was waiting for for "goods at the right price." The Asp was waiting to take on crew and cargo. I waited and waited, and these bozos just would not leave. So I tried talking to the Cobra again. He was rude, so took up a very high orbit. I told him to surrender or die. He laughed, and I sent a NV500 down on his head. Well, traffic control must have been asleep. They failed to even notice. Meanwhile, the Cobra blasted out of there, his hull at 35%. I couldn't help laughing. He just fled. Didn't even try to attack me. I asked for clearance from Sirocco: no problem. I landed, and everything was cool. ------------ Category 9, Topic 19 Message 42 Thu Mar 10, 1994 J.ZENTZ1 [wintermane] at 21:39 EST CHUCKLE:) ------------ Category 9, Topic 19 Message 43 Thu Mar 10, 1994 C.SAGGAU [CHUCK] at 22:23 EST James: I never tried talking to ships on the ground before! That could be the problem with hit jobs not showing up. Other ships or your own tying up the space. Wintermane: That is exactly the way I set it up. It worked fine for a while. Then when I went to optimize the drive, my FAT tables didn't match up, and the problem files were two of my Elite Save Game files. Did someone say something about leaving a disk in Drive A? ------------ Category 9, Topic 19 Message 44 Fri Mar 11, 1994 J.KRACHT [James Kracht] at 02:46 EST Chuck: My Falcon's boot-disk (basically a blank floppy to speed up the booting process) has a label of COMMANDE.RS. So does my save game disk (just in case I forget to switch before loading the game). I had a weird mishap the other day... it seems that after I wrote several files to my boot disk (the disk I originally used for my Frontier saves) several of the Frontier files already on there became corrupt. I now use a separate disk for saving, and I never write to it with anything but Frontier. Smooth sailing (knock on simulated wood-grain). My theory (after about 20 failed hit attempts because the guy didn't show) is that your targets are very aware of you if you hang around. The most succesful hits I've had are usually the ones where I warp in just a few days ahead, fully fueled and loaded with weapons. Then I just wait the the guy to show, and then follow him through hyperspace. No docking beforehand. No contact with traffic control. Nothing. Just sit still and wait for his call numbers to appear on the ground (or in space, whichever). ------------ Category 9, Topic 19 Message 45 Fri Mar 11, 1994 L.W.BENJAMIN [Koloth] at 06:18 EST Kracht, Bizarre tale! I guess sometimes you just get lucky. Chuck, I have found the following "rules" for playing Frontier from hard disk with my MegaSTE: 1.) Never start Frontier without a disk in drive A. Any disk will do. 2.) Have the following disk structure: FRONTIER folder | | | \--COMMANDE.RS folder - saved games go here \-----Auto - Frontier.prg goes here 3.) Backup the commande.rs folder to diskette occasionally. 4.) Never press the TAB key while playing, it locks up the machine. By using these rules, I've never had a problem with saved games and I've been playing at least for a few minutes every day for two or three weeks. Take Care, Koloth ------------ Category 9, Topic 19 Message 46 Sat Mar 12, 1994 R.GREGORY4 [Rob] at 13:59 EST James: Re: Your explosions. You did check for Atmospheric shielding on your ship, right? Rob ------------ Category 9, Topic 19 Message 47 Sat Mar 12, 1994 J.KRACHT [James Kracht] at 22:06 EST Rob, Yes, of course. It was weird. Press the LAUNCH icon, and DETONATION! Very bizarre. ------------ Category 9, Topic 19 Message 48 Sun Mar 13, 1994 L.W.BENJAMIN [Koloth] at 09:11 EST Greetings, Yesterday my son (age 9) decided that he wanted to play Frontier, but he didn't want to start with the standard ship and wanted _more_! Thus, I took my best ship and saved the game under a name of his chosing. We then proceeded to strip my beautiful Cobra Mark I and sell it off for a smaller, flashier ship, a Viper Defense Craft. The moral of the story is that he's happy, I'm happy and now we can fight over the machine for game time! Actually I can give him the original discs so that he can play while I'm doing other things on my machine like talking to GEnie! Love that saved game feature! BTW, this brought up another question. I looked to see if the license agreement allowed use on two machines so long as you didn't use it on both simultaneously (as many licenses do these days) and guess what ? I found the short copyright notice in the manual just before page 1 and they don't address this issue specifically at all. I guess since it does prohibit lending, I can't have it installed on two machines at once. Gee since it prohibits copying one could argue that I can't have it on the original diskettes and on my hard drive too! I guess I'll erase the original diskettes - NOT! I really wish the copyright agreement were more specific. It does say you can write to Konami UK Ltd and get more information, but I probably will not. Take Care, Koloth ------------ Category 9, Topic 19 Message 49 Sun Mar 13, 1994 R.GREGORY4 [Rob] at 12:55 EST James: Exploding ships ARE weird. I'll have to watch for that! You didn't get the name of the guy who sold it to you, did you? Maybe we should put our own contract out on him! ;) Rob ------------ Category 9, Topic 19 Message 50 Sun Mar 13, 1994 C.GENTRY3 [Chris] at 23:31 EST WARNING: Do not save your games on your HD. A couple of weeks ago, my saved game files went bad. I copied my last saved game onto floppy and played off it and it worked fine. Now two weeks later, I can't even access my HD. I'm assuming this is what caused it. ------------ Category 9, Topic 19 Message 51 Mon Mar 14, 1994 R.COLEMAN24 [BOB C.] at 01:02 EST ~~~~~~deep space transmission~~~~~~~~~ I've been out of touch with all my Elite buddies for a while. Still alive and well. "No one can hear you cry when you are all alone in space." (g) You can find me in sector (0,-4). I'm doing the Vequess-Facece-Sohoa triangle route. Good money to be made here in luxury goods and slaves. Lots of work for the Imperial Navy. I'm still flying my trusty Cobra Mk 3 with Class 3 military drive (18 ly distance). The Imperial Empire has been good to me. I think I will throw my allegiance to them for as long as my luck holds. I've got a reputation for selling and smuggling illegal goods. Once I get enough cash, I will probably trade up to an Imperial Trader or Courier. Anything going on at the Elite Bar and Grill? Is the auto-dispenser still watering down the drinks? Eventually, I'll make it back to Federated space and see some of my old ports- of-call. Well, time for another hyperjump...... Space Dude D^/ ~~~~~~~~~end of transmission~~~~~~~~~~ ------------ Category 9, Topic 19 Message 52 Mon Mar 14, 1994 F-D-PERCIVAL [Fred P.] at 07:35 EST Yep, Facece is the place for low-rankers to go to get Imperial Missions. I've taken as many as nine deliveries from Facere to Vequess on the the same trip. I hope this is working me up the grade scale... ------------ Category 9, Topic 19 Message 53 Mon Mar 14, 1994 J.KRACHT [James Kracht] at 22:35 EST RE: Military Advancement (theory) [rev. 2.1a] As soon as your rank in the military nets you a new type of mission (i.e., assasinations, etc) the only way to advance to the next higher rank is by doing that type of mission. For instance, I was not promoted to Lord until I just gave up on delivery missions. Once I completed 6 or 7 assasination missions (as a Squire) I was promoted to Lord. Previous to the assasinations, I complete nearly 100 deliveries. Got me nothing. Just a theory, though. ------------ Category 9, Topic 19 Message 54 Tue Mar 15, 1994 C.SAGGAU [CHUCK] at 00:09 EST Military Theory: James: Imade it to Lord on a 150 Credit messenger run. Go figure. You do get a medal after you finish a new grade of mission, though! ------------ Category 9, Topic 19 Message 55 Tue Mar 15, 1994 R.GREGORY4 [Rob] at 01:17 EST Chris: Did you have your save files in a folder labelled COMMANDE.RS? James & Chuck: Interesting stuff about the 'reason for Imperial promotion' theory. I'm still stuck at Sir, getting tired of courier missions & cash hungry for a quick assassination for profit. Maybe I let to much time go buy between Imperial duties? Rob (off to back-up my files) ------------ Category 9, Topic 19 Message 56 Tue Mar 15, 1994 L.W.BENJAMIN [Koloth] at 05:39 EST Space Dude, I don't know if I'd recommend an Imperial Courier. I recently trashed one with a Cobra Mark I. I'm still wimping around in the Federation. I've moved up to a Moray Starboat since then and I'm doing a lot of trading and only as much fighting as I have to. Take Care, Koloth ------------ Category 9, Topic 19 Message 57 Tue Mar 15, 1994 L.W.BENJAMIN [Koloth] at 06:12 EST Kracht, Sounds like after a certain level you have to ask for the double-o missions. It's a shame, but it does sound like a good theory. BTW, I found an interesting client on one of the boards the other day. He was carrying Imperial secrets and thought he was being followed. I did get a couple of the "You'll regret doing business with " messages, but I'm "average" now and easily defeated them. (That was when I killed my first Imperial Courier!) I wondered if I could turn him into the Feds, but apparently I did good or didn't get caught or something as I'm still a Corporal. (I wish I had more time to devote to this!) Take Care, Lee B. ------------ Category 9, Topic 19 Message 58 Tue Mar 15, 1994  F-D-PERCIVAL [Fred P.] at 07:24 EST Something I didn't like about flying the larger ships is that the dogfights usually end with the opponent crashing into you. I assume this is another programming flaw - the flight pattern used against all player ships is the same, and it happens to intersect with the shield areas of Courier size and up. It's more entertaining flying in the Cobra - watching them buzz by instead of piling into me! ------------ Category 9, Topic 19 Message 59 Tue Mar 15, 1994 M.TROUPE [Helium] at 18:05 EST I have strange problem. Sometimes I can hyperspace but other times I cannot. I have tried it on a clean system. I have tried just about everything. I can jump once and it won't do it again after I dock. Even after dying it won't allow me the next time, unless I start from Lave. Anyone seen this or know how to get around it? I am running Tos 1.0 with 4 megs. ------------ Category 9, Topic 19 Message 60 Wed Mar 16, 1994 R.COLEMAN24 [BOB C.] at 00:40 EST Helium, (said in a high voice, after inhaling some He) >I have a strange problem..... I don't entirely understand your message about being able to hyperjump some times and other times you can't. The two primary reasons that a ship will not hyperjump are: 1. You do not have enough fuel for the distance stated. Look at the galactic map in the lower left corner. It shows you the distance in tons of fuel that are required to go from your starting point to your new destination. 2. Make sure to move and center the galactic map over the new destination (green circle). I know this sounds elementary, but I've sat there staring at my screen for a minute or two, trying to figure out why the hyperjump icon doesn't pop up after leaving a docking bay. Duhhhhh, not enough fuel, wingnut!! BTW anybody out there remember in what Sierra game the term "wingnut" was used? I'll pay 10,000 credits to the guy who comes up with the answer....yeh, right!! I play Elite 2 on a 1040ST with TOS 1.0 and have not had any problems with hyperjumps. I did have a misjump one time....rather amusing, though. Does this answer your question? Or maybe you could explain it in more detail, please. Good luck, Space Dude D^) ------------ Category 9, Topic 19 Message 61 Wed Mar 16, 1994 J.KRACHT [James Kracht] at 03:42 EST Space Dude: Was it Space Quest? ------------ Category 9, Topic 19 Message 62 Wed Mar 16, 1994 C.OINES1 [Chazz] at 07:10 EST Are you refueling? You need to get your mitts on some hydrogen to make the jump. ------------ Category 9, Topic 19 Message 63 Wed Mar 16, 1994 L.W.BENJAMIN [Koloth] at 18:30 EST Helium, What Space Dude said! Good luck with your future jumps. Also you need to make sure your internal fuel tank is full too, use the refuel button in the cargo display. Take Care, Koloth ------------ Category 9, Topic 19 Message 64 Wed Mar 16, 1994 M.TROUPE [Helium] at 20:53 EST Space Dude, I can start at Ross 148. I select the animal protein and pick up a package for Fomalhaut. I select the star system before I launch. I take off, put up the landing gear and speed up to 1400kps-1. I enter outer space. I have a ton of hydrogen onboard. I hit 'H' and nothing. I hit 'F8' and nothing. I go to 10,000x time and wait for a few days and try to jump again - nothing. I get attacked and blown up. (Not very good at fighting). I start over again and repeat the same thing. Now if I start at Lave then I can jump almost as soon as I leave the spacedock. Is there something I am missing here? Maybe it doesn't like the Xtra-ram upgrade I have. Hmmm... Maybe I will try it on the stock St I picked up a few weeks ago. Of course I will have to go from the floppy only since my desk .accs eat about 1.8 megs when I boot up. ------------ Category 9, Topic 19 Message 65 Thu Mar 17, 1994 L.W.BENJAMIN [Koloth] at 19:01 EST Helium, When you set up the jump and have the destination selected, look at the lower left portion of the map display and it will say either "Out of Range" or "n Tons Required". You have to refuel _and_ have "n" tons of fuel in the cargo hold for the jump to work. The number of tons required can be obscured by other stuff in the map display. I'm pretty sure you need more than one ton of fuel to get from Ross 148 to Formalhaut. All, I had an interesting flight last night. I've done only a few military missions so far and I've managed to bounce back and forth between Private and Corporal rank due to sometimes being late for deliveries. Yesterday I picked up two tasks from the Fed military, a message delivery and a delivery of detonators. I knew the time for the message would be really tight or hopeless as I had to make two jumps to get to the destination (Formalhaut-Ross 154- Barnard's Star), but the time available for the detonators delivery was much better. So the Corporal went for it. I got there late for the message delivery and I was busted back to Private. Then they picked up the detonators, promoted me back to Corporal and then thanked me with a Medal of Valor (whatever that is). Quite a day! I'm flying an ASP Explorer now and I'm starting to amass more cash. I'm not sure I want a bigger ship, but it would be nice to be able to carry more missiles. I'm also "Above Average" on my Elite rating. I know nobody cares, but at least y'all know what I'm talking about! Take Care, Koloth ------------ Category 9, Topic 19 Message 66 Thu Mar 17, 1994 R.GREGORY4 [Rob] at 20:17 EST Koloth: Glad to see your doing well in the Frontier. Space Dude: I ditto the Space Quest guess. Rob (da STellar STallion) ------------ Category 9, Topic 19 Message 67 Fri Mar 18, 1994 M.TROUPE [Helium] at 18:01 EST Well I guess I better learn to look at the range meter now. After all these days of trying to get to Fomalhault I find that it is out of range. Oh well, at least I didn't jump up and down on the computer when I couldn't jump there. :') Now maybe I can actually get somewhere in this game. ------------ Category 9, Topic 19 Message 68 Sat Mar 19, 1994 R.COLEMAN24 [BOB C.] at 00:53 EST Helium: Glad you found out the solution...duhhhhh. :) The details will kill you in this game. Just wait until you buy a military drive and have to deal with radioactive wastes. Some star systems outlaw radioactives (they are illegal) and if your ship lands on any planet or space station you will get slapped with a 2500c fine. There is a way to avoid this....but I'm not going to tell you right now! ;) Koloth: Congrats on your current status. Yes, we all care about you! This is a close brotherhood of Atari Elite 2 space junkies. Now you can all buy us a beer at the Elite Bar and Grill :) Kracht and Gregory: Correct! "Wingnut" was from the Space Quest series. I think SQ III. Sierra chose to dump the Atari afterwards (.) You guys both get 10,000c's....but first you have to track me down and find out what star system I am hiding in :) Good luck, Space Dude D^* ------------ Category 9, Topic 19 Message 69 Sat Mar 19, 1994 VORTEXT at 02:12 EST Helium, Fomalhaut is to far at the start for a single jump. You need to split it into two jumps to get there. So remember to pick up that extra fuel. Daniel ------------ Category 9, Topic 19 Message 70 Sat Mar 19, 1994 L.W.BENJAMIN [Koloth] at 08:16 EST Helium, Congratulations on your new found enlightenment. I'm sure there is one or another portion of this game that we've all had trouble following at first. On some levels it's very complicated and on others it's simple and intuitive. All: Wish list: 1.) Automate the Radar Mapper. When you click on a target that happens to be a ship, bring up the Radar Mapper display automatically. 2.) Integrate the scanner and the autopilot and radar mapper so that you can click on items in the scanner and the radar mapper will identify them and the autopilot is set to them all in one operation. This would be something great to find later in the game! That's it for the wish list for now. Space Dude, Gee I've been hanging around at "The Dreamer Fithip Virtual Saloon" over in the Pournelle area. I didn't even know we had an "Elite Bar & Grill". Okay I'll order a drink that only a Klingon could love that I invented over there: A Russian Milkmaid. It's a combination of Vodka and ButterMilk! Take Care, Lee B. ------------ Category 9, Topic 19 Message 71 Mon Mar 21, 1994 M.TROUPE [Helium] at 18:51 EST Well I got it to run. I only had a few bomb outs. Now if only I could get it to run consistently on my 4 meg machine. I am getting more practice in saving though. I found a Cobra MK I and am working on making bucks to go for one of the big ships. ------------ Category 9, Topic 19 Message 72 Tue Mar 22, 1994 GREEN at 00:21 EST Well, I finally got to play Elite II and I must say, it has to be one of the worst games to start! I've read some of the comments here and I thought I was ready for a steep learning curve, but the learning curve made me increase my medication to a factor of ten! Really, I don't even think docking in Elite I was this bad! I am trying to get this game and I must thank yous guys for the help, particulary the run from Sol to Ayurso, this provided me with some cash fast so that I could get into the more interesting apsects of the game. Damn that automatic pilot, it was crashing me into the damn space stations almost every time! And misjumps, well I have had four already before I could afford to go to Ayurso for the first run. At any rate, my big problem/ headache is that I bought a ship at Ayruso and saved my game there with no autopilot, so that I have to manually land the ship. No problem, well everytime I start getting to a place, the gun sight and the velocity site slide apart and I cannot get them to line up. And I start moving away from the target. I have tried everything I could think of after reading the *&^$ manual, and I can't seem to solve this one. Obviously I can't fly the damn thing, can any there give me some ideas, I would sure appreciate it. ------------ Category 9, Topic 19 Message 73 Tue Mar 22, 1994 L.W.BENJAMIN [Koloth] at 06:32 EST Green, I think you may have bought a lemon ship at Ayurso. I wouldn't buy a ship anywhere that wasn't on a major shipping line as just like the manual implies about repairs, you've got to go with systems that have a good reputation for repair. I like SOL and Barnard's Star and only a few others. The alignment problem that you mention is common to trying to rendezvous with a planet, etc. without an autopilot. In this sense the game may be too realistic. Remember you're dealing with moving objects here. This is another reason to only buy a ship at a major port as there they'll have a scanner and autopilot - two items I wouldn't fly without. Good luck and keep flying! Take Care, Koloth ------------ Category 9, Topic 19 Message 74 Tue Mar 22, 1994 F-D-PERCIVAL [Fred P.] at 07:13 EST Green, You set yourself up for a tough task. I guess my suggestion would be to start the game over, and get into the habit of renaming your saves so you don't get trapped again. ------------ Category 9, Topic 19 Message 75 Tue Mar 22, 1994 J.KRACHT [James Kracht] at 21:40 EST Green: If it were me... I'd start over. Don't fret, however. Every time you start over, getting back to where you "were" takes half the time it took you to get there. In fact, I think starting over is one of the best ways to learn what not to do quickly. You don't get to be a seasoned Frontiersman unless you screw yourself at least twice. :-) ------------ Category 9, Topic 19 Message 76 Tue Mar 22, 1994 GREEN at 23:42 EST Thanks, I guess cadets like me shouldn't be in the air quite yet! I hate to think about starting over, but your are right, I have been learning each time I have started from the beginning. I wasn't quite sure if there was a way to fly without an autopilot , I see that there really isn't, or at least not easily. Well, I'll see y'all a bit later at the Elite Bar and Grill! ------------ Category 9, Topic 19 Message 77 Wed Mar 23, 1994 L.W.BENJAMIN [Koloth] at 06:30 EST Kracht, At least in Frontier when you've "screwed yourself", it's non-fatal - unlike in _real_ life. Green, Better luck next time! Take Care, Koloth - Now Competent! ------------ Category 9, Topic 19 Message 78 Wed Mar 23, 1994 J.KRACHT [James Kracht] at 21:09 EST Koloth: Too true! Too true! So you're competent now, eh? Well, get ready for one heck of a wait until Dangerous. I was literally babbling gibberish, drooling, tapping my mouse button vacantly, when all of a sudden, I was Dangerous (at last!). It took days to set in that I had actually made it through. Competent is like being 20 years old. Old enough to vote, fight and die for your country, yet unable to buy beer (at least in AZ). I hated it, I must say. ------------ Category 9, Topic 19 Message 79 Thu Mar 24, 1994 L.W.BENJAMIN [Koloth] at 06:14 EST Kracht, Gee, AZ sounds like a pretty rough place to grow up in. I never cared much for drinking anyways. I recently moved up to a TRADER so that I could _do_ a class 4 drive and a bunch of tonage. Has anybody found a good reason to equip gun emplacements other than the forward one ? Take Care, Koloth ------------ Category 9, Topic 19 Message 80 Thu Mar 24, 1994 C.OINES1 [Chazz] at 07:51 EST If you're _very_ good with the mouse, having turreted guns lets you toast the bad guys without turning off your autopilot. Turreted guns also let you shoot your own hull, too. I'm not that good with the mouse, so I aim the whole ship. Now that I'm good at combat and the like, I've started picking fights with the authorities. Fun Fact: If you fire on one of the big wheel starbases from behind, the police ships invariably blow up in the airlock as they try to maneuver to get to you! They also fire lasers and missiles into the airlock walls, and generally ruin the station far more than you can on your own... I wonder why stations grant you clearance when your ship is too big to enter the airlock? ------------ Category 9, Topic 19 Message 81 Thu Mar 24, 1994 D.VICHA at 21:49 EST Hey there, hi there, ho there! Been awhile since last I pulled up a stool at the Elite Bar & Grill! Been busy buying a house. Not an activity I'd recommend for regular practice. Something about that kind of transaction brings out the worst in people... Lee: Check the archived Elite topic, where I've described the ghost thruster. I've actually had the same thing happen with a Constrictor and quickly changed over to an Asp with a Class 3 drive. You install a military drive --and this was in a Sol system station, not some boonie system--and when you try to launch, nothing happens. When you check Repairs in the Shipyard, All thrusters are in need of repair, but clicking on repairs makes weird things happen, Left Thruster turns into Right Thruster, Front T turns into Back T etc. but the repair never takes (while you lose 10cs a repair). It's what careful game- saving is all about, folks. To ALL: I've had a launch detonate and it was while waiting to conduct a hit on Fort Reagan on Fomalhaut, which is very easy to reach once you have an Asp or similar Class 3-installed ship. I look behind me and there's my target, so I assume he's nailing me upon launch. Now I changed my timing to a few minutes before his or her launch, then I just hit launch icon, no turning up or hitting the Return key for acceleration. I just drifted up, then when I was about ready to drift down, I tapped the return, pulled in my wheels, and got away. This was after a multitude of attempts to launch. (I was prepared to backtrack to a previous save and give up a 16,000c hit.) I eventually nailed the Tiger Trader with an NV500 and didn't even get fined. Nonetheless, I have not gotten better than Corporal/Outsider. I've done a fair number of miliary deliveries although these Feds really expect tight deadlines, unlike the Empire missions I've experienced in a different track (I have three main tracks I've been following). I may go back to my Corporal/Sir in the Empire, but I kinda like my ASP X. Chuck: Great review. Notice that Seargent/Sir/Above Average rating, so obviously you overcame the Fed/Empire dichotomy. Well, back to the Frontier! Live long and Prosper y'all! Die/|\Hard ------------ Category 9, Topic 19 Message 82 Thu Mar 24, 1994 R.GREGORY4 [Rob] at 23:12 EST Green: Flying without an Autopilot is to Elite 2 what being put out in the wilds is to some tribal cultures. Having been put to this test on one extremely long, tense marathon session, I have to say that it's something you only appreciate doing after it's over. I have multiple save game files now, & NEVER continue when my Auto-pilot is damaged in battle. And the twitch has never gone away... Squire Rob, STellar STallion ------------ Category 9, Topic 19 Message 83 Fri Mar 25, 1994 L.W.BENJAMIN [Koloth] at 06:36 EST Chazz, Thanks for the info on Turreted guns. I wasn't sure why they were useful. I always use both a Joystick and a mouse for battle. The joystick in my left hand (although I'm right handed) and the mouse in my right hand so I can set the autopilot (for targeting) and to turn the autopilot on and off during battle. If my opponent is slow enough I try to switch to manual, run away to about 10-12 Klicks and then turn on the autopilot. Lasers become effective at about 8 Klicks. I'll have to try playing with the turret sometime - but I probably won't save the game! That's great about attacking the "big wheel" stations from behind... BTW, Has anyone ever gotten any help by radioing that their ship is under attack or broken down ? Diehard, I've seen the thruster wierdness you describe. I forget how I got out of it. Probably restored a saved game or something. I don't like military drives so at least for now I shouldn't see that problem again. Have you heard of it happening with anything other than an ASP ? I've recently moved up to a trader and I'm curretnly Corporal/Outsider/Competent. Charles, I also liked your Frontier article in the February ST Informer, that I got earlier this week. How'd you get the screen shots ? Any idea when the March issue will be out ? Steve Deitz and I should have a CD-ROM article in it. Stellar Stallion, Congrats on having made "The Long Haul". That's probably worth a round of drinks here in the Elite Bar & Grill. I've tried, but I never caught a planet without an autopilot. I "aint" got time for it. If my Autopilot gets trashed - so does that session. That's why I save early and often! Take Care, Koloth ------------ Category 9, Topic 19 Message 84 Fri Mar 25, 1994 M.TROUPE [Helium] at 18:15 EST GREEN, Start over is your best bet. I have had the same type of problems with the Autopilot crashing me. I just select X10 time when I ask for clearance and go and select a star system while it is undocking. I also do not land on planets if I have a choice. Those kill me more often. I only had one misjump (and that was today) and had to kill it since I didn't have the fuel to go anywhere. Another thing... For easy money with no problems I just do milkruns between Sol and Barnard's Star. Never been attacked there yet. Can't say the same about van Maanen's star though. ------------ Category 9, Topic 19 Message 85 Fri Mar 25, 1994 M.TROUPE [Helium] at 19:16 EST Koloth, If I could figure out the turret then if you were trying to run, you could shoot behind you, off to the side, etc.. while still homing on the selected port. The other ones are just to see who is macho enough to try shooting from the hip without using the autopilot. ------------ Category 9, Topic 19 Message 86 Sat Mar 26, 1994 L.W.BENJAMIN [Koloth] at 05:43 EST Helium, Maybe if you use your turret laser a lot, you'd have a need for a Laser Cooling Booster. I've never seen a laser shut down yet. Have you ? Macho ? I prefer to not play such games. If I want grief all I have to do is leave the Frontier universe... Take Care, Koloth ------------ Category 9, Topic 19 Message 87 Sat Mar 26, 1994 C.OINES1 [Chazz] at 06:48 EST Heh... just came across a "System of special scientific interest." The system itself (I can't remember the name) was nothing special, but it was the first I'd seen with a Communist government. ------------ Category 9, Topic 19 Message 88 Sat Mar 26, 1994 ARCHIVIST [Charlie] at 11:56 EST I've only been playing sporadically lately, but I've been following up the tip from Dave about the Wormhole to -13,-81. Boy, oh boy. What a good tip! It seems, in fact, to be an entire region of wormholes, covering several sectors on each end. For example, from Sol I can jump to Hogarth(?) in sector -13,-81 on 15 tons of fuel. From there I can jump to Altair in sector -4,0 on 10 tons of fuel. In fact, from Hogarth (not sure if that's the correct name) I can jump to just about anything between sector -7,0 to 1,0. It seems to me to be a path through space on each end. I just finnished a jump from Sol to -4,-83 area and back to Beta Hydri area. If I can nail down the exact pattern for this wormhole series I think that picking up hit contracts is going to become a lot easier... :-) Charlie/sysop ------------ Category 9, Topic 19 Message 89 Sat Mar 26, 1994 J.KRACHT [James Kracht] at 20:33 EST Imperial Hit tips: Here's a nice one... all this wormhole discussion made me think of it. In an Imp. Trader, I did all my military hits out of Cegreeth and Cemiess (-2,-2, therabouts). These systems are on the absolute fringe of the Fed sectors. Military hits don't usually give you many breaks as far as scheduling goes, so this close proximity to the "enemy space" of the Feds is great. If you operate out of these systems (Cegreeth is a great leap-frogging point, as far as getting back down to Facece or Vequess) you can usually make your hits on time. Cemiess is a great place; fuel up, take your mission and head out. A perfect place to jump into Fed space from. ------------ Category 9, Topic 19 Message 90 Sun Mar 27, 1994 L.W.BENJAMIN [Koloth] at 08:12 EST Chazz, Great, feed us a line and keep us hanging... I haven't tried much exploring yet, but I hope to soon. I really wish there was a log game feature that would log every jump and docking or something. It's like in SUNDOG. You've got this whole computer here "just sitting", why not have it help you with the accounting and note taking. Wouldn't it be great to be able to pull up an editor window while playing! Charlie, I had noticed that there were several systems you could get to from the 4,0 end of the -13,-81 wormhole, but I hadn't tried searching for where else I could get to from -13,-81. Verrrry Innnnnteresting! Maybe this is a chance to finally see some of Imperial space. The tight times on Federal deliveries are starting to really bug me. Are you supposed to have a military drive when you do this stuff or what ? With the radioactives problem and the fact that with good tactics I've blown away lots of ships with military drives, I never saw the use of them. Kracht, Keep a light on for me, I may be over there in Imperial space before long. Maybe. I had an interesting session yesterday. I traded my Transporter for a Lion Transport (I think I was at Galileo in orbit around the moon) and I couldn't leave. I had enough crew and fuel, but I got stuck in the docking bay. From an exterior view I could see a narrow pyramid with a blinking light on it sticking out of the station above the bay. A shape that doesn't seem to match either what the station looks like or what the ship looks like. Wierd. I also had another strange occurance with this ship. For a while when I fired my forward lasers it made a red pattern on the screen like I'd used my ECM system, but it still hit the target. From an exterior view it showed a regular laser beam. I think that memory was trashed or something as at the same time I clicked on a "smart missile" and it said "Armed: hyp anal" and the other "smart missile" I was carrying would say "Armed: Mine" Wierd huh ? If this behaviour persists I'll let you know. I had another interesting thing happen with this ship. I was headed in to Formalhut and got jumpped by an Imperial Courier. He was enough faster than me that I couldn't catch him with the autopilot. Luckily I had a turret laser and I found I could hit him with that for a while. He got to about 48% hull and then he'd hang around just out of laser range (8Km). I was stuck. I couldn't hit him anymore and I couldn't finish my trip into the system. Repeated attempts showed that he now knew to keep his distance, but that he'd attack any time that I headed in-system. Maddening! Jeesh listen at me, like there's really somebody out there teasing me... I finally picked up an older saved game and took another path. Take Care, Koloth ------------ Category 9, Topic 19 Message 91 Sun Mar 27, 1994 DOUGWILLIAMS [Doug] at 11:24 EST Koloth, Military drives have at least two maojor pluses, they take up less room & you go faster. The speed was noticeble in outrunning crafts with a lessor drives. The radioactive bit isn't that much a hassle, the are ways of getting around smuggling illegal goods. Though I got caught once before realising it, it's still on my record. I save gave alot more since then. Doug ------------ Category 9, Topic 19 Message 92 Sun Mar 27, 1994 M.TROUPE [Helium] at 20:38 EST Koloth, Been staying away from the turret for now. I might go for it next time as I finally saw something useful on it. I made it go up and down, left and right. I wonder if it follows the target though. Energy bombs are neat too. I blew up about 7 ships that I didn't know existed when I couldn't lock on one. A few more hours and maybe I will improve from Poor. I almost shut down my 4 MW beam laser even with a laser colling booster. Koloth, If you get stuck coming out of the bay, all you need do is fuel your insystem drive. I had the same problem when I started changing hyperdrives. Now I know what causes it. Doug, All I ever tried was just jettisoning the radioactives at the edge of the system. What's another way? I would like to smuggle hand weapons, but can't afford 2500 credits every trip through a system. ------------ Category 9, Topic 19 Message 93 Mon Mar 28, 1994 ARCHIVIST [Charlie] at 15:09 EST I have managed to smuggle goods on occasion. I only did 1 ton or so at a time; maybe I just got lucky. Charlie/sysop ------------ Category 9, Topic 19 Message 94 Mon Mar 28, 1994 M.TROUPE [Helium] at 17:57 EST Anyone know how to use the ramscoop to pick up cargo from blown up ships? I keep having it impact my hull. ------------ Category 9, Topic 19 Message 95 Mon Mar 28, 1994 L.W.BENJAMIN [Koloth] at 18:51 EST Doug, I played at getting a military drive yesterday and it was a complete disaster. I was at Formalhut and after installing the largest military drive they had, I didn't have the range to go _anywhere_! TGFSG - Thank goodness for saved games! Ah, the secret to running illegal goods is to not get caught. Imagine that. Helium, Yes, energy bombs do sound interesting. Oh boy more toys to play with. I think the "stuck in the bay" problem I had was different, but since I didn't save that situation (like I know I should have), you may be right. > ...Jettisoning the radioactives... What a novel idea... Take Care, Koloth ------------ Category 9, Topic 19 Message 96 Mon Mar 28, 1994 J.KRACHT [James Kracht] at 21:22 EST Helium: To collect cargo, you need a fuel scoop, and a cargo scoop conversion. Select the debris you want (click on it) and engage the autopilot. I've never actually done this, but it sounds like it should work. If you are already doing this, forgive this message. All: Energy bombs are an absolute must. They can really save your hide, and pull you through some tough scrapes (experience points intact). Have one on board whenever possible, and keep your finger over the E key. But, NEVER EVER UNDER ANY CIRCUMSTANCES use one within 200km of a space station or base. That is, unless a 10000c fine, and the epiteth "Piracy and Murder" (on your record) are things you'd like to have. You decide. ------------ Category 9, Topic 19 Message 97 Tue Mar 29, 1994 L.W.BENJAMIN [Koloth] at 05:33 EST Doug, I played at getting a military drive yesterday and it was a complete disaster. I was at Formalhut and after installing the largest military drive they had, I didn't have the range to go _anywhere_! TGFSG - Thank goodness for saved games! Ah, the secret to running illegal goods is to not get caught. Imagine that. Helium,  Yes, energy bombs do sound interesting. Oh boy more toys to play with. I think the "stuck in the bay" problem I had was different, but since I didn't save that situation (like I know I should have), you may be right. > ...Jettisoning the radioactives... What a novel idea... Take Care, Koloth ------------ Category 9, Topic 19 Message 98 Tue Mar 29, 1994 L.W.BENJAMIN [Koloth] at 06:23 EST Kracht, What's this about the "E" key ? Are there other active keys ? Is this in the manual somewhere ? Take Care, Koloth ------------ Category 9, Topic 19 Message 99 Tue Mar 29, 1994 F-D-PERCIVAL [Fred P.] at 07:46 EST Keys become active as you install equipment. A technique that I discovered to help with those tight delivery schedules is the "no decel" docking manuever. Set your Auto pilot on a space station, and leave it in control until both sets of cross-hairs align. Then switch to Manual, and floor the accelerator. If you're in a single-star system, this won't use too much fuel. Keep the ship on Manual until you're about 1.5 AUs or so from the station, then quickly switch to Autopilot. The timing is tricky, so save before you do this. But with a properly executed manuever the game will let you "stop" at the station from speeds in excess of 20,000 KPS relative to the space station. You can save two days of transit in single-star systems. ------------ Category 9, Topic 19 Message 100 Tue Mar 29, 1994 ARCHIVIST [Charlie] at 19:05 EST Koloth, the M, E and B key's become active on your keyboard if you have the devices fitted. In other words, instead of clicking on FIRE with the mouse you can tap the M key to fire a missle. The same for the E key for the ECM system or the B key for the Energy Bomb. Space fires your lazers, of course. I usually use these keys instead of the mouse (I don't use my joystick for this game) because I have the mouse centered over the Autopilot button, ready to turn it off. Fred, that's a good trick. What I do in very large systems is use the Autopilot just long enough to line up on the star/planet I'm shooting for. Then I switch to manual, set the speed to something unGodly like 25,000 KM/S and count how many AU's it takes to get up to that speed. Turn the engines off after reaching speed, and coast on Stardreamer the rest of the way. When I'm as far out from the planet as it took me to come up to speed I flip over and, using the reverse view to line up on the planet, decelerate to zero. As you've probably noticed, most ships have much faster main thrusters than they do retro thrusters. My Imp Trader, for example, can accelerate at 9 G's going forward but only 4 G's reverse, so it takes over twice as long to slow down as it does to come up to speed if I let the Autopilot have it's way. Besides which, I like to pretend I'm a better pilot than some dumb machine... (G) Charlie/sysop ------------ Category 9, Topic 19 Message 101 Tue Mar 29, 1994 M.TROUPE [Helium] at 20:02 EST Charlie/sysop, I don't know I managed to smuggle a ton of nerve gas and 7 tons of battle weapons at one time. I wasn't in Sol at the time though. ------------ Category 9, Topic 19 Message 102 Tue Mar 29, 1994 DOUGWILLIAMS [Doug] at 21:10 EST Koloth, I'm flying a Cobra MK III with a class 3 (or 4?, I forget) Military drive, it takes up 24 tons & has a range of 18, which seems to suit me. Obviously , the first rule of smuggling anything is not get caught, but BRIBES work. Be careful though, they don't always work. Some ports in Sol are rougher than others & don't insult the officer with a 'cheap' bribe. Most important (boy, I've learned), is save, save, save! ------------ Category 9, Topic 19 Message 103 Wed Mar 30, 1994 L.W.BENJAMIN [Koloth] at 06:36 EST Percival, (I always think of the astronomer Percival Lowell when I see your name!) I've started using your technique of the "no decel" docking manuever, but I thought it was a stealth tactic as I turn off my engines and hold down the return key for a while, which still accelerates you, and then just under 2.0 AU, I turn on the autopilot. Charlie, Thanks for the info on the keyboard keys. Is this documented anywhere ? Your comments on piloting are consistent with theory which is probably why they work so well. Make that Damn Good Pilot. Doug, I'll keep what you say in mind should I turn to a life of crime. Take Care, Koloth ------------ Category 9, Topic 19 Message 104 Wed Mar 30, 1994 ARCHIVIST [Charlie] at 16:57 EST Helium, I don't smuggle often so I really can't say. When I do smuggle I only take a few tons of illegal goods at a time out of the 160-odd tons I have in my cargo hold. Could that be the key? Keep the percentage of illegal goods low and they get lost in the shuffle? Or, and I've wondered this, do you only get caught if the police check the registration of your ship (that software protection bit that pops up every 4th run or so). Koloth, yes it's in the manual in the combat section. As it describes each weapon it tells you that you can fire it by clicking the moust icon or pressing the key. Has anyone tried mining? With the untouched systems opened up by these wormhole jumps I'm kinda tempted. It would be great to land a load of Gems or Precious Metals from some unknown system 600 Light Years from Sol.... Charlie/sysop ------------ Category 9, Topic 19 Message 105 Thu Mar 31, 1994 L.W.BENJAMIN [Koloth] at 06:19 EST Charlie, Thanks. I forgot about the keys mentioned in the combat section. Here's hoping that the "load of Gems from an _unknown_ system" aren't a detriment instead of a novelty. Take Care, Koloth ------------ Category 9, Topic 19 Message 106 Thu Mar 31, 1994 ARCHIVIST [Charlie] at 20:11 EST Hehe, Koloth. I should have said 'unexplored' system, not 'unknown'. Some- place no one else has been to before... virgin territory, ripe for plundering. Hmmm. I think I'll go play now. :-) Charlie/sysop ------------ Category 9, Topic 19 Message 107 Thu Mar 31, 1994 M.TROUPE [Helium] at 22:34 EST What good is the Puma Shuttle or Python? I looked at them since I figured to move up and one of them with a class 7 hyperdrive only has a range of 5.2 lightyears. Nothing is near Sol to meet that requirement. ------------ Category 9, Topic 19 Message 108 Fri Apr 01, 1994 L.W.BENJAMIN [Koloth] at 06:01 EST Charlie, That's right - rub it in. I've gotta finish my newsletter this weekend and get further along on my taxes. :( I'll probably get _some_ playing time in. We'll see. Helium (can I call you He ?), Maybe you need to find out about some of the experimental drives that the manual hints about for those ships to be useful. Perhaps the place mentioned in the gazeteer that's the "mother of all spaceports" ? Take Care, Koloth ------------ Category 9, Topic 19 Message 109 Fri Apr 01, 1994 M.TROUPE [Helium] at 06:24 EST Charlie/Sysop, I think you have to be on the fringes to not get caught. One star system just north of Barnard's Star told me smuggling was illegal and wouldn't let me sell my stuff. I bribed the cops, but it was annoying. In Sol, they tell me it's illegal but let me sell it anyway. Over at Wolf 359 (I think that's where) I smuggled in major amounts at once and had no problems with the cops. Go figure. ------------ Category 9, Topic 19 Message 110 Fri Apr 01, 1994 J.ZENTZ1 [wintermane] at 12:52 EST Actualy if ya look you can get around quite well with both since you only need about a 5.18ly range to get many places:) ------------ Category 9, Topic 19 Message 111 Sat Apr 02, 1994 M.TROUPE [Helium] at 05:58 EST Koloth, Well I will have to look for the spaceport again. I thought it would be in Facece, but there's only junk in that area. On a somewhat related note, how do you find the people to take out when you accept a termination contract? I get in position at the spacedock and run through the remaining days until it is time for them to leave. The first one never looked like he launched and I couldn't find the second since I launched 5 minutes after she did. I couldn't pick up anything on the scanner. ------------ Category 9, Topic 19 Message 112 Sat Apr 02, 1994 J.KRACHT [James Kracht] at 18:38 EST Helium, Part of the trick, I'm convinced, in doing a hit successfully, is not telegraphing your presence. You need to take the time to plan your route, make sure you have plenty of fuel, and NEVER EVER dock at the base your target will leave from. Once I figured this out, every hit went well. That was after five or six failed hits. What I would do is make sure no hit I took had a smaller tonnage on Let me start that again... make sure your target's ship always has a greater tonnage than yours. This is usually the case. Next, stock up on weapons, strip any unnecessary equipment and replace it with fuel. The trick is to get within range of the base your target will leave from. Then, sit there. In space. For days, if you need to. Wait for your target to appear (make sure you have the ID function going, and that you've memorized the call letters of your target). The best way to make the hit is to wait for him to jump into hyperspace. Either way, target him immedately, and wait. Use the hyperspace analyser if he jumps. If he doesn't jump, engage the autopilot and follow -- his destination might be in the system. The idea behind choosin your hit contracts is that the greater the tonnage of the target ship, the better you can chase him through hyperspace. WHen you enter the system he has jumped to, you'll see his arrival cloud. Target it, and use the analyser, and you're given the target's arrival time. All you have to do is wait, and launch six missiles at him when he arrives. Again, if you make a lot of contact in the system your target will be leaving from, your reputation will precede you. You cannot let your target know you are in the system. ------------ Category 9, Topic 19 Message 113 Sun Apr 03, 1994 E.MICHARD at 04:49 EDT Some *extremely* useful Wormholes (If you haven't already found them) When you need to get from the Imperial Are a (Facece, Vequess, Achenar) to the SOL federation area [0,0] Jump from Vequess to Anaze[81,-9], about 5 tons of fuel in a Imp trader. Then jump from Anaze to SOL [0,0], about 7 tons of fuel. I haven't timed it exactly, but I think you can make it in well under a week. You can also jump to most other systems in the Sol area from Anaze, at least if you're in an Imp Trader or another ship with greater range. Another one, not as efficient on fuel, is Facece to Howala[82,-11], 2t to Sol [0,0], 27t. With a little experimentation, you can find many other similar wormholes. I haven't had time to use it much, but I imagine this would be quite useful in carrying out Imperial contracts in the federation, and vice- versa ------------ Category 9, Topic 19 Message 114 Sun Apr 03, 1994 M.TROUPE [Helium] at 10:46 EDT Looking for a few kills to up your record? Go to Enaness (-5,1). I had at least 15 attacks in the run to the planet the first time I was there. Edara also has a lot of bounties too. ------------ Category 9, Topic 19 Message 115 Sun Apr 03, 1994 M.TROUPE [Helium] at 18:03 EDT James, I got all of it except the ID function. What exactly is that? ------------ Category 9, Topic 19 Message 116 Sun Apr 03, 1994 C.BORGES at 20:36 EDT I would love to play this game, but I cannot get my computer to recognize the disks (acutually, almost any copy-protected disk will choke on my computer). If anyone has any suggestions, I would be happy to listen, as I've wasted a bunch of money if I can't get this thing to work. ------------ Category 9, Topic 19 Message 117 Sun Apr 03, 1994 J.KRACHT [James Kracht] at 23:03 EDT Helium: The info option I spoke of is that little icon (F10) from you default, forward view. Make sure there is little red X in it. All things, planets, ships, bit of ships, stars, etc., are identified on your heads up (forward) display. This makes finding your target quite east. This is also useful for deciding which piece of dropped cargo to go after. All dropped cargo is identified -- little words floating through space. Go after those narcotics, man! Free high! Woooo!!!! Borges: Sounds like you might need a new disk drive. Frontied is not disk-based copy protected, as far as I can tell (that should have read "Frontier.") Michard: Congrats on finding the first true, useful use for a wormhole! I'm sure these things are only there for convenience and military use! I wanted to be first to find a good one, but you were! Congrats, again! Shall we oficially dub this the Michard Hyperspace Bypass? Sounds good to me! ------------ Category 9, Topic 19 Message 118 Mon Apr 04, 1994 M.TROUPE [Helium] at 20:49 EDT C.Borges, Check the speed of your drive (some program in here will do it, I forgot what it is right now) and see if it is spinning as 300 RPM. If not, then it will have problems reading commercial disks. Have you tried booting off the floppies are making the backup? The backup may run better since it is created by your floppy. This game isn't copy protected as such. It has software protection where it asks you for a letter every so often. It sounds like a speed problem if just about every copy protected disk chokes. James, Oh... I left that off. No wonder I am having problems. I think I will try to pick up cargo again after I boot up. People won't leave me alone anymore. I hate being competent. ------------ Category 9, Topic 19 Message 119 Tue Apr 05, 1994 L.W.BENJAMIN [Koloth] at 06:15 EDT Helium, C.Borges, It could also be drive alignment. Either way, a copy made on that machine should work better than the originals. Good luck. Take Care, Koloth ------------ Category 9, Topic 19 Message 120 Tue Apr 05, 1994 DOUGWILLIAMS [Doug] at 21:19 EDT Can anyone offer advice on making "hits"? The first one, I ananlyzed the cloud, hyperspaced, latched on to, what I think, was the cloud I came through on, & waited. At the designated time my target came through & I nailed him. The second time I tried this, the cloud I was waiting on would fade away, & nothing ever came. Could this be the result of a mis-jump, (I tried it over & over), or have I mis-interpreted the procedure? Doug ------------ Category 9, Topic 19 Message 121 Tue Apr 05, 1994 J.KRACHT [James Kracht] at 23:46 EDT Doug, if you're chasing someone through hyperspace, you should find when you rematerialize TWO distint arrival clouds. Yours, and your target's. I had no idea why a target would not appear, if its arrival cloud is there. It SHOULD appear, but then again, I have never lost a target due to an intentional misjump. ------------ Category 9, Topic 19 Message 122 Wed Apr 06, 1994 F-D-PERCIVAL [Fred P.] at 18:17 EDT I read E.Michard's message about the shortcut from Vaquess to Sol, and used that route profitably. Then, scanning around the area of Anaze [81,-9], I noticed that several stars were in range, not just the one. I did some exploring and some checking, and I found this: What the game has are not exactly wormholes; it has rings. I learned that you can jump to any star that is about 655.5 light years from your current system, using minimum jump fuel. In the case of my Cobra III, this is one ton. You can go a bit further than this, depending on the range of your spacecraft. If you can normally jump 18 ly, then you can jump in a band 18 ly wide, from about 655.5 to 673.5 ly. At the outer edge of the ring, you use your maximum fuel for a jump. It does not matter which direction you go; it is a ring...OK, it's really a sphere, but the map you use is essentially two-dimensional. The rings repeat, too! If you double 655.5, you get 1311. You can jump into another ring starting at 1311 ly from your current system. These rings continue with the same interval (1966.5 ly, etc.). What this means is that you can go between ANY two stars using minimum jumps, in almost no time. You jump to a point where the rings for the two stars intersect! For example, I went from Facece to Sol using 2 tons of fuel via Sophiol [82,3] in less than a day. I went from dock in Facece to dock in Vequess in 57 hours (using the no decel technique) via Ioexmi [0,-86]. By finding the intersection point(s) you can make the same speed between docks to any single star system. As you can see from the addresses that have been posted, 655 ly is about 82 blocks along the x or y axis. Thus Sol's inner ring passes through [82,0], [0,82],[-82,0] and [0,-82]. Each block is 8 ly square. Once you move off the axes, trigonometry comes into play. To jump from Sol toward the upper right corner of the screen at a 45 degree angle, you move to [58,58] (0.7x82). Once you find some key intersection points, almost no military mission has too tight a deadline. And by using the outer rings, you can visit any star in the galaxy. ------------ Category 9, Topic 19 Message 123 Wed Apr 06, 1994 GREEN at 21:04 EDT Hello again space jocks. My own experience in Elite II has been one of the most frustrating games experiences ever! (vent on!). I mean, as much as I Looked forward to this gme after plauing elite, I would give it up in a heartbeat if I could get mu hard earned money back!! I know I screwed up when I bought a ship and found I couldn't get an autopilot for it, so I started over gain. For the last 5 sessions, with playing times of about an hour each, my g12347*&^%@#$@@m ship keeps crashing into the Sol stations. I have only really begun, with a cash 10K on hand for trading. Iv'e suviced, serviced the equipment but still no help. I just now finished an hour and I anm still at the same point in which I began. & 7 play sessions have got me NOWHERE and to add insult to frustration, the d!@#m game looked, locked up in front of the same d!@#M station. I don't know if I will play anymore as my computer is in danger of frustration destruction! a very dangerous condition. Errrrrrrr11111!!!!! ------------ Category 9, Topic 19 Message 124 Wed Apr 06, 1994 J.KRACHT [James Kracht] at 21:18 EDT Green, no hard feelings, but, you know, some Frontiersmen have it, and some just don't. Sounds like you don't. I doubt even the Federation would have you. Still, you can always tell a good Frontiersman by the scars he/she obtained during that crucial learning phase that seems to be getting the better of you... ------------ Category 9, Topic 19 Message 125 Thu Apr 07, 1994 E.MICHARD at 00:11 EDT Fred-P: Thanks for the detailed info. I sort of figured it was a ring about 82 sectors or so away, but didn't have the time (or patience) to explore enuff to describe it so well. Now if we could just jump in closer to the starports..... Anyway, has anyone else out there had much trouble getting above Competent Lord? Man,. it seems like i've been here for years. Got here within 2 weeks of getting the game, and been stuck here for a month. Do I just have to slog my way through thousands of kills and missions, or what? Well, maybe with these new shortcuts I can at least get the missions done faster. These photo missions sure are a drag, though. Anyone know a way to maybe use the autopilot for them? Half the time I end up smashing into the planet as soon as I turn my back. Well, see ya on Facece... ------------ Category 9, Topic 19 Message 126 Thu Apr 07, 1994 J.KRACHT [James Kracht] at 00:26 EDT Michard, like I said earlier, Competent is the worst. However, I fear the route from Dangerous to Deadly will be TWICE as long, and the road to ELITE will be long and winding indeed! I haven't had much time to play, but I must admit, the photo-ops have me snookered. I simply don't have the patience anymore. I think in a way, this is a sort of shortcoming of the game, or just an unfortunate consequence of being programmed by years of linear gaming experiences and "quick progression"-type games. In any case, I simply haven't had the will to play in a while. Now will all these bright young punk pilots getting all the glory by discovering de facto wormhole routes and writing travel guides about them, I just might have to jump back into the fray here. Maybe. ------------ Category 9, Topic 19 Message 127 Thu Apr 07, 1994 E.MICHARD at 02:42 EDT That's what I was afraid of. Don't know if I have the patience to stick it out. With these new wormhole routes, it may be worth starting over. May go a little quicker this time. Heck, just with quick trading of contraband you can make a quick fortune between Imp & fed systems. But I don't look forward to all that fighting just to get to THIS point. Guess I'll probably try sticking it out for a while... ------------ Category 9, Topic 19 Message 128 Thu Apr 07, 1994 L.W.BENJAMIN [Koloth] at 06:37 EDT Fred, That's phenomenal! The other day I did an interesting thing with the "worm rings", but I wanted to investigate it further and I haven't had time. Here it is anyway. I was flying a lion. Start at Barnard's star. Jump to Ioolze (53,-62, system 6) which is unexplored (6 tons) or Iogreex (53,-62, system 2) Jump to Cephilia (117,-113) which is unexplored Jump to Giclas 158-27 (0,1, system 3) Mining and ore refinement (3 tons) Jump to Sol (0,0) Sorry that this information isn't complete, I was basically exploring. I think I made it from Barnard's star to Giclas on 20 tons of fuel and then refueled for the jump to SOL. Not efficient, but certainly interesting! Green, Try downloading the archive of this topic and reading some of what was suggested in the last couple of months. Take Care, Koloth ------------ Category 9, Topic 19 Message 129 Thu Apr 07, 1994 F-D-PERCIVAL [Fred P.] at 07:02 EDT Green, Try docking/landing at "Speed 4". This has been very reliable for me; docking at normal speed usually results in an autopilot flub. E.M., I'm in the exact same position you are. I've been Competent Lord for about 5 years of game time. I've completed 21 "Lord Level" Imp military missions in that time. I wonder if you have to make Dangerous Elite rank before you can get a Barony? Has anyone become a Baron while at Competent rank? I've been concentrating more on completing assignments than shooting up the cosmos. But maybe this has been the wrong approach. ------------ Category 9, Topic 19 Message 130 Thu Apr 07, 1994 DOUGWILLIAMS [Doug] at 20:54 EDT James, I didn't notice two clouds on the hit I suceeded on, hmmmm, I'm in the process of my third attempt , after aborting the second one & re-starting back before it. We'll see what happens. All, Is every here working for the Empire?!? Shoot, I'm surrounded by enemies!! Doug, (Compentent Sargeant-Major, Federation, thank-you) ------------ Category 9, Topic 19 Message 131 Fri Apr 08, 1994 J.KRACHT [James Kracht] at 02:40 EDT Doug, Long live the Empire! Horah! Horah! Horah! Death to Federation Pawns! And, yes, there should be two arrival clouds. Yours, and his. Look for it. ------------ Category 9, Topic 19 Message 132 Fri Apr 08, 1994 L.W.BENJAMIN [Koloth] at 18:04 EDT Doug, I'm a competent Corporal in the Federation - Thank you. Glad to find an ally. I've been concentrating on trade and now have a Lion Transport. I have shied away from the military jobs due to the tight time schedules. Now that I'm learning more about worm holes and have a >16 light year range, that may change. Of course I need to finish my taxes before I can play much more - Darn! Kracht, That's Federation Clowns to you! Pawns indeed! Paugh! Take Care, Lee B. ------------ Category 9, Topic 19 Message 133 Fri Apr 08, 1994 J.KRACHT [James Kracht] at 23:15 EDT Koloth, er, I, uh, stand corrected... sorry for the mistake. We Imps can't be bothered with getting our insults out accurately... too much looting and smuggling and bribery and piracy and murder and illegally discharging our weapons to do... ------------ Category 9, Topic 19 Message 134 Fri Apr 08, 1994 GREEN at 23:45 EDT When you say dock at four, instead of normal speed, are you talking bout the Stardreamer setting? I haven't quite given up on this gane yet, after all it did cost me $50 and I havd/had been waiting for it for some time. But I must say that the autopilot flub is the most frustrating thing I have ecver experienced, even more so than the original space docking in Elite. I will just have to take some time and/or more tranquilizers, or maybe start on Ishar II, and await Ambermoon and Ishar III. Of course, there is always Breach II, one of my all time faves... ------------ Category 9, Topic 19 Message 135 Sat Apr 09, 1994 J.KRACHT [James Kracht] at 02:35 EDT Green: I'm not so sure the autopilot blowing you up is a "flub." It has only happened to me twice, and then only on the day I purchased Elite 2. Not using the autopilot correctly is a human error. This game has a very steep learning curve, but it is short. Keep trying. You will not be sorry. ------------ Category 9, Topic 19 Message 136 Sat Apr 09, 1994 E.MICHARD at 02:53 EDT Autopilot flub? Was there an Autopilot flub somewhere? News to me. Maybe you've got a bug. Did you try the short tutorial? Too anyone above Competent out there... How long, exactly(# kills, # years, etc.) did it take, and what are some good systems to get battle experience in? I've been trying the Diso-Lave-Riedquat-Zaonce circuit. Gets pretty tedious. And about wormholes:anybody know a good wormhole from Vequess/Facece or Sol to Diso/Lave/Riedquat/zaonce area? Haven't found a good one yet. ------------ Category 9, Topic 19 Message 137 Sat Apr 09, 1994 F-D-PERCIVAL [Fred P.] at 06:43 EDT Green, Yes! Dock at Dreamer 4 speed. I've NEVER missed in hundreds of dockings and landings at this speed. Using Autopilot in realtime is a very different story, though! ------------ Category 9, Topic 19 Message 138 Sat Apr 09, 1994 L.W.BENJAMIN [Koloth] at 08:32 EDT Kracht, Gee, that makes you sound kinda like the VOGON Guard in "The Hitchhiker's Guide to the Galaxy". I guess you'll never know _why_ you do those things, or care why for that matter. Be careful, next thing you know you'll turn into a bureaucrat! I'll be sure to not hitch a lift with any Imperial ships I happen across. Take Care, Koloth ------------ Category 9, Topic 19 Message 139 Sat Apr 09, 1994 M.TROUPE [Helium] at 10:46 EDT Well I took the plunge and went for a Puma. Can get to some places with a Class 7 hyperdrive. Now I need to find the "mother of all spacedocks" and get a better engine. Using the ID feature sure does make it easier to kill things too. Now I don't have to guess where the other ship is, the program tells me. Haven't found any big ships to take on yet. I bought one of those little 40 MW beam lasers to try out. ------------ Category 9, Topic 19 Message 140 Sat Apr 09, 1994 M.TROUPE [Helium] at 13:27 EDT Green, I have TOS 1.0 and have had some of the same problems you note. 1) Boot the game from A: drive without any externals turned on. 2) (Sol) At Sol, you need to buy animal meat. Select Barnard's Star as a destination. 3) Ask for launch request. a) If at a station, select 10X speed. b) If on a planet then when your ship starts to move, give it an up angle and set about 2 KPS for set speed. 4) When the blue light comes on in the F8 position, select it and move the mouse. 5) After the warp, select Boston Base and Autopilot to it. When you receive clearance then select 100X time. After this, you should be well on your way. Remember to fix your ship since sometimes it will be damaged when docking. As soon as possible you need to upgrade to a bigger ship and get shields and auto-hull repair. Doug, Naw. I work for myself. ------------ Category 9, Topic 19 Message 141 Sat Apr 09, 1994 J.KRACHT [James Kracht] at 17:17 EDT Koloth: I have some poetry, if you'd like to hear it... Captain Michard (grin): Competent sucks. It's like I said... (at least in Arizona): "It's like being 20 years old. You can vote and die for your country and yet can't buy beer." Competent was really bringing me down. I hated it. I was competent for over a month, with daily play sessions, and plenty of kills. In fact, I had given up. I was convinced the game had a bug when being played on a Falcon. Competent was the ceiling. Then, lo and behold, I was suddenly Dangerous, and I was simply NOT AWARE that it had happened. At the beginning of the play session, I was competent. At the end, on a lark, I checked my rating, and WHAMMO! There is was... go figure! Now, the trip from Dangerous to Deadly is going to be a real drag... I think this game is TOO big. Alas... (I simply haven't the patience... or time... or need? I hope I never lose THAT). ------------ Category 9, Topic 19 Message 142 Sat Apr 09, 1994 M.TROUPE [Helium] at 19:11 EDT Okay, I have another weird question. How do you scoop up stuff? I have a fuel scoop and a cargo conversion, but all I end up doing is blowing the loose stuff up with my shields. I select a target and click on autopilot. It chases it down and then... "Target Lost" appears and the cargo canister blows up like everything else that tries to ram my ship. ------------ Category 9, Topic 19 Message 143 Sun Apr 10, 1994 E.MICHARD at 01:37 EDT Don't know about cargo scooping....never saw the point. It's too easy to make a HUGE fortune just in careful trading. At this point, I've got so much money that trading is boring...what's the point when you have more than enough to buy 5 of any ship you see? That's one feature I'd like to see... the ability to buy more than one ship.. It would be nice to be able to put a small scout ship inside a large Panther trader. I've read on other system's Elite II topics that the newer versions of Elite II don't have wormholes. (They seem to think it's a bug. Pretty useful bug.) and Imp traders and Imp couriers need more crew. Supposedly a lot of things cost more and take more space (20 mw laser takes 25 more tons) Sounds a lot harder.. Think I'll stick with my old, buggy version. And I'll repeat my earlier question - anybody know of a good place to get a lot of battles, other than Diso/Lave area? ------------ Category 9, Topic 19 Message 144 Sun Apr 10, 1994 J.KRACHT [James Kracht] at 03:11 EDT Michard, I say just hang out in Reidquat. That, or head way "north" to Miphiay... some anarchies around there, and the scenery is a lot different. (- 1,4 or thereabouts). ------------ Category 9, Topic 19 Message 145 Sun Apr 10, 1994 L.W.BENJAMIN [Koloth] at 09:49 EDT Helium, You're ahead of me , I just moved up to a Tiger Trader. I really love the automatic hull repair. Funny you should ask about cargo scooping. I'm still trying to figure out the technique for using the cargo scoop to catch the remains of ships. I lock on with the autopilot and the cargo keeps impacting on either my shields or hull and being destroyed. Kinda like a Krait fighter... I've tried turning off the autopilot just before impact and it either impacts anyway or passes by. Are you supposed to try to match velocities with it or what ? These big ships really change the character of the game! Krait, Of course! I _love_ Klingon Poetry, it's so much more expressive than Vogon poetry, and the listeners don't suicide. As often. Captain Michard, Sounds like the other versions might be a lot less fun! I've forgotten the details, but the place that was in civil war and paid 3x for luxury goods had some pretty good fighting. I think it gets worse with time too. have fun. Take Care, Koloth ------------ Category 9, Topic 19 Message 146 Sun Apr 10, 1994 D.SCHRADER [Dave] at 15:38 EDT D.Schrader [ReDarh] Koloth, Good to hear that you made it to Dangerous! This game sure covers a lot of Space, I mean as in sectors. I went for a little look see to try and find out just how wide this space was. I found that it goes from -32,768x to a positive 32,768. The same goes for the y sections and don't ask how loooong it took to scroll out that far! I am known as Lord ReDarh [Dangerous] and yes you will be getting some new type of assingnments offered to you. If you want to see some real action, head for Enaness (-5,1). Last time I was there I was attacked by a total of 58 ships. With this amount of ships to keep track of the game went into a pause and run type of mode. The screen movements became quite jerky. I found the best way for fighting large amounts of ships (for me) is to set speed to about 500K and set the Stardreamer to max. When a ship starts attacking you will know about it. OH yes, another good place to find some ships is Exqugre (- 4,2), this place will test your fire power to the max. I met up with a Imp Trader which had 68 shields and did he give me a running battle. I use the old autopilot on-shoot, then just before a head on collision turn the autopilot off, veer off, then turn the autopilot back on again. Keep repeating this and wearing down the other ships shields until BOOM! Well its back to the old tube, I think this time I am going to head to the center section of this star cluster. I have already been out in the Arm Major. Lot of star systems-no green little slime guppies yet! See you all later. ReDarh ------------ Category 9, Topic 19 Message 147 Sun Apr 10, 1994 GREEN at 19:47 EDT Thanks, Fred and all for your help on the autopilot "flub". By using speed 4 as soon as the game drops me out of the Stardreamer into real time when approaching the station, I have had 100% sucess rate at docking. Now I am having another problem. As I go back to Anderson Depot, sometimes the ship will "flog about" when getting close, about >1, .!, .19au from the planet. Then it will burn up the fuel in the internal tank and when I refill, will do the same, just spinning about the loaction wihtout getting there At other times, it (the ship) will approach the planet and then start moving w, away from the planet. Even resetting the autopilot will not stop me fo from doing this. Anyone else have these problems, they sure seem like bugs, and quite often, bugs to me. Thanks. ------------ Category 9, Topic 19 Message 148 Sun Apr 10, 1994 M.TROUPE [Helium] at 21:17 EDT E.Michard, I left a note about where I got into about 15 battles in a row on my way to the planet. I will see if I can remember where in a sec. Enaness and Andayeth (1, -5) were pretty interesting when I first showed up. Haven't been there in awhile though. Anpieth (2,-2) has a few good ships to beat up on. Only about 6 though. Koloth, When you remember the civil war area let me know. I need a few more ships to run into me. Stupid little buggers can't hide so they attack me with their ships. 10 (did have 20) shield generators do wonders at protecting me though (g). Has anyone found a bounty greater than 500? I have seen three this high so far, but nothing higher. Maybe in that sector someone was talking about (- 4,2). ------------ Category 9, Topic 19 Message 149 Sun Apr 10, 1994 M.TROUPE [Helium] at 22:15 EDT GREEN, When you just sit there flopping about reset your autopilot. If you still have problems then go to manual and fly in a little and go back to auto. You need to get an autorefueler too. Nothing like it to keep your mind off having to watch the fuel gauge. When the ship moves away from the planet, all it is really doing is shedding its velocity before moving in to dock. Watch the speed when it gets close and you will see it is up in the KPS zone. The dock won't handle it. It has to be down in the KPH zone before it will dock. Also it sometimes has to flyby to get to the dock side of the station. Dock is open on one side only. ------------ Category 9, Topic 19 Message 150 Sun Apr 10, 1994 J.KRACHT [James Kracht] at 23:29 EDT Helium, I got a 750c bounty in Reidqaut, as well as a 950c one too. ------------ Category 9, Topic 19 Message 151 Mon Apr 11, 1994 E.MICHARD at 00:24 EDT I tried plotting the wormhole intersections on paper, but the grid is way too big. SO I figurd that the best way would be to use trig to solve it. If anyone has figured the formula (if I recall my 1 trig class long ago, it shouldn't be too tricky) please let me know. I can't remember enough trig tto do it. (mind too cluttered with more recent integrals and differential equations) I would look it up but can't find a trig book. Guess I'll have to go check it out in the library. But it shouldn't be too hard... 2 intersection pts of 2 circles of equal radius. (82). we know the center pt coordinates of the 2 circles ([x1,y1] Start system &[x2,y2] End system). This forms an isosceles? triangle , with the 2 equal sides being 82, and 2 base pts being [x1,y1] & [x2,y2] Thus the third side is the square root of ([x1-x2]^2 +[y1-y2]^2) So, with the 3 side lengths and 2 base pts of an isosceles triangle known, it shouldn't be hard to figure out all 3 angles and then the coordinates of the 3rd pt. But that's as far as I can get. Can't remember the trig formulas. . So if someone can help finish it, we should get thwe formula to plug in the 2 system coordinates and get the coords of the most efficient wormhole jump point between them. Should be able to find the quickest Jump between ANY 2 systems. Fred P- You mentioned this earlier, do you have the formula? (Maybe this is simple..like i said, its been a long time since i had trig.) Thanks ------------ Category 9, Topic 19 Message 152 Mon Apr 11, 1994 E.MICHARD at 00:26 EDT Please excuse the formatting of the last post. Aladdin got screwed up and I had to post online. Formatting got messed up. ------------ Category 9, Topic 19 Message 153 Mon Apr 11, 1994 L.W.BENJAMIN [Koloth] at 06:43 EDT ReDarh, Uh, I'm not Dangerous yet, just Competent. You must mean Kracht. I know, I know, we Klingons all look alike to you! Sounds like you're having too much fun. What kind of ship are you running and how's it equipped ? Green, When I have the "Flog About" problem, I usually choose another destination. I know this is not always an option and isn't a _real_ solution. I guess I've been avoiding the issue. Helium, I'll have to go back into my message archives... Drat! I just tried this and still couldn't find it. I had it printed out somewhere and can't locate it. Michard, The trick to formatting text for GEnie is to start any line you don't want formatted with a space. Hope this helps. Ugh. I don't want to remember trig for a _game_, but then again... Frontier is a way of life! (and if I believed that I'd _be_ dangerous!) Take Care, Koloth ------------ Category 9, Topic 19 Message 154 Mon Apr 11, 1994 M.TROUPE [Helium] at 18:41 EDT James Kracht, Well I am on my way to check out -4,2. Where is Reidquat? I can get that one next. ------------ Category 9, Topic 19 Message 155 Mon Apr 11, 1994 E.MICHARD at 22:54 EDT I think I've gotten the Jump math worked out, although I'm still having problems with the negative values, at times. So here are a few useful jumps I've discovered: . Sol [0,0] to Ethdafa [- 80,18] 6t to Tionisla [-2,-6] 5t (near Zaonce/diso/lave area) . Zaonce [-2,-6] to Ethiolia [-80,18] 10t to Sol [0,0] 21t Zaonce to Ethiolia to Barnard's Star [0,0] 2t Zaonce to Ethiolia to Cegreeth [-1,-3] 16t (near Cemiess) .. Vaquess [0,-4] to Waethar [-32,71] 5t to Riedquat [-3,-6] . That's it for now... If anyone has any requests, let me know. . Eric Michard ------------ Category 9, Topic 19 Message 156 Mon Apr 11, 1994 J.KRACHT [James Kracht] at 23:08 EDT Helium: Reidquat is out past Lave. Dangerous area. Not a lot of support planets (no good upgrade/repair facilities or good shops). Michard: Remember, SPACE IS CURVED. ------------ Category 9, Topic 19 Message 157 Mon Apr 11, 1994 J.KRACHT [James Kracht] at 23:08 EDT Oh, and Helium, Lave is out at -6,-2, or therabouts. ------------ Category 9, Topic 19 Message 158 Mon Apr 11, 1994 J.KRACHT [James Kracht] at 23:10 EDT Helium, scratch that. I must have been sitting upsidedown. Lave is out at -2,- 5 (or thereabouts). Sorry for the inconvenience. ------------ Category 9, Topic 19 Message 159 Mon Apr 11, 1994 E.MICHARD at 23:16 EDT what exactly do you mean by that? Space is curved.?? ------------ Category 9, Topic 19 Message 160 Tue Apr 12, 1994 L.W.BENJAMIN [Koloth] at 06:19 EDT Well, I tried out the Jump from Sol to Anaze (81,-9; system 6) and then I couldn't remember where the Empire is! The message only said you could get to Facece & Vaquess, but not where they are. Anyway I wound up in the 0,3 area where there are several interesting systems including: Anlave (0,3; System 5) Federation, High Population Zeessze (0,3;System 1) Outdoor Jungle World Right next to Anlave there's another system where you can do trading similar to SOL-Barnard's star except with some combat. Sorry I forgot to write it down, but when you get to Anlave it's pretty obvious. I also found several very interesting systems including: Miolin (1,4; System 3) - A binary star system with _no planets_ BUT it has imports & exports! Strange, eh ? Take Care, Koloth ------------ Category 9, Topic 19 Message 161 Tue Apr 12, 1994 F-D-PERCIVAL [Fred P.] at 06:38 EDT E.M., How about sharing your formula? I've been discovering jump points by the "Kentucky Windage" method. Actually, this isn't too bad for stars that are on the printed map, since they are so close together, on a cosmic scale. Here is a summary of jumps I've been using. They are all minimum jumps, meaning your ship will use 1 ly worth of jump fuel on each leg: Vequess [0,-4] to Sol : Anaze [81,-9] Facece [0,-4] to Sol : Sophiol [82,3] Facece to Vequess : Ioexmi [0,-86] Facece to Diso [-3,-6]: Ceaed [32,-79] Facece to Lave [-3,-6]: Veedphi [37,-77] Sol to Lave : Daioar [73,-36] Remember, these work in both directions! ------------ Category 9, Topic 19 Message 162 Tue Apr 12, 1994 M.TROUPE [Helium] at 19:29 EDT Looking for a little combat? Try out Aayay (4,3) and Faenio (4,2). The one with the quintuplet has an Imperial Courier waiting for you to drive by. (I was bored and tried selecting things besides planets and Whoomp, there it is!) I found out you can select ships from the system blowup after you get there. Look for colored dots (not pink or purple on my system they are you) and select them. Check them out with the radar mapper and then chase them down. ------------ Category 9, Topic 19 Message 164 Wed Apr 13, 1994 AEO.MAG [?] Travis [?] at 00:36 EDT Still haven't played this game yet. Part of me fears buying; I may not get much work done if it is as good as y'all make it out to be. Question: Are enemies (or other objects) reset if destroyed? In Helium's last post, he spoke of a Imperial Courier waiting somewhere. If this ship is in every game, and if one was to destroy it, would it still be there waiting if one was to fly by at some future time? --Travis "Chust Vondering" Guy ------------ Category 9, Topic 19 Message 165 Wed Apr 13, 1994 E.MICHARD at 03:57 EDT Yes, the enemies are always reset The game is so huge that there is no way, really, to keep track of individual ships, unless you're doing a 'hit'. Whenever you attempt to fly to a particular starbase in certain systems, a large group of enemies will throw themselves at you. Most of the time they are small scout ships, but occasionally you will be put up against a ship bigger & more powerful than you own.. ZBut this is not very often, in relation to the thousands of small Geckos and Eagle Mk IIIs, etc. ------------ Category 9, Topic 19 Message 166 Fri Apr 15, 1994 D.BARTHOLOME [Dave] at 03:44 EDT I'm not sure about these "preset" ships. I believe that ship placement is randomized in some respects. Epsilon Indi (which, BTW, I've determined to be another dog of a system for trade - just not worth the trouble) had an Imperial Courier who always came over to blow me away shortly after arrival. I had to keep going back to a previous save, and some gameweeks later I'd try again and keep meeting him (or another Courier, anyway). However, I finally fought my way in, meeting Cobras and Kraits. An Asp came up then and got me. I reloaded. Now the Asp didn't show, but another Krait did. No sign of the Courier I'd run into on past attempts. I took a Boa way on out to a distant multistar system, and saved before the final jump into the place. My first try, I was all alone out there, over 200 LY from Sol. It had been over 70 lightyears since I'd met up with any other ships. But on another loadup, I met 3 Eagles once I went in. My arrival point was different too. On a 3rd loadup, once again nobody around, BUT I was in still another point in the system. This is why I think some of the parameters are random. Same savegame, just reloaded a few hours or days apart. I'm playing on the IBM version, which of course doesn't have wormholes. -Dave ------------ Category 9, Topic 19 Message 167 Fri Apr 15, 1994 L.W.BENJAMIN [Koloth] at 19:25 EDT Dave, I agree that some parameters are random and some aren't. Have you noticed any other differences (that you can discern) between the Atari and 'BM versions ? Take Care, Koloth ------------ Category 9, Topic 19 Message 168 Sat Apr 16, 1994 D.BARTHOLOME [Dave] at 07:18 EDT Well, on the IBM version I've never gotten stuck trying to launch from a space station, and I've never had a problem docking either. However, I once tried to watch my ship entering a station from an external view: bad idea. The ship just bounced around in the door frame, the shields went to 0, and the hull damage went up and up, then I quickly switched to the inside forward view and it continued on in like nothing happened. Expensive hull repair job convinced me not to try that again. I've found that you can't land big ships on some high gravity planets. New Africa at Epsilon Indi is bad news, and so is Cooperworld at Aymiay. You just drop like a brick from orbit and the autopilot can't slow you down. Getting out of some deep holes like New America at Facece is also tough. I had to empty my freighter almost completely to get into space without the traffic controllers getting mad at me. (I mean REAL mad. They sent a bunch of cops after me each time.) I assume most of this is the same for the other versions. -Dave ------------ Category 9, Topic 19 Message 169 Sat Apr 16, 1994 L.W.BENJAMIN [Koloth] at 09:40 EDT Dave, It sounds like the 'BM version is more of a simulation and less of a game... Take Care, Koloth ------------ Category 9, Topic 19 Message 170 Sun Apr 17, 1994 M.TROUPE [Helium] at 16:05 EDT Travis, After restarting that section again (had to reload due to something stupid happening) if I went around somewhere else first then the courier wasn't there. Ships are supplied randomly. ------------ Category 9, Topic 19 Message 171 Mon Apr 18, 1994 B.WORTH [BADGER] at 02:16 EDT WOW !!! I've just recently gotten back from "Innerspace" matters and I'm about to get back to jumping around the galaxy. All of you have advanced so well that I feel left in comet dust. A couple of observations from the point which I left off. The farthest point I've explored to is (-3070,-2302). There are two stars with heavy mining- Sonrand and Lahoand. Good starports when you are that far out and need fuel and only have a couple of worm jumps left in your tanks. For those of you have trouble with "flogging around" a station: Try decelerating down to normal speed just as you get "even" with the planet whose station you are trying to aproach. Then hit maximum. Works everytime for me. If you have a crew, keep only those who have flight experience, and who don't lie. If they are advertising on the bulletin board that their family is starving, etc., get rid of them ASAP. Also, never keep the high priced jockeys. if they want 20 credits a week, they'll cause problems with the rest of the crew. Same with those recruits that accept less than 15 credits, they are usually desperate, or lairs. Either way they don't have the experience you'll need. I've been going back and forth between a Courier and a Panther and other than sometimes waiting for enough crew, I've had excellant luck. The gilch that happens sometimes to the bulletin board, where it reads stocks, or is blank- (that's glitch) Fast forward to the next day and it will correct itself. Fast forward also helps if the starport or starbase you're at is out offuel or other commodity you're looking for. Stocks replenish daily. Nice if you're trying to get a full load a robots and computers on a Panther. E. Michard, Have you came up with an "easy" equation for jumps? I have it worked out on paper. I just found out my LDW program doesn't properly compute trig functions. Makes it hard coming up with an exact vector for worming. I've been able to aproximate jumps, and use my save function a ton. I'm up to SQUIRE but still Competent. Never missed a hit from the target not showing. Probably because I change ships so often. Continue the trek fellow Elitests. May the Frontier be with you!! ------------ Category 9, Topic 19 Message 172 Mon Apr 18, 1994 D.BARTHOLOME [Dave] at 04:02 EDT To: B.WORTH [BADGER] I've been wondering about that bit with the crew. Does the pay grade really make any difference? The "starving family" bit on the BB doesn't mean much when they say they're sick of the place, and the "anything considered" people who are just career seekers annoy me too. Has this been proven to be a factor in your successes? Is it noticable, or even verifiable? If it makes any difference, in what way? Your promotion in elite standing, or anything like that? I've been sticking just to the ones who've made enemies or who are dying to leave a system. Nobody's jumped ship on me yet. -Dave ------------ Category 9, Topic 19 Message 173 Mon Apr 18, 1994 L.W.BENJAMIN [Koloth] at 06:14 EDT Badger, Glad to have you back. Not everyone has advanced mightily. I'm still a coropral and competent, but I now have a PUMA. I'm gonna have to start star- hopping, I end up in the SOL area too often. I recently mucked around near the Vequess-Facace area, but I found it to be pretty dead. I guess most of the galaxy is like that. (sigh) I've never taken a hit job with my main character, but I finally investigated one and the timing was abysmal. From the time I took the contract until I had to make the hit, there wasn't time to get to where I needed to be. It was fun hanging around the exit station to find out what the destination was, but like I said, even going back to an earlier saved game, I couldn't make the hit. Oh, well. An interesting note about the crew. I forget where I bought the PUMA, but I had to sit around for over a month before I got enough crew for her. Thank goodness for saved games as the first time I took a couple of passenger contracts and after they sat around for a month they got mad and left. Ruined my reputation too. I learned that lesson well! Take Care, Koloth ------------ Category 9, Topic 19 Message 174 Wed Apr 20, 1994 F-D-PERCIVAL [Fred P.] at 06:31 EDT I've been flying a lot of Imp Military missions from Facece to Federation systems. I've been compiling a list of jump points on Facece's ring to these systems, plus a few other useful ones. If anyone wants my current info, send me a mail request and I'll pass it along to you. ------------ Category 9, Topic 19 Message 175 Fri Apr 22, 1994 F-D-PERCIVAL [Fred P.] at 07:32 EDT Anybody not given up on this game? After playing up to a middle rank, it's obvious that David Braben has confused "long" with "entertaining". Who really wants to do the same mission 100 times? Has anyone actually had the endurance to make it to Viscount in the Imperium? Does anyone still care? It's one thing to have an "endless" game that's always fresh, like some strategy games, but when all there is to do is perform the same missions over and over or visit one of a billion essentially identical stars, what's the attraction? ------------ Category 9, Topic 19 Message 176 Fri Apr 22, 1994 L.W.BENJAMIN [Koloth] at 19:35 EDT Fred P, I haven't reached mind numbed yet. I've got a PUMA, a good reputation, over 100,000 credits and I've never done a hit job. I still have a lot of playtime left in this one. I never did figure out what combination of ship and drives is useful for meeting deadlines on military missions. Maybe there are some other challenges out there as are hinted at in the manual. It might be a good idea to re-read the gazetteer to see if it might offer some further hints. Your competent Corporal, Koloth ------------ Category 9, Topic 19 Message 177 Sat Apr 23, 1994 G.GEORGE3 [Fruitman] at 00:15 EDT I've had the game for over a week now and I think it's pretty cool... But, does anyone know if it has an ending? 50 years from now, you have to give up YOUR ship to your grandkids... Fruitman....... ------------ Category 9, Topic 19 Message 178 Sat Apr 23, 1994 J.KRACHT [Pixel Engine] at 00:20 EDT Well, I have esentially stopped playing... I have run out of time and patience. I am a Dangerous Lord in the Imperium, and I'm happy with that. I've got over 10 million credits, so maybe retirement on New America in Achenar is in the cards. I have grown old, and tired of all this killing... :-) ------------ Category 9, Topic 19 Message 179 Sat Apr 23, 1994 E.MICHARD at 02:13 EDT Fred P - I agree about the ceaseless repetition, but I am sticking it out in the hopes that it will get better...such as better types of missions, etc. I am currently at Dangerous Lord level, just recently made Dangerous, but been Lord for a LONG time... A tip to speed up combat level promotion (at least, it seemed to work for me) is to go on a Photo mission with an energy bomb. I wait until I'm really close in and see a lot of small(usually green) ships on the radar, and hit the energy bomb. It's great to see all those hundreds of Federation ships exploding simultaneously. I'm not sure if all these types of kills register, but after fighting at competent level for a long time, I hit 1 of these and was made Dangerous right away. ------------ Category 9, Topic 19 Message 180 Sat Apr 23, 1994 P.VARN [Paul Varn] at 03:17 EDT I've saved hundreds of games to my HD Frontier folder E partition with no folders, not even COMMANDE.RS. I've not had any problem with corrupted or lost save games. I give each of my saves an incremented number. I always boot with a blank disk, but have not given it a name or put any folders on it. There are three ways to recall a game, two at starup. Recall game on disk, and recall last saved game. I've switched between these two, but wonder if there is a subtle difference that should be tested? -Pv- ------------ Category 9, Topic 19 Message 181 Sat Apr 23, 1994 L.W.BENJAMIN [Koloth] at 07:06 EDT Kracht, What's the date in your game? I think I've only made it to 3207, but I'll have to double check. Capt. Michard, That's the great thing about Frontier - there are a lot of different ways to get results. Paul V., I too save to partition E, but I do use a COMMANDE.RS folder and I make sure I have a floppy in the A: drive when I start up the game. I agree that it doesn't seem to matter which "recall" you use to fetch your game. Apparently the ST version is a little quirky, but for the advantage of having wormholes it may be worth the occasional wierdness. Take Care, Koloth ------------ Category 9, Topic 19 Message 182 Sat Apr 23, 1994 F-D-PERCIVAL [Fred P.] at 08:32 EDT Koloth, If you commute using the rings, any ship can meet military deadlines with ease. I'm flying a real tub, an Imp Trader, and never have a worry about what the calendar will read when I'm done. I just got my promotion to Viscount in the Imp military (13 years of game time), but haven't been shown a new mission type yet. If the game doesn't show me something fresh after all the similar Lord and Baron jobs, it's history. E.M., Good tip on the Energy Bomb. ------------ Category 9, Topic 19 Message 183 Sat Apr 23, 1994 C.OINES1 [Chazz] at 14:01 EDT Well, after getting pretty good at combat, I decided to start over at Lave, and see what life as a fugitive would be like. It's a lot more fun. Those first few runs are the most dangerous, since (unless you kept the cobra) you don't have a scanner, it's harder to find the Bad Guy, and you won't know what he is until you get close enough to do visual ID on him. Taking on a shielded Imp Courier w/his 4MW beam laser was an absolute bitch, but I kacked him eventually... ------------ Category 9, Topic 19 Message 184 Sat Apr 23, 1994 P.VARN [Paul Varn] at 18:33 EDT Has anyone noticed the strange behavior of the color palette? I usually have a dark blue backround on the view screen. If I select any of the screens that represent the F3 button, then return to the view screen, the backround is set to a darker blue, almost black. If I enter any other screen, the view of space is set back to a lighter blue until I cycle back through F3 to F1 again. I've often wondered about the seemingly random sounds I get while traveling through a solar system. The two I get are Explosion and Landing Gear. I've speculated to myself that certain events that occur to other ships are heard by me, like when someone else gets blown away, or crashes on a planet, and when they change landing gear in prep for landing/taking off. I don't have proof for these speculations, nor do I understand why the programmer thought this activity would be important. All I know is that when I hear them, I have looked all around the current space, and my ship to see the effect/cause and have only found one meaningful event. If I'm hauling something perishable and it PERISHES, I get the landing gear sound to indicate that item has now turned to rubbish or garbage. I have found some planet starports difficult to land at due to low cloud cover obscuring the entrance at close range. When this happens, I turn off clouds, and then can see the port fine. The Auto Pilot does a good job most of the time to get me within docking range of orbitors, but does very poorly from distant space to get me to planet starports. I prefer ports because of the extensive missions in the bulletin board. Most orbitors have little or no activity there. No setting of the Dreamer seems to eliminate crashing. My usual technique is auto in with the planet selected until the drive shuts off near the planet. If my speed isn't too high (not over 160 KM/s) I reset the AP for the port and let it take me in until I'm near where the atmosphere takes over and I get the altitude reading. I take it in manual from there until very near the port where I can let the AP do the landing (I can usually do it faster and better though manually.) The tricky thing about space manual control in space is not the let your sideways speed exceed your forward speed to the point where the momentum directional indicator leaves the screen for long periods. If this happens near the edge of atmosphere, you'll get pulled into the planet faster than the ship can maneuver. To solve these problems, I watch my forward speed, compared to my set speed closely, and try not to let them get too far apart. Of course, beyond 28K/sec. speed, the ship cannot change direction fast enough to get out of any tight situation. Near atmosphere, I keep the speed under 90,000K/hr. Even under these circumstances, you cannot reverse direction without falling into the planet unless you turn very slowly, or reverse direction exactly 180 while still high up so the powerful reverse thrust brings the ship to a stop then accelerates again before it falls too low. I never point at the planet or directly away from it during these maneuvers, because orbital velocity needs to be maintained to keep control. Aiming always at the horizon is important until ready for final decent to the planet. Fortunately, the Eagle is well suited to this task because of its good rear thruster-to-weight ratio. With the nuance of momentum in mind, I find I can get around quite well without an AP, but I much prefer to save time by using it. I sometimes get frustrated with the overshoots when on a tight delivery schedule. I've confirmed that AP seems to be the most critical ingredient to getting intercepted by bogies. Once I get my flight path t a planet well established, I turn AP and my engines off. Watching threats on the solar map, I speed the time arrows ahead and see the bogies intersect the last point I had AP on. If they are too close to me when I turn it off, it doesn't matter. They find me anyway. If all I do is use the AP to interrogate each of the ships for their status, it's enough for them to correct their course and find me. I'm still amazed at a program that loads in three seconds and keeps such a huge data base in RAM that can supply a vast range of experiences. ------------ Category 9, Topic 19 Message 185 Sat Apr 23, 1994 P.VARN [Paul Varn] at 18:39 EDT What does "commute using the rings" mean? -Pv- ------------ Category 9, Topic 19 Message 186 Sun Apr 24, 1994 E.MICHARD at 01:09 EDT Paul Varn- I've had no problems with docking in a planet's starport with autopilot. Just zoom in and select the base with the Current System Map, then put on Autopilot & max Stardreamer. It doesn't matter if there's cloud cover because you don't have to see the base (kind of hard when you're 10 AU away). Unless, of course, you actually like flying manually. It seems like it would take a lot of extra time to fly in manually, using the Autopilot only to get to the planet and not directly to the port. By 'Commute using the rings' he meant using the 'wormholes' to jump between 2 distant systems. There is a ring 82 map sectors (655.5 or so LY) surrounding any system. This allows you to jump to a pt 656 LY away with minimal fuel in 1 jump. By figuring (or guessing) the intersection of the 2 circles of starting and ending systems, you can jump between any 2 systems using minimal fuel and minimal time, in 2 jumps (sometimes as little as 1 day). The IBM and some newer Amiga versions do not have this ability, so it is apparently a bug. Nice bug though. ------------ Category 9, Topic 19 Message 187 Sun Apr 24, 1994 F-D-PERCIVAL [Fred P.] at 07:15 EDT One speculation is that the shortcut rings were a playtesting tool. Too bad the testers didn't bore at a normal human rate! I've been unable to find any new mission types at Viscount rank, which means the game is over for me unless somebody turns up something interesting. ------------ Category 9, Topic 19 Message 188 Sun Apr 24, 1994 L.W.BENJAMIN [Koloth] at 08:34 EDT Fred P. I guess I'll try commuting via the rings and take more military missions. Thanks. I wonder if there's any way for you to find out if you really have "reached the peak" ? I wonder how one would contact David Braben ? You could always start over and try to use less ship to do more mission or something to make it more challenging. Just a thought. Paul Varn, The only problem with flying without the AP is that I already have a career. Really, your dissertation is correct. This is an amazing simulation with lots of experiences to be had. Take Care, Koloth ------------ Category 9, Topic 19 Message 189 Sun Apr 24, 1994 P.VARN [Paul Varn] at 18:02 EDT I undertand now about the "ringworms". -Pv- ------------ Category 9, Topic 19 Message 190 Sun Apr 24, 1994 J.KRACHT [Pixel Engine] at 21:35 EDT Just so some of you don't despair, I'll drop a few hints about future missions. If you don't want to know, press now... After surveilance missions, you can expect some new weapons, most notably, a nuclear missile. You use these on planet-based targets, as well as enemy space stations. Later on, you can expect to take on convoy contracts. Your status as Elite gets you "convoy escort" jobs, that pay by the day. You must protect the ships in the convoy from pirates. As for what comes later, that is anyone's guess. I've been told (by not very reliable sources) that some sort of "mystery ship" is available, given to you by the "head" of the Elite Federation, and take your seat by his side, and rule the galaxy as father and son! (Actually, I don't know about the ruling the galaxy bit, but the rest is apparently true; out of boredom one night, I searched through the program with a sector editor -- very enlightening! :-) ------------ Category 9, Topic 19 Message 191 Sun Apr 24, 1994 R.COLEMAN24 [BOB C.] at 23:01 EDT ~~~~~~~Start of deep space transmission~~~~~~ To all within range: Did anyone miss me? Probably not ! I took some R&R on "old Earth" in the Sol system with my family (remember them, they are the ones you leave behind each time you plug into Elite 2). We took a vacation in Mexico during Spring Break and I haven't been back to my old Cobra since. From the line of conversation I have been following over the past 2 weeks, it looks like a few of you have reached Elite burn-out. Fair enough. I'm still not far enough along to reach that phase, but I can see it coming. Most of us agree, this is a great game. But how far are we willing to go to see the highest levels of missions or special weapons? I, for one, enjoy other games and may never see the higher levels of Elite 2 unless I borrow a save game from someone else. So...don't throw those save game positions away, someone like me may want to borrow one. Thanks BTW If you are looking for a very enjoyable strategy/action/mildly arcade type game, look into CANNON FODDER. It is a squad leveltactical game with little soldiers you get to command. There are 24 missions of increasing complexity. You get to drive vehicles, tanks, and choppers. I know this is off topic but I know some of you guys enjoy military/strategy games and I thought I'd pass along the latest info on a game's release. You can find me at the Elite Bar and Grill anytime. Bye, Space Dude D^) ------------ Category 9, Topic 19 Message 193 Mon Apr 25, 1994 F-D-PERCIVAL [Fred P.] at 06:23 EDT Pixel, Unfortunately, it appears that to reach Elite rank, one would have to play Frontier as a full time job for about a year. Frankly, the game is not that involving. For detailed info on what is required to get as far as I have (Dangerous Viscount), see CAT 21. Unless I'm missing a lot of the play, it would take a person of unusual fixation to stay with the repetition of the game long enough to reach higher ranks. One other thing - I've noticed a message three times over all my sessions with the game. It appears after a space victory and looks like a bounty notice, but reads "From Elite Pilots: Right on, Commander!" I don't know the significance of this. It does not correspond with any promotions or medals. I wonder if it denotes reaching a round number in your victory total (maybe hundreds?). ------------ Category 9, Topic 19 Message 194 Mon Apr 25, 1994 L.W.BENJAMIN [Koloth] at 06:49 EDT Ringworms - that's rich! (ROFL) Kracht, Ah a sector editor - what a very Klingon thing to do! I'm proud of you. Space Dude, I've been saving a game named for my ship type when I save my regular games, thus I've got saved games for most ship types in the Federation. I just got a Panther last night. If you'd like I could archive some saved games and put them up on GEnie. Since you have to have Frontier to use them, there's probably no problem with putting them on GEnie. (if anyone else knows different, please say so.) Take Care, Koloth ------------ Category 9, Topic 19 Message 195  Mon Apr 25, 1994 R.COLEMAN24 [BOB C.] at 22:22 EDT Koloth, Regarding your save games of different ships: Do it ! I enjoy this game, but probably don't have the time to ever reach the upper levels of Elite stardom. Playing someone's highest level would afford me a quick ticket to experience the better missions of this game. Thanks. Space Dude D^/ BTW I would appreciate any others of you more experienced pilots doing the same. Whadda ya say? ------------ Category 9, Topic 19 Message 196 Tue Apr 26, 1994 J.KRACHT [Pixel Engine] at 05:28 EDT Space Dude: Does Cannon Fodder work on a Falcon? I really want that game but... if I need to use Backwards, I'd just as soon pass... Fred: I caught that message early on. I think it _does_ denote progress. I used to think it was reserved for thos super-quick, super-skillful kills. The ones where the enemy doesn't get a chance to fire even once. I saw it once when I blew away a mosquito before he even got in range. I think it is an indicator of some sort. Now, of what? All: I would be _very_ willing to upload my current game position. Someone should try it first via e-mail to see if it works... ------------ Category 9, Topic 19 Message 197 Tue Apr 26, 1994 L.W.BENJAMIN [Koloth] at 06:24 EDT Bob C., I'll put up the saved games with a variety of different ships. This however probably won't make much difference in the missions you see as I'm still only a competent corporal in the Federation. Kracht, The Commanders files are binary and I wouldn't recommend trying to put one in E-mail. I was going to zip a bunch of them into one file and upload it to the file areas. Take Care, Koloth ------------ Category 9, Topic 19 Message 198 Tue Apr 26, 1994 J.KRACHT [Pixel Engine] at 22:50 EDT Koloth, I meant e-mail w/file attached. Has anyone tried this? ------------ Category 9, Topic 19 Message 199 Wed Apr 27, 1994 L.W.BENJAMIN [Koloth] at 06:42 EDT Kracht, I'm uploading a 239K file to the libarary today which contains a bunch of saved games with different ships in it. I've used Aladdin to send all kinds of files attached to Email messages. I see no reason why it shouldn't work with a saved game as well. Anyway, the file is called FRONTSAV.ZIP and it should show up in the Atari libraries in a couple of days. Take Care, Koloth ------------ Category 9, Topic 19 Message 200 Thu Apr 28, 1994 L.W.BENJAMIN [Koloth] at 06:03 EDT All, Well, I've been trying to upload for two or three days now and I continue to have line noise problems. I'll let y'all know if I have any luck sending a zip file of games containing other ships. Take Care, Koloth ------------ FRONTIER - ELITE I I SHIP INFORMATION Ship EscCap IntShu Lifter Osprey Falcon Hawk Kestrl Eagle1 Eagle2 Eagle3 Sdwndr Hull Mass 1t 4t 3t 4t 5t 11t 11t 5t 6t 8t 8t Mass (full) 5t 8t 10t 15t 16t 18t 20t 25t 28t 30t 33t Internal Cap 4t 4t 7t 11t 11t 7t 9t 20t 22t 22t 25t Retro Thr. Acc 2g 3g 2g 8g 9g 6g 6g 10g 4g 15.1g 12.1g Main Thr. Acc 3g 5g 4g 27.2g 30.2g 27.2g 25.2g 25.2g 28.2g 28.2g 23.2g Gun Mounts 0 0 0 1 1 1 1 1 1 1 1 Scoop Mount no no no no no no no no no no yes Missile Pylons 0 0 0 2 2 2 2 2 2 2 0 Crew 1 1 1 1 1 1 1 1 1 1 1 Allegiance I,E,F I,E,F F E F F F F,E F E I Cost 11k 14k 16k 45k 46k 48k 48k 38k 41k 43k 44k Jump Rating IPDRV IPDRV IPDRV 1M-13.33 1M-12.50 1M-11.11 1M-11.11 1-8.00 1-7.14 1-6.66 1-6.06 2-32.00 2-28.57 2-26.66 2-24.24 3-54.54 Ship Krait Gecko Adder Viper Cobra1 Moray Cobra3 Constr Asp Tnsptr Lion Hull Mass 8t 11t 15t 15t 15t 17t 20t 30t 30t 40t 65t Mass (full) 35t 45t 55t 65t 75t 87t 100t 120t 150t 200t 300t Internal Cap 27t 34t 40t 50t 60t 70t 80t 90t 120t 160t 235t Retro Thr. Acc 10g 9g 8g 10g 6g 6g 7g 10g 7g 4g 3g Main Thr. Acc 20.1g 16.1g 18.1g 24.2g 16.1g 14.1g 20.1g 22.2g 22.2g 9g 5g Gun Mounts 1 2 1 1 2 1 2 2 2 3 3 Scoop Mount no no yes yes yes yes yes yes yes no yes Missile Pylons 4 1 0 4 2 4 4 2 1 2 8 Crew 1 1 1 1 1 1 1 2 2 3 4 Allegiance I I I,F I,F,E I,F I,F I,F I,F I,F I,F F Cost 50k 66k 73k 87k 97k 109k 124k 143k 187k 241k 348k Jump Rating 1-5.71 1-4.44 1-3.63 1-3.07 2-10.66 2-9.19 2-8.00 2-6.66 2-5.33 2-4.00 3-6.00 2-22.85 2-17.77 2-14.54 2-12.30 3-24.00 3-20.68 3-18.00 3-15.00 3-12.00 3-9.00 4-10.66 3-51.42 3-40.00 3-32.72 3-27.69 4-42.66 4-36.78 4-32.00 4-26.66 4-21.33 4-16.00 5-16.66 4-49.23 5-37.50 [Not normally playable] Ship Tiger ImpCou Python ImpTra Anac. Puma Boa Panther Tharg Lynx Cruiser Hull Mass 80t 130t 100t 175t 150t 175t 200t 225t 38t 1200t 1000t Mass (full) 400t 480t 500t 700t 800t 1000t 1500t 1775t 70t 7200t 16000t Internal Cap 320t 350t 400t 525t 650t 825t 1300t 2000t 32t 6000t 15000t Retro Thr. Acc 5g 6g 4g 4g 3g 3g 4g 3g 121.3g 1.0g 3g Main Thr. Acc 12.1g 16.1g 10g 9g 6g 6g 8g 6g 0.1g 3.0g 1g Gun Mounts 3+F 1 2+F 1 2+F 4+F 4+F 4 123+F 0 1 Scoop Mount yes no yes no yes yes yes no yes no no Missile Pylons 1 6 4 6 8 8 6 8 1638 0 0 Crew 5 3 7 6 8 9 10 12 22 20 100 Allegiance F E I E I F I F I,F,E I,F,E Cost 472k 611k 575k 954k 1060k 1265k 2474k 2753k 11k 7228k 16110k Jump Rating 3-4.50 3-3.75 3-3.60 4-4.57 4-4.00 4-3.20 8-10.80 8-9.12 4M-68.5 1-0.04 1-0.01 4-8.00 4-6.66 4-6.40 5-7.14 5-6.25 5-5.00 6-1.50 6-0.45 5-12.50 5-10.41 5-10.00 6-10.28 6-9.00 6-7.20 7-2.04 7-0.61 6-18.00 6-15.00 6-14.40 7-14.00 7-12.25 7-9.80 8-3.37 8-1.51 George Hooper ghooper@hooplah.com FRONTIER - ELITE I I EQUIPMENT INFORMATION Jump Item Wt Cost Item Wt Cost Item Wt Cost Fuel XB13 Dummy Prox Mine 1t 9 Sm Plasma Accel-L blu 500t 270k Hyper Cloud Anal 1t 1575 XB74 Proximity Mine 1t 27 Lg Plasma Accel-L blu 900t 540k Radar Mapper 1t 900 Energy Bomb 4t 17.1k Auto Refueler 1t 90 Scanner 1t 630 KLT60 Homing Missile 1t 45 Atmospheric Shielding 1t 180 Interplanetary Drive 4t 4500 LV111 Smart Missile 1t 63 Cargo Bay Life Support 1t 540 Class 1 Hyperdrive 10t 7200 1 NN500 Naval Missile 1t 90 Energy Booster Unit 5t 9900 Class 2 Hyperdrive 25t 13.5k 4 Laser Cooling Booster 1t 360 Escape Capsule 5t 18k Class 3 Hyperdrive 45t 27k 9 1MW Pulse Laser-red 1t 810 Extra Passenger Cabin 5t 1350 Class 4 Hyperdrive 80t 54k 16 5MW Pulse Laser-yel 3t 2700 Fuel Scoop 6t 3150 Class 5 Hyperdrive 150t 108k 25 1MW Beam Laser-red 5t 6300 Cargo Scoop Conver. 2t 3600 Class 6 Hyperdrive 250t 216k 36 4MW Beam Laser-amb 20t 11.7k Hull Auto Repair Sys. 40t 15.75k Class 7 Hyperdrive 400t 432k 49 20MW Beam Laser-wht 75t 22.5k Shield Generator 4t 2250 Class 8 Hyperdrive 600t - na - 81 100MW Beam Laser-m blu 200t 54k Automatic Pilot 1t 1260 Class 1 Military Drive 6t 22.5k 1 30MW Mining Laser-m blu 10t 10.8k E.C.M. System 2t 1080 Class 2 Military Drive 12t 45k 4 MB4 Mining Machine 30t 5850 Naval E.C.M. System 2t 13.5k Class 3 Military Drive 24t 90k 9 Equipment Items - not normally available Jump Item Wt Cost Fuel Fighter Launch Device 100t 225k Class 4 Military Drive 42t - na - 16 FRONTIER: ELITE I I - RATINGS AND RANKINGS Rating Points Rating Points Harmless 0 Above Average 64 Mostly Harmless 4 Competent 128 Poor 8 Dangerous 1000 Below Average 16 Deadly 3000 Average 32 Elite 6000 Rank Points Rank Points None - Outsider 0 Lieutenant - Viscount 2401 Private - Serf 1 Lt Commander - Count 4096 Corporal - Master 16 Captain - Earl 6561 Sergeant - Sir 81 Commodre - Marquis 10,000 Sgt. Major - Squire 256 Rear Admiral - Duke 14,641 Major - Lord 625 Admiral - Prince 20,736 Colonel - Baron 1296 George Hooper ghooper@hooplah.com Frontier: Elite II Command Controls F1 F1 F1 F1 Stardreamer Time Control Front Rear Turret External View View View View F2 F2 F6 F7 F8 F9 F10 System Galactic System Zoom Zoom Tools Galactic Map Map Data In Out View F6 F7 F7 Return to Orbital Map Time Display Toggle Zoom Galac Map Stalks In F7 F8 F8 Economy Toggle Zoom Grid Out F7 F8 F7 F4 F9 Zoom Social Vertical Comm Toggle In Structure Take-Off Panel Routes F8 F10 F7 F5 F10 F10 Zoom Orbital Engines Scanner / Toggle Return to Out Map Off Weapons Ident Text Galac Map F9 F9 F10 F7 F8 F9 F10 Tools Toggle Toggle Autopilot Hyper- Raise ID Text Orbit Lines Ident Text Space Gear On F10 F7 ALT + F8 F9 F10 Targeting Manual Forced Lower ID Text Flight Mis-Jump Gear Off F3 F3 F3 F3 F3 F3 F3 Ship Command Crew Cargo on Passenger Mission Mining Status Profile Roster Board Roster Contracts Info Keyboard A = Ship Dive H = Hyperspace C = Center Map Z = Ship Climb ? = Hyperspace Cloud Anal SHIFT + Arrows = Map Speed Search < = Ship Left R = Radar Mapper Arrows = Rotate Ext View Rotate > = Ship Right E = E.C.M - = Ext View Zoom In SPACE = Fire Laser D = Take Photo + = Ext View Zoom Out ENTER = Accel / Inc Set Speed M = Launch Missile / Mine PRT SCN = Save GRF picture SHIFT = Decel / Dec Set Speed B = Energy Bomb ESC = Pause Game 1,2,3,4 = Select 1st - 4th item X = Escape Capsule ESC ESC = Options Page Mouse Left Button = Select cursor item ALT + Arrows = move cursor Right Button = Controls Ship movement, INS = Select cursor item ( drag ) Rotate Maps Both Buttons = Fires laser  FRONTIER (ELITE II) Game Info collected by lots of people on comp.sys.amiga.games compiled by Christoph Tietz (Christoph.Tietz@gmd.de) April 5, 1994 I Disclaimer I play this game on a PC and have tried to verify as much of the given information as possible. Information that is marked with "(?)" is untested and may apply to the Amiga version only or may be wrong altogether. (-; Anything else may be wrong too ;-). If you find any mistake, I would be glad to hear from you. Parts of the information listed here were not found by me initially, but unfortunately I cannot reconstruct who contributed all the bits and pieces. Instead I dedicate this collection to the Frontier playing network community with many thanks. I hope you don't mind, that I have put your contribution together with lots of others and redistributed the whole thing without mentioning your name. Enough smalltalk and excuses. Now to the facts: II Game Tips Golden Rule Before you do anything that looks only remotely dangerous, SAVE YOUR GAME. Do this even if you only want to do something perfectly normal. The game is full of bad surprises that have nothing to do with the game itself but with bugs and strange crashes. Always keep the last few games, in case a saved game is unusable. Dongles and Other Strange Beasts There have been reports of problems with Frontier on an Amiga if a dongle occupies the 2nd joystick port. If you cannot control your ship because it starts to spin uncontrollably remove the dongle and try again. Copy Protection The copy protection scheme counts headlines as text and ignores the case of your input. Page headers and footers and the captions of pictures are not counted as text. Ships In System Maps Ships are marked in the system map as little crosses in the color in which the ships would appear on the scanner. Your own position is marked with a purple dot regardless of the type of your ship and your hyperjump cloud will be marked with a blue dot. You will see the blue dot also for the hyperjump clouds of ships that you had selected before they jumped out of the system. Sometimes it is even possible to use your cloud analyzer on such clouds. You can not center the map relative to ship marks. Planet Selection A planet or station can only be selected if it is annotated with its name. This annotation is only performed when the game assumes that the object is clearly visible. The heuristic that is used for this decision sometimes fails badly. Therefore some planets can only be selected if the system is zoomed and rotated until the observer's position is near the planet. Try it with Pluto in Sol [0, 0]. It really is selectable! Autopilot Your autopilot tries to fly to your target in a straight line. If there is a planet between you and your target, the autopilot will happily try to fly through the planet, crashing you in the process. If you don't want to risk crashes because of high gravity or other mishaps that could confuse your autopilot you should always land using time acceleration at least at level 2. If you don't watch it too closely your autopilot definitely performs better. Docking Docking your ship in a space station without causing damage can become a quite complicated task for large ships. You have to remember that your forward view from a ship like the Panther Clipper is not centered in the ship but instead you look out of your forward window that may be high above the center axis of your ship. As a result you have to aim not at the middle of the docking bay of a station but at a point somewhere in the upper half of the back wall of the dock. One nicely working trick is to use the outside view to look at your ship from a point in front of it and align your ship such that you look at it from within the station and it keeps well clear of the dock walls. In a station you may keep your landing gear up to keep your ship as small as possible. Initial Trading As a beginner you will want to make fast cash to be able to buy a better ship that brings you to all the wonders of the universe. You can earn your money with trading. As a beginner you should choose a trading route where there is no risk of being attacked by pirates. Sol and Barnard are two such systems. You can carry luxury goods from Sol to Barnard and robots back. Sell all of your initial equipment you don't need, to make room for merchandise. You won't need missiles, laser or your scanner. As soon as you have left Merlin (on Ross 154) you can sell your atmospheric shielding too at the next starport, if you avoid planets with atmosphere in the future. On the route between Sol and Barnard this will pose no problem, because there are enough space stations in either system. Be sure to check the bulletin board when you bring robots to Sol. Very often you can get a better price there than on the stock market. You cannot afford Luxury Goods or Computers in the very beginning. Carry Fruit and Vegetables to Barnard instead until you have enough cash to switch to more profitable goods. Buy a bigger ship as soon as you have enough money to pay it AND enough cash to buy some initial cargo for your new ship too. Another good route in imperial space has been reported to be Facece to Vequess and back. You can perform military missions on one way and carry slaves back, if you don't mind the moral implications. Crew Members Every day at midnight the bulletin board is updated and may show new potential crew members. It is a very bad idea to fire someone of your crew. Your reputation will suffer badly. If you repeat this several times, it will take you a very long time (sometimes years!) to hire crew members again. Passengers Passengers want to be delivered to their destination in one month or less. If they get impatient, they will tell you so, leave at the next starport and refuse to pay. The main problem is, that your reputation will suffer badly and future passengers may even refuse to be transported by you. You can persuade them sometimes by asking several times. You should be careful with passengers that tell you, that they owe someone money. They will most probably refuse to pay at the destination port. For some systems you need a permit to enter. The only way to get a permit is to transport a passenger or parcel to such a system. The people that give you military missions assume that you already have a permit. Charity If you give money to charity, you will get a better reputation and people will trust you more. This means that you can get 10% more money for deliveries, get all or part of the money in advance and more people will want to work for you (?). Your reputation will also grow if you succeed with passenger transports without receiving too much damage to your ship. Therefore giving away your money is not really necessary if your reputation is not too bad for passengers to accept you carrying them. Dumping Radioactives One way to get rid of the radioactive waste from military drives is to dump it into space right out of your cargo bay. If you are in a system where a strong police force is watching, this can get you in trouble even if you dump directly after your jump into the system. In such systems you should simply sell your waste or (if radioactives are illegal) find a reliable merchant on the black market who takes it back. You can have loads of fun if you try a few highly illegal dumping places. A space port is a very nice place to dump your waste on. Some people prefer to dump their radioactives into the still open landing bay of an underground spaceport. You can even fling your waste into a long range cruiser that waits outside of some space stations. Of course you can do the same with mines for the thrill of finally seeing a mine hit something! There seem to exist systems where you can get real money for your radioactives. Look out for systems in the state of civil war. Sometimes you can sell your radioactives there on the black market. Countryside Landing Lower your speed and raise your nose until you fall with approx. 3 m/s. When you are down to 10-15 m, cut your speed to 0 and align your nose with the horizon. Don't forget to lower you landing gear! Mining Select a system with little or no registered settlers, look for an unnamed planet above 0 degrees and below 200 degrees without a starport or station and unload your MB4. Wait a few months and land near your mining equipment. Pick it up and leave. If you try again at the same place you will find less and the third time you will find nothing. This is not dependent on the time you let your machine work or the amount of minerals the machine has produced. Only the number of trials counts. A builtin camera (you get it for your first reconnaissance mission) does not prevent you from using the mining machines. Just use the camera icon in the near of the mining machine. Frontier will know, that you don't want to take pictures. Fuel Scoop from a Gas Giant Autopilot to the target, aim at the horizon and set your speed to 15,000 km/h. Use time acceleration and decelerate to keep the target tunnel frames coming at constant speed; when the atmosphere gets visible, aim for the middle and reduce your speed to 4000 km/h, go back to normal time. The fuel scoop will first fill up the cargo space and then the internal tanks. Fighting There seem to exist a lot of misunderstandings with respect to fighting. The first one is, that your movement vector has to point to your enemy to move towards him. This is not true. Your movement vector is shown as the vector of your movement with respect to the currently selected reference mass. This is totally insignificant for a fight, because there only the relative velocities of the fighting ships count. This also means, that you don't have to decelerate for a fight. Your attacker will have a similar velocity vector as you or he wouldn't stay in your vicinity for long. Important are the tiny differences in your movement vectors that result in movements of your ships relative to each other. If you both fly parallel with 10,000 m/s in the same direction and accelerate towards each other, this will have the same effect as when you don't move at all and accelerate towards each other. What counts is the resulting relative movement. To make a long story short: Simply ignore your displayed velocity during a fight. It doesn't matter at all! What does count is your velocity relative to the attacking ships. You cannot measure it directly, but you can select an attacking ship and watch the distance change to get an estimate of your velocity. This is the only velocity information that helps you to maneuver during a fight. * Always switch your engines off while fighting and use mouse direction control and acceleration/deceleration buttons for maneuvering. * Ignore the indication of your velocity vector. It is insignificant for a fight. * Be careful not to shoot yourself with your own turret mounted lasers. * If you attack a ship with your front laser, aim 5 deg past it, accelerate until near, decelerate and follow accelerating while it flies by. Shoot it from behind. * You can shoot incoming missiles: evade with full thrusters, u-turn, select with annotation (to make the missile visible) and shoot. I have developed a standard sequence for fighting that uses a little cheating to compensate for the very poor HUD and the bad interface to the functions you need during a fight: * When the attack warning comes up, stop time. * Switch off your engines. * Select the outside view of your ship and zoom out as far as possible. * Switch on the id labels to identify the attacker. * Move the outside view until the attacker rotates into your view. * Select the attacker and activate your radar scanner to get type and damage info. * Remember the position of the attacker on your scanner. * Switch back to the front view. * Restart time. * If you use your front laser, rotate your ship to face the attacker and use your engines to accelerate at the same time to evade the initial attack. * Perform any maneuvers necessary and shoot to get rid of the attacker. * Select the system map and reselect your initial target. Some players find it sufficient to use the id labels, so they don't have to deselect the original flight target and select the attacker. I found the distance information the selection provides very helpful though. Especially when I have to use a powerful laser economically because it can be fired only a limited time until it overheats and needs time for cooling. Military Missions Be careful not to accept military missions that clearly cannot be finished in time. You will have to look at the destination starsystem, estimate your travelling time through hyperspace and the time you need in the target system to reach your destination. A good distance estimate is to add 10 AU to the orbital distance of your destination. If your destination is orbiting another planet use the orbital distance of this planet instead and add the orbital distance of your destination to the result. If you don't get missions from your local military agent, don't despair. Often it is sufficient to change the starport in the same system to get missions. If all else fails and you don't want to change the base for your military career, simply make a small hyperspace jump out of the system and back. In the mean time your military agent may have changed his mind. If he still has nothing to do for you you should ask yourself a few questions. Would you give someone like you military missions? For whom have you worked in the past? Are you really trustworthy? See, you know the reason! Assassination * Always save the game before accepting a contract. * Don't arrive in your target system too early. If the police has enough time to investigate, the victim will be warned. This makes it very difficult to finish a contract in systems like 61 Cygni [-1, 1] or Omicron Eridani [2, 0] where you have to travel 40 AU or more to the next station. Don't even think about a mission for Alpha Centauri [0, 0] or Cegreth [-1, -3]. Such missions can only be accomplished if you cheat. For details see the Autopilot Break below. It seems to be ok. to arrive at the target system about one week before contract time. * Don't wait too long in front of the target station or port, the victim may get frightened and refuse to start. 15 minutes before contract time seems ok. There seems to be a way to force victims out of a station if they refuse to start. If you attack the station, the launch bay must be cleared for the police vipers. If your victim is in the station, he/she will be in the launch bay and get forced to start as soon as you attack the station. * Don't wait directly in front of the station, the victim may run into you. * Don't wait directly above a star port. If the launch bay doesn't close after your start, your victim cannot start. * You should never try to watch the take off of your victim in accelerated time. In most cases your victim will sneak past you while you are dreaming your time away and be gone before you even know it. * Don't attack too close to a star port or station, the victim may try to land again. * If you have to attack near a star port, don't use missiles too early. If you do, your victim might try to evade the missile and crash in the process. If your victim kills himself, you failed. * You can use missiles to prevent the victim from hyperjumping while you attack. If you fire a missile before you use your lasers, the local authorities will charge you only 600 credits for illegal weapon usage. Otherwise you will get fined 10,000 credits for piracy and murder. One very nice attack method based on this trick is to wait at some planet far from your destination until you can spot your victim on the system map. As soon as it appears, target it and fire a missile. This is already sufficient to prevent your victim from hyperjumping and you can approach now and do what you came for. * If the victim hyperjumps, use a cloud analyzer and simply follow. Select the arrival cloud and wait until the victim arrives or you can be sure it made a misjump. If you are not fast enough to overtake your victim on the direct route, you can always use a wormhole route that is nearly always faster. A drawback of the wormhole route is, that your entry point of the target system may be far away from the entry point of your victim. * If you are too far from your victim when he or she starts, use the system map and watch for a ship mark on the map that belongs to your victim. Select it and proceed as usual. You can verify your selection via communication. Don't call, just verify the registration number. * If you have more than one assassination on your list, collect the money for the first one before you try the next. Your employer seems to actively look for you to pay you and spreads rumors of your profession in the process. This obviously warns other victims. With these points in mind I have succeded with every contract (civil or military) that I have accepted so far. In every case a victim didn't show up I could find a reason from the list above and succeeded in the next trial. On the other hand there have been reported lots of problems with victims not showing up or refusing to land at the port of destination. Some of these problems seem to stay even if you use every trick in the book. In such a case your only chance is to reload a saved game from the time before you accepted the contract. Reconnaissance Missions One problem with such missions is, to find your target at all. It should work if you approach the planet until it nearly fills your screen. If the military base is visible, you should see it as a grey pixel that can be selected. If you don't see it, fly to the back of the planet or simply wait a few hours (in accelerated time) until the planet rotates the base into your view. The maximum distance to take pictures from is about 80 km. You get excellent pictures if you fly below 10 km. One nicely working method for an approach is: * Use autopilot and maximum time acceleration until you arrive in the "vicinity of the planet". * Use time acceleration 3-4 and 50,000 km/h to fly to 7000-8000 km distance. * Orbit the planet and lock on the target when it is at the horizon. * Save the game. * Aim a little below the horizon and descend to 1000-3000 m. On planets with high gravity this is the most difficult part. I always save a game before actually reaching the planet so I can try different routes to the target station. The problem on planets with high gravity is, that you don't get height information until you cannot decelerate anymore in time to avoid a crash. You have to approach such planets very carefully. Another problem is, that you can control you descent only via the velocity readings because you cannot see your actual velocity vector or the target tunnel with your nose up high enough to make a controlled descent to your target. You can aim at your target with your nose up, if you use the outside view. * Continue towards your target with 10,000 km/h and time acceleration 2 until your distance is down to 200 km. * Decelerate to 5,000 km/h and switch off time acceleration. * From a distance of 80 km downwards you can take pictures. I usually fly between the towers or a small distance above. After you have taken the pictures, accelerate with full power and make your escape. * After having taken my pictures I often pick a few interesting enemies and practice my fighting skills before jumping out of the system. A few times I managed to rough land between the buildings of a target station. The stations don't seem to have a starport, but only a hangar out of which the interceptors start. It is interesting to watch them materialize in front of this hangar (and crash shortly afterwards). Reconnaissance missions to imperial stations are most difficult, because you are attacked by Imperial Couriers with 20 MW lasers. For my Asp with up to 10 shields this means that you are history with only one direct hit. If you fly very low between the buildings of a target station you must be extremely careful, not to be rammed by an enemy ship that suddenly appears directly in front of you. Bombing Missions If you have succeeded with reconnaissance missions and shot a lot of excellent pictures you will find bombing missions very boring. You can fire your nuclear missile from 500 km distance or even more without adverse effects if the station lies within your line of sight. The crater that replaces the station after a successful attack is no hole in the ground. It hovers above the planet just where the station used to be. If you rough land at the position of the station you land actually below the crater. Very strange... Ratings If you want to improve your combat rating fast, there is one simple trick. Buy a Panther Clipper and equip it with about 300 shield generators. It is nearly invincible now. Select a system with lots of pirates. Anarchies are very nice and some dictatorships also work very well. Jump into the system and switch off your engines. Accelerate time to the maximum and wait for the pirates to come. When they arrive, simply wait. They will crash into you and you will get the bonus for destroying them. Only one ship can get dangerous to you and this is the Imperial Courier which is very often equipped with a 20 MW laser. Fight this one and do it carefully because once this gun starts to hit you, your shields will degrade very fast and you don't have the engine power to evade quickly. After you have cleaned up the system, jump to a neighbor system and back or still better, simply jump to another anarchy. Repeat until you run out of fuel, are bored too much or have advanced to ELITE after 6000 destroyed ships. As soon as you get reconnaissance missions from the military, you can advance even faster. Pick a mission to a station on a planet with low gravity and fly towards it. From approximately 500 km downward you can watch interceptors start continuously. All you have to do is to reduce your velocity or switch off your engines and wait until they start crashing into you. In the near of imperial stations it is not as easy, because you will have to actively fight the attacking Imperial Couriers that would cut you into pieces otherwise. They are quite easy to destroy, if you adapt your course until they approach you in a straight line. Then you can activate the autopilot and fire as soon as they are in range. As long as you move to follow one of the Imperial Couriers the others are usually too clumsy to hit you hard enough to cause damage. Other ships can safely be ignored. They will crash into you from time to time or reduce your shields a few percent if they hit you with their lasers. Keep well above the planet to avoid crash landings. You can accelerate all this still further if you use an energy bomb to wipe out a lot of enemies with one keypress. This works most satisfactory if you are surrounded by lots of police vipers after some little disagreements with the local authorities. Sling shot Aim just past a large gas giant and get fast enough (700 km/s for Jupiter). Switch off your engines and watch. Speed and distance are critical. You will have to practice a bit to get the feeling. Sightseeing You can fly through all the domes on planets without a breathable atmosphere and land between the buildings. If you do this for the transparent domes at Ross 154 you will find in one dome administration buildings of Vega Line, Sirius Corporation and other trading houses and in the second dome the usual combination of concrete blocks and green patches in between with scattered brick houses. It is definitely fun to fly between the buildings and look at your surroundings. Agriculture domes are a bit boring, because they contain nothing more than lots of green balls at ground level. Domes that are not tranparent, can be entered too but contain absolutely nothing. It is interesting, that they are no obstacle for you though. At least they are good for some very strange graphical effects if you land in one of these domes and use your outside view to look at your surroundings. In every major city with more than the space port and a little industry you can find little churches with working clocks. The cities are structured as large blocks of ugly concrete buildings and patches of green between them with scattered brick houses and every now and then a little church. Try to rough land in the vicinity of such a church and watch the clock on the church steeple. Use time acceleration for better effect. If you are close enough you can even read the roman numbers on the clock face. The buildings give you an interesting impression of the size of your ship. A Cobra MK III looks huge compared with this tiny little church. And have you ever seen a huge space ship standing in the graveyard behind a church? It looks definitely strange. At some time in the future I will look for one of the bridges you can see in the intro sequence of the game. This will be my last action before voluntary retirement. A kind soul already gave me the tip to look in the near of New San Francisco on Earth, Sol [0, 0]. Do you really want me to retire? Other Galaxies If you use the galactic view and zoom out of the galaxy you can see lots of other galaxies that are arranged in a regular grid. These galaxies are all copies of your home galaxy, so it is really not worth the effort to try and find wormhols to distant galaxies. There is only one galaxy and a lot of mirror images. Thargoids A lot of oldtimers from the era of the original Elite game still remember the menace of the Thargoids and miss them in Frontier. Nobody has seen a Thargoid in Frontier yet but in an interview David Braben shall have told that there is a single Thargoid ship in a system far out in the galaxy. I personally think this is only a trick to keep us playing Frontier until add-ons appear. But who knows? If you fly bombing missions to federal bases you can sometimes see two big violet octagonal ships that look just like the good old Thargoid ships but they are not disturbed by your approach. Perhaps the Thargoids sleep for a few hundred years after the exhausting fight with mankind? III Bugs / Features Enemies One At a Time Maximum time acceleration will separate groups of ships to get them in line, waiting for you. Perfect Autopilot Your autopilot always succeeds if you use maximum time acceleration. Planet Landing Without Fuel While you still have fuel, use the autopilot to align with your target planet, switch to maximum time acceleration and wait for the landing sequence. Switch back to maximum time acceleration and you are save. Zero Time Shooting from Gun Turrets If an attacker approaches, get him in sight of a laser turret, stop time, select the attacker, aim the laser and test fire (you see the blue or the explosion light effect if you hit). Keep firing while releasing the time stop. Repeat if necessary. Missile Fire While Docked You can fire missiles even from within a space station. This might help in case of the passenger/no crew problem described in the Bugs / Bugs section. Certain Missile Hit Switch to maximum time acceleration after firing the missile. Your missile will hit even if you use a nuclear missile and/or have 900 km distance to your target. Selling Ship With Passenger If you sell a ship with passenger on board you get the money and keep the ship (and the passenger). This bug seems to be fixed in the 1.05 version of the game for the Amiga and in the American PC version. Engine Upgrade for Imp Courier or Imp Trader The only way to get an upgrade for the non-removable engine in an Imperial Courier or an Imperial Trader seems to be to let it fail due to maintenance neglection and then put in a new engine. The new engine will be fixed just as the original drive. To let time pass in a controlled way select a route between two star systems an perform lots of jumps. If you select Barnard <-> Sol, you can sell all your equipment except for the autopilot and load your ship with fuel for the jumps. After 10 or 11 months you should stop jumping around to avoid a misjump. The few remaining days you can simply wait outside a station until your drive falls off. Autopilot Break You can activate the autopilot for immediate deceleration from arbitrary high velocities in the vicinity of your selected target, if you use maximum time acceleration. Crash Avoidance Assume you have to perform a mission on some planet, reached it and find out that you are too fast to be able to decelerate in time to avoid a crash landing. What can you do? The correct way is to watch the crash, reload a previously saved game and try again. The Frontier way is to use time acceleration to avoid the crash. Simply switch to maximum time acceleration just before the crash. You will make a big jump through the planet and be safe at some distance at the other side. This is not really a bug but more or less a consequence of the implementation of time acceleration. Collisions are detected if your ship collides with an object at a given time frame of the simulation. When you accelerate time these time frames are farther apart and so are your positions in space if you are moving. If your position at one time frame is above a planet and at the next time frame on the other side of the planet Frontier will not detect the collision that should have happened in between. Fast Ascent to ELITE You can use the properties of time acceleration to acsend to ELITE status very fast, once you get foto or bombing missions. Just buy a Panther with lots of shields, get yourself an imperial foto or bombing mission and stop about 10 km above the target station. Next destroy all ships in your near. You can use your turrets and the zero time shooting feature to achieve this. Now you can select the first level of time acceleration. The ships that now start from the station fly directly into your shields and are destroyed. The only thing you have to watch very carefully is your height above the planet. You can expect a `right on commander' message every 7 to 10 minutes. These messages reset time acceleration, so you will have to destroy all ships in your near again and select time acceleration until the next message comes up. After a few hours of work you will have advanced to ELITE status. You can not use higher time acceleration levels because then the destroyed interceptors are not counted. Negotiations With The Police If you have been caught selling or buying illegal goods or having them on board, the police will fine you. If the officer is not corrupt, you can always lower your fine to the original amount if you claim you "haven't done it". IV Bugs / Bugs Most of the bugs can be circumvented in one or another way. The only bug that really annoyed me is the crash that happens after you have unloaded a mining machine and leave the system (PC only). This bug makes the mining part of the game unplayable and should have been found if the game had been beta tested at all. The many program confusions and crashes during heavy fights are a nuisance that can only be partially avoided with frequent game saving. * The german translation is a complete mess. Most of the time it gives you crippled nonsense texts and hides important information in a ruined screen layout. Game and manuals are full of spelling errors and sometimes you have to translate text back to English to be able to understand it at all. * The protection scheme sometimes gets confused and asks for the first letter of e. g. page 8238,line 27764, word 29263. * The attack and missile warnings and the "photograph taken" message stay on the screen much too long, hiding vital scanner information. In case of an attack warning you can stop time as soon as the warning is given, select the attacker and start normal time again. The warning is sometimes repeated, but then you already have some hints about the position of the attacker. * In some systems (mostly large systems with more than one sun, e. g. Cegreeth [-1, -3]) the reference mass selection is broken and will not switch to the nearest planet or station. In some cases it is sufficient to avoid the autopilot and fly by hand. In some systems even this does not work (because of discretization problems if the reference mass is too far away?) and the target will jump around wildly. Sometimes it helps not to use maximum time acceleration or fly by hand. If this does not help either: 1. Avoid such systems. 2. If you absolutely have to dock or land in such a system use the autopilot to accelerate under maximum time acceleration, switch off your engines until you are 1-2 AU from your target and reactivate autopilot (still under maximum time acceleration) to decelerate and teleport to your target. 3. If 2. fails, try again from another angle. Reconnaissance missions to such systems are very difficult, because you cannot use the teleport-and-decelerate trick. Furthermore the drawing of the target planet gets totally inconsistent with the drawing of the station to be filmed, resulting in "flying" stations that seem to be located above the planet and other strange effects that make navigation by hand a matter of pure luck. I got such missions to Micanex C,Da [3, -4] and Hoethan A,B3b [3, -5]. * Bombing missions for systems like Candaess [2, -4] lead to problems too. You cannot hit the flying station above Candaess A,B1b because the nuclear missile seems to have a fixed velocity between 15,000 and 25,000 km/h. Because the gravitation reference is never switched to the planet, you have to adjust your velocity relative to Candaess C,D. In my case I had to select around 28,000 km/h to be able to approach the station at all. Whenever I fired my missile it somehow decelerated and never reached the station. The only trick that worked was to fire the missile from a distance around 900 km and use the missile-hit feature/bug to destroy the station. You can do this only from a great distance because you are unable to switch to full time acceleration if the interceptors are near you. * In systems with a central supergiant, the simulation of this sun is broken. In the Betelgeuse system [59, 14] I got no gravitational effect of the central sun and could fly right through it. The displayed disk sometimes transformed into a rotating rectangle (e. g. at 1.39 AU distance) and sometimes vanished completely (e. g. at 0.8 AU distance). The supergiant was never selected as reference mass. * If you are near a planet that was not selected as reference mass (see above), you can watch the same effects for this planet as have been described for supergiants. * Sometimes the scanner may fail without damage report. All systems seem to be ok., but the scanner doesn't show the attacking ships. It has been reported that you can fly through these ghost ships without damaging them or you. This seems to happen mostly in the near of the famous "flying" stations above planets that have not been selected as reference mass. The attacking ships also fire at you but seem to be unable to hit. * Be careful not to accept delivery missions to systems without bases or spacestations. You might not be able to deliver. * You sometimes get reconnaissance or bombing missions from the military that are impossible to accomplish, because there is no planet in the denoted system. These missions are cancelled as soon as you select them but they stay in the mission list. * If you are stuck in an underground base but have enough fuel and your engines are ok., there is no safe way to start but you can try out a few alternatives that have been reported to work in some cases: 1. Use maximum time acceleration just after you have got launch permission. When you get the message that your launch time expired, switch to maximum time acceleration again. 2. Build up a little motion, pull up your landing gear and use maximum time acceleration to warp through the wall. 3. Buy lots of shields and fly through the wall. 4. Perform takeoff as if all were normal (up gear, increase throttle, pull up nose) this might result in your ship starting normally. For some of these methods a few retries might help (save the game before you try anything!). If nothing else helps, select a target for a hyperjump and force a misjump via ALT + F8. * Some versions of the game for the Amiga don't allow you to jump into the van Maanens [0, 1] system. Neighbor systems are reachable without problem, the star map shows the system as reachable but you cannot trigger the hyperjump to van Maanens. * On planets with a breathable atmosphere you are sometimes cleared for landing on pads that are already occupied by other ships that seem to have landed far from their destination pad. * Mountains are sometimes placed directly on the landing pads of a starport on planets with a breathable atmosphere. * Sometimes a starport is reported to be busy even if there are free landing pads and no incoming ship exists that may have been assigned to the pad. * If you do not have enough crew and a fugitive passenger on board, someone might attack you from outside a station, preventing time acceleration to wait for enough crew and (through the passenger) also the selling of your ship. The only way to solve this dilemma seems to be to use the missile bug to shoot the attacker from inside the station (?). * The autorefuel system may magically empty your internal tanks if you try to fill them by hand. I had this effect in a Panther Clipper once even without the autorefuel system. * When a passenger gets impatient waiting to be delivered and leaves at the next starport, you get cabins that are falsely reported occupied, preventing you from selling your ship or using the cabin again. The only way out of this situation seems to be to buy an escape capsule and use it at the next opportunity. You will lose your ship but you can at least buy a new one. * If you have more than one MB4 mining machine, you must always deal with the last one on your list first. If you by accident destroy or even sell another one first, the game crashes (?). * Do not leave a system with mining gear left behind. The game will crash. This seems to be a problem that appears only in the PC version. As in the missile fire bug on the Panther this is a bug in the EMS handling that hits you whenever you hyperjump. * If, as a result of your asteroid mining operation, many objects appear in your neighborhood, the game may crash (?). * You have not fulfilled a killing contract if your victim crashes. * If you fly towards the horizon of a planet, strange graphical effects may happen, showing pie slices of the planet flashing everywhere. Also the horizon may jump wildly up and down. * The same effect happens if you are in the midst of a fight at the right height above a planet. Your enemies will wildly jump around making them impossible to hit. Interesting enough they don't seem to have the same problems. * You can fly through mountains, transparent domes, buildings and the walls of spaceports. * On some star ports ships of contract targets seem to be unable to start without crash. This happens preferably on planets with gravity comparable to earth gravity or higher. Example: Lion Transport in Manchester City on Matthews World in Behoqu [2, -4]. The only workaround I have found is to avoid contracts to such targets. * The height calculations are broken on some planets, e. g. on Hoopers World in 82 Eridani, where I got a distance reading of 0.65 km for a target that was at the starport (not yet started!) and my height was shown as 2345 meters. Another example is Mitterand's World in Liabeze [2, -4]. * For the upper gun turret on the Tiger Trader at elevation angles above 50 deg, 5 MW beams fill the whole lower screen or strange crossing beams are shown, hiding possible targets. * Missiles that are fired from a Panther Clipper crash immediately without hitting anything except the own ship. This makes many bombing missions impossible to accomplish with a Panther. The bug only appears after hyperspace jumps (EMS access on the PC) and you can avoid it if you dock at a station or land at a starport before you try to fire a missile. You can shorten the extra time you need for this if you use the Autopilot Break to reach the point of your intermediate landing as early as possible. This makes bombing missions to systems with spaceports possible but still leaves a lot of impossible cases. * The trajectory drawing for planets or stations shown in the system map sometimes gets confused and draws straight lines from one point of the trajectory to the screen border. * A jump into the Beta Lyrae system [-146, 85] crashes the game. * The attempt to get system info for the Andolqu system [-76, 29] crashes the game. * If you select system info for an unexplored system, you get the info for the last selected explored system. * If you select population info for an unexplored system, the game may crash. * Sometimes you may get a starport reported to be located on a sun. While being docked at Gilmour Orbiter in Tau Ceti, system info showed a starport on the sun Exbephi B [-1225, -853]. The starport vanished when I jumped into the system. Also a population of 100,000 to 1 Million was reported for Ethfala [-2174, -879] which is a binary system without planets! * If you recenter the star map to your position you will still get the system info of the system you looked at before recentering until you have moved the cursor away from your current system and back. * Sometimes a selected star is not surrounded with the green circle at the position of the star but at the wrong end of the pin which shows the system's height with respect to the galactic ecliptic. * The ships section of the documentation contains at least 19 errors. * The masses of Panther, Kestrel and Hawk do not add up to the total mass of 1775t, 20t and 18t respectively. * The reverse thrusters of the Eagle MkII are way too weak to be meant this way. The available 4g should probably be 14g. * If you switch between the status screens of your display, your ship may get drawn erroneously on the contract list page. * In the repair section of the shipyard, hull damage is not measured relative to the actual hull weight and can exceed the actual hull weight by a large amount. * After a heavy fight the repair section of the shipyard may get confused. I once got as a damage report the message of the police officer that arrests you if you haven't paid your fines. The repair costs were 26315 credits. * Another effect in a similar situation produced damage reports for all my thrusters that kept reappearing at each entry of the repair screen even after repair. Save and restore of the game didn't help. I had to return to a saved game from before the fight. The effect can be reproduced if you buy a new ship and immediately buy a new drive for it. If you now enter the repair screen, all your thrusters are reported to be damaged. You can try to repair them with very strange effects that cause repaired thrusters to get damaged from the repair of other thrusters. If you have succeeded with the repair and no thruster is reported damaged anymore, you will get the old damage reports again the next time you enter the repair screen. The effect can be ignored and will vanish after you have refueled and taken off to the next starport. * You can get game crashes during a fight. A few times I got strange beeps from the speaker in my PC that got lower and lower until the game froze. The exect situation was a fight where I was receiving damage by an enemy laser when he was hit by my front laser simultaneously. * The ejection system may be triggered if you try to rough land with a large ship (?). * If you crash during a failed attempt to rough land, the game may crash with a memory exception. * The system map allows centering on planets only if the planet is annotated with its name. The annotation sometimes happens only shortly before the planet vanishes from the screen. For some planets it is very difficult to find a rotation/zooming combination that works, for some planets like Phiagre A,B2 [1, -3] I have not yet found a setting that makes the planet selectable. * When you have docked at a station using maximum time acceleration, the system map still shows your position outside the station. * If you hyperjump while traffic control is warning you you will get a final warning message and a fine from the star system you jump into. * In early versions of the game for the Amiga there is a bug that may confuse the bulletin board that then shows parts of the stockmarket section. One trick to avoid this problem is to always return to the top of the bulletin board before leaving it. If the damage is done, you can accelerate time to wait until midnight. The bulletin board will then be reset and corrected. * The manual states that the game is completely playable via keyboard, but I have not found an equivalent to a right mouse click on the keyboard. Therefore rotation control for the system and sector maps seems to be dependent on the mouse. * A mouse click that misses a function icon or the scanner display in the lower part of the screen deselects the current target. As a consequence you often have to reselect your target only because you missed some icon by a small amount. * Released mouse keys sometimes keep autorepeating. * The joystick cannot be calibrated and is way too imprecise (even with a high quality joystick) on a 40MHz 386 PC. V Hacking and Cheating If you don't want to spoil your game completely, please ignore this section! Executables FRONTIER.EXE and the .OVR files of the PC version have been packed with an LZEXE compatible packer. You can safely unpack them, they will run without problems afterwards. The advantage of unpacking your executables is that you can use your favourite byte editor to look for strings in the game and find out what you can expect in your future gameplay. It also should speed up the startup time of your game significantly. Save Files Saved games are not portable between the Amiga and the PC versions of the game. They seem to be compressed in the PC version but the compressor program is not yet known. There are some hack sheets floating around for the Amiga version but I will not include them here because I simply don't like this kind of cheats. I think it is bad enough to exploit the bugs in the game for your gameplay. If you really want to cheat badly, write your own game or find out the cheats for yourself! VI Wish List * If the system map would follow the events outside, you could watch your progress in the map without having to switch repeatedly between main view and map. * It should be possible to center the system map relative to a displayed ship. * There should be a possibility to fast zoom out of the system map just enough to make your ship or the next planet visible. * It would be nice to have a stack of autopilot targets: select your flight target, push it and select a target for a fight, return to your flight target... * If you don't use the autopilot, it is very difficult to land on planets with high gravity, because you have no easy way to estimate your current position relative to the planet without deselecting your target. It would be nice to have a switchable height meter that gives you readings all the time (not only from 50.000 m downwards) in addition to your information about the target distance. Also some velocity information like rate of descent and velocity with respect to the planet surface would be extremely helpful. Why not switch to a HUD that contains this information in the near of a planet, if your autopilot is not activated? VII Flight Physics 1 AU = 1.496 x 10^11 m (astronomical unit) 1 g = 9.81 m/s^2 (gravitational acceleration on earth) 1 h = 3,600 s (hour) 1 d = 86,400 s (day) VII-A Equations for Free Fall With velocity v [m/s], acceleration a [m/s^2], distance d [m] and time t [s] we get: v = a t = sqrt(2 a d); d = 1/2 a t^2; t = v/a = sqrt(2 d/a) (1) VII-B Navigation Equations For the distance d travelled with initial acceleration a_1 and final deceleration a_2 the values of interest for the journey are the maximum velocity at the turning point (where we change from acceleration to deceleration) v_u, the distance d_2 of the turning point from the target and the time t_d that is needed for travelling the distance d. We assume that forces other than those produced by our own engines can be neglected and that we start and reach the target with zero velocity. Furthermore we assume that the engines are used all the time at full power. If the main engine is used for acceleration and deceleration the equations are very simple: v_u = sqrt(a d); t_d = 2 sqrt(d/a); d_2 = d/2 (2) This fastest mode of flight is used to accelerate up to the turning point velocity at the distance d_2, turn the ship and decelerate until the target is reached. If the autopilot is used instead, it will use the main engine for acceleration and the secondary thrusters (retro thrusters) for deceleration. In this case we get the equations: v_u = sqrt( 2 d (a_1 a_2)/(a_1 + a_2) ) t_d = sqrt( 2 d (a_1 + a_2)/(a_1 a_2) ) (3) d_2 = d a_1/(a_1 + a_2) The time t_d is always a lower bound for the really used time because the autopilot doesn't use the engines at full power all the time. I approximated the real time consumption of autopilot flight with a least mean square fit of data from 20 undisturbed flights with a Cobra MK III. Measuring the distance in astronomical units [AU] and the acceleration in units of earth gravitational acceleration [g], I got for the time [d]: t_dA = 1.212/86400 * sqrt( (2.992 * 10^11)/9.81 ( d (a_1 + a_2)/(a_1 a_2) ) ) - 0.001 (4) VII-C Hyperdrives and Jump Ranges A hyperdrive lets you travel its maximum range in seven days, which is 168 hours. Travel time is linear with distance, so you will use one day to travel a seventh of your hyperdrive range. For a class n drive you will need n^2 tons of fuel to travel the maximum range, except for the class 8 hyperdrive which actually is a class 9 drive and therefore uses 81 tons for a maximum range jump. The fuel consumption is linear with the distance, using only integer amounts of fuel, so you will need e.g. ceil(n^2/2) tons of fuel to travel half the maximum drive range. The only difference between the civil and military versions of a drive is the weight of the drive and the type of fuel used. The relation between jump cost c [t], jump time t [h], ship mass m [t] and jump distance d [lj] can be expressed a little more exact to give you a few numbers to crunch. Here the equations: c = ceil( d * m / 200), t = 168/200 * d * m / h^2 (5) If you set the time to the maximum 168h in the second equation you can calculate the maximum range of the drive of a given class in a given ship. If you do this for the class 8 drive in a Panther or Boa you get inconsistencies. From the ships table you can see that the class 8 drive behaves like a class 9 drive in the Panther and like a class 7.79 drive in the Boa. I hope this indicates a mistake in the table. The maximum ranges for the Lynx Bulk Carrier and the Long Range Cruiser are calculated as if the class 8 drive were actually class 9 drive. I don't know whether these ships can carry hyperdrives at all. VIII Wormhole Theory The following seems to be invalid for the newer PC versions of the game. A ship can jump very large distances due to a modulo effect in the hyperspace continuum with a base of W_sect = 81.62 sector lengths (655.36 lj). One can use this behavior to find jump paths that are much shorter in time and fuel consumption than the straight distance. This also allows you to use a smaller hyperdrive and leaves more room for fuel and cargo. The optimal jump points for a journey between two systems with one intermediate stop are found on the intersections of circles around the two endpoints of the journey. On such a circle lie the systems that can be reached from the center of the circle with a minimum amount of fuel and time. A system at the intersection of such circles can be reached easily from the centers of both circles, making it an ideal intermediate jump point. The circles have multiples of the wormhole distance (655.36 lj) as radii. To make the calculations simple we assume at first, that the "thickness" of a sector can be neglected and that two jumps with equal distance shall be made, resulting in circles with equal radius. The coordinates of the ideal intermediate jump points can now be found on a line that perpendicular bisects the segment between the two endpoints of your journey, at the points of intersection of the circles around the endpoints. For two star systems at the coordinates (x, y) and (u, v) we define: a = (u - x); b = (v - y) (6) We choose a jump distance of W_n = n x W_sect sectors. With this definitions we get as coordinates for the intermediate jump (p, q): p = (x + u)/2 + b sqrt( W_n^2 / (a^2 + b^2) - 1/4 ) (7) q = (y + v)/2 - a sqrt( W_n^2 / (a^2 + b^2) - 1/4 ) or p = (x + u)/2 - b sqrt( W_n^2 / (a^2 + b^2) - 1/4 ) (8) q = (y + v)/2 + a sqrt( W_n^2 / (a^2 + b^2) - 1/4 ) Now n has to be chosen such that the square root has a real solution (the jump radius is larger than the half distance between the systems) and we have to find a system near one of the intermediate jump points. If such a system cannot be found, we simply increment n and try again with a wormhole distance of the next greater order. If you want to perform two jumps with different jump sizes the equations have essentially the same structure but get a bit more complicated. We define a and b as in (5) and choose the jump distances W_m = m x W_sect for the first jump and W_n = n x W_sect for the second jump. m and n must be chosen such that: | m - sqrt(a^2 + b^2) / W_sect | <= n <= (9) m + sqrt(a^2 + b^2) / W_sect This ensures, that there exists an intermediate jump point at all. With alpha = (W_m^2 - W_n^2) / (2 (a^2 + b^2)) + 1/2 (10) we get for the coordinates of the intermediate jump point (p, q): p = (1-alpha) x + alpha u + b sqrt( W_m^2 / a^2 + b^2 - alpha^2 ) (11) q = (1-alpha) y + alpha v - a sqrt( W_m^2 / a^2 + b^2 - alpha^2 ) or p = (1-alpha) x + alpha u - b sqrt( W_m^2 / a^2 + b^2 - alpha^2 ) (12) q = (1-alpha) y + alpha v + a sqrt( W_m^2 / a^2 + b^2 - alpha^2 ) IX Programs for a HP42S pocket calculator Here comes a collection of programs for my pocket calculator that I have found useful in navigation and the collection of statistical data. IX-A Convert time display formats First a program that converts a time interval given as days:hours:minutes to decimal fractions of a day: % convert number in the form ddhhmm to a decimal dd.dd form % ========================================================= % % memory: dhm day in ddhhmm form lbl "dhm->d" input "dhm % input ddhhmm here xeq d stop goto "dhm->d" % subroutine for conversion ddhhmm -> dd.dd % ----------------------------------------- % % input: ddhhmm on stack % % memory: 00 accumulator for dd.dd % 01 temporary storage % 02 unprocessed input lbl d sto 02 10,000 / ip % isolate day number sto 00 10,000 x sto- 02 % remove days, leaving hhmm R^ % normalize stack rcl 02 100 / ip % hours number sto 01 24 / % hours per day sto+ 00 R^ % normalize stack rcl 01 100 x rcl 02 x<>y - % leave mm entry of input 1440 / % minutes per day rcl+ 00 rtn end IX-B Estimate travel time The next program uses equation (4) to calculate an estimate for the duration of a flight. You put the acceleration of your main and secondary thrusters into the global variables mn_g and bk_g and the program asks you for the distance in astronomical units. Acceleration is measured in units of earth gravitational acceleration and is constant for a given ship, so you have to initialize the variables only once for a ship. The calculated time is output in decimal fractions of a day. % calculate time estimate in days for a local journey % =================================================== % % memory: mn_g acceleration of main thruster in g % bk_g acceleration of back thruster in g % % s_au distance to be travelled in AU lbl "au->t" input "s_au" sqrt % calc. factor for conversion rcl "mn_g" rcl+ "bk_g" 9.81 / rcl/ "bk_g" rcl/ "mn_g" 2.992E11 * sqrt 1.212 * * % mult with conversion factor 86400 / % convert to days dd.dd 0.001 - end IX-C Calculate jump points The following program uses equations (9) to (11) to calculate the position of jump points for wormhole jumps. You provide it with the jump orders and in complex form the coordinates of your current and target system. It gives you the coordinates of the optimal jump points as output (also in complex form). If no jump point exists for the given jump orders, an error is produced while calculating the square root. % calculate coordinates of jump point % =================================== % % memory: ord1 order of first jump % ord2 order of second jump % x,y coordinates of start system (complex) % u,v coordinates of target system (complex) % % 00 x % 01 y % 02 u % 03 v _ 17 % 04 a = u-x % 05 b = v-y % 06 alpha % 07 x + alpha * a % 08 y + alpha * b % 09 a^2 + b^2 % 10 sqrt (...) % 11 a * sqrt % 12 b * sqrt lbl "hjmp" realres % only real results of sqrt fix 02 % only two digits after decimal point input "ord1" % get order of jumps input "ord2" input "x,y" % get start coordinate complex % convert to real/real sto 01 R^ sto 00 R^ input "u,v" % get target coordinate complex sto 03 rcl- 01 sto 05 % store b R^ sto 02 rcl- 00 sto 04 % store a % calculate alpha x^2 % a^2 rcl 05 x^2 + sto 09 % save a^2 + b^2 2 * rcl "ord1" 81.62 * x^2 rcl "ord2" 81.62 * x^2 - x<>y / 0.5 + sto 06 % store alpha % calculate sums in front of square root rcl* 04 rcl+ 00 _ 18 sto 07 % x + alpha * a R^ rcl 06 rcl* 05 rcl+ 01 sto 08 % y + alpha * b R^ % calculate square root rcl "ord1" 81.62 * x^2 rcl/ 09 rcl 06 x^2 - sqrt sto 10 rcl* 04 sto 11 % a * sqrt R^ rcl 10 rcl* 05 sto 12 % b * sqrt % calculate coordinates of first jump point rcl+ 07 % p coordinate on stack rcl 08 rcl- 11 % q coordinate on stack complex % and now the second jump point rcl 07 rcl- 12 % p coordinate on stack rcl 08 rcl+ 11 % q coordinate on stack complex end X Keyboard Reference (German Keyboard) ___________________________________________ |_______________global_control_____________| game exit : ^C pause : ESC accelerate time, level x : SHIFT + Fx dump screen (?) : numeric * ___________________________________________ |_______________cursor_control_____________| move cursor : ALT + arrow keys select (= mouse left) : numeric 0 ___________________________________________ |_______________flight_control_____________| turn down : A turn up : Y turn starboard : . turn port : , accelerate : CR decelerate : RIGHT SHIFT hyperjump : H force misjump : ALT + F8 in flight menu ___________________________________________ |____________external_view_control_________| rotate : arrow keys zoom in : sz zoom out : ' ___________________________________________ |______________weapon_control______________| fire laser : SPC fire missile : M fire ECM : E fire energy bomb : B activate radar scanner : R activate milit. camera : D activate escape capsule : X ___________________________________________ |________________sector_map________________| recenter map : C hyperjump : H map panning : arrow keys fast map panning : SHIFT + arrow keys ___________________________________________ |________________system_map________________| time forward : RIGHT arrow key time backward : LEFT arrow key or # fast zoom-in : double click zoom-in ___________________________________________ |___________________misc___________________| unload/pick up MB4 : D In menues you can select the items via keyboard. To select an item you simply type the number (NOT on the numerical keypad!) of it's position in the list. The items are numbered from top to bottom, starting at 1. The keys 2, 4, 6 and 8 on the numerical keypad are equivalent to the arrow keys. XI Game Tables XI-A Ships Ships are given with their type, hull weight, loading capacity, retro thruster acceleration, main thruster acceleration, number of crew members, number of gun mountings, number of missile pylons, jump distances for different drive classes, possibility to mount a fuel scoop, the initial drive class and the price. _______________________________________________________________________________ _Type________Hull__Cap__Re__Mn___Cr__Gn_Ms_Drive__________________FS_Cl____Pr_k Adder 15 40 8.0 18.1 1 1 0 1 : 3.63/14.54/32.72 y 2 73 k Anaconda 150 650 3.0 6.0 8 2 8 4 : 4/6.25/9/12.25 y 6 1,060 k Asp 30 120 7.0 22.2 2 2 1 2 : 5.33/12/21.33 y 3 187 k Boa 200 1300 4.0 8.0 10 4 6 5 : 3.33/4.8/6.53/8.1 y 8 2,474 k Cobra Mk I 15 60 6.0 16.1 1 2 2 2 : 10.66/24 y 2 97 k Cobra Mk III 20 80 7.0 20.1 1 2 4 2 : 8/18 y 2 124 k Constrictor 30 90 10.0 22.0 2 2 2 2 : 6.66/15/26.66 y 2 143 k Eagle Mk I 5 20 10.0 25.2 1 1 2 1 : 8/32 n 1 38 k Eagle Mk II 6 22 4.0 28.2 1 1 2 1 : 7.14/28.57 n 1 41 k Eagle Mk III 8 22 15.1 28.2 1 1 2 1 : 6.66/26.66 n 1 43 k Falcon 5 11 9.0 30.2 1 1 2 1 : 12.5 n 1m 46 k Gecko 11 34 9.0 16.1 1 2 1 1 : 4.44/17.77/40 n 2 66 k Hawk 5 7 6.0 27.2 1 1 2 1 : 11.11 n 1m 48 k Imp Courier 130 350 6.0 16.1 1 1 6 3 : 3.75/6.66/10.41/15 n 5 609 k Imp Trader 175 525 4.0 9.0 1 1 6 4 : 4.57/7.14/10.28/14 n 6 949 k Int. Shuttle 4 4 3.0 5.0 1 0 0 _ n I 14 k Kestrel 5 9 6.0 25.2 1 1 2 1 : 10 n 1m 50 k Krait 8 27 10.0 20.1 1 1 4 1 : 5.71/22.85/51.42 n 1 50 k Lifter 3 7 2.0 4.0 1 0 0 1 : 20 n I 16 k Lion 65 235 3.0 5.0 4 3 8 3 : 6/10.66/16.66 y 3 348 k Moray 17 70 6.0 14.1 1 1 4 2 : 9.19/20.68 y 2 109 k Osprey 4 11 8.0 27.2 1 1 2 1 : 13.33 n 1m 45 k Panther 400 2000 3.0 6.0 12 4 8 6 : 4.05/5.52/9.1 n 8 2,753 k Puma 175 825 3.0 6.0 9 4 8 4 : 3.2/5/7.2/9.8 y 6 1,265 k Python 100 400 4.0 10.0 7 2 4 3 : 3.6/6.4/10/14.4 y 4 575 k Sidewinder 8 25 12.1 23.2 1 1 0 1 : 6.06/24.24/54.54 y 1 44 k Tiger Trader 80 320 5.0 12.1 5 3 1 3 : 4.5/8/12.5/18 y 4 472 k Transporter 40 160 4.0 9.0 3 3 2 2 : 4/9/16/25 n 3 241 k Viper 15 50 10.0 24.2 1 1 4 1 : 3.07/12.3/27.69 y 2 87 k Lynx Bulk Carrier 1200 6000 1 3 20 0 0 8 : 2.25 ? ? 7,228 k Long Range Cruiser 1000 15000 1 3 100 1 0 8 : 1.01 ? ? 16,110 k The drives for Imperial Courier and Imperial Trader are fixed and not changeable. The Interplanetary Drive of the Lifter cannot be removed to add a jump drive. The Lynx Bulk Carrier and the Long Range Cruiser can both sometimes be seen in the near of space stations. They don't seem to move but if I remember right, the Lynx Bulk Carriers at least answer your communication. Long Range Cruisers seem to be abandoned and are only good for hide and seek games with the Vipers of the local police or for target practice. I know of no opportunity to buy one of the ships. XI-B Lasers and Shields A shield works like an extra hull that can take up to 16 tons damage before your real hull is damaged. It regenerates at a few percent per second and does this faster if you use an Energy Booster (approximately 3% per second). The regeneration rate is independent of the number of shields you have and the state of your shields. The strength of your shielding is proportional to the number of your shields, so 10 shields can take 160 tons damage before your hull is damaged. A pulse laser can inflict 12.5 tons of damage per MW power. This means that one shield can absorb one hit of an 1 MW pulse laser and will degrade to 22% in the process. A directly following second hit would reduce your shield to 0% and cause nine tons of damage to your hull. This shows that the damage a shield can absorb is proportional to its state, which means that one shield can take e.g. eight tons of damage at 50% reducing it to 0% without causing damage to your hull. Here a more complex example: You have two shields and get hit four times by an 1MW pulse laser. Your shields recharge 5% between the hits. The first hit reduces your shields from the original 32 tons protection to 19.5 tons protection or 60%. Before the next hit the shields recharge 5% to 21.1 tons protection. The next hit reduces the shields to 8.6 tons which are recharged to 10.2 tons. The third hit cuts through your shields and causes 2.3 tons damage to your hull. Recharge will bring your shields back to 1.6 tons protection and the last hit will take them down again and cause another 10.9 tons of damage to your hull for a total damage of 13.2 tons. The higher firing rate of beam lasers seems to result in approximately five times the power of pulse lasers resulting in higher damage over the same time interval. This means that a 1 MW beam laser should be approximately equivalent to a 5 MW pulse laser. Mining lasers have a very low firing rate but inflict enough damage to destroy an Imperial Courier with one hit. The damage they can cause with one hit is estimated to be somewhere between 750 and 1,500 tons. XI-C Equipment The possible equipment items together with their weight are given in the following table: _______Equipment________Weight_|_____Equipment______Weight_ XB13 Dummy Mine 1 t |XB74 Proximity Mine 1 t Energy Bomb 4 t |KL760 Homing Missile 1 t LV111 Smart Missile 1 t |NN500 Navy Missile 1 t 30 MW Mining Laser 10 t |1 MW Pulse Laser 1 t 5 MW Pulse Laser 3 t |1 MW Beam Laser 5 t 4 MW Beam Laser 20 t |20 MW Beam Laser 75 t 100 MW Beam Laser 200 t |Laser Cooling Booster 1 t Small Plasma Accel. 500 t |Large Plasma Accel. 900 t ECM 2 t |Naval ECM 2 t Cargo Bay Life Support 1 t |Extra Passenger Cabin 5 t Auto Pilot 1 t |Auto Refueller 1 t Scanner 1 t |Radar Mapper 1 t Hyper-Space Cloud Anal. 1 t |Shield Generator 4 t Energy Booster 5 t |Escape Capsule 5 t Atmospheric Shielding 1 t |Hull Auto Repair 40 t Fuel Scoop 6 t |Cargo Scoop Converter 2 t MB4 Mining Machine 30 t |Interplanetary Drive 4 t Hyperdrive Class 1 10 t |Hyperdrive Class 2 25 t Hyperdrive Class 3 45 t |Hyperdrive Class 4 80 t Hyperdrive Class 5 150 t |Hyperdrive Class 6 250 t Hyperdrive Class 7 400 t |Hyperdrive Class 8 600 t Military Drive Class 1 6 t |Military Drive Class 2 12 t Military Drive Class 3 24 t |Military Drive Class 4 ? t Fighter Launcher ? t | A Class 8 Hyperdrive can only be bought as a builtin drive with the Boa or the Panther Clipper. No one has ever seen a Class 4 Military Drive or a Fighter Launcher but there are rumors that they exist in the game somewhere. XI-D Merchandise Just for reference, here the list of merchandise: __________________________Merchandise____________________________ Water Liquid Oxygen Grain Fruit and Veg. Animal Meat Synthetic Meat Liquor Medicines Fertilizer Luxury Goods Heavy Plastics Metal Alloys Precious Metals Gem Stones Minerals Hydrogen Fuel Military Fuel Industrial Parts Computers Air Processors Farm Machinery Roboters Radioactives Rubbish Narcotics Animal Skins Live Animals Slaves Hand Weapons Battle Weapons Nerve Gas XI-E Ranks Here comes the list of ranks in the German and the English version version together with the number of points you have to get to advance to a given rank. _Federation_German_|English_______|Empire_German_|English___|__Points_ Keiner None Aussenseiter Outsider 0 Gefreiter Private Leibeigener Serf 1 Unteroffizier Corporal Master Master 16 Feldwelbel Sergeant Sir Sir 81 Hauptfeldwebel Sgt-Major Squire Squire 256 Major Major Lord Lord 625 Oberst Colonel Baron Baron 1,296 Leutnant Lieutnant Viscount Viscount 2,401 Korvettenkapitaen Lt. Commander Count Count 4,096 Kapitaen Captain Earl Earl 6,561 Kommodore Commodore Marquis Marquis 10,000 Konteradmiral Rear Admiral Herzog Duke 14,641 Admiral Admiral Prinz Prince 20,736 The following table shows the correspondence between the mission type and the points you get for the successful completion of a mission: _Mission_Type____|_Points_ delivery 2 assassination 14 foto 16 bombing 18 `excellent' foto 20 Different kinds of military missions are bound to your rank. In the federation you carry unimportant stuff until you get promoted to Sergeant; then the first secret messages may be carried by you. You will get your first military assassination mission as Sgt-Major. After your promotion to Major you will get additional reconnaissance missions and a Colonel may execute bombing missions. The empire handles equivalent ranks the same way. You seem to get no new type of mission when you advance further in rank although there are many rumors that you get new missions to destroy enemy ships at Commodore/Marquis level. The above does not hold, if you execute missions for more than one side. I made the mistake of working for the empire after I advanced to Colonel and had gotten my first few bombing missions. I advanced to Squire in the empire and went back to the federation. Now I had the problem, that I got no more bombing missions but had to stay with the usual reconnaissance missions. I eventually got bombing missions again, but working for the empire surely stopped my federal career for a while. The safest way to advance in the federation and the empire at the same time seems to be the famous `rank swing': Advance one rank in the federation, work for the empire and advance one rank there, return to the federation and so on until you are Admiral/Prince and ELITE and bored to death. Your rank is not the only prerequisite you need to get a certain type of mission. You have to own all the possible medals for earlier missions first. You get medals for: 1. the first delivery of an important item like gravitic detonators, 2. the first delivery of secret communication, 3. the first successful assassination, 4. the first successful reconnaissance mission, 5. the first reconnaissance mission with resulting excellent film and 6. the first successful bombing mission. A strange side effect is, that you must not perform all reconnaissance missions perfectly, because if you do, you will not get your fourth medal! The complete list of medals for the German and the English version of the game looks as follows: _Federation_German|_English____________|_Empire German___|_English___ Tapferkeitsurkunde Certificate of Valor Rote Armbinde Crimson Brassard Sternexplosion Starburst Schwarzes Polygon Black Polygon Purpur-Omega Purple Omega Goldene Lanze Gold Spike Zinnober-Krone Vermillion Crest Platinkreuz Platinum Cross Blauer Exzelsior Blue Excelsior Ehrenlegion Legion of Honour Frontier Medaille Frontier Medal Himmelskrieger Celestial Warrior XI-F Combat Rating And here your combat rating with more magic numbers. They seem to denote the number of ships you have destroyed multiplied by 256. In other words, you get 256 points for each destroyed ship regardless of its type. _German_______________|_English_________| _Points _|Kills_ Harmlos Harmless 0 0 Meistens Harmlos Mostly Harmless 1,024 4 Schwach Poor 2,048 8 Unterdurchschnittlich Below Average 4,096 16 Durchschnittlich Average 8,192 32 U"berdurchschnittlich Above Average 16,384 64 Kompetent Competent 32,768 128 Gef"ahrlich Dangerous 256,000 1,000 T"odlich Deadly 768,000 3,000 ELITE ELITE 1,536,000 6,000 For every 256 destroyed ships you will get a message like: "right on commander". This is an indication of your advances between the ranks. From the table you can see, that you should get Dangerous between the third and the fourth message of this kind. You advance to Deadly between the 11th and 12th message. You should become ELITE after the 23rd message. XI-G Legal Status The last table gives the possible legal status with the associated fines (?): _German_______|__English__|_____Fine_ W. Weste Clean 0 Straff`ll. Offender 1 Krimin. Criminal 5,500 Outlaw Outlaw 20,000 Fluechtig Fugitive 100,000 XII System Info There seem to be differences between the coordinates of systems in the PC and the Amiga version of the game. Usually they are smaller than one sector, the only verified case of a large difference being the Andolqu system [PC -76, 29], [Amiga -74, 29]. The following tables correspond to the PC version. If you find systems to be located in a different sector on your Amiga, I would be glad to include a list of differences (that you will have to provide). If they are too many, it would be interesting to find out, whether a more systematic approach could be successful. The system names in the tables that correspond with really existing astronomical objects are printed with a leading "_" character. Not all probable candidates for astronomical objects (like 82 Eridani) could be found in the star catalogues I have access to. They may be astronomical objects or not. XII-A Settlements and Tourist Attractions Far Out Here comes a list of inhabited systems with starports far from the core systems, mixed with a few systems of specific interest. ______________________________________________________________________ ___System_______Coord______Politics______________Comments_____________ Aaqu [ 771, -1302] indep corp Ackargre [-4310, -1999] indep anarchy Ackarol [-2000, -879] indep corp _Alcyone [ 32, 32] uninhabited Aliafa [-2107, -1017] indep corp _Antares [ -39, -34] uninhabited no planets Anvequ [ 360, -5] indep corp Arfaess [ 1020, 0] indep corp Arwabe [ -766, -766] indep corp _Atlas [ 32, 32] uninhabited Ayessand [-1022, -1022] indep corp Aysool [-1495, -1574] indep anarchy Ayurda [ -666, 117] indep anarchy Becaness [ 772, -1303] indep corp Becanol [-1509, -35] indep corp Beenbe [-2757, -35] indep anarchy Beenla [ 254, 0] indep corp _Beta Lyrae [ -146, 85] uninhabited contact binary star _Betelgeuse [ 59, 14] uninhabited supergiant Betiess [-2344, -35] indep anarchy Daaya [ 937, 789] indep anarchy Edaso [-1790, -1790] indep corp Edcelia [-2107, 503] indep corp Edenve [ 254, 0] indep corp _Electra [ 32, 32] uninhabited Enangre [-1225, -922] indep corp Enlabe [-1792, -1792] indep corp Enquze [-1674, -1498] indep corp Esswaze [-1790, -1790] indep corp Exvefa [-2000, -194] indep corp Faarfa [ -509, -770] indep corp Fainin [ 771, -1302] indep corp Famiay [-2107, -63] indep corp Greurqu [ 772, -1303] indep corp _Hadar [ -6, -40] uninhabited supergiant Hoessce [-5180, -2000] indep corp Ioandqu [ 772, -1303] indep corp Ioceay [-1509, -35] indep corp Ioquex [ 772, -1303] indep corp Iozeio [ -376, -426] indep corp Lahola [ 1022, -4] indep corp Lasolia [-2000, -1566] indep corp _Maia [ 32, 32] uninhabited _Merope [ 32, 32] uninhabited Micanex [ -739, -539] indep anarchy Miphimi [-2102, -1745] indep corp Oletphi [-2331, -35] indep corp Phiolbe [-2187, -35] indep anarchy _Pleione [ 32, 32] uninhabited _Polaris [ 0, 76] uninhabited supergiant Qumia [-2107, 503] indep corp _Rigel [ 92, 6] unexplored supergiant Solaqu [-2107, -1017] indep corp _Spica [ -4, -17] uninhabited no planets _Taygete [ 32, 32] uninhabited Tiafa [ -748, -863] indep corp Urbela [ -719, -6] indep corp Urceve [-1814, -1745] indep corp Urioed [-2000, -879] indep corp Ururur [-1814, -1745] indep corp Vewela [-1790, -1790] indep corp Wafaa [ -666, 117] indep anarchy XII-B System Database A table of systems I have had contact with is given on the next pages. For every system the sector coordinates, maximum distance to the nearest starport or station and the political system are listed together with some comments. ____________________________________________________________________________ _____System_____Coord__AU_______Politics_______________Comments_____________ 1o4774 [-1, 1] 9.02 indep corp AC+79o3888 [ 0, 2] 8.97 indep corp Aandti [ 0,-5] 8.58 indep corp no starport Achenar [ 1,-4] 57.78 imp capital luxury goods export, computer import, radioactives illegal, Honest John Thatcher's ok, avoid Ulrich's Warehouse Ackcanphi [-4,-4] indep disputed Ackdati [ 0,-5] 19.74 imperial Ackexa [-3, 3] indep corp Acklave [ 2,-2] 18.30 indep anarchy no starport Ackwada [-5,-3] indep corp Ackzece [ 1,-5] 10.30 imperial Aenze [ 3,-6] 8.68 indep anarchy _Alcor [ 0, 5] indep corp no planets _Aldebaran [ 6, 4] uninhabited no planets _Alioth [ 0, 4] 23.63 indep democracy disputed system _Altair [-2, 1] 10.87 fed democracy robot import _Alpha Centauri [ 0, 0] 990.00 fed colony Anacka [ 4,-4] 9.21 indep corp no starport Anacketh [ 0,-5] 13.79 imperial Anave [ 3, 0] 7.70 indep anarchy Anayeth [-1,-4] imp colony Andceeth [-5, 2] indep disputed Andcefa [ 2,-3] 11.15 imp colony Andinol [ 3,-6] 4.15 indep anarchy no starport Andwafa [-2, 3] indep corp Anlaol [ 1,-6] 11.19 imperial Anlave [ 0, 3] 10.57 fed democracy Anphiex [ 2,-2] 10.98 indep corp Arayess [ 4,-7] indep dict under federal interdict _Arcturus [-2, 0] 12.02 fed democracy Arexack [-1,-5] indep corp Aveed [ 3, 0] 12.73 indep corp Ayarlia [ 3, 1] 6.94 indep corp Ayethti [-3,-1] indep democracy Ayfati [ 1,-5] 9.69 imperial Aymiay [ 1, 4] 6.17 fed democracy Aymifa [ 2,-5] 10.81 imperial Aymigre [ 2,-3] 9.32 indep anarchy no starport Ayqugre [ 4,-5] 11.02 indep anarchy no starport Ayurso [ 4, 0] 9.09 indep civil war exorbitant prices for robots and luxury goods BD 946 [-1, 2] indep corp _Barnard [-1, 0] 11.08 fed colony robot export, luxury goods import, Haynes and Son Inc., Merchant Darke's ok Becanin [ 3, 0] 7.71 indep corp Bedaho [-4,-2] 7.74 fed democracy Befaqu [-2, 8] indep dict under federal interdict Behoqu [ 2,-4] 9.34 imperial contract targets may crash on start from Manchester City Besaex [ 3, 0] indep corp _Beta Hydri [ 0,-2] 10.69 fed democracy Beuress [ 0,-5] 10.62 indep anarchy Beurqu [ 3,-5] 10.60 indep anarchy no starport Bewaack [ 0,-5] 10.92 indep anarchy no starport CD-37o15492 [ 0, 0] 10.52 indep corp CD-44o11909 [-1,-1] 11.20 indep anarchy CD-46o11540 [-1,-1] 10.94 indep corp CD-49o13515 [-1,-1] 8.65 indep corp Canayce [ 2,-6] 421.41 indep anarchy Candaess [ 2,-4] 238.55 imperial Caninve [ 3,-2] 9.48 indep anarchy no starport _Canopus [ 6,-6] indep anarchy supergiant _Capella [ 4, 4] indep corp Ceessze [ 3,-4] 10.15 indep anarchy Cegreeth [-1,-3] 220.00 imp colony reference selection fixed on Cegreeth D, discretization problems Cemiess [-2,-2] imperial negative black market prices for gem stones and precious metals, Richard's Exchange, Patrick's Exchange, Judd's Trading ok Cetilia [ 4,-5] 17.10 indep anarchy _Cygni, 61 [-1, 1] 48.62 fed democracy single starport, often busy Daceess [ 2,-5] 17.01 indep anarchy no starport Dainay [ 2, 3] 10.49 indep corp Dainfa [ 3,-6] 10.72 indep corp _Delta Pavonis [-1,-2] 10.59 fed democracy many political contracts Diso [-3,-6] indep democracy Edethex [ 3,-3] 8.35 fed democracy Edlave [ 3,-2] 15.64 indep anarchy no starport Edliaze [ 2,-2] 10.01 indep corp Enaness [-5, 1] indep communist Encea [-2, 2] 10.73 indep corp Enquze [ 4,-3] 10.79 indep corp _Epsilon Eridani[ 1, 0] 11.07 indep corp _Epsilon Indi [-1,-1] 10.63 fed democracy Eridani, 82 [ 1,-1] 9.02 indep corp Essaa [ 1,-5] 10.37 imperial Essethlia [ 4,-2] indep corp Essliagre [ 2,-4] 11.33 indep anarchy no starport _Eta Cassiopeia [ 0, 2] 10.09 fed base bring your own military fuel Ethgrece [ 2,-5] 9.23 indep corp Exbeur [-3, 4] 10.31 fed colony no military fuel Exhoed [ 2, 4] 9.90 indep dict Exioce [-1,-3] 10.54 imperial Exiool [ 2,-4] 10.79 imperial Exlagre [-5, 3] indep corp Extila [-4,-1] indep feudal Facece [ 0,-4] 9.59 imp base luxury goods, medicine export, many military missions Famiso [ 3,-4] 7.59 indep corp Faphive [ 3,-4] 8.73 indep anarchy no starport Fawaol [ 2,-3] 15.84 imp colony _Fomalhaut [-1,0 ] 14.11 fed democracy radioactives illegal, Austin's Exchange, Shepherd's Merchandise ok, avoid O'Hanlon's Goods Emporium. Greayqu [ 3,-2] 272.33 indep anarchy no starport Gretiay [ 3, 2] indep no population Groombridge 34 [ 0, 1] 135.23 indep corp Hobegre [ 2,-6] 111.44 indep anarchy no starport Hocancan [ 1,-3] 14.38 indep anarchy no starport Hoethcan [ 3,-5] 614.74 indep anarchy no starport Inedol [ 3,-5] 5.81 indep anarchy no starport Inena [ 3,-6] 9.22 indep dict Intiol [ 2,-4] 380.41 indep anarchy no starport Ioarqu [ 2,-3] 530 indep anarchy no starport Iohoay [ 3, 0] 8.46 indep corp interesting contracts Ioioqu [ 4,-5] 11.21 indep anarchy no starport Ioliaa [ 2,-6] 10.06 indep corp Ioququ [ 3,-4] 10.93 imperial Iozegre [ 3,-2] 634.68 indep anarchy no starport LP 658-2 [ 2, 0] 10.14 indep anarchy Lacaille 8760 [-1, 0] indep corp Lacaille 9352 [-1, 0] indep corp Lacancan [ 3,-6] indep anarchy no starport Laedgre [ 2,-2] 9.14 indep anarchy Laedla [-4, 1] imp colony Laesscan [ 4,-3] 74.92 indep anarchy no starport Laiogre [ 4,-4] 8.13 indep anarchy Lalande 21185 [ 0, 0] 9.94 indep corp Lalande 25372 [ 0, 0] 10.48 indep corp Lave [-3,-6] indep dict Liabeze [ 2,-4] 10.77 imperial Liaedin [ 4, 3] indep disputed Liaququ [ 2,-2] 10.07 indep democracy Luyten [-1, 0] indep corp Luyten 97-12 [ 1,-2] 11.14 indep corp Luyten 205-128 [-1,-2] 7.88 indep corp Luyten 674-15 [ 2,-1] 10.68 indep corp Luyten 789-6 [-1, 0] indep corp Maanens, van [ 0, 1] 9.49 indep dict isolationistic religious enclave, permit required Miandze [ 3,-5] 547.58 indep anarchy no starport Micanex [ 3,-4] 92.42 indep anarchy no starport Miolgre [ 2,-5] 8.52 imperial Miolze [ 2,-3] 9.25 indep corp _Mizar [ 0, 5] indep corp no planets Olaygre [ 4,-3] 7.63 indep anarchy Olcanze [ 1,-3] imperial Ollaex [ 2,-3] 11.19 indep corp no starport Oltiqu [-1, 4] 11.76 fed democracy _Omicron Eridani[ 2, 0] 43.38 indep corp Ophiuchi, 36 [-1,-1] 78.84 indep corp Ophiuchi, 70 [-2, 0] indep corp _Phekda [ 2, 5] 13.61 indep anarchy Phiagre [ 1,-3] 241.90 indep corp Quexce [-2,-2] 9.45 indep corp Quince [-1,-5] imperial Quphieth [-3, 0] indep feudal Ququve [ 1, 4] fed democracy _Regulus [ 5,-1] indep corp no starport Riedquat [-3,-6] indep anarchy Ross 128 [ 0, 0] 10.71 fed colony prison colony, permit needed, Donaldson's Warehouse ok Ross 154 [-1, 0] 10.65 fed colony single starport, often busy,  Merchant Nakamichi's ok Ross 986 [ 2, 1] 9.96 fed democracy _Sigma Draconis [-1, 2] indep corp _Sirius [ 1, 0] 20.18 indep corp Sodaack [ 1,-6] 12.34 indep anarchy no starport Sohoa [ 0,-4] 10.71 imperial _Sol [ 0, 0] 9.47 fed capital luxury goods export, robot import, good ship selection at Moon, radioactives illegal, Haynes Merchandise, Greenhill's Warehouse, Brennans Holdings, Honest John Coate's, Baker's Trading Company, Merchant London's Honest John Loma's ok, avoid Honest John Brennan, Merchant Gomez's, Thatcher's Merchandise, Macmillan's Goods Emporium, Shehan's Exchange Sophilia [ 3,-1] 10.38 indep corp _Tau Ceti [ 0, 0] 10.04 fed democracy many military missions, Gilmour Orbiter is a good base for a federal military career Tiacan [ 3,-4] 6.48 imperial overpopulated Tiancan [ 4,-5] 11.95 indep anarchy no starport Tiaycan [ 3, 0] 10.83 indep anarchy Tiessgre [ 3,-3] 306.07 indep anarchy Tiliala [-4,-1] fed democracy Tivecan [ 2,-3] 248.84 indep anarchy no starport Urfaa [ 5, 7] uninhabited station Urlaay [ 3,-2] 10.82 indep corp robot export for Zeaex Urquay [ 4,-5] 6.85 indep anarchy no starport Veareth [ 0,-5] 21.02 imperial no starport Vecanlia [ 0,-5] 11.31 indep anarchy no starport _Vega [-3, 2] 10.40 fed democracy Vequess [ 0,-4] 8.88 imperial WX Ursa Majoris [ 1, 1] uninhabited no planets Waarze [ 4,-4] 133.73 indep anarchy Waayol [ 4,-5] 9.77 fed democracy Waceol [ 3,-4] 162.38 indep anarchy no starport Waessol [ 2,-3] 305.88 indep anarchy no starport Wainze [ 3,-2] 9.90 indep corp Waolex [ 4,-4] 549.67 indep anarchy Wolf 359 [ 0, 0] 11.35 indep corp Wolf 630 [-2,-1] 170.00 fed democracy radioactives illegal YZ Canis Minoris[ 2, 0] 8.79 indep communist permit required Zeaex [ 3,-2] 10.29 indep disputed robot import, lots of trouble Zeancan [ 2,-2] 9.68 indep anarchy Zeanlia [ 2, 2] 34.99 indep corp Zearla [-5, 1] indep feudal Zeceand [ 6,10] uninhabited starport Zeessze [ 0, 3] 9.20 fed democracy Zeessze [ 1,-6] 9.02 indep anarchy Zelada [ 1, 4] indep anarchy XIII Wormhole Routes In this table, sector coordinates are interpreted relative to the integer coordinates of a sector center(the intersection of the faintly colored lines). Therefore the sector [0, 0] has the corners [-0.5, 0.5], [0.5, 0.5], [0.5, -0.5] and [-0.5, -0.5]. Furthermore the coordinates [-0.7, 1.3] are located in sector [-1, 1]. I am sure that for many jumps better jump points can be found, but this little navigation library already helps me a lot. It gets continuously updated. _________________________________________________________________________ ____From_______Coord_______To________ Coord____ _Via______Coord____ 1o4774 [-0.65, 1.25] Delta Pavonis [-0.90,-1.70] Exaycan [80.80,-7.25] 1o4774 [-0.65, 1.25] Eta Cassiopeia[ 0.00, 2.50] Anlaso [-72.80,39.60] 1o4774 [-0.65, 1.25] Maanens, van [-0.05, 1.10] Anexess [19.65,80.40] 1o4774 [-0.65, 1.25] Sol [ 0.00, 0.20] Exquar [-70.10,-42.05] 1o4774 [-0.65, 1.25] Tau Ceti [ 0.30, 0.40] Milaze [-54.95,-59.90] AC+79o3888 [ 0.15, 1.80] Eta Cassiopeia[ 0.00, 2.50] Aressan [80.15,19.30] AC+79o3888 [ 0.15, 1.80] Zeanlia [ 1.60, 1.95] Inarin [8.80,-79.60] Aandti [-0.10,-4.75] Tau Ceti [ 0.30, 0.40] Dalaar [81.60,-8.05] Achenar [ 0.95,-4.15] Barnard [-0.75, 0.10] Inarho [76.00,28.20] Achenar [ 0.95,-4.15] Eta Cassiopeia[ 0.00, 2.50] Zetiso [81.35,10.80] Achenar [ 0.95,-4.15] Facece [ 0.30,-4.05] Ayvequ [-11.65,-85.10] Achenar [ 0.95,-4.15] Sol [ 0.00, 0.20] Ceioho [80.45,15.20] Achenar [ 0.95,-4.15] Tau Ceti [ 0.30, 0.40] Vecanwa [81.45,9.90] Ackdati  [ 0.40,-5.15] Sol [ 0.00, 0.20] Esshocan [-81.25,-9.20] Ackdati [ 0.40,-5.15] Tau Ceti [ 0.30, 0.40] Zeandar [-81.35,-3.80] Acklave [ 1.80,-2.50] Tau Ceti [ 0.30, 0.40] Anmiay [73.80,36.15] Ackzece [ 1.30,-5.20] Tau Ceti [ 0.30, 0.40] Olethan [-79.50,-17.75] Aenze [ 2.95,-5.85] Tau Ceti [ 0.30, 0.40] Greanda [-73.35,-35.10] Alioth [-0.50, 4.40] Anlave [-0.20, 2.80] Ethveur [80.55,18.60] Alioth [-0.50, 4.40] Aymiay [ 0.90, 4.25] Grececan [9.15,85.80] Alioth [-0.50, 4.40] Dainay [ 1.60, 2.95] Etheneth [-45.85,-63.65] Alioth [-0.50, 4.40] Eta Cassiopeia[ 0.00, 2.50] Migreur [-79.30,-17.40] Alioth [-0.50, 4.40] Exhoed [ 1.95, 4.00] Phicanve [14.25,85.00] Alioth [-0.50, 4.40] Oltiqu [-1.50, 3.95] Arsoa [-34.30,78.80] Alioth [-0.50, 4.40] Phekda [ 1.50, 5.00] Enphiphi [23.80,-74.20] Alioth [-0.50, 4.40] Sol [ 0.00, 0.20] Andesswa [81.85,12.00] Altair [-2.00, 0.65] Andwafa [-1.90, 3.05] Ackgrean [-83.75,5.30] Altair [-2.00, 0.65] Arcturus [-1.50,-0.50] Arquho [73.25,32.70] Altair [-2.00, 0.65] CD-46O11540 [-1.20,-1.30] Ackena [-77.30,-31.35] Altair [-2.00, 0.65] Cygni, 61 [-0.90, 1.20] Tiioess [35.25,-72.35] Altair [-2.00, 0.65] Delta Pavonis [-0.90,-1.70] Iozeti [-75.50,-35.15] Altair [-2.00, 0.65] Epsilon Indi [-0.50,-0.65] Daayho [52.40,61.65] Altair [-2.00, 0.65] Eta Cassiopeia[ 0.00, 2.50] Miarfa [54.75,-58.30] Altair [-2.00, 0.65] Lalande 25372 [-0.45,-0.25] Aydami [39.60,70.95] Altair [-2.00, 0.65] Liabeze [ 1.60,-4.20] Ceandphi [-65.90,-50.60] Altair [-2.00, 0.65] Luyten 97-12 [ 0.90,-1.95] Soedar [-55.00,-61.65] Altair [-2.00, 0.65] Ophiuchi, 36 [-1.80,-1.15] Greliave [-83.25,-9.30] Altair [-2.00, 0.65] Ophiuchi, 70 [-2.05, 0.00] Beurcan [79.65,-5.30] Altair [-2.00, 0.65] Otiqu [-1.50, 3.95] Quceve [79.20,-9.80] Altair [-2.00, 0.65] Ross 154 [-1.10,-0.30] Hoenve [-61.00,-55.85] Altair [-2.00, 0.65] Sol [ 0.00, 0.20] Fasove [-18.70,-79.40] Altair [-2.00, 0.65] Tau Ceti [ 0.30, 0.40] Phiwaze [-9.80,-80.70] Altair [-2.00, 0.65] Tiancan [ 4.35,-5.15] Anququ [-53.75,-62.70] Altair [-2.00, 0.65] Vega [-2.60, 1.80] Soanden [70.20,39.05] Altair [-2.00, 0.65] Wolf 630 [-2.20,-0.75] Grecaneth [78.70,-11.95] Anacka [ 3.75,-3.70] Tau Ceti [ 0.30, 0.40] Faqua [64.55,51.10] Anacketh [ 0.05,-5.00] Tau Ceti [ 0.30, 0.40] Besoso [-81.45,1.85] Andcefa [ 1.55,-3.15] Sol [ 0.00, 0.20] Zephila [74.80,33.30] Andcefa [ 1.55,-3.15] Tau Ceti [ 0.30, 0.40] Cemiho [77.90,25.95] Andinol [ 2.90,-6.50] Tau Ceti [ 0.30, 0.40] Cemiho [77.90,25.95] Anlaol [ 1.40,-6.00] Eta Cassiopeia[ 0.00, 2.50] Greence [-80.10,-15.05] Anlaol [ 1.40,-6.00] Ross 128 [ 0.30,-0.40] Exedze [81.05,12.85] Anlaol [ 1.40,-6.00] Sol [ 0.00, 0.20] Ceioho [80.45,15.20] Anlaol [ 1.40,-6.00] Tau Ceti [ 0.30, 0.40] Weethwa [81.45,10.80] Anphiex [ 1.60,-1.65] Sol [ 0.00, 0.20] Waayan [62.65,52.65] Arcturus [-1.50,-0.50] Barnard [-0.75, 0.10] Ethaso [50.15,-63.85] Arcturus [-1.50,-0.50] BD 946 [-0.70, 1.65] Zeexce [-77.75,29.20] Arcturus [-1.50,-0.50] Delta Pavonis [-0.90,-1.70] Anbeda [72.60,34.40] Arcturus [-1.50,-0.50] Epsilon Indi [-0.50,-0.65] Tiesswa [-13.15,-81.53] Arcturus [-1.50,-0.50] Ophiuchi, 70 [-2.05, 0.00] Esseuve [-56.65,-60.85] Arcturus [-1.50,-0.50] Sol [ 0.00, 0.20] Zecanmi [33.60,-74.40] Arcturus [-1.50,-0.50] Tau Ceti [ 0.30, 0.40] Anayce [-37.60,72.85] Arcturus [-1.50,-0.50] Vega [-2.60, 1.80] Faenex [-75.70,-34.70] Arcturus [-1.50,-0.50] Wolf 630 [-2.20,-0.75] Tiexex [-29.40,76.45] Ayarlia [ 3.15, 0.65] Sol [ 0.00, 0.20] Tiayho [12.50,-80.70] Ayarlia [ 3.15, 0.65] Sophilia [ 3.20,-1.35] Grewalia [-78.60,-2.65] Ayfati [ 1.35,-5.30] Tau Ceti [ 0.30, 0.40] Exedze [81.05,12.85] Aymiay [ 0.90, 4.25] Eta Cassiopeia[ 0.00, 2.50] Ayaen [73.20,-34.00] Aymifa [ 1.55,-5.20] Sol [ 0.00, 0.20] Uracka [79.25,19.80] Aymifa [ 1.55,-5.20] Tau Ceti [ 0.30, 0.40] Essandeth[-78.85,-20.00] Aymigre [ 2.10,-2.85] Tau Ceti [ 0.30, 0.40] Ackackar [72.60,38.50] Ayurso [ 3.80,-0.50] Tau Ceti [ 0.30, 0.40] Waackio [23.80,78.75] Barnard [-0.75, 0.10] Eta Cassiopeia[ 0.00, 2.50] Aylaeth [77.85,-22.75] Barnard [-0.75, 0.10] Fomalhaut [-1.15,-0.10] Arethwa [35.15,-73.40] Barnard [-0.75, 0.10] Ross 154 [-1.10,-0.30] Ethiool [-62.40,53.95] Barnard [-0.75, 0.10] Sol [ 0.00, 0.20] Hoessho [11.05,-80.85] Barnard [-0.75, 0.10] Tau Ceti [ 0.30, 0.40] Ackphied [21.60,-78.70] Barnard [-0.75, 0.10] Wolf 359 [ 0.40,-0.15] Liagrelia[-17.80,-79.90] Bedaho [-4.20,-1.50] Sol [ 0.00, 0.20] Edphibe [-33.20,75.00] Bedaho [-4.20,-1.50] Wolf 630 [-2.20,-0.75] Beessbe [-31.65,75.40] Behoqu [ 2.10,-4.40] Eta Cassiopeia[ 0.00, 2.50] Tiliada [79.65,22.20] Behoqu [ 2.10,-4.40] Sol [ 0.00, 0.20] Laandlia [75.40,31.80] Behoqu [ 2.10,-4.40] Tau Ceti [ 0.30, 0.40] Veingre [-75.10,-31.30] Beta Hydri [-0.10,-1.80] Luyten 674-15 [ 2.10,-1.00] Ackdawa [-27.20,75.30] Beta Hydri [-0.10,-1.80] Tau Ceti [ 0.30, 0.40] Phigreay [80.60,-15.05] Beta Hydri [-0.10,-1.80] Wolf 630 [-2.20,-0.75] Sophimi [35.45,72.15] Beta Lyrae [-146.20,85.20] Sol [ 0.00, 0.20] Vewaay [-143.40,-78.40] Betelgeuse [58.85,13.75] Sol [ 0.00, 0.20] Aredcan [12.10,81.15] Beuress [-0.35,-5.40] Tau Ceti [ 0.30, 0.40] Hoinqu [81.10,-12.10] Beurqu [ 2.90,-5.00] Tau Ceti [ 0.30, 0.40] Phiveay [75.40,32.70] Bewaack [-0.50,-5.15] Tau Ceti [ 0.30, 0.40] Liaethlia[-80.95,8.90] CD-37o15492 [-0.30,-0.20] Lalande 21185 [ 0.35, 0.30] Labeex [50.15,-64.65] CD-37o15492 [-0.30,-0.20] Ross 128 [ 0.30,-0.40] Greurmi [-25.10,-78.10] CD-37o15492 [-0.30,-0.20] Sol [ 0.00, 0.20] Zeurce [65.40,-49.15] CD-46o11540 [-1.20,-1.30] Sol [ 0.00, 0.20] Sodabe [63.15,-51.75] Canayce [ 2.30,-6.30] Sol [ 0.00, 0.20] Ququfa [78.50,23.85] Canayce [ 2.30,-6.30] Tau Ceti [ 0.30, 0.40] Edacka [-77.00,-26.25] Candaess [ 2.05,-4.25] Eta Cassiopeia[ 0.00, 2.50] Tiliada [79.65,22.20] Candaess [ 2.05,-4.25] Liabeze [ 1.60,-4.20] Hoyaze [10.25,77.20] Candaess [ 2.05,-4.25] Sol [ 0.00, 0.20] Laandlia [75.40,31.80] Candaess [ 2.05,-4.25] Tau Ceti [ 0.30, 0.40] Beackwe [-75.20,-31.15] Candaess [ 2.05,-4.25] Tau Ceti [ 0.30, 0.40] Veingre [-75.10,-31.30] Caninve [ 2.50,-2.30] Tau Ceti [ 0.30, 0.40] Grewaho [-61.80,-52.70] Ceessze [ 3.30,-3.65] Tau Ceti [ 0.30, 0.40] Hoessar [-63.95,-50.15] Cemiess [-1.50,-2.50] Phekda [ 1.50, 5.00] Exdain [-75.80,31.70] Cemiess [-1.50,-2.50] Sol [ 0.00, 0.20] Uressmi [70.10,-41.90] Cetilia [ 4.15,-4.90] Sol [ 0.00, 0.20] Dalaqu [65.35,49.20] Cetilia [ 4.15,-4.90] Tau Ceti [ 0.30, 0.40] Tizeay [68.20,45.85] Cygni, 61 [-0.90, 1.20] Epsilon Indi [-0.50,-0.65] Zecephi [79.15,17.50] Cygni, 61 [-0.90, 1.20] Ross 154 [-1.10,-0.30] Andolda [-82.10,10.75] Cygni, 61 [-0.90, 1.20] Sol [ 0.00, 0.20] Laackho [-61.20,-54.05] Cygni, 61 [-0.90, 1.20] Tau Ceti [ 0.30, 0.40] Philaso [45.30,68.65] Daceess [ 2.15,-4.55] Sol [ 0.00, 0.20] Laandlia [75.40,31.80] Daceess [ 2.15,-4.55] Tau Ceti [ 0.30, 0.40] Essessze [77.90,26.10] Dainay [ 1.60, 2.95] Exhoed [ 1.95, 4.00] Inayphi [-75.90,29.30] Dainay [ 1.60, 2.95] Phekda [ 1.50, 5.00] Veethphi [-80.35,0.25] Dainay [ 1.60, 2.95] Ross 986 [ 1.85, 1.35] Olcanen [81.50,14.70] Dainay [ 1.60, 2.95] Sol [ 0.00, 0.20] Edzemi [71.40,-39.85] Dainfa [ 3.15,-6.45] Tau Ceti [ 0.30, 0.40] Inbeex [77.35,27.85] Delta Pavonis[-0.90,-1.70] Epsilon Indi [-0.50,-0.65] Andzeand [75.75,-30.45] Delta Pavonis[-0.90,-1.70] Exioce [-0.60,-2.90] Bequan [78.70,17.75] Delta Pavonis[-0.90,-1.70] Luyten 205-128[-1.25,-1.80] Mizece [21.25,-80.30] Delta Pavonis[-0.90,-1.70] Quexce [-1.60,-1.80] Bedaqu [-13.40,79.20] Delta Pavonis[-0.90,-1.70] Ross 128 [ 0.30,-0.40] Haethda [59.90,-56.60] Delta Pavonis[-0.90,-1.70] Ross 986 [ 1.85, 1.35] Inphiur [61.25,-55.00] Delta Pavonis[-0.90,-1.70] Sol [ 0.00, 0.20] Tiinay [-75.20,32.45] Edethex [ 3.25,-2.95] Sol [ 0.00, 0.20] Tisophi [-55.35,-60.10] Edethex [ 3.25,-2.95] Tau Ceti [ 0.30, 0.40] Begreho [-59.65,-55.30] Edlave [ 2.95,-1.95] Sol [ 0.00, 0.20] Latifa [-46.65,-66.95] Edlave [ 2.95,-1.95] Tau Ceti [ 0.30, 0.40] Laessay [55.85,60.35] Encea [-1.90, 2.05] Eta Cassiopeia[ 0.00, 2.50] Inolack [-20.05,81.90] Enquze [ 4.45,-2.80] Tau Ceti [ 0.30, 0.40] Candalia [102.25,128.05] Epsilon Eridani[0.90,0.30] Luyten 97-12 [ 0.90,-1.95] Urgrebe [82.60,-0.60] Epsilon Eridani[0.90,0.30] Ross 128 [ 0.30,-0.40] Arethur [62.80,-53.30] Epsilon Eridani[0.90,0.30] YZ Canis Minoris [2.25,0.05] Olwada [16.70,80.70] Epsilon Eridani[0.90,0.30] Zeanlia [ 1.60, 1.95] Iozebe [76.55,-30.70] Epsilon Indi [-0.50,-0.65] Quexce [-1.60,-1.80] Iophice [-60.25,55.40] Epsilon Indi [-0.50,-0.65] Sol [ 0.00, 0.20] Uressmi [70.10,-41.90] Eridani, 82 [ 1.10,-0.70] Ross 154 [-1.10,-0.30] Edbeeth [15.10,79.95] Eridani, 82 [ 1.10,-0.70] Sirius [ 1.05,-0.15] Laayqu [82.40,6.85] Essaa [ 0.95,-4.90] Tau Ceti [ 0.30, 0.40] Ayliaur [81.80,7.35] Essliagre [ 2.40,-3.75] Sol  [ 0.00, 0.20] Greolar [70.95,40.80] Essliagre [ 2.40,-3.75] Tau Ceti [ 0.30, 0.40] Canvefa [-71.30,-39.10] Eta Cassiopeia[0.00, 2.50] Fomalhaut [-1.15,-0.10] Enaed [74.40,-31.65] Eta Cassiopeia[0.00, 2.50] Ioioqu [ 3.85,-4.60] Ethcanphi[-70.00,-39.65] Eta Cassiopeia[0.00, 2.50] Lalande 25372 [-0.45,-0.25] Cearce [80.40,-11.95] Eta Cassiopeia[0.00, 2.50] Liabeze [ 1.60,-4.20] Essandeth[-78.85,-20.00] Eta Cassiopeia[0.00, 2.50] Liaququ [ 2.35,-2.40] Arayess [74.80,35.40] Eta Cassiopeia[0.00, 2.50] Miolze [ 2.20,-2.65] Aressfa [-74.10,-32.20] Eta Cassiopeia[0.00, 2.50] Oltiqu [-1.50, 3.95] Inenda [56.10,62.00] Eta Cassiopeia[0.00, 2.50] Ross 986 [ 1.85, 1.35] Liafaze [-42.10,-67.75] Eta Cassiopeia[0.00, 2.50] Sol [ 0.00, 0.20] Faenol [-81.85,0.85] Eta Cassiopeia[0.00, 2.50] Tau Ceti [ 0.30, 0.40] Exedze [81.05,12.85] Ethgrece [ 1.95,-4.75] Tau Ceti [ 0.30, 0.40] Hoceed [78.90,22.80] Exbephi [-1224.85,-852.90] Tau Ceti [ 0.30, 0.40] Aeda [-801.40,-154.55] Exbeur [-3.40, 3.85] Vega [-2.60, 1.80] Beinfa [-79.20,-26.75] Exiool [ 1.95,-3.75] Sol [ 0.00, 0.20] Micanack [74.35,34.25] Exiool [ 1.95,-3.75] Tau Ceti [ 0.30, 0.40] Arvephi [-74.80,-32.05] Exiool [ 1.95,-3.75] Vega [-2.60, 1.80] Laphiess [62.40,51.35] Facece [ 0.30,-4.05] Sohoa [ 0.30,-3.65] Andliafa [82.05,-3.60] Facece [ 0.30,-4.05] Sol [ 0.00, 0.20] Phiedur [82.30,3.75] Facece [ 0.30,-4.05] Tau Ceti [ 0.30, 0.40] Laarar [-81.35,-1.80] Facece [ 0.30,-4.05] Vequess [-0.40,-4.15] Lafacan [-11.80,76.85] Famiso [ 3.35,-4.25] Tau Ceti [ 0.30, 0.40] Entiar [70.05,43.20] Faphiwe [ 2.50,-4.30] Tau Ceti [ 0.30, 0.40] Phiveay [75.40,32.70] Fawaol [ 2.45,-2.65] Sol [ 0.00, 0.20] Betila [63.25,52.05] Fawaol [ 2.45,-2.65] Tau Ceti [ 0.30, 0.40] Vequcan [-65.65,-48.00] Fomalhaut [-1.15,-0.10] Luyten 205-128[-1.25,-1.80] Lasocan [-82.80,3.80] Fomalhaut [-1.15,-0.10] Ross 154 [-1.10,-0.30] Lacanfa [78.20,19.80] Fomalhaut [-1.15,-0.10] Sol [ 0.00, 0.20] Ensoda [-21.25,79.20] Greayqu [ 3.15,-2.35] Tau Ceti [ 0.30, 0.40] Enqugre [-54.85,-59.90] Gretiay [ 3.15, 1.70] Tau Ceti [ 0.30, 0.40] Aexar [-32.55,75.65] Hobegre [ 2.45,-5.55] Tau Ceti [ 0.30, 0.40] Qulaur [78.15,25.35] Hocancan [ 1.50,-3.00] Intiol [ 1.90,-4.00] Zedaar [-74.20,-33.8] Hocancan [ 1.50,-3.00] Sol [ 0.00, 0.20] Zephila [74.80,33.30] Hocancan [ 1.50,-3.00] Tau Ceti [ 0.30, 0.40] Cemiho [77.90,25.95] Hoethcan [ 3.50,-4.90] Sol [ 0.00, 0.20] Zelati [68.95,44.10] Hoethcan [ 3.50,-4.90] Tau Ceti [ 0.30, 0.40] Hoquso [141.65,82.45] Inedol [ 3.20,-4.60] Tau Ceti [ 0.30, 0.40] Ayquar [72.35,39.20] Inena [ 3.40,-6.45] Tau Ceti [ 0.30, 0.40] Zemive [-72.70,-36.60] Intiol [ 1.90,-4.00] LP 658-2 [ 2.35, 0.25] Behoar [83.55,-9.45] Intiol [ 1.90,-4.00] Sol [ 0.00, 0.20] Laandlia [75.40,31.80] Intiol [ 1.90,-4.00] Tau Ceti [ 0.30, 0.40] Essessze [77.90,26.10] Ioarqu [ 1.90,-2.80] Tau Ceti [ 0.30, 0.40] Arcear [-71.85,-38.15] Ioioqu [ 3.85,-4.60] Sol [ 0.00, 0.20] Arioand [-62.30,-52.85] Ioliaa [ 1.55,-6.20] Tau Ceti [ 0.30, 0.40] Exedze [81.05,12.85] Ioququ [ 2.80,-3.60] Tau Ceti [ 0.30, 0.40] Zeayur [70.80,41.70] Iozegre [ 3.15,-2.30] Tau Ceti [ 0.30, 0.40] Phiedda [-54.35,-60.35] LP 658-2 [ 2.35, 0.25] Sol [ 0.00, 0.20] Edbear [3.15,-81.60] Lacancan [ 3.40,-6.05] Tau Ceti [ 0.30, 0.40] Phiveay [75.40,32.70] Laedgre [ 2.00,-2.10] Tau Ceti [ 0.30, 0.40] Canveol [68.90,44.90] Laesscan [ 3.85,-2.60] Tau Ceti [ 0.30, 0.40] Anessur[-103.30,-125.95] Laiogre [ 4.35,-4.30] Tau Ceti [ 0.30, 0.40] Begreho [-59.65,-55.30] Lalande 21185[ 0.35, 0.30] Ross 128 [ 0.30,-0.40] Miurar [81.95,-5.15] Lalande 21185[ 0.35, 0.30] Tau Ceti [ 0.30, 0.40] Auray [73.20,37.40] Lalande 25372[-0.45,-0.25] Tau Ceti [ 0.30, 0.40] Falaa [-53.60,61.90] Liabeze [ 1.60,-4.20] Sol [ 0.00, 0.20] Ededeth [77.60,25.90] Liabeze [ 1.60,-4.20] Tau Ceti [ 0.30, 0.40] Ioioack [-77.80,-23.90] Liaququ [ 2.35,-2.40] Sol [ 0.00, 0.20] Phiayand [-59.40,-55.90] Liaququ [ 2.35,-2.40] Tau Ceti [ 0.30, 0.40] Olveve [-65.10,-48.75] Luyten 97-12 [ 0.90,-1.95] Ross 128 [ 0.30,-0.40] Laceti [76.90,28.10] Luyten 97-12 [ 0.90,-1.95] Sol [ 0.00, 0.20] Beanfa [-74.70,-32.90] Luyten 97-12 [ 0.90,-1.95] Tau Ceti [ 0.30, 0.40] Argreed [-78.65,-20.80] Luyten 674-15[ 2.10,-1.00] Maanens, van [-0.05, 1.10] Miolfa [-56.20,-58.40] Luyten 674-15[ 2.10,-1.00] Sol [ 0.00, 0.20] Edexed [-39.60,-71.35] Luyten 674-15[ 2.10,-1.00] Sophilia [ 3.20,-1.35] Enhove [-21.35,-79.35] Luyten 674-15[ 2.10,-1.00] YZ Canis Minoris[2.25,0.05] Ceioeth [83.25,-12.10] Miandze [ 2.60,-5.35] Sol [ 0.00, 0.20] Ioayess [-72.75,-37.05] Miandze [ 2.60,-5.35] Tau Ceti [ 0.30, 0.40] Inbeex [77.35,27.85] Micanex [ 2.75,-4.30] Sol [ 0.00, 0.20] Zequess [71.05,40.70] Miolgre [ 2.10,-4.65] Tau Ceti [ 0.30, 0.40] Qulaur [78.15,25.35] Miolze [ 2.20,-2.65] Tau Ceti [ 0.30, 0.40] Arlada [70.50,42.45] Olaygre [ 3.95,-3.50] Tau Ceti [ 0.30, 0.40] Inquol [62.15,53.95] Ollaex [ 1.95,-2.95] Tau Ceti [ 0.30, 0.40] Urayda [74.60,34.50] Ophiuchi, 36 [-1.80,-1.15] Sol [ 0.00, 0.20] Enbeay [-50.15,64.85] Phekda [ 1.50, 5.00] Sol [ 0.00, 0.20] Esszeand [78.70,-22.10] Phiagre [ 0.85,-2.65] Tau Ceti [ 0.30, 0.40] Tisoess [-79.95,-15.35] Ross 128 [ 0.30,-0.40] Omicron Eridani[1.50, 0.45] Mienio [47.95,-66.90] Ross 128 [ 0.30,-0.40] Sol [ 0.00, 0.20] Hoarti [73.40,36.45] Ross 128 [ 0.30,-0.40] Tau Ceti [ 0.30, 0.40] Eddafa [82.20,-0.25] Ross 154 [-1.10,-0.30] Sol [ 0.00, 0.20] Zecanmi [33.60,-74.40] Ross 154 [-1.10,-0.30] Tau Ceti [ 0.30, 0.40] Anayce [-37.60,72.85] Ross 986 [ 1.85, 1.35] Sol [ 0.00, 0.20] Waave [43.75,-68.90] Ross 986 [ 1.85, 1.35] Tau Ceti [ 0.30, 0.40] Hoolti [-41.80,70.50] Sirius [ 1.05,-0.15] Sol [ 0.00, 0.20] Cecanlia [-25.00,-77.75] Sodaack [ 1.30,-5.60] Tau Ceti [ 0.30, 0.40] Waethwa [81.45,10.80] Sohoa [ 0.30,-3.65] Sol [ 0.00, 0.20] Exedce [81.70,4.50] Sohoa [ 0.30,-3.65] Tau Ceti [ 0.30, 0.40] Hovea [82.00,-1.65] Sohoa [ 0.30,-3.65] Vequess [-0.40,-4.15] Liaandex [46.85,-70.85] Sol [ 0.00, 0.20] Sophilia [ 3.20,-1.35] Ceessess [-33.90,-74.25] Sol [ 0.00, 0.20] Tau Ceti [ 0.30, 0.40] Edbeur [-68.05,45.40] Sol [ 0.00, 0.20] Tivecan [ 2.30,-3.45] Canedand [-67.85,-45.55] Sol [ 0.00, 0.20] Vequess [-0.40,-4.15] Iocanwa [81.15,-9.75] Sol [ 0.00, 0.20] Waolex [ 3.60,-4.35] Arioay [65.95,48.45] Sol [ 0.00, 0.20] Wolf 630 [-2.20,-0.75] Zeliaur [31.25,-75.35] Sol [ 0.00, 0.20] Zeancan [ 1.55,-2.00] Bemiio [-66.35,-47.60] Tau Ceti [ 0.30, 0.40] Tiacan [ 2.85,-3.50] Ackgreho [-66.85,-46.30] Tau Ceti [ 0.30, 0.40] Tiancan [ 4.35,-5.15] Ollaan [68.40,45.75] Tau Ceti [ 0.30, 0.40] Tiessgre [ 2.70,-3.45] Zeayur [70.80,41.75] Tau Ceti [ 0.30, 0.40] Tivecan [ 2.30,-3.45] Anmiay [73.80,36.15] Tau Ceti [ 0.30, 0.40] Urlaay [ 3.15,-2.35] Enqugre [-54.85,-59.90] Tau Ceti [ 0.30, 0.40] Urquay [ 4.30,-5.10] Zesoand [-63.75,-50.40] Tau Ceti [ 0.30, 0.40] Veareth [ 0.00,-4.65] Arquho [81.70,-6.70] Tau Ceti [ 0.30, 0.40] Vecanlia [ 0.00,-5.00] Arquho [81.70,-6.70] Tau Ceti [ 0.30, 0.40] Vequess [-0.40,-4.15] Laceti [80.65,-14.45] Tau Ceti [ 0.30, 0.40] Waarze [ 3.85,-4.35] Enengre [-63.65,-50.70] Tau Ceti [ 0.30, 0.40] Waayol [ 3.95,-5.15] Arlada [70.50,42.45] Tau Ceti [ 0.30, 0.40] Waceol [ 2.75,-3.55] Canquar [70.85,41.65] Tau Ceti [ 0.30, 0.40] Waessol [ 1.70,-3.35] Zeceeth [77.65,27.20] Tau Ceti [ 0.30, 0.40] Wainze [ 3.45,-1.70] Hoexho [47.40,67.30] Tau Ceti [ 0.30, 0.40] Zeaex [ 3.35,-1.70] Quayho [48.05,66.70] Tau Ceti [ 0.30, 0.40] Zeessze [-0.30, 2.75] Phitiay [-79.20,-18.65] Tau Ceti [ 0.30, 0.40] Zeessze [ 0.75,-5.70] Veexio [-162.35,-14.60] -- Gilo . .. 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Abnormal program termination ?R8-se?!TD-?R8-seexpexplogcossinsqrtpowpow( \\]]4 ( ((((( H ((((( H `"""Elite worm hole calculator V1.00 written in LC V5.5 Hisoft By Karl Foley @ 2:2501/101 | 51:502/5 | 90:102/105 | 100:105/4 Exchangeware Notice ;-) This program is free, please enjoy! If you do like it then please consider registering the author for one of your Atari ST programs. If you haven't written any, hurry up and support the ST! No profit making organisation may store or transmit this file in any way without the express permission of myself. This includes magazines, public domain libraries and commercial BBS systems. Elite II / Frontier (, and probably GameTek / Konami) contains a few bugs as we all know, but it does contain one very useful one. If you attempt to hyperspace over approximately 655.73 light years (approx. 81.92 galactic co-ordinates) Frontier wraps the distance back down to zero, re-enabling your hyperspace drive. If you get a planet very near to this point you can usually jump 655.73 light years very quickly and with the minimum of fuel. If you extend this idea you soon see that you can take a short cut when hyperspacing from one point to another. Consider the following diagram : C / \ / \ / \ / \ / \ / \ AB Normally, the quickest way to hyperspace from point A to point B would be a straight line. If you use a suitable system at point C you can jump far quicker than you could directly using minimum fuel. This is true even if points A and B are relatively close. ELITEBUG, lets you calculate the co-ordinates of point C with ease. I'm just starting to program in C and this seemed like an easy project to start with. Suppose you wish to travel from Facece [0,-4] to Sol [0,0] 34.8 light years. Run ELITEBUG.TOS and input the co-ordinates, for accuracy let's input the co-ordinates as Facece [0.4,-4.1] and Sol [0,0.2]. ELITEBUG calculates the intermediate jump point to be [81.7,5.6]. Now load up Frontier, leave dock at Facece and view the Galactic map. Move to sector [81,5] and start looking for a system. You'll notice that the hyperdrive fuel required still shows 'Out of range' as it's not quite over 655.73 light years. With a bit of fiddling a suitable planet can be found in sector [82,5], Famiwa. I'm piloting a Boa Freighter (1300 Tons) with a class 8 hyperdrive and the display informs me that I need 9 tons of hydrogen fuel to travel this far. Hit the hyperspace icon and I arrive after 18 hours. All that's left to do is hyperdrive back to Sol at [0,0] and this takes another 9 tons of fuel / 18 hours. A quick bit of docking and we're at Mars High space station some 55 hours later. A round trip of some 1312 light years taking just 91 hours including docking. I suppose this little prog could really ruin your Frontier 2 game, you've been warned. I've tried to write ELITEBUG in strict ANSI C for portability and both the C source and Atari ST binaries are available for download from my BBS (+44-(0)394-271550 10pm-8am UK time only please). Source filename = EBUG_SRC.ZIP Atari ST binary filename = EBUG_BIN.ZIP The binaries have been compiled with Lattice C V5.52 with the processor type set to 'Any' - Hopefully this program will work on any 680x0 Atari! Any bug reports or constructive criticism to : Karl Foley - SysOp STandard QBBS +44-(0)394-271550 10pm-8am BBS 8am-10pm Voice Network addresses 2:2501/101@FidoNet.Org 51:502/5@AtariNet.Ftn 90:102/105@NeST 100:105/4@TurboNet & RSN standard.embassy.com Coming soon : An Atari ST class 1 Fax program, email for details! 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