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D  "5 "` zxvbh |      12+-3$ @   \x 7 %    <X     t      8 Tp     4P   7  l Nf NN~"_NC탺N8NN`NqNq -NH <r$<L8NbN+@ -3ANHm/- -C퇺~N&<x*< NH&<x*<NfNN"_NC탺N8NN`NqNqHm -C~N&<x*< NH&<x*<NfNN"_NC탺N8Hm -C퇊N&<x*< NH&<x*<NfNN"_NC탺N8Hm -C퇄N&<x*< NH&<x*<NfNN"_NC탺N8Hm -ClN&<x*< NH&<x*<NfNN"_NC탺N8HmANN"_NC탺N8pNA탺NNpNANNN nNj+|Space War Text File: Version 3.0 Comments Improvements from Version 2.0: -finally diasabled key click -finally disabled key repeat -added orbiting asteroids... things to avoid!(shields don't help) -rsc windows fit on colour screen in low rez -can flip back and forth between menus -BUGS: -still get glitch when ships rotate, I don't understand... Improvements from Version 1.0: -game runs on colour monitor and mono monitor -Pause is available ('p') -additional features: variable thrust variable torp speed perfect vacuum or drag (orbits decay!) black hole reverse gravity Bug Fixes: -bounce mode no longer traps ships occasionally -distance function better, more accurate -smoother orbits -gravity wells are a little better defined -keys and variables are cleared beginning new level This game now runs in lo-res colour and monochrome. Monochrome is the more playable game, but the colour version is faster-paced. More comments on the colour version at the end of this. This game is designed for 2 ( TWO, no more, no less) players. It is best for you to find your favourite friend and learn to play together. After you get good enough, no one else will play with you. The help button on the opening menu will tell you how to control the two ships. Another useful key is 'shft-Q' to abort a game. Pause is done with the 'p' key. I feel that most features are self evident... However: Keyboard: Because I am not bright enough to disable the keyboard repeat, it still functions. Since any key stops repeating as soon as another key is touched, you will quickly learn to tap the keys, and not press/hold them. If you have an opponent who uses the repeat feature, you can hurt him badly by pushing your own keys at crucial times. Sound: Another thing I am not bright enough to do is disable the keyboard click. This sometimes ruins the explosion sounds. Details, details. Torpedoes: I have limited the number of torpedoes on screen to 5 per ship. This makes people a lot more cautious about wasting shots. Once the torpedoes hit something, and finish exploding, then you get to fire them again. The torpedoes are slow. Basically, your ships velocity, and then some. More fun than fast ones. Torpedo Display: A little picture shows the number of torpedoes available for firing. A quick peek at your enemies supply is also handy info. Score: Score is based on how many times you kill your enemy. However, if you are stupid enough to get killed in the process, then nobody gets any points. You have to stay alive until your opponents explosion is finished. An added feature is that if anyone dies by flying into the sun, not only does their opponent get a point, they also lose a point for being so stupid. It turns out that this is a great equalizer for when all seems lost. Explosions: Each torpedo can only hit 1 object. This means that to shoot two torpedos out of the sky you need to shoot two torpedos, or the same one twice (if you have time... it takes time to load those torpedo tubes!!) This also means that you can fly thru explosions with complete immunity (fun). Closed Universe: You bounce at screen edges. Open Universe: You wrap around the screen edges. Sun Kills: Contact with the sun kills ships and torpedoes. Sun Does not kill: The sun is there but you can sail right thru it. Torpedoes also fly thru it. Torpedo-Contact: Torpedoes actually have to hit in order to explode. Torpedo-Proximity: Torpedoes only have to get close. This mode is more fun, because you have a good chance of shooting torps out of the air, instead of wasting your shields ( assuming you have them) Shields On: Hitting the key will turn your shields on. Hitting it again will turn them off. It is an interesting exercise in coordination teaching some fingers to quickly repeat, and others to just tap it once. Flicking your shields on and off may stop a bullet, may not. While your shields are on, the ship is out of control. You cannot turn, thrust of fire a torpedo. This is extra incentive not to use shields. It is a lot of fun to send a few torpedoes towards your opponent, forcing him to use his shields, right when he needs to thrust to avoid the sun. Shields last a cetain amount of time. The number of torpedoes striking them does not affect their performance. I considered adding a display showing just how much shields you have remaining. I think the game is better without. You have to watch your opponent closely, and compare how long his shields have been on compared to yours. No gravity: As the name implies. The ships fly just like Asteroids. Null-G makes it easy to pound a few shots into your opponent, forcing him into his shields, and then hang around, continually bombarding him with shots. As long as you don't miss, you have an infinite supply of torpedoes. Weak gravity: Orbits are possible, but are slow. It is easy to power away from the sun, even from very close. Normal gravity: What can I say??? Strong gravity: A lot of your time will be spent maintaining a stable orbit. Is very difficult with a closed universe, cuz as soon as you hit the edge, you start bouncing out of control. Game length: You have a choice of: -15 Short -40 Medium -100 Long If the score is tied after the last round, then the last two levels are repeated, until someone wins. MY FAVOURITE MODE: -weak gravity -proximity torpedoes -shields on -sun kills -open universe SOME COMMENTS ON THE COLOUR VERSION: Since I am stuck using a colour TV for my colour monitor, things are a little blurry. Most of the ships have been flung/drawn in great haste, without to much regard for smoothness of rotation, and consistency of appearance. However, the game is playable. Since the screen dimensions are smaller, the ships take up a larger portion of it. This in turn makes the universe seem smaller. The game goes by fast, maybe too fast. After I've had more time playing the colour version I'll have a better idea of how to tune it in. POSSIBLE EXTENSIONS/FEATURES: -extended universe -invisble ship, same limitations as shields -faster torpedoes, selectable -hyperspace -reverse gravity -debris continues to orbit -multiple suns (tricky...) -moving sun (maybe multiple, in orbit about each other) Votes or comments are welcome. -------------------------------------------------------------------------- Here we get to the list of bugs (read 'features'); -there is a glitch as the ships rotate. I don't know where its coming from and it is the same for both ships. It makes the graphics look a little crude at times. It seems that when I use an MFDB, some lines get scrambled sometimes. It also happens in my colour version. HELP!! -do not shoot a torpedo when you are about to wrap around the screen. Because bullets are smaller than ships, they have farther to travel to the edge of the screen, and therefore, tend to blow up the ship that fired them. -ever since I enabled my fancy variable size to screen edge, sometimes in bounce mode, a ship will get trapped on the screen border. After a while, it gets thrown off, at its former velocity. To be thought about... -I would like to disable the keyboard click. (help, I don't want to use the control panel. If anyone has a chunk a C-code they can throw my way.) -I would also like to disable the keyboard repeat, so people never try to use it.Again, if anyone has a chunk a C-code they can throw my way... -I am having small problems with resource windows: They don't redraw what I had under the window when I called them. I also get small glitches when using the dialogs and turning buttons on and off. Where are these coming from??? Do I need to tell the computer where my screen is? (??physbase etc) ---------------------------------------------------------------------------- I had a lot of fun writing this. (lot of time too!) Could you please tell me what you think about it, along with any bugs you find. I am also interested in any suggestions or extra features. 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Bp ?NA\O,/p ?NA\O0L N^NuNV?.pL?NAXON^NuNV 8N^NuNVHyp&?NN\ON^NuNV nn?.N:TO @Cg(p???.NXO?.p>?NAXO/N.XO`B@N^NuNV/Bg/.pB@9hHh*@SnmSGl^pQhB9iHyhp ?NA\O>mp ?p?p?NM\OphB@9i>B@9hHh*@0Gp H< Ff~` n R RE F ft hhiBZ0`0/. 0.H/?.p??NA >BZ0H/N.XOL N^NuNVH.. l <`0 f 9`$R @./pH?NA\O,g Ї# LN^NuNV0.H/NlXON^NuNV/A#Z/9ZNFXO0gBZp 3p`,/. 0.H/?.p@?NA .BZ/N.XO.N^NuNVH >.0V@ @bH0@ PN`*pP`&pA`"pC`0m*y8SGmfp`gHL N^NuNVH >.0m*y8SGmfp` g0. L N^NuNVH >.0V@ @bHH0@ PN*y8HGg fp`&R` 8?NdTO`~C`~A`~P`pL N^NuNV .l .D3p` .N^Nuʠ fEHNuNuNuNuNVH *nA-H-nHnNjXOBnBnp@=@ +g -fnRH> @.g G0m G9n G.f0.@fn`B@.@gRn`jHnNXOHnHnNDPOHnNXOHnNXOHnHnNPOHnNjXO0@0@HnHnNPO0.@gDSn`< Geg GEfZ +g -fnRBnH> @0m G9n0. G@0=@`0.@g 0.D@=@0.nBn nl N(fRn` nf HnBgBg`0.oHnHnNDPOHnNXO0f:HnNXO0f*HnHnNPO0fHnHnNDPORn`VHnHnNDPOBgHnNh\OBgHnNh\OHnHnNPO>gRn?HnNh\OVnSnfJ`0.l.fHnNXOSn`BgHnNh\OHnHnNDPOBn n lJ0.@gBgHnNh\OBgHnNh\OBgHnNh\OHnHnNPORn`WnRnfhSnHnNXO0gHnNjXOp@HnHnNPO0gRnBgHnNh\OHn0.@?0.@?/.N n "(L N^NuNV/~ G lBg/.Nh\ORG`0.@@ n0.H@ n(0. g n/./.NDPO.N^NuNVH| Fl4>. nB@@=@ n0g nRF`0. LN^NuNVH|z0m*>| ng| n nŏSE`0LN^NuNVH|~0m. n BA nB@A@ n0@@<SG`0LN^NuNV/~ Gl n"n RG`.N^NuNV/~ Gl nBRG`.N^Nu"o`C"/jD$jDA`|J/jDJk`JjDNu$/` o$"/A`NNu"o`C$jD"/jDA`, gJ/jDNu$/` o$"/A` NupJfpN∲cd⒒d҂dFN o"`"/ jD$/jDD$@A`" jDNu o"`"/ _$0"@0HAHBЁH@B@ЉNNVH >. <.*n0SF0g` .L N^NuNVH ..|Jg 0Ft "@bSF`|0FtJg 0RF0@tH?p?p?NM\O`p?NTOLN^Nu O$X"XHB@Nu o0/L.NuNV/?.pE?NAXO>l0H/N.XO`"?.N:TO=@m?.?NXO0.N^NuFx>HR&2>TnJ`PZ^bfnv@8 (0H!!!""" H>HnJK:KpLLHnHnc8ddHdadbXblv@X2(<btT6rFt >`RZR"Z,<DL&(>(~()**6**b)****)h>L>\>l>>>aFbbFZcFRxF*yFBzFJaE@GGCAGGGGAGGCG.GBXDGGCNGGDGESr1L2L3M4MwLeL|aPsP dQ !fK('Sr-xM4.CJ^.cJ /VJ/vJv0bJ3<L4>L|5/Sr;M<M=NL>N?O@O&AOvBOCODPPHMJ-QJKQvMQN+QXPQfd)Mf*Q=%8ld%5d:%5d r~twwwwwwwwwwwww(airwarH.datairwar.datAIRRSC.RSCThe data file %s must be located in the same folder as Air Warrior. HELPBad startupBad handshake - exit to menu and re-enter/v s1.1 config.airw config.airrATDT 18006389639ATDT 18006389639ATDT 18006389636Show Degas: bad file type!%s.PC3%s.PI3%s.PC2%s.PI2File open failed.Compress mode not inplementedFile close failed.Snapshot %s taken.File write failed.File write failed.rb xb<TjBAD PACKET(0)BAD PACKET(2) %dBAD PACKET(3) %dBAD PACKET(4) %dBAD PACKET(5)%c Plane %4d crashed. Plane %4d crashed.Gunner %4d bailed out.Out of Bombs!Out of Ammo!A kill has been recorded.BAD PACKET(5)Passenger %4d bailed out.%c Plane %4d shot down. Plane %4d shot down.Network delay is severe.Consider redialing.v0x,x,,0,0xXxXX0X0Xxd0dXZ,nx,H$$$$6666L n nL n n K $ $@o%%44((f(L_._/ ? G(v(jM(NH(/" 6RFraa6a6a66 ]&jj%6'N8a,a% Fnjj:j:j::`=rrV L R]D5DL LL Š¦ Dn2244#-T-@6= _ 9-d-DM-:M-= DD @\-nuu u u"".$i$PU;U- 9 A.g._9.D9.-= 00 <n2200&iNN.N@ M DebIDI@2 ĬD"  $77!i!)oo&j j 2:j:`L:<L:&JVrH{5577>""s}S}ahFF2j`k<ka h  (ttZXX ( ($|X (~| (8(P((LP|((!!!! DDDDLbGRG ^s@c@  ǢTTTXX (d (| ((((($$ -- Z(Z(ZNZN[j--Z-Z-5--GG$G$GlFX (| (d(d:d:d(::22222v2f2((22v2fx2 x2\(LL``N`N` 4: : ):): ) ) b$|DbDb]0?53pF3FFUF$xFxxFx.DD(D(D((O((fJOJ--V((x>(V<(0`D0DD`D$xD$xxDx˴;dd5d5d55K--qVFV<<P--e0-P5-PTRPRRTRxRxDxR0ẍ̤2NN+N+N ++d##BfB'u'nty=t=0)0})})):nP$n0&P-+=yP=P P yP \x 2D ( $$  $$  $$  $$ H΀B-$$$$$$$$$$$$(0Z(0Z $&zĜF0\ɲl8ˤxLƲ ZA|nw`<&(N4IMdZiK 9Ginsxyyyyyyq < ((N1?FdZ xP 0lpvz~<&(N4WfGdZ xZ @Clt|k<(N49MdZ _Z;_p} <(Dd&cFdZ <=jpv<(Nd6kHKdZ{bYfhjlnppppp[<&D(NKMVnZ@) ,5) n}3<(, @^ CBBB#@@ 9(*n<<($,; CLLL(@,52v2r<(', aCdZ ^iss< (',0PZMdZ insssssssss< (',-kZMdZ ]insxxxxxxx5< (',0;dMdZ dddddddddds< (',8|ZMdZpZ<q~#<&N,'GJdxZ +Ndddddddddds< (',ZfZMdZx|ׇׁ׌גטנץש׭ױײ׶׼ !".:FGS_kЦ&҆fFFӦ&fՆp51zerome262spitme109fw190huricanjeepb17b25a26dr1camelspaddrviicorsrairwarP.sndairwarP.sndairwarJ.sndairwarP.sndairwarP.sndairwarP.sndairwarP.sndairwarB.sndairwarB.sndairwarB.sndairwarW.sndairwarW.sndairwarW.sndairwarW.snd%s%c.datGear won't moveHigh blower engages!Engine %d stalls!Engine stalls!Out of fuel!Gear wrecked!Your gear are not lockedinto position!Nice landing!Too fast, but you made it.Not a bad landing forhaving your gear up.You've successfully landed!Too fast, but you made it.Engine fails!<Yw   6 Nf|   !"#$%&'g(G)#)*+,u-A. ./0M112o334m556F67m7899::x:;W;<$<<=4==>>\>>??6?a???????@????????a?6?>>>\>===4<<<$;;W::x:99877m66F554m332o110M/.. -A,u+*))#(G'g&%$#"!   |f N 6  wY<mP4q]K:+ &7Lc}ؚ׺.[ӌ2qϴD͒:˔Tɻ%Ȕ{ʼnĪA~#|/g.{[?)  )?[{.g/|#~AĪʼn{Ȕ%ɻT˔:͒Dϴq3ӌ[.׺ؚ}cL7& +:K]q4Pmzt;niOd&_/ZiUQjM.IE8A{=:x7/4 1 .-+p(&U" >{"5 /~B4M1Pk<eJ1wnf^WPJE@;62.+(%""4EWiz 1DXk*AXp )Ge 0V~/`@ X` 3 - X  `'%*,7Jo $).38=@i    (8  d                 P)PENGMGUNSTALHITSEXPLSKIDPSTRYELLJSTRJENGGENGGSTRDENGDSTRCANNVSKDAIRSND.DATOut of Ammo!altvelcmprocgasamoradoilstlthrgeaflpstkrudaccctrendpx#py#sx#sy#sp#rt#bg tg sg cg mg  n7 n7]6t t |t  >>6>`` xxxxaaaa??DSHVDSHLDSHHDSHB  pppp 8888      | $ |   $ |>>|>> >$>No bombing controls here.Bay doors open.Bombing enabled.Bay doors closed.Bombing disabled.You have to be on theground and stopped to END.You must be stopped.Invalid radar map range!Frequency out of range!delay = %d trips = %dhist = %dr = %d rj = %d : %d/100s = %d ak = %d : %d/100Current Sector : (%d,%d)[%c]Starting Sector : (%d,%d)[%c]xyzbca%c : Friends%c : Enemiesinvalid command -> Engine started.Engine %d started.Bay doors are closed.Bombing is disabled.Bombing the ceiling isnot allowed!Bomb away!%d Bombs away!Out of bombs.You don't have a gun!You don't have flaps!Flaps are stuck!You don't have flaps!Flaps are stuck!Full picture range.Medium picture range.Short picture range.Combat picture range.You have no bombsight.Dive bomb sight off.Dive bomb sight on.Tracers disabled.Tracers enabled.Engine sound disabled.Engine sound enabled.You can't raise the gearGear is stuck!You are on the ground.All engines stopped.Engine stopped.You do not have a turret.You do not have a turret.You do not have a turret.You do not have a turret.You do not have a turret.Auto Traverse Enabled.Auto Traverse Disabled.No Auto Traverse Control.You do not have a turret.AWPIC%d0Ke=` Insufficient System Memory: allocation num = %ld Try reducing your view cache size, Ram Disk size and/or disable Digital Sound. Object referencing error Point referencing error Point index referencing error Directory entry referencing error = %ld Add Point overflow = %ld You MUST have the file terrain.dat in the same folder as Air Warrior! Index sector addressing error = %ld *** Press Return to Continue *** Dashboard Artwork not found! Invalid Plane number : %ld Banner Screen artwork not found! Bad Arena Pointer in Free! Allocation num = %ld %s %ld Outerr_m : %d Outerr_m_n : %d %ld                                                                                                                                                                                                                                                                                                                                                    ????@@ @@ UUUUUUUUBad pointer in free. {NULL} You must compile with the -f option to include printf() floating point! Bad format in scanf (L!(L!(L#* *$*b  *H ( "   $ ,B( (6       &       " 22H" Z V ` f$    "6   >.@        & 4.X    "        F& .      T "$  (*$X     "                    "$      &                     ",                        @    " "                              0          V                   &          0 .             "  &   "                        H"*   2        (    4    " 0      &(  b.4  , *$   , (, 0             "                     X".^&.b&.\".&   &  "0"  $$ $    8  (8888b     0   ."""              &*"       2            "    "$($         (      <$( N"" ""  "" ""         *     ,                      &        4                                   0.,               &  $" &8F$         44 @0     D             $ (       "  *            ,                                                              <        &      *PNv     $  2 l *     R *ll z     pZ4<  "$.                            :  @J$  $"4FP( LD" 2$ .>` .Ntj  &>& >"@$4F0",p$  .6*"  "$j:BX<$<"846  & 6& ,$ &(2> 0 2v   ,$"$0DJd  NR \" $L (    R  , PTpVHF$ " " Desk Control Planes Vehicles Options Setup Commands Air Warrior Info --------------------123456------------------------ Choose Terminal Mode Dial GEnie ------------------------ Quit P-51D Mustang Mitsubishi A6M5a Me 262A-1a Spitfire Mk IX Me 109G-6 Focke-Wulf 190A-8 Hawker Hurricane Mk II F4U-1D Corsair B-17G Flying Fortress B-25H Mitchell A-26B Invader Fokker Dr.1 Triplane Sopwith Camel Spad S.XIII Fokker D.VII Jeep Gun Sight Dive Bombing Sight Expert Controls Digitized Sound Use ST-Replay Cartridge Explosion Sound Engine Sound Show Indicated Airspeed Visible Tracers -------------------------- Start in Terminal Mode Split Screen Set Fuel Load... Set Mouse Sensitivity... Set Picture Cache... Local Echo Set Dial String ------------------ 300 1200 2400 9600 19200 ------------------ No Parity Even Parity Odd Parity ------------------ 7 Data Bits 8 Data Bits ------------------ Fly (Start) Status Roster Change Handle Help (On-Line) ---------------------- Show Theaters Show Airfields Choose Theater Choose Airfield Choose Country ---------------------- Headquarters General Conference ---------------------- Exit OK CANCEL 001___999Fuel Load Percentage (1..100) OK CANCEL 01__99Enter Theater NumberThe Sound data file "AIRSND.DAT" cannot be opened! Continue Continue Air Warrior (c) 1988, Kesmai Corporation.All Rights Reserved.This program may be freely redistributed aslong as it is not modified in any fashion.On-Line use is restricted to host systems thathave been licensed by Kesmai.Version 0.0a Digital Sound VooDoo by 2-Bit Systems Replay. OK CANCEL 01__99Enter Number of Cache Entries: OK CANCEL Country ACountry BCountry C OK CANCEL 01__99Enter Conference Room Number OK CANCEL 01__99Enter Airfield Number OK CANCEL _________________________________XXXXXXXXXXXXXXXXXXXXXXXEnter New HandleYou have been shot down! Continue You have ripped your wings off! Continue You hit something?!? Continue You have wiped out! Continue You have bailed out! Continue The host system is not responding! Continue OK CANCEL AT DT 1 800 000 0000 ____________________________________________________________________XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXEnter Dialer Command OK CANCEL 1_____XXXLeft-Right Sensitivity1_____XXXForward-Backward SensitivityNumeratorDenominator1_____XXX1_____XXXMouse SensitivitySensitivity is specified as a fraction. Theminimum value for a field is 1 and the maximumis 100.;;;;{{Ç~x<;;;;{{Ç~x<;;;;{{Ç~x<;;;;{{Ç~x<;;;;{{Ç~x<;;;;{{Ç~x<;;;;{{Ç~x<   f &258| - 0 3 a d g "  Y9E      # % + Z Z ; $ +  5 >  I!  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S$ X$4 j . $ $P !%  C   T&  C 5  b&  @ C U  p%  ` C t  ~%   C   %  "C    ?  5 5l8  ? 5 5    )       '    )   /  A: n. @x8 X !0!2HELP)DSHBWDSHH&DSHL?'DSHVWc'w&P!f@x@x@@@@@@@||@9@@@@@ ~~x@ ~~x@ @@@ @@@ @@ @@ @@ @@ @@ @@@  ~`@@@  ~@@@  ~@ @@|  ~@@@@  @ @p?  @@@  @|@|  @@@@  @@@@  @@@@ p@@@@ @@@@@`@p8@@@~~~@||@|~~~@@@@????<~~0~~?8 8px~<@8<8?@ x~@<~@8~ ~@`~y~@0<~y~@ ~~?@ |<|€x 0 p?p8 8~8p8 x???}ߟ?9ϟ$?>xrp 8<30p$?ϟ 2fD?'Ləs8?< 3Lə39ə$?9ɇ8~?C3&<8<?? ?`~??&?g?ó<bfp>9 Ca?3!s3̙f3Ld&?'<3%0s3 3ppppqq?>~f>~fbbfdy~bdbbfdf >xf`8~f `fyf f`gf%?fp&~fggyfggfgdp&?q9?1&p0?ppN???? `fdf?fyfb"fbf~df?gf yfe&`f`xf?fyfg&gfp?0&|q'019???>pfH?>yfy~yfyrbf~ybf>`ygxyf yxffgyf?gyfy`gfyf? q0'?p0pp??G?f ffsg >qdf~gdp >yyp` pbffyd >yyb~f~f~f`ff`gf ?yfff|fgfgygy?0Fpfp9??fdx?fd?fd@ ?y` yfd?yfy`@̔?yfy9fgds?pf y g`P@  @_@+`?Df`*(@/E*(A@ fE(@E(pf`p@@ 0?D(@E(@0 p@_/@0 @ ٘y3(@_(@p p@=@@@ C@m6(@@(,x X}3?@@ d (@ _(   pU U@  @0 (@/@(N9 A`1.:@_^/@!€TP `*LJ(@?WP (0U@ ap @<U@?@@` 1(@_( a0 @9f?AJ>@ LJ1(AJ>(@0JnXy @0JnA6@ (A6(@U@UA?@(A?(@<@@?A<@(A?(@? a@p??@`0@`3p c0(@??_(@00 ` `@ 0???@ 0`0a0 cf` 0(@???(@0ǁ0 aǂXx _??/@'r00t (@/??(06U?? U@0<͙(@ ??(006͙ ??@x 06π@(@??@(Ͷ0@|0@|??@<0&0`@(@&??`_(@Ǟ<<0` 7-_<??`/-@(  ?`;pq$(@/ 0` $(p03 'p??'@ 0`@(@??`@(@@0`@@??`_@( 0`(p@(@/??`/@(p0pP??@`0`0ÁUT(@??`Á(P0`W??`@ 0`@(@` ??`!% >@(<?;n8T<?;n8T**T*GAfUU@@@@@@@@@@TT@TPT*(@UP*(a@?@_@(@ (@@_@T A 2T@(@W^?W@(T  `**@W?+@_@P@`@@@(@P@((  (@/+@_@@ P(@_(`` g`P@  @_@+`?Df`*(@/E*(A @ fE(@E(pf`@@ 0?D `3p(@E(@0 `@_/@0` @ a0y3(@_(@p @=@@@ C@m6(@@(,x X}3?@@ d (@ _(   pU U@  @0 (@/@(N9 A`1.:@_^/@!€TP `*c(@?WP (0U@  cf@<U@?@@` c`1(@_( f` `f`@9f?AJ>@ c1(AJ>(@0JnXy @0JnA6@ (A6(@U@UA?@(A?(@<@@?A<@(A?(@? c@p??@`0@f 0(@??_(@00 ` `@ 0???@ 0`0f` f` 0(@???(@0ǁ0 c ǂXx _??/@'r00t (@/??(06U?? U@0<͙(@ ??(006͙ ??@x 06π@(@??@(Ͷ0@|0@|??@<0&0`@p(@&??`_(@Ǟ<<0` 71p-_<??`/-@(  ?`;0$(@/ 0` $(p0310 'p??'@ 0`@(@??`@(@@0`@@??`_@( 0`(p@(@/??`/@(p0pP??@`0`0ÁUT(@??`Á(P0`W??`@ 0`@(@` ??`!% >@(<?;n8T<?;n8T**T*GAfUU@@@@@@@@@@TT@*(@*(@@_@(@(@@_@T@(@W@(**@+@_@@@(@@((<@+@_@P`n(@_( <@(@(c@@f7(@( `;@/@@f`3y3(@_(c@=@@m6(@@( X}3@ (@(U U@(@(.:@/@(@( 3p f@<?@@ `1(@_( 30 `@9f?@@ 1(@(Xy @@ (@(UU@@(@(@@@(@( @p?@?@ 70(@_( q ;@ 0U?@ 3 0(@(` Xx uUV/@t (@(`xUU` U@l(@ (l UT@ l@(@*@( 5U@@`@<(@j`_(@` n U`/@` v(@` (@ f UU@@`?<ǀ@(@j`@(@`@UUV`_@ `(p(@*`/(pPUUT@ `0(@`(0`UUp`@`(@`(0# T5UUW# U@  `y y (@ꪼ`y y(``! 6UPUU``! 6UP@|?`!% >(@~꿀`!% >(;n8T;n8T**T*Note: This file is intended to supplement the other on-line documentation. The functions of the commands described here are detailed in the other documentation. ** Icon Color Assignments ** Country A = Gray Country B = Green Country C = Black ** Keyboard Commands ** Commands issued via the keyboard fall into three groups, immediate, command line and hold down. Immedite commands go into effect simply by pressing the appropriate key; no other action is needed. Command line functions require that you first press ESC then enter the command and press RETURN. Hold down commands are only in effect as long as the key is depressed. *** Immediate Mode Commands Esc - Enter Command line mode x - Enter/Exit expert flight controls mode w or < - Raise the flaps one notch e or > - Lower the flaps one notch f - Fire guns b - Drop bombs c - Increase throttle 10% C - Set throttle at 100% v - Decrease throttle 10% V - Set throttle to 0% a - Move rudder one notch to the left (expert mode only) s - Center the rudder (expert mode only) d - Move the rudder one notch to the right (expert mode only) 1 - Use FULL picture range (displays most terrain) 2 - Use MEDIUM picture range 3 - Use SHORT picture range 4 - Use COMBAT picture range (fastest frame rate) F1 - Picture display mode F2 - Radar display mode F3 - Bombsight display mode F4 - Text buffer display mode F5 - Gun sight On/Off F6 - Dive bombing sight On/Off F7 - Gun tracers On/Off F8 - Engine sound off F9 - Raise/Lower landing gear F10 - Start/Stop engine(s) Control Clr Home - Dump the screen to disk. The view direction keys are a bit more complicated: UpArrow Look forward DownArrow Look backward LeftArrow Look left RightArrow Look right Keypad: +-----------+-----------+-----------+-----------+ | ( | ) | / | * | | | Forward | | Tilt | | | | | Up | +-----------+-----------+-----------+-----------+ | 7 | 8 | 9 | - | | Left | Down | Right | Straight | | | | | Ahead | +-----------+-----------+-----------+-----------+ | 4 | 5 | 6 | + | | Left & | Back | Right & | Tilt | | Back | | Back | Down | +-----------+-----------+-----------+-----------+ | 1 | 2 | 3 | | | Turret | Turret | Turret | Turret | | Left | Stop | Right | Up | +-----------+-----------+-----------+ | | 0 | . | | | Turret | Traverse | | | Down | Lock | | +-----------------------+-----------+-----------+ - The tilt keys will modify the selected view directions. For Example to look to the Left and Up you would press 7 and then * on the keypad. The arrow keys will cancel any tilt modifiers. - Turret up/down can be combined with left/right. Double Clicking the left mouse button will stop turret motion. - Traverse Lock/Unlock controls the automatic motion of those turrets with that feature. With the traverse lock on the turret can only be moved with the keypad. *** Command line commands e - End (must be on the ground and stationary) p - Parachute t Set the radio channel. The number must be between 0 and 999 inclusive. / Send over the radio. For Example: /eat hot lead ' Send over the intercom to all crew members. For Example: 'starting bombing run. r - Display a roster of all players in flight m Set the range of the radar. The number must be between 0 and 2 inclusive. a - Arm/Disarm bombs (and open/close bomb bay doors if present) j - Jump between turrets in a plane. w - Where am I? n - Display the nationalities and their icon colors *** Hold Down Keys Alternate Apply brakes while on the ground ** Mouse Commands ** Mouse motion controls the position of the plane's control stick. Holding down the LEFT mouse button will center the stick and allow only attitude control. This is very useful to adjust your attitiude in turns without adding any more roll. In non expert mode this will level the wings. The RIGHT mouse button fires the guns. fff`~ff`ffffff`ffflvvfv~f~ff~`nf~`fff~ff`f~flffffff0fff``nf``fff`ff`f`f~ffffff0fff``ff``ff~`ff`f`f8~ffffff~~f<~~`f~<~`~f>~f ~~f~f0 ~~~~ff~>f<>>`f<<>`>f>f<>f>f` <<<<~|15 1 0 0 1 1 0 0 0 1 1 0 0 7 0 8 0 100 1 1 1 1 ,ATDT 2635282<<~<~~~~~~~~fff8`8`f8ff8~8f < f||<ffff < n~~><fffffv~fffffff<ffff0f0ff<ffff0f0fff~f<~~<8`f8``f8`f`8`8`8`8ff~f~~f~~~` lower the flaps one notch. Lowering the flaps is used to increase the lift and the drag of the airplane, especially for landing. < raise the flaps a notch. f fire the machine guns in a 2 second burst. The guns have a range of 600 yards at the moment (optimum range 300 yards), and you can basically hit a target thats within the sight box. Just because its in the box does not guarantee you hit it. x This command toggles 'expert mode' on and off. You can go in and out of expert mode freely, as the situation warrants. The line oriented keyboard commands are used primarily for things that require communicating to GEnie, such as talking to another plane. To enter one of these commands, hit a '`', which is the top left character on the Macintosh keyboard, or the Escape key for the Amiga and other machines which have one. A '>' prompt will appear on your screen, and anything you type will be echoed back next to the prompt. These commands are terminated with a return, and can be canceled by entering a control X (Cmd-X on the Macin- tosh). The End and Parachute commands are used to leave the plane and return to the conference area. You must be stationary on the ground to End, which implies a successful landing or ditching. The P command (all these commands should be entered just as their first character) can be entered anywhere, but keep in mind that the game may be checking for stupid maneuvers like bailing out when too low to open your parachute. The Tune command is used to tune your in-flight radio. Just enter T, then a channel number from 1 to 999. Channel 1 is a public channel, the others are private to each country. To talk on the radio, hit a slash '/'. You'll see a : prompt, which means you can type your message. It'll be sent out over the radio channel you have tuned when you hit return. The R command will print a list of planes currently in flight. The roster only contains other players, so you will not be listed. The W command will tell you roughly where you are. It will give the map grid sector where you currently are, the grid sector where you started, and the owner of the terri- tory you are currently over. The + commmand is used to request radar mode, to tell you whether any enemy planes are nearby. Whenever you hit a + in line input mode, the picture will toggle from the nor- mal view to a map display, or back to the picture again. The map display shows several things. Your plane is represented by a small + in the center of the picture. North is always to the top of the screen. Gray lines represent map grids (see the discussion of the Map). Short horizontal or verti- cal lines show the positions of the various runways. Small x's represent nearby fighter planes, and small boxes bombers, within about 8 miles. Any plane you can see out the window, either with or without a range and tracking icon, will be displayed on the map, with a tracking icon enabling you to identify it. In addition to these true position indi- cators, each map sector within a radius of two sectors will have a set of small icons along its sides telling you how many friendly and enemy planes are within the sector. Up the left side, small black boxes represent enemy planes. Up the right side of the sector, small diamonds represent friendly planes. Note that these counters are only updated every 45 seconds or so, whereas the true position indicators are updated continuously. The Options menu contains several useful optional features that are active in both local mode and online on GEnie. Each option is either on or off, represented by a checkmark in the menu. Options can also be controlled while in flight using the O keyboard command. For instance, O1 will toggle option 1 (the gunsight.) The options are: (1) Sight On/Off controls whether a gunsight is displayed. (2) Bomb Sight On/Off controls whether a bombsight is displayed for normal planes. This sight is useful for dive bombing. When the sight is on, a small X will appear somewhere below your plane at the approximate location where a bomb would hit. (3) Expert Controls is an additional way to toggle the pro- gram in and out of expert mode. (4) Engine Sound On/Off controls whether the program pro- duces a buzzing sound reminiscent of an aircraft engine. (5) Gun Sound On/Off controls whether the program produces a sound representative of guns firing. (6) Visible Tracers On/Off controls whether the program produces a visible indication of the guns firing. This is often turned off, because the additional graphics can produce a performance penalty. There are two commands which are present for historical reasons, but can still come in handy on occasion. The G <% throttle> command can be used to regulate the throttle without touching the mouse. The A command can be used to raise or lower the nose without touching the mouse. The Conference Rooms When you enter Air Warrior on GEnie, you'll be in gen- eral conference room one. Here you can talk with other players, look to see who is flying, or move to a different conference room to private conversations. There are a total of nine general conference rooms, open to anyone no matter which nationality (they're located in a neutral country). The general conference rooms are open to users with normal terminals as well, so you can come in and talk even if you don't have the right software. If you want to discuss some- thing with people of other countries, or taunt them for their poor flying, you do it there in the general conference rooms. Each country has a conference room located at its head- quarters. This conference room is open only to players who belong to that country, so it can be used for planning mis- sions or other sensitive discussions. The headquarters conference room is also open to users of normal terminals, so that they can participate in these discussions if need be. Each major airfield also has a briefing room, where pilots readying for take off or returning from missions may talk. These briefing rooms are open only for users of the Air Warrior terminal software, and of course only to members of that country. From the briefing room at the airfield, you can go into flight by selecting the plane you want from the Planes menu, or entering the proper keyboard command. The conference rooms provide a convenient way to talk to other pilots, all sitting around the same table, so to speak. If you want to talk to pilots at other airfields or in flight, you have to use the radio. To go into a radio room and put on a pair of headphones, you just enter the appropriate command to select a radio frequency. Frequencies run from 2 to 999, and each country uses a separate band. Frequency 1 is a special common channel that permits you to talk to planes of other countries, so long as they are also tuned to channel 1. With headphones on, you can't hear the conversation going on back in the briefing room, but you'll hear anything said by others on your frequency. In flight, you can tune to any channel from 1 to 999, just as in the radio rooms. You should be sparing with chatter while in flight, everyone (including you) will be busy flying their planes. 5. Conference Room Commands The following keyboard commands are available in any of the general conference rooms, headquarters, or the briefing rooms at the airfields. To talk to the other people in the room, or to talk on the radio if you have headphones on, you just type what you want to say. All commands to the program begin with a slash ("/"). All commands can be abbreviated to uniqueness, often a single character after the slash. /help This command will print a list of the available conference room commands. /end or /exit This command is used to leave Air Warrior and return to GEnie. /handle name This command is used to change the handle by which you are known in Air Warrior. Initially it will be the same as your GEnie mail handle. You can also change your handle using the Change Handle entry on the Commands menu, this will ask you for your new handle, then transmit the appropriate command. /roster This command will print a listing of the others in Air War- rior, showing which room they are in if they are on the ground, and which type of plane they have selected. /who number This command will print detailed records about the person you specify. The number you give is the number next to that person's name on a /roster command, e.g. "/who 3046". These records will show that person's mission totals and flight times for the categories of successful missions, missions ending by ditching the plane, missions ending by bailing out over friendly territory, and missions ending in a crash or bailing out over enemy territory. See the discussion of Scoring for a precise definition of these categories. /status number This command will print out the status of another member of your country, such as the current plane being used, and whether or not any passengers or gunners are on board the plane. Use this command to determine which slots are open on a plane that can carry more than one person. /hq This command will move you to your national headquarters. /general room This command is used to move to one of the general confer- ence rooms. e.g. "/gen 1". If you omit the number, you'll go to general conference room 1. /airfields This command will display a list of active airfields, and pertinent information about each. /goto number This command is used to move to one of your country's air- fields. You must do this before you can take off. You have to be running the Air Warrior software for this command to succeed. /plane number This command is used to select a plane. It is easier to use the Planes menu on the Macintosh or Amiga to do this. You must be at an airfield to use this command, and of course you must be running the Air Warrior software. /fly This is the command to start a flight. This will place you and any passengers you have onto the plane. The graphics screen will appear, and the rest is up to you! 6. Scoring You can earn points in basically only one way, by inflicting damage on an enemy country. You can shoot down enemy planes, or strafe and bomb enemy ground targets. Addi- tional mission possibilities will be added later. You will earn some score for damaging a target, and additional score if you succeed in destroying it. Once you have earned points for your actions in the air, you will need to return your plane to base to get credit for your victories. Partial or full credit is awarded under four scoring categories depend- ing on how your mission ends. The four scoring categories are: Completed Mission, Ditched, Bailed Out, and Crashed/Shot Down. These are defined as follows: Completed Missions are missions where you successfully land the plane at a friendly airfield, bring the plane to a complete stop, then hit the End command. This will record all points earned in the mission, and you'll receive full credit for the mission. Ditched missions are missions that end with a success- ful soft landing in friendly territory, but not on a runway. You have to be more careful to touch down slowly than if you land on a runway, and you must have your landing gear down! A mission ending in a ditching, followed by an End command, will be worth half credit, but its a lot easier than landing on a runway. Ditching in enemy territory is very bad (delivering an intact plane to the enemy is about the worst thing one can do), and counts as a crash rather than a suc- cessful landing. You can bail out of your plane at any time, and if you are over friendly territory, you'll receive one-third credit for the mission. Bailing out over enemy territory is tan- tamount to being shot down, because the pilot, if he sur- vives, will be a prisoner of war. Thus, a bail out over enemy territory is treated the same as a crash. If you crash the plane or are shot down, your score will be recorded in the fourth category, which is worth one-fourth credit. There is an additional category, which is currently not shown on the score board. This is the 'system error' category, for all missions terminated by a system shutdown or a crash of the Air Warrior host software (as unlikely as that is). Full credit will be awarded for any missions in progress if one of these unfortunate events occurs. The criterion for being awarded a kill on an enemy plane consists of the following: you must inflict serious damage on the enemy, and the plane must crash or bail out within five minutes. If more than one person hit the plane the kill will be awarded to the plane that fits the above criterion that did the most damage. Points are always awarded for inflicting damage, but Air Warrior will not divide the points for the kill itself among several pilots. Fractional kills are not allowed. 7. The Map The world consists of three countries, each occupying a region about fifty miles on a side. The world is divided up into an eight by eight grid, with each grid sector being 65536 feet on a side, or about twelve and a half miles. The grid sectors are numbered from 0 to 7 in each direction, so that sector (0,0) is in the southwest corner of the occupied world, and grid sector (7,7) is located in the northeast corner. These grid sectors are used to give the general location of runways and other planes. Macintosh owners have two options for obtaining a map of the world. An application called Satellite is located in the Air Warrior Software Library (or will be shortly), which will print a map on a LaserWriter or ImageWriter when it is run. In addition, a very fancy map suitable for printing from MacDraw or MacDraft is available for downloading. 8. The Planes The current versions of Air Warrior support twelve dif- ferent kinds of aircraft. The following charts give a brief overview of the major planes. Aviation buffs may notice some divergence in the following charts from the performance of their favorite planes. The charts reflect the actual perfor- mance of the program rather than the exact realistic value. As we obtain better data and refine the simulation the numbers will fall closer to precise realism. 8.1. P-51D Mustang The Mustang was perhaps the finest propeller-driven fighter ever produced, and the D model was the most widely produced in World War II. The Mustang was powered by a 1490 hp Packard-built Merlin engine, giving it a top speed of over 430 mph. Takeoff weight was around 8600 pounds, depend- ing on fuel and weapons load. Armnament was generally six machine guns. The P-51D could carry as much as two 1000 pound bombs under the wings. The following chart outlines the plane's performance as modeled by Air Warrior. Altitude (feet) Top Speed (mph) Rate of Climb (fpm) 0 340 3960 4900 356 3900 9800 373 3840 14800 393 3760 21300 421 3645 26200 435 3300 31200 428 2448 36000 416 1676 41000 386 780 8.2. Spitfire Mark XIV The Supermarine Spitfire was Britain's finest fighter plane. The Spitfire Mark XIV was a late-war model (1944), capable of holding its own alongside the Mustang against the Luftwaffe's best. It was powered by a 2050 hp Roll Royce Griffon engine, giving it the speed to fight jets and the V-1 buzz bomb. The Spitfire was heavily armed, with 2 20mm cannons and 4 machine guns. As currently modeled by Air War- rior, the Spitfire has very similiar performance to the P- 51D MUstang, but better speed and rate of climb above 30000 feet. 8.3. Focke Wulf 190D-9 The Focke Wulf 190 was one of the most successful Ger- man fighter planes, and is considered to have been the back- bone of the Luftwaffe. The FW-190D-9 was the last model of the war, produced in 1944 and 1945 in large numbers. It could carry a 1000 pound bomb, and had 2 20mm cannons and 2 machine guns. Altitude (feet) Top Speed (mph) Rate of Climb (fpm) 0 380 4350 4900 400 4300 9800 418 4240 14800 432 3943 21300 427 2900 26200 421 2191 31200 395 972 8.4. Messerschmitt 109K-4 The Me 109 was the most highly produced fighter planes in World War II, over 35,000 in total. The final K model, produced in 1943, was the fastest and most powerful of the lot, with a 2000 hp engine, in comparison to 610 hp in the first model. It carried one 30mm cannon and 2 15mm cannon. Altitude (feet) Top Speed (mph) Rate of Climb (fpm) 0 375 3476 4900 392 3404 9800 411 3325 14800 432 3236 21300 442 2636 26200 443 1895 31200 416 1215 36000 384 587 9. Conclusion Air Warrior is still in its formative stages, many changes are being made to the game continuously. Keep on top of changes to the game by checking the version notes regu- larly! Also, there is a discussion of Air Warrior going on in Scorpia's Games Round Table, we welcome more participants there. GEnie Page 871 Air Warrior Instructions 1. Read Manual 2. Version Notes Enter #,

revious, or elp? Air Warrior Version Notes New Host Version - 7/14/88 Jeeps can now enter enemy territory, but not to within about 3 miles of an enemy airfield. If they get too close, they may hit a mine or be shot by snipers! The glitch in the host's terrain file that was causing the ground troops in the World War 1 theater to shoot everything on sight has been fixed. Pilots of bombers will now see shots being hit by their gunners. The criterion for hitting a building with a bomb has been changed to take into account the size of the building. Buildings are now much easier to hit. There seem to be some problems on the micro side, though, the craters don't always show up even though the host knows the building was hit, and the points awarded. This version will dump out to a log ALL information regarding every shot fired, so that we can determine why shots so often miss, Press , or CROLL? especially why turret gunners have such a hard time. New Host Version - 7/11/88 A few small changes today: the obsolete rule that was causing many people to go PNG by firing on the ground or in jeeps has been removed; pilots of bombers should now see shots being scored by their gunners. The ELO scoring is being handled a little differently for this campaign. A count of total "conflicts" is being kept, and a player will only show on the ELO Aces list after having fought 50 conflicts (10 in WW1). This will make sure the results are statistically significant. Not that everyone in the top 15 last campaign met this requirement. New Host Version - 6/28/88 The glitch in kamikazing into a building was fixed. A clarification: NO points are awarded to a plane that crashes into a building or runway, or to a plane that dies before its bombs impact. The first ground vehicle has been added: a jeep with a 0.50 caliber machine gun on the back. The jeep can be operated by either 1 or 2 players. If one player operates the jeep alone, he/she can switch between the driver seat and the gun with the j command, as in switching turrets. jg jumps to the gun, jd jumps to the driver's seat. If 2 players run it, they organize exactly as a bomber would. With two players, the jeep will be able to fire on the move. To select a jeep, type /jeep at the airfield. New micro versions will have menu entries for ground vehicles. You will have to have the new jeep-capable micro software to use a jeep, but will NOT have to download if you don't want to run a jeep. The current jeep is primarily designed as a small mobile anti-aircraft gun, that makes more sense than two players having to roll a bomber out onto the runway to kill an enemy buzzing the field. More powerful vehicles will come as we assess the impact of such things on the game. New Host Version - 6/27/88 Lots of changes today. Be aware that there might be problems, though we certainly hope not! Ammunition and gun firepower are now kept track of on a turret by turret basis. If you run out of ammo in one turret you can go to another that has ammo. The in-flight roster command has returned in a new form; you'll get a display of the number of players on each country. The /room command will give a roster of the players in the current briefing room. Score will now be awarded to bomber crews that hit buildings, airfields, and roads in enemy territory. For the time being (we may be changing the numbers) the bomber crew will earn 1000 points each for destroying a building, and 100 points each per bomb that hits a road or an airfield in enemy territory. New Host Version - 6/16/88 We will be testing a new ranking algorithm for the Aces list this campaign. The OFFICIAL Aces list will be ranked by the kill difference as in the previous campaign. We will post the experimental rankings periodically in the Games RT (M 805) as the campaign progresses. The new ranking system is essentially the same as that used by chess players. Everyone starts out with 1000.00 points, and as battles are won and lost points are gained and lost. The better the opponent the more can be gained by a victory. If you want details about how the system operates, check a Chess reference, it'll be explained more fully there. Note that the new ranking applies to fighters ONLY, so killing a bomber, or killing planes from a turret, will not gain you any points in the ranking. Likewise being shot down by a turret gunner will not lose you any points. Points can only be exchanged when fighter engages fighter. New Host Version - 6/14/88 Several adjustments were made to the killing of friendly planes penalties. The penalty will now be applied if the plane crashes due to your action as well as if you shoot it down directly. The loss of ammo will now be applied after the second friendly kill instead of the third. New Host Version - 6/1/88 The new scoreboards are installed. Effective for THIS campaign, the aces list will be sorted by the difference between kills scored and kills given up, NOT by kill ratio. When you change countries, you'll have to change to a DIFFERENT country now. New Host Version - 5/31/88 A glitch in the scoring was fixed: bomber pilots who score kills with their guns won't get those kills added to their fighter kill ratio. New Host Version - 5/26/88 A general remodeling of scoring has been made. Scores are now kept seperately for fighter and bomber/turret missions, and for World War 1 and World War II areas. Provision has been made for WW1 bombers when we get them. The /score command is a lot more complicated now, but it follows a general pattern. For every entry, there are two numbers, which represent fighter missions/kills/score and bomber missions/kills/score respectively. Fighter missions are those missions in which you go up in a fighter. Bomber missions are those in which you go up in a bomber, either as the pilot or as a gunner. Fighter missions are scored exactly as before. If a fighter pilot dive bombs something and earns points, they are recorded in the bombing category, but otherwise all points for hits and kills go into the fighter category. Points earned by turret gunners (or the pilot) shooting and killing other planes, and by the pilot for hitting things with the bombs, are recorded as bomber-type points. Each turret gunner gets his/her kills recorded as before, but ALL points earned for kills are divided equally among all the crewmembers, pilot included. All points earned for bombing are given to each crew member. For example, a bomber goes up with 3 people on board. Each of the gunners gets a kill, getting 550 and 750 points respectively. The pilot hits the target, which is worth 500 points. Each of the 3 crew members gets 500+(550+750)/3 or a total of 933 points. The fighter kills earned/kills given up is computed separately for both WW1 and WW2. There will be separate menu entries for each of the scoreboards. A major change has been made to the way squadron scores are computed. When a squadron is formed, the squad score starts at 0. The score of the squadron is the sum of the scores of the members SINCE THEY JOINED THE SQUADRON. If a member leaves and then rejoins, his/her contribution is gone, as a joining member brings no score to the squad. If a bomber is within 500 yards of an enemy plane, and one of the gunners hits the plane, anyone on the plane looking that direction should see the hit. There are more host changes in the very near future, a temporary change to the in-flight roster message till we get the full blown thing working; a /room command to see who is in the current room; scoring bonuses for hitting bombers with extra people on them. New Host Version - 5/11/88 The way the program adds brand new users to the data base has been reworked to be much more efficient. New Host Version - 4/26/88 A few bug fixes: the glitch that caused the crashes and wierd scores last night has been fixed; WW1 planes will no longer be able to fly from anywhere but the WW1 area. There have been quite a few complaints about the use of offensive language on the game lately, so I'd like to remind everyone about the GEnie policy on language: GEnie is a family service, and offensive/obscene language is not allowed on the public "radio" channels in the games in the same way its not allowed on CB. Obviously we're not throwing people off for the use of a single word now and then, and we have no desire to sit and police the game all night, but we will not tolerate the kind of alleged abuses occuring lately. New Host Version - 4/25/88 A few more changes: WW2-type planes that shoot at WW1 planes will be killed; further scoring glitches in the Corsair have been fixed; more ammunition will now be issued to turret guns; the maximum gun range for the WW1 theater is now 400 yards, 200 yards optimal. New Host Version - 4/22/88 A few small changes today: All planes have 50% more ammo, the cause of some people not getting any points has been fixed (the Corsair was worth 0, ooops), and the in-flight roster command has been temporarily disabled, because we think it may be a major cause of "warping", and are testing that theory. The hitting power of the turret guns has been increased as well. Macintosh users with terrain and other problems: a theory has come to light that MIGHT be the cause of a variety of problems. We think that the dialog boxes that prompt for various information, like Choose Airfield: and Set View Cache: may be doing nasty things to the program. What we'd recommend is to set your view cache to what you want it, quit back to the Finder to make sure its saved, and then avoid using any of the menu options that hit you with a box, or using the Abzut Air Warrior... option in terminal mode. Use the keyboard commands instead, i.e. /field and /reserve }i. We hope to nail the problem down and have a fix next week, this is something to try in the meantime. New Air Warrior Versions - Improved Flight Simulation This mandatory upgrade is being done to install a sig- nificant improvement to the accuracy of Air Warrior's flight simulation. The first question many of you will ask is "Why change it, it works!" It takes a fair amount of explanation, that's what you are going to get here! As originally released, Air Warrior had several major simplifications in its flight simulation, with the objective of making the program as easy to learn and use as possible. A year ago when the program was first released, those few of us brave souls daring to use it didn't really notice the simplifications, because we were concentrating on FLYING. As time passed and more people entered the game, scoring became more important, especially when the Amiga version was released, and the scoring advantage of the Amigas became apparent. As is the nature of multiplayer games, most players consider their score as a primary source of feedback in whether they are doing well or not. Tactics therefore evolved over time away from the more or less realistic things we did in the early days towards things that scored better. People discovered that the slower they flew the fas- ter they could turn, and therefore the better they could score. Those who tried textbook maneuvers generally died at the hands of those who flew the program AS IT WAS rather than as a real plane flew. Thus was "stallfighting" born. The day I heard a new user ask "How do I dogfight, I keep getting killed?" and heard an experienced player answer with a straight face "Cut your engine off and lower your landing gear and flaps" was the day I realized that it had to be fixed. That advice is diametrically opposed to EVERYTHING one reads about aerial combat in World War II (and modern combat as well.) Although Air Warrior is intended to be an easy to use combat simulator, it is also intended to be a reasonably faithful simulation of the World War I and II planes we use. The goal of this upgrade is most emphatically NOT realism for its own sake, but purely to correct those initial sim- plifications in the program that have resulted in such dis- torted tactics. We strongly feel that this new version will result in a more enjoyable game, and one that will be signi- ficantly fairer across machine types, than the "stallfight- ing" versions were. Ok, enough propoganda, on to the nitty-gritty. There are two major differences between this version and the pre- vious ones: expert mode maneuvers are now restricted to the structural limits of each plane (generally 8 or 9 G's, sometimes less), and lift and drag are modeled much more carefully. Non-expert mode has always taken structural limitations into account, whereas expert mode did not, unless the maneuver was very extreme. This meant that when flying in expert mode very rapid turns could be accomplished by the technique of banking the plane then pulling back on the stick (mouse). The slower a plane was moving, the higher the rate of turn it could achieve for a given mouse motion. The higher the rate of turn, and the tighter the radius of turn, the faster one could turn to face an opponent. Therefore it became the goal to fly the plane as slowly as possible, to minimize the radius and duration of the turn. Typically a plane would undergo about 16 to 30 G's when making one of these high-rate turns. Real planes cannot exceed an acceleration of between 4 and 8 G's because of limitations on the pilot's endurance as well as the airframe (remember, G suits were primitive or nonexistent at this time.) Combat tactics are therefore dominated by the requirement of work- ing within these limitations. An arcade game might choose to ignore this, but since our goal is to capture the feel of actual aerial combat, this new version of Air Warrior has been reworked to take G forces into account under all cir- cumstances. We do not model the pilot blacking out at this point, but an accelerometer (G gauge) has been added to the control panel of each plane, so you can see how hard you are turn- ing, and judge whether you want to turn harder or ease up. Each plane is limited by the program to the maximum acceleration it is constructed to take; we do not require the pilot to limit maneuvers because the feel of a computer simulation is not delicate enough to expect the pilot to be able to sense the approach of the limit in a maneuver. The other major change is in the aerodynamics. A brief explanation will suffice to explain what is going on. The wings on a plane generate lift, which is what keeps the plane in the air. The process of generating lift also gen- erates drag, which will slow the plane down. The more lift the wings generate, the more they try to slow the plane down. In fact, the relationship is quadratic: if you double the lift you will increase the drag due to lift by a factor of 4! This effect is called "induced drag." Normally, induced drag is only a small part of the total drag on a plane, and therefore has a relatively small influence on speed. Under some circumstances, however, it can become very important. In general, the slower the plane is flying, the more drag the wings induce, as they have to be placed at a larger angle of attack and deflect the air by a greater amount in order to produce enough lift to keep the plane in the air. Air Warrior has always accounted for this correctly, which is one reason why you sometimes need to throttle UP if you find you are going too slow on landing, and suddenly your speed starts to drop rapidly! At high airspeeds, on the other hand, induced drag is practically negligible. When the plane is making a maneuver, the wings have to generate additional lift in order to provide the force necessary to bend the flight path. For instance, if a plane is flying level banked at 45 degrees, the wings will actu- ally be producing about 1.4 times the weight of the plane. The vertical component of the lift keeps the plane up (everyone remember vectors???!) while the horizontal com- ponent bends the flight path. Thus the plane turns. The old Air Warrior did NOT take into account this required increase in lift in the induced drag equation. If a plane goes into an 8 G turn, the wings are suddenly producing 8 times the weight of the plane in lift. That means a 64 times increase in induced drag. Suddenly the induced drag isn't so negligi- ble anymore! In fact under these circumstances it becomes by far the dominant factor. What happens is that the harder the plane turns the more it slows down. The more it slows down, the less lift the wings can generate, so the rate of turn falls off. In reality such terms as maximum instantaneous rate of turn and maximum sustained rate of turn are *very* important in rat- ing how a fighter performs. Thats why jets are so important, with a thrust to weight ratio of 1 a plane can barrel on through a hard turn without losing nearly the speed a less powerful plane would, all other things being equal. Wing span, wing area, weight, and structural integrity all factor in also, which is why some planes work better than others! In fact, the QUALITATIVE difference between the P51 and Me262 is readily apparent in the new version, the 262 can do things the Mustang can't, and the difference is not just 80 knots of speed. In order to implement these two changes, and also give the pilot additional flexibility in maneuvering the plane, the basic method one uses to make an expert mode turn has changed somewhat. If you bank the plane a little, it will make a slow turn, and the nose may fall slowly as the plane turns. If you bank the plane a lot, the plane will start to sideslip, that is fall rapidly, and the nose will drop. It will also turn faster than in a shallow bank. If you want to execute a level turn, that is to hold the nose up and not lose altitude, you will now have to pull back on the stick (mouse) some, the steeper the bank the more you have to pull back to hold the plane level. Note that the amount you pull the stick back is directly related to the number of G's you'll put the plane through. If you pull back more than enough necessary to balance the turn, the nose will rise. This new turning technique takes some getting used to, but its more like a real fighter plane is flown, and gives you more capabilities than previously. For instance it is now possible to trade altitude for turn rate by deliberately letting the plane lose height as it turns. This is a VERY important technique, since high G turns will bleed off speed rapidly (none of these planes have enough power to sustain a high G turn for long.) A World War 2 plane will always need to trade some altitude if it executes a 6 or 8 G turn, to minimize speed loss. A 3 G turn can generally be sustained without speed or altitude loss, some planes are better than others. PRACTICE is very important here, until you can make a decent turn (it doesn't have to be pretty, just effective) you should avoid wasting money on-line trying to dogfight. It doesn't take that long to get good at it, and it rapidly begins to feel natural. As you start to fly around, you'll notice two things right off the bat. First, in expert mode the plane turns a lot slower than it used to, no more 3 second loops and turns. An 8 G loop at 300 knots takes about 12.5 seconds, this is the truth. Remember that since Air Warrior runs at /2 the rate of real time, you'll take a minimum of 25 seconds to complete such a loop. It will probably feel sluggish to you at first, but thats just because the old stuff was ridiculous. The second thing you'll find is that if you do pull 8 G's into a turn, the plane will slow down like you've put a parachute out behind it. In real life such a maneuver is reserved for special occasions, as its likely to break either the plane or the pilot, not to mention killing all the airspeed. Learn the feel of the plane (you may find you want to specialize in one plane for a while), get used to limiting maneuvers to 4 G's or so unless its an emergency. "Speed is Life." Thats a little fact we've been ignor- ing for a long time, but its certainly true now. If you try to use the old stallfighting techniques, you'll rapidly find that if you don't stall outright trying to turn, you'll lose so much airspeed that you'll be at the mercy of your opponent. Knowing when to turn, and when to trade altitude for airspeed, which may then be needed for a quick turn, is the essence of combat maneuver. If you give up all your airspeed, you'll be unable to disengage in time should that become desirable. The differences between the planes are accentuated by these changes (in fact thats WHY these planes were built differently, they have different design philosophies.) Most of us who tested this version ended up flying the Zero first, because its very low wing loading gives it perfor- mance most like the old model. Thats fine, but remember that once the U.S. Navy pilots learned the truth of "Speed is Life" and modified their tactics accordingly, the F6F Hellcats and F4U Corsairs cut the Zeros to little pieces. Fight the battle on your own terms and you will win. Fight it on the enemy's terms and you'll lose. The Spitfire IX is a good compromise plane, it turns substantially better than the Me 109 G-6, P 51D, and F4U-1D Corsair (which is now available), but still has the speed needed to attack and escape when needed. The remaining planes are primarily hit-and-run masters, very fast but not turning that well. The P 51D has a slight maneuvering edge over the Me 109 and Fw 190, increasing with altitude. Above ,000 feet the P 51D is the master. Note that because of their very low wing loadings and low speeds, the World War 1 planes fly very much like we are used to; they can turn on a dime and don't lose much speed doing it. If the World War 2 planes seem too hard, try World War 1! There are a number of other changes in this version. Several of the plane models have been changed, in order to make the planes more uniform to the late 1943-early 1944 time period. The Fw 190 is now the air-cooled radial engine powered Fw 190A-8, armed with 4 20 mm cannons and two 13 mm machine guns. The air cooled engine is tougher than the pre- vious liquid cooled engine in the Fw 190D-9, so the damage absorption capability of the Fw 190 has been increased accordingly. Likewise, the Me 109 G-6 has been substituted for the Me 109 K-4. This is a step back to a lighter but less powerful plane, primarily to bring it in line with the others. The Zero was moved forward in time to the more powerful A6M5a model, having a better top speed and dive speed, and a LITTLE more protection for the pilot. Lastly, the F4U-1D Corsair is now available. This very tough and heavily armed plane was a mainstay of the U.S. Marines in the Pacific, and was operated from carriers as well late in the war. The Corsair served in Korea as well, and was even used last year in the Philipines suppressing a revolt, there are a few still kicking around! The size of the gunsight was reduced a bit, simply because it was too large before. A World War 1 theater is now available, you can select theater 3 and fly from airfield 4 in each country to fly World War 1 era planes without fear of being hassled by Spitfires and jets. The visibility from the World War 1 planes has been improved to make them more enjoyable. New Host Version 1.1b 4/14/88 A bug was found in the combat recording routine which made it likely that the first person to hit a target would be credited for the kill. This has been corrected, so that the kill will be awarded to the person doing the most damage, as documented. New Host Version 1.1 3/29/88 The new host software version 1.1 comprises the first stage of a major upgrade to Air Warrior. Successive stages will be to upgrade the micro software for the new flight simulation, and to enlarge the world substantially to accomodate multiple battle areas. Host Version 1.1 1) The new host software accomodates multiple battle areas, or "theaters" of combat. In order to pilot a plane, you have to reserve a position in one of the theaters, then select an airfield to take off from, from within the fields located in that theater. /theater will display a list of the available theaters. /reserve will select which theater you wish to fly from. Each theater has a separate maximum capacity of planes, which will give us much better control over the number of people in the game and where they are located. Note that turret gunners do NOT have to select a theater before joining a flight, so even if a theater is full, there will be no limit to the number of gunners that can be loaded into the planes in the theater, subject to the maximum total capacity of the game and the capacities of the individual planes. Likewise, people chatting in the general conference rooms or the briefing rooms will not block other people from flying if they do not reserve theater slots. Initially, we are using the same terrain layout as we have before; you can continue to use the old microprocessor software and terrain data for a while yet. We have created 2 theaters out of the existing terrain. Theater 1 consists of the traditional battle area, fields A:2, B:3 and C:1. Theater 2 consists of fields B:1 and A:1; its there largely for testing purposes. The remaining airfields are part of no theater, meaning they have unrestricted access. If you have the very latest version of the Mac test software, or the forthcoming Amiga or Atari ST test software, you'll see menu commands to list the theaters and choose a theater. 2) A glitch in the handling of bomber gunners has been corrected. If the pilot changes plane types, the gunners will be unloaded from the plane. 3) Some changes have been made to the scoring algorithm. A kill will now be given to the person putting the most damage on a plane that dies or bails out, provided that person did more than five percent damage. Previously 20% had to be done. Kill streaks are no longer displayed on the /score command. The Aces List will be changed to display by kill ratio rather than streak length. Turret kills and kills as a pilot are recorded separately now. Turret kills do NOT count towards kill ratio, although they still count towards points. Points will be granted to the bomber pilot for killing a flak battery with bombs. 4) The host software now varies the rate of data transmission with the range to the target. If you have the new test software, you'll see no change, but if you are flying the old software you may see some flickering of targets far away. GEnie Menu Change Effective 3/24/88, a change has been made to both GEnie and Air Warrior to eliminate the problems related to having your BREAK character set to something Air Warrior doesn't like. Now, when you enter Air Warrior from GEnie, your BREAK character (which isn't used) is set to Control C, your line delete is set to Control X, and your Character delete is set to Control H. This way Air Warrior can be guaranteed that there will be no settings that cause it trouble. When you return to GEnie, whatever you normally use will be restored. So its safe to make your BREAK character an ESCAPE again. Host version 1.0b There are two very significant changes to the host software in this version. 1) Planes on the ground in enemy territory will be destroyed by "ground troops" if they stay there too long. A plane will be able to sit on the ground for an average of about 90 seconds before being caught, tho it its unlucky it might be destroyed almost immediately. 2) The range of the guns has been reduced from 1200 yards to 800 yards, with the most effective damage done within 400 yards. The overall damage/distance relationship has been changed, so that shots from very close range will do full damage. The damage falls off from 400 to 800 yards. Macintosh Version 1.0c This version has several bug fixes. The flight equations now keep more precision in the control calculations, so you'll see smoother motion on a Mac II, and non-zero rates of turn at low bank angles. Also, you'll probably notice that planes will be a little less stable, and tend to drift off from dead level after a double click. The extra precision means that minor feedback effects that were truncated away before are affecting the flight now. The "Remap Keys" dialog box has been corrected. The interpolation of other planes' position and several of the turret view parameters have been improved. Turrets look a lot better, and hopefully formation flying will work now. Whenever the ` or escape or / or ' keys are hit, any view keys in effect will be cleared, to prevent the view from "sticking". Likewise they will be cleared on a crash. A few other minor problems were straightened out. Host Version 1.0a The new version of the host software has several minor improvements. If you are in a very crowded area, the host will not send you information on more than 10 people ( you get the 10 nearest), to prevent modem and display meltdown. Also, posthumous kills should no longer be awarded, i.e. if you crash you won't get a kill from the person who shot you down if he crashes after you have taken off again. Lastly, the maximum number of users has been increased to 30 or so. Macintosh Version 1.0b This version gives the Mac digitized sound capability, plus a few bug fixes and new features. The Options menu has some new entries. The first is digitized sound, I'll postpone discussion of that a bit... The next is "Start in Terminal Mode". This option lets you select whether Air Warrior will start with the help screen or in terminal mode. The Sticky View Keys mode is a wierd thing I put in because someone asked for it, not because I think its a good idea . Basically it makes the view keys work via a key press rather than holding the keys down, i.e. hit the h key to look left. Hit h then m to look over your shoulder. Hit the t key to look back to the front. Kinda wierd, if no one likes it I'll take it out later. Consider it an Atari ST emulation mode, thats the way the Atari will work. The "Remap View Keys" lets you change the command keys for some of the keyboard commands. For those who don't like hitting shift keys to raise and lower flaps, this is the answer to your prayers. The program will now cache art work (and silhouettes) for the different view directions, resulting in noticeably faster drawing time for repeated looks in that direction. The entry under the Options menu lets you select how many views, i.e. how much memory should be devoted to this task. Each view takes about 18K. A Mac 512KE should be able to cache 3 views comfortably, that gives you left right and back, plus forward is always saved. The minimum setting is 0 views cached, which is equivalent to the old way. A Mac Plus or bigger can pretty much cache all it wants, up to the max of 11. If you get a double beep when you try to set the cache size, that means you chose a number too big. You should immediately reselect the box, and chose a number smaller than the one that appears in the box (which is where it ran out.) In theory that'll deallocate all the buffers that didn't quite fit, and leave you in good shape. Be conservative if you only have 512K, if you push it you'll have problems later, some of them exciting. The digitized sound option lets you select whether you want sound effects reproduced from sampled sounds or the old clicks and buzzes. Sampled sounds really enhance the game, but they have a price in both speed and memory. The sampled engine sounds slow the program down too much, so I don't recommend running them except when you don't expect anyone to pounce on you. The sampled explosions and other minor effects aren't noticeable, but really add. The sampled machine guns are great, but some of you won't like the effect on speed. Try it and see. If I figure out why its so expensive I'll change it. See the topic on Speed in the Games RT for more info. The way the sound is set up is as follows (this is basically parallel to the way the Amiga handles its data files.) There is a file called "Sound Data", with the usual Air Warrior data file icon. Download its .Pit file and unpack it. If the program finds the file, it will use the sounds in the file to produce the default sounds. Any sound it can't find it will produce the old-style sound instead. In addition, there can be sounds in the airplane files as well. I have uploaded an enhanced B17 file, still with Ridge Runner's art but now with a digitized B17 engine and 0.50 caliber machine guns rather than the default guns (which actually are a P47.) There is also a new B25 file, containing the B17 sounds (don't have specific B25 sounds yet) and the sound of a cannon firing, since the B25 is the only plane that needs it. No art in that file. There will be a new Me262 file in a day or so with sampled jet sounds. All the sounds are 'wave' resources, easily produceable by the Impulse (formerly MacNifty) digitizer, so I encourage people to experiment with sounds and upload them. All the resources are labeled, you can just substitute yours in with the same ID numbers. The sounds work very well on the Mac II as well, no need to use 'snd ' resources at this point. As my posting on the Games RT shows, on the Mac II there is no performance penalty for using all the sound, thanks to a REAL sound chip. Enjoy! There are some performance improvements, mainly in the area of smoothness and much improved coding of the routines that handle the tracking icons and ranges to target. Not much improvement in raw frame rate, I fear we're squeezing about all that it there, short of a massive recoding in assembly and sacrifice of most of the graphics. ***** IMPORTANT ***** Air Warrior uses the Escape character to mark the beginning and end of a data packet while in flight. If you have remapped Escape to be your BREAK character using the GEnie menu options, Air Warrior will exhibit the symptoms many people have described of not being able to stay in the game. If this is your problem, remap BREAK to be something else, like Control C, and Air Warrior will work for you!!!! Many thanks to Pagan (J.BLACK2) for figuring this out! Host Version 1.0 There's a major overhaul of scoring in this version. In addition to the previous cumulative scoring, there are two new elements to the score. The first is the "Aces List", which keeps track of the best consecutive performance by that player. The second is a kills recorded vs. kills given to other players, counting only players. The Aces List works as follows. The program keeps track of the number of kills you make in a given flight, counting only players, not drones. If you "survive" the mission, i.e. land, ditch, or bail out over friendly territory, then those kills go into your "Current consecutive kills". So long as you keep surviving missions, kills accumulate. Should you die, then your current kills goes back to zero. The "Best consecutive kills" records your "high water mark", i.e. the best such consecutive score you have had. It is this Best consecutive kills that is used in the Aces ranking (which will appear on the ,Individual scoreboard starting tomorrow.) There is a problem with this, for which we solicit feedback and comments. Unconditionally counting a bailout over friendly territory as a survival will most likely lead to "get a kill and punch out" style combat. We're not sure how to approach this. One idea is to add the "canopy stuck" form of damage and make bailing out of a damaged plane more difficult and dangerous. The simplest approach is to make a bail-out give a probability of survival, like 50% or 75%. The most difficult is to actually have the guy float down by parachute, making it possible for enemy gunners to shoot the weasel out of the air! The /who command (now /score will give the same display) will display the Current consecutive score count, the Best consecutive score count, and also the number of enemy players total you have kills, and the number of times an enemy scored a kill off of you. Lastly it will show up to ten of the latest players you killed. The old scores are still functioning as well. We're waiting for y'all's reactions to the new scoring to see what if any changes we want to make to the scoring on that board, and to teams. The /sta command will now show what type of computer the person is using. Host Version 0.9d Lots of changes here, mostly to try to prevent people from hacking the program. A reminder, anyone caught hacking the program will be permanently barred from the game. This version of the host software might be a little unstable, we may need to go back to the old version for a few days if the problem develops. Don't throw away the old version, you may want to go back to it. Also, its possible the anti-cheating code may be overenthusiastic. Should a problem develop in that code, DON'T PANIC. Obviously we aren't going to start blasting people until we're certain everything is working properly. If it ain't right, we'll put the old version back for a few days while we work on it some more. We're pretty confident in the micro code, so you probably won't have to do another download if such a problem does develop. You can no longer specify a number for your handle, unless its your own plane number. The online help in the conference room now has the team commands in it. We now keep track of what micro you have, and may be putting it on the scoreboard soon. The CRC on the data packets is now longer and more robust. Mac Version 1.0a The new Mac version has a few bug fixes, namely: 1) The program now closes the serial port properly, no more crashes after exitting Air Warrior. 2) The bombsight equation has been FIXED, you should now see a much better correspondence between location of sight and ultimate location of crater. 3) The crosshairs in the bomber bombsight are working again. For those few of you who got to Version 1.0 before it became 1.0a: I found a slight glitch and decided to fix it right away. You most likely won't ever see it, so there is no need for an immediate redownload of 1.0a. If you do hit it, I'll know about it. Since the likelihood of a patch version as always is fairly good, you won't need to redownload till 1.0b whenever that is, or the next mandatory version. Host Version 0.9c The game has been moved to another CPU in the hope that performance on heavy nights will be improved. The scores have been reset for the start of the next campaign. Host Version 0.9b The little blat on the screen indicating you have hit a target will only come out now if you are within 500 yards. Again, a reminder, maximum gun range is 1200 yards. Planes that crash and burn leave craters, and may kill things on the ground when they hit. Robots now restart their flights 15 minutes after they are killed. Ack ack and King Kong restart after 2 hours (unless the whole program has restarted in the interim.) Multiple bombs will now be spaced 1/2 second apart as they drop. The 'Jets Active' flag has been fixed. We'll set up Jet Night next week, probably Wednesday. Mac Version 0.9a The Mac's roster bug is fixed. Smoking planes have been redone, they are a lot more obvious now. Gunners will no longer see their pilot on the radar. The gunsight won't appear on radar either. The picture file format has been expanded to include the various new views. A visual indication is now made on screen when you hit a target. This "explosion" will only be visible from 400 yards or less when the next host update is made. Gunners using the B17 file won't see it plastered on their screen. Gunners will hear the steady hum of engines, by popular demand. Host version 0.9a The roster bug is fixed. Gunners can no longer drop bombs. Mac Version 0.9 Amiga Version 0.3 Here it is! This is a required update, you must download your appropriate version for either the Mac or Amiga. You do not need to redownload either the terrain or the plane art files for the Mac. There will be a new terrain file for both versions later in the week. Amiga users will need to download the .DAT file also. There are a tremendous number of changes in this version, which accounts for the length of time it has taken to prepare. The most apparent changes will be the new airplanes. Several of the World War 1 models have been removed, and the ordering of the planes has been changed a bit. The Hurricane has been moved to the B17's old slot, and the Me 262 twin jet fighter has been added in its place. In a later version, we'll be replacing the Hurricane with either the P38 Lightning or one of the U.S. Navy carrier based fighters. Two new bombers have been added, the B25H Mitchell and the A26B Invader. The B25 carries up to 5 players, and a bomb load of up to 6 standard bombs. There are 3 gun turrets, on top, on the bottom, and in the tail, and the pilot operates a very large cannon and a battery of machine guns. This will be a tank-killer once we get tanks in! The A26 Invader is a smaller, much faster plane, which will probably become the bomber of choice except for those major missions. It carries up to 3 players, with a gun turrets above and below, and machine guns operated by the pilot. Both turrets were driven by remote control, and the plane can probably be operated well by 2 people, one moving between the turrets as needed. It carries up to 8 (!) standard bombs. The Me 262 jet fighter was a spectacular plane. It is extremely fast, a good 100 mph faster than its propeller-driven competition, and fairly heavily armed with cannons. It will generally leave any plane it wants to in the dust, either on the level, climbing, or diving. Of cource, at very high speeds it doesn't turn well, which can be its undoing (see later changes for more info). Currently the Me 262 will have limited usage. We hope to open a jet fighter factory in each country, but work hasn't been completed on them yet (labor unions!!). We'll probably make them available for general use one night a week till the final distribution scheme is finished. They are so much more powerful they will dominate the game unless they are very rare. There's not much point in EVERYONE flying one all the time. A new scheme of damage calculation has been installed. Whenever a plane takes a hit, rather than uniformly slicing its capabilites, some attempt is made to determine where the plane was hit and how it should fail. The types of damage a plane can take are: Fuel leaks Oil leaks (cause engine failure when oil runs out) Loss of lift Loss of ailerons (roll rate) Loss of tail surfaces (attitude control) Flaps or landing gear jammed Low probability of immediate engine failure The net effect of these changes is to make a plane more robust, as it only suffers one failure rather than all simultaneously under the old system. Most planes will stay in the air better and continue to fight with reduced capability until they either disintegrate or a engine failure occurs. The planes' flight characteristics have been touched up again, in light of new information. Most have sped up a bit. Stalling has been reworked, and should behave more reasonably now. You now have to explicitly start your engine(s). The command to start an engine is hitting the * key. If its a multi-engine plane, you'll have to hit the key once for each engine. Once the engine(s) are running, you can throttle up as normal. With all engines running, hitting * again turns all engines off, which can be useful for killing all power and gliding. Note that it is possible to have one engine (or more!) fail on a multi-engine plane, which reduces maneuverability and climb rate. Thats the reason for the new level of detail. A new command allows turret gunners to change positions on a plane. To do this, hit escape (or ` on a Mac), then j, where position is the first character of the name of the position. For instance, "jb" would jump to the ball turret in a B17. You can't jump to a position that is already filled, and you can't enter or leave the pilot's seat. The maximum range of machine guns and cannons has been increased to 1200 yards, but little damage will be done beyond the old 600 yard limit. This seems to be more realistic. The computer operated ack-ack has been overhauled to operate more like a cannon with discrete shells than a laser beam. You can now earn points for shooting buildings in enemy territory. This is not a major point earner, but it will be worth a little. At a later date, we'll be adding the logic to the host end to cause machine-gunned buildings to occasionally explode. Bomb impact craters are now visible. If a bomb lands on the building, the building will be obliterated. A new series of views have been added. The combination views up-rear, up-left, up-right, down-rear, down-left and down-right give intermediate views useful in finding enemy planes. A new direction key, forward (g on the Mac, the - on the keypad on the Amiga) has been added, which can be combined with up and down to get forward views inclined at degrees up and down. All of the Mac aircraft art files have been defined, and all the existing art files now work without surgery to the program. By the way, Ridge Runner's B17 file is fantastic, its a must!! The visible tracers have been cleaned up so they come from the appropriate area on the screen, and track properly in turret mode. There are now 3 types of turrets, hand-operated, remote control, and swivel mounted guns. Hand operated turrets work as they always have via the turret rotation keys. The ball turret on the b17 is an example of this (which is NOT to say the turret itself was hand-operated). Remote turrets work simply by moving the mouse. If the mouse attempts to move out of the active zone, the turret moves in that direction. The turrets on the A26, and the chin turret on the B17 is an example of this. A swivel mounted gun is found in the waist of the B17. These are aimed solely with the mouse, which can range over most of the screen. There is no turret rotation with these guns. Numerous bugs were corrected in the turret modes. The rate of turn of a plane depends on its velocity. The faster the plane is moving the slower it will be able to maneuver without exceeding its maximum safe stress. At very low speeds planes will maneuver sluggishly also, some better than others. Both of these effects have been modeled now, which will produce some changes in tactics. It is the usual procedure to lower the flaps a notch or two to slow down in a dog fight, while leaving the throttle up. This gives the best responsiveness. Macintosh Version 0.8b This version adds a new more realistic (I think) bombsight for the B17, and a few small odds and ends. The B17 bombsight mode now works as follows: when you hit `z, the bombsight comes up as before, but works a little differently. The bombs will hit at the intersection of the cross hairs, which track the target properly as the plane maneuvers. If the plane exceeds a reasonable bank or attitude, the sight looses its lock on the target, the crosshairs dissappear, and the sight then looks straight down. When you enter bombsight mode, the plane automatically enters non-expert mode. In a B17, the bombardier had a set of autopilot controls in front of him, and he could use them to make coordinated turns, much as non-expert mode does. A new line-mode command has been added to open/close bomb bay doors, or to arm/disarm the bomb release mechanism on small planes. Hitting an "a" will toggle the safety on releasing bombs. The low speed performance of the planes has been adjusted, to make them easier to take off and land. The damage equations have been modified to reduce the tendency to plummet uncontrollably after one hit as well. A note on flying the B17. This is paraphrased from the B17 Pilot Training Guide (no fooling!) When taking off, give the plane full throttle, maybe a little flaps, and let it run unmolested. It will lift gently off the ground by itself at about 100 knots. Do not let the plane leave the ground before it reaches knots or so, or you will have difficulty controlling it. Another note: the maximum rate of climb of a fully loaded B17 is only about 600 feet/minute. If you try to climb much steeper than this, you'll lose too much air speed. The program will actually give you better rates of climb as you climb to 6000 to 10000 feet, if you let the air speed increase to 150 knots or so. The Training Guide carries very strict warnings about letting the airspeed decrease below 100 knots (and also letting it get above about 200, but we're not fully modeling that yet!) ** Version 0.8d ** The program now keeps track of how many times you have shot down a plane of your own country. After two such kills, you will no longer be issued ammunition by that country. Your only recourse is to change sides, which resets the flag. Macintosh Version 0.8a Macintosh version 0.8a contains a large number of minor changes and improvements. This is not a required upgrade, and will hopefully be the last till version 0.9, which will be required. The artwork for the P51D and Fokker Dr.1 triplane (NEW!!) is now held in separate files from the application. If you want to see the new artwork, download the files for the planes you plan to fly (we'll be uploading files for the other planes as they get done), and put the files in the same folder as the program. So far as I can tell from my measurements, there is no difference between using the artwork and not using it. There is some serious machine language doing the picture overlay. Eventually these data files will contain custom dashboard layouts for each plane. The radar mode is now accessed by holding down the =/+ key, the normal picture returns when you let up on the key. The maximum range of the radar display can be changed to only the current sector, 1 sector, or 2 sectors radius. Hit ` (or ESCAPE), an m, then 0 1 or 2 for the range. The default is 2. This is useful for expanding the area right around your plane if it is crowded. The way the keyboard is polled has been changed so that it should work fine on the Apple Extended keyboard. In expert mode the stick is now confined to the box, as a physical stick and control system have definate maximum deflections. The different planes have different maximum rates reflecting (hopefully) the actual difference in their responses. Bombs now work. To drop a bomb, hit the b key. In the B17, the b key will drop half the bombs on the plane, so to drop all the bombs (currently 12) hit the key twice. If more than one bomb is released, they will be spaced out and hit the ground in a line, for maximum effect. A crude bombsight has been added to the B17. Hitting a z in line mode brings up the sight, the same again switches back to flight mode. When in bombsight mode, a small x will move around the screen indicating about where a bomb would hit. This screen bears no resemblance to a real bombsight. Amiga Version 0.1 A preliminary version of the Amiga software is now available. Be forewarned, its got a lot of bugs still, but it appears to be solid enough to participate in a fair fight with a Macintosh. The Amiga version is a blend between Macintosh versions 0.7 and 0.8 in basic features, it has most of the newer flight equations (and a few of the attendant problems!), but not the new radar mode or rudder control. Also, quite a few features are not yet implemented, such as sound, visible tracers, split screen mode. Also, none of the requestors for "You have crashed" etc. are in yet, the program just prints a debug to the back screen when you die. One thing to watch for: normally the program will make a noise if you get shot. Until the sound routines are in, the Amiga version will flash the dashboard area to indicate a hit. Mac Version 0.8 Mac version 0.8 has all the features listed under 0.8 alpha, with several bugs fixed. In particular, the problem of sluggish takeoff has been fixed. A glitch in the maneuvering of non-expert mode has also hopefully been repaired. Version 0.8 is also particular about the position of planes sitting on the ground. A plane sitting still or moving slowly has its tail sitting on the ground (except for the B17). This is especially important for planes like the FW-190, which have very poor visibility while on the ground. An updated manual will be available soon. It'll be in a text version on the Instructions page, and a slightly fancier version with underlines etc. in the General download area. It contains better explanations of the screen, expert vs. non-expert mode, scoring, and a comparision of the performance of a few of the planes. Mac Version 0.8 alpha At last, the long awaited new version is here! Consider this a pre-release, with the final version available next week sometime. There may still be some fuzz, so if you aren't in an experimental mood, hold off for a while. Both this version and 0.7a will continue to work for quite a while yet. Eventually 0.7a will be retired. The flight equations have been extensively overhauled. The control part of the equations have been made fully three-dimensional, so pulling on the elevator while rolled on your side will do what you expect, and so on. Velocities and accelerations are computed more accurately, which tends to make the planes fly a little faster. Truncation errors were holding the planes back a bit. Stalling is computed in a new way, which seems to work a lot better. The plane will no longer erroneously stall in a tight turn. The graphic used to represent the position of the stick has been changed to a box in the center of the dashboard. The position of the stick within the box is represented by a circle that moves around in the box. This seems to work better than two separate sliders. You can now center the stick by double-clicking the mouse. There will be a slight lag, so you can't use it to stop a roll very accurately, but it works great for trimming the plane's position so it will *stay* flying straight and level in expert mode. There is now a rudder control, represented by a small box below the stick position box. The rudder can be centered, or in one of 4 positions ion each side. Hitting the A key moves the rudder a click to the left, the D key moves it to the right one click, and the S key centers it. The rudder is not needed for turning, its position represents a displacement from whatever position is required for a coordinated turn. Experts will note the second-order rate dependent effects of rudder on bank are not yet present. There is now a stall horn sound, rather than the beep the program made before. This will fix the program crash in a tight turn. Be warned, the horn will wake you up if it goes off at 3 in the morning! The altimeter has been redrawn. Zero is now at the top, and the tick marks are spaced more accurately. I decided to keep the third needle for 10's of feet, because altitude perception is trickier than in real life. The input prompt has been moved up, and the text region enlarged to 6 lines. In addition, the text region is now blanked by a timer rather than a counter, so messages will persist on the screen in high speed modes as well. Long typed inputs will wrap around now, and nibble into the text region as needed. There is a new radar screen display. Whenever you hit a + in line input mode, the picture will toggle from the normal view to a map display, and back again. The map display shows several things. Your plane is represented by a small + in the center of the picture. North is always to the top of the screen. Gray lines represent map grids, the same ones displayed by the map program. Short horizontal or vertical lines show the positions of the various runways. Small x's represent nearby fighter planes, small boxes bombers, within about 8 miles. Any plane you can see out the window, either with or without a range and tracking icon, will be displayed on the map, with a tracking icon enabling you to identify it. In addition to these true position indicators, each map sector within a radius of two sectors will have a set of small icons along its sides telling you how many friendly and enemy planes are within the sector. Up the left side, small black boxes represent enemy planes. Up the right side of the sector, small diamonds represent friendly planes. Note these counters are only updated every 45 seconds or so, whereas the true position indicators are updated continuously. Also, the bug in the radar display regarding friendly vs. enemy has been fixed, even for those people using version 0.7a still (though there is another bug in 0.7a's radar making it not quite reliable). The W command in line mode now shows which country you are currently over. Flyers of the P51 will notice the new plane silhouette is no longer a silhouette at all, but a scale drawing of a P51. This may not be a permanent feature, since its rather expensive on disk space, but it sure looks neat, and our goal will be to make all the planes look like that. The performance penalty doesn't seem to be too bad. There is a split screen input mode in normal terminal mode. When you select split screen under the Options menu, a horizontal line is drawn at the bottom of the screen. Anything you type will be entered into this lower window rather than transmitted to GEnie. When you hit Return, the whole line is transmitted. This way, chatting in the conference room will be made a lot easier, as your typing won't interfere on the screen with incoming messages. There are several local editting functions you can perform on what you've typed. A backspace will delete a character, a Cmd-X will cancel what you've typed, and a Cmd-R will reprint the input window. Control characters (i.e. Cmd-anything) other than these few characters are passed directly through to the host, so hitting Cmd-C for Break will work at any time. Note you might have trouble logging into GEnie in split screen mode, as you can't hit HHH without hitting a Return to transmit it. I did some analysis on why the plane sometimes gives 'Nice Landing!', then immediately crashes. This seems to be caused by a marginal landing, where the plane makes it down, but bounces back up, and cracks up on the second bounce. If you are having this problem, watch your rate of descent more carefully the instant you touch down, get it as close to 0 as you can. I found some data on the landing speed of the P-51, and decided all the WW-2 planes have landing speeds too low. The correct number for the P-51D is 100 mph, whereas we were using mph. As a result all of the WW-2 planes except the Zero have had their landing speeds raised. This will make landing a lot easier, as you won't have to slow down so much. Proper touch down speed for a P-51D is now about 90 knots, instead of the recommended 60 before. I didn't change the Zero because without further data I'll stick with my assumption it had a low stall speed. The rate of climb of the P-51D was raised a tad. All the WW-2 planes have had their maneuverability cranked up a notch. The WW-1 planes have been retuned some, in light of more optimistic rate of climb figures (1350 feet/minute for the Fokker Dr.1, for instance, about twice what a B-17G can manage). Field testing of the velocity vs. altitude performance of the P51 and Spitfire confirmed correct performance around 20000 feet. Both planes maxed out at about 430 mph, give or take 10 mph. The improved accuracy of the drag calculations seems to have helped. Up to four terrain sectors are cached in memory at a time. This should smooth out sector transitions some, especially dogfights over country and sector boundaries. A bug was found in the memory allocation, that caused the program to loose about 3K every time you flew. This may have been behind some crashes on 512K machines, as the program would eventually run out of memory and die. Roads are temporarily disabled. There's a problem in there somewhere... Some minor bug fixes have been made on the host end, mainly to the radar and to the naming of airfields. Names like C:2 are now used consistently. All WW-2 planes now carry one 1000 pound bomb. This isn't very realistic, in the next version there will be a /arm command to select bombs before you fly. The bomb command has been changed, you now just hit the 'b' key to release the bomb. Also, the bomb sight option is now working. If you have the sight on, a small X will appear on your screen at the approximate location the bomb will impact. This is considerably beyond what a fighter should have, but bombing is hard. Actually, I managed to hit a target by dead reckoning today, so dive bombing may now be feasible. Remember, O2 will toggle the sight on and off. Also, if you don't want the performance penalty of the bomb, drop it once you get airborne (not TOO soon, or you'll be sorry!) Check out the MacDraft version of the world map, in the Software Library. It's wild! Version 0.8a Well, I lied. There's a new Mac version today, even tho the hard disk came back from the shop sicker than it went in! Version 0.7a is available for download. This is a maintenance release, it fixes several bugs, but does NOT contain the new features listed below under Version 0.8. The fixes are: The confusion in the displaying of country icons has been cleared up, the truth follows: Squares are country A, Diamonds are country B, and Circles are country C. Thats not what I have been saying, and its not what 0.7 did, but thats the new party line. As before, the different symbol inside the icon is used to keep different planes unique. Version 0.7a transmits packets to GEnie once per second, regardless of the graphics setting. Many of the delays and wierdnesses 0.7 had came from it sending packets to GEnie way too fast in modes 3 and 4, thus overloading the network at times. When you bail out or end, the Mac will stop transmitting packets immediately rather than waiting for confirmation from GEnie. This will stop the noise in the conference room and all the extraneous line feeds. I highly recommend you download 0.7a, as it'll be 1/2 to 2 weeks before Mac version 0.8 is ready, and these bug fixes will come in very handy in the intervening time. If you aren't planning on playing more than once or twice in the next week, you can wait for the next version. Vesrsion 0.8a of the GEnie software fixes a few glitches in the code that went up yesterday: /help will now show you both pages of help. This WORKED on the Vax yesterday, honest!, so I'm not sure why it broke, but its better now. The cause of the program crash (and loss of carrier) when you were shot by an ack-ack gun has been fixed. The program was trying to give the gun points for shooting you. Version 0.8 There is no new Mac version this time, only changes to the GEnie end of things. My hard disk is dead (sigh). The next Mac version, due next week or the week after, will be close to the final product. It'll have revamped flight equations for expert mode, a more readable dashboard, desk accessories while in terminal mode, and if we get to it a better radar display. It will probably not be a *required* upgrade, but it'll be highly recommended. Because of a major performance enhancement in the communications, the more people that upgrade the happier the GEnie end will be and the better the program will run. Changes to the GEnie end: Team members (or leaders) cannot change countries. You have to quit the squadron to change sides. If the whole team wants to move, it must disband and reform on the other country. At some future date, we may set it up so that the team leader can take the whole squadron with him/her, as in Stellar Warrior. The Help command now stops at 22 lines rather than stupidly scrolling off the screen. Hitting a return causes it to resume. The three countries have now been formally separated. When you select an airfield, you will select from fields 1 2 or for your country only. The roster command will show which airfield a person is at with respect to their own country now. Note that airfields A:2, B:3, and C:1 are quite close, so you don't have to fly all day to find someone if you start there. If you land, ditch, or bail out in enemy territory, your mission will be credited as a crash, as you've lost yourself and your plane to the enemy. Besides having a map, a good way to keep track of where you are is the W command in flight (this has been there for a while, but might not have been documented). The W command (` then W ) will tell you the map sector you took off in, and the one you are currently flying in. Note that country A is the square (0,0) to (3,3), Country B is the square (0,4) to (3,7), and country C is the square (4,2) to (7,5). Next Mac version I'll have W tell you what country you are over. The /airfield command in the conference room now shows the sector location of the airfields rather than the uninformative floating point coordinates. The 9 main fields are denoted as "full service" fields, implying that less than full service fields are coming. There will be other fields marked on the maps that you can't select as startup locations, that might have interesting plane choices at them, and so on. Score will now be awarded for kills and for damaging enemies. Scoring works as follows (note that all the actual numbers are not necessarily final, but I think the approach is ok): You don't get ANYTHING for killing a plane of your own country, neither points nor a kill. That goes for friendly robots also. Most planes have a base value of 500 points. Values range from to 550 depending on how hard that plane is to kill. The base value of the plane is adjusted by two bonus factors. First, any kill of either an enemy fighter or bomber gets a bonus that varies with the number of aircraft kills you have scored in the current mission. Currently, the first kill gives a bonus of 5% (in effect raising the base value of a plane to 525), the second gives a bonus of 10% (making the second kill worth 550), and so on. This caps out at a maximum bonus of 30%, or 650 points per kill. This gives an slight incentive to extended courageous missions rather than turning back to the field after the first kill to record your points. Longer missions are more efficient for the country, and are rewarded. Ground targets (such as King Kong and ack-ack guns, and future tanks and troop formations) will not earn this bonus, nor do they add to your kill count. Second, any kill that takes place over enemy territory gets an additional 20% bonus for adventurousness. This is an experiment. We want people to fly around and dogfight rather than concoct ways to earn points on the ground at friendly airfields. Defense is a good thing to do, but offense seems less subject to potential abuse. If we succeed in structuring the rest of the scoring so that the usual silly abuses don't occur, we'll get fancier and more interesting with this bonus. Most ground targets are worth 100 to 200 points currently. These are subject to the 20% enemy territory bonus, but not the kill count bonus. When you put damage on an aerial target, you get some points as well. You earn a fraction (currently 1/3) of the kill value of the target, proportioned by the percent damage that you do. If you put 20% damage on the plane in a shot, you'll get 1/3 of % of the value of the target. The above two bonuses also apply. Ground targets do not give damage points, only points when they are killed. Points get credited into several categories internally, currently points earned killing ground targets, and points earned killing or wounding aerial targets, for each of the 4 mission completion types. Storage has also been allocated for points earned while piloting a bomber, while operating a turret on a bomber, and for future expansion into tanks and ships. The WHO command sums these different types to print the Score column, but we'll be able to do something interesting later by keeping them separate. Likewise, fighter and bomber kills are recorded separately, but summed for the Kills column of the WHO command. Note that there is no time of flight score. We don't feel there is any merit to awarding points for connect time. Its too difficult to determine actual missions from "logging in and letting the plane circle 2 hours then landing it". We're interested in skill, not wealth or boredom threshold. I think everyone else is too! The data base has been reset to make room for the expanded score fields. The ack-ack guns are now active. Currently they have a range of a mile, and are pretty effective within half a mile or so. There is one at each airfield. They shoot at people of different countries, but can only shoot at one person at a time. They are definately killable. Targets on the ground are especially vulnerable, not only to the guns but to (virtual) ground troops. Landing at an enemy field is no longer something you want to do! I think there is a problem with the tracking icon shapes. They don't always seem to display the proper basic shape (square circle or diamond) for the country if the target is a robot. I'm not sure if this applies to humans also. This may make things a little dicey till we verify and get it fixed (new Mac version probably), so keep alert to the possibility the robot or gun you are attacking may not be what it looks like. They always tend to have the same numbers, so once you learn that 7017 is an enemy, it'll always be. If you see an example of this being wrong, please send me FEEDBACK describing it. Version 0.7 There are two majpr new features in this version. The performance of the Mac software has been significantly enhanced by the addition of user-controlled graphics complexity. The host end now supports squadrons (better known as teams to players of our other games). The new mac software is a required upgrade, as is the accompanying terrain file. Both can be found in the new (but not quite fully cooked) software library. The new command on the Mac is to adjust the range to which objects are displayed. If you hit a 1, the range is set to "full", which is what we've been using all along. If you hit a 2, the range is set to "medium", which will eliminate distant mountains from the picture to speed things up. Hitting a 3 gives "short" range, which eliminates all but the closest mountains and buildings. A 4 gives "fastest" mode, where terrain is only shown if its a matter of life or death. You can change modes at any time just by hitting the key, its quite handy to switch modes as the tactics or navigation demand. The Mac software should now deal better with line drops also. It should detect the failure rather than generating bad packets etc. The new squadron commands are all run from the conference rooms, i.e. there is no separate team menu unlike our other products. The overall structure to the teams is very like Stellar Warrior, however, the major difference being that there are no 'telegrams'; the leader and prospective new team member must be in the same room to exchange the invite-accept commands. This should not present any problems for a game structured like this one is. The new commands are: invite - send an invite to someone. If you don't have a team yet, a new one is created. rename - change the name of your team. teams [] - show the roster of your own team or the specified team. withdraw - withdraw from your team. expel - expel a member. You must be the leader. disband - disband the team. accept - accept an invitation to join a team. The way a person joins a team is to corner the leader is a conference room somewhere. The leader issues an invite command, which prints a message on the person's screen. They then enter accept , which puts them on the team. If they have changed their mind, they can just ignore the invitation. Note the leader and prospective member must be on the same country, and in the same room. Mac Version 0.6a The newfangled serial routines I tried for the 512 unenhanced didn't work so great after all, so I put back the old ROM call. Also, due to a problem in the mini-DL, I don't think the new terrain file has stuck yet. The old one will work fine for now... Version 0.6 This is a *serious* upgrade. It is required, you must redownload the Mac application. I strongly recommend you redownload the terrain file as well; we removed some of the mountains in order to speed things up a bit, especially around airfield 1. If you don't redownload, and you see someone fly through a mountain and die trying to follow them, don't say we didn't warn you! Host Changes We *think* we've solved two of the game crashes, including the problem where everyone gets "bailed out" at the same time. The ANNOUNCE command now works, so I can shout at everyone, including the people in flight, if I have something everyone needs to hear. When you start a flight, your radio channel will always default to 1, the public channel. You won't need to keep retuning. When you land the plane (or crash) at a different runway than the one you took off from, you'll reenter the conference room at the appropriate field. If you crash in the boonies away from any field, you'll enter your country's headquarters. You can now see other planes as a speck on the screen out to about 10 miles rather than 5. This will make it easier to find other players. Internally the use of I/O streams was reorganized to allow larger numbers of robot planes and anti-aircraft guns without taking up slots for players. The game is currently configured for 15 humans and 15 nonhumans. The host program will send a radar summary down to the Mac about once a minute, in a highly compressed form. A new Mac command allows you to tap into this new information (see below...) Mac Front End Changes There is now an indicator on the control panel that tells you what radio channel you are tuned to. The Mac program will now print an Alert on the screen if it has lost contact with GEnie for 2 minutes. You'll have the choice of continuing to fly in the hope its just a LOOONG delay, or terminating the flight to redial. Serious work was done on the serial driver portion of the program, to help those of you who have reported being unable to get the game to work with your modem. The program now uses the RAM serial driver, which is supposed to be smarter than the ROM driver, and also explicitly turns off all flow control. I hope this will help, let me know if it still doesn't work right. The way you roll the plane, to do an Immelman or barrel roll, has been changed. Now, you hold down the Option key and move the mouse side to side. Mouse forward and backward still controls the nose of the plane when the Option key is down, and Option/ mouse button down still controls the throttle, so now you have more complete control over the plane while rolling. There is currently no control associated with mouse down/side to side, so throttle changes will no longer affect your course. The altimeter gauge now has a little ball that moves around the inside rim of the gauge with 10000's of feet. This makes it possible to distinguish 5000 feet from 25000 feet on the altimeter. Note that the tick marks on the gauge don't appear to be in quite the right places, we'll have a redrawn, improved gauge soon. When a plane takes damage, it will now lose engine power as well as maneuverability. That'll be the end of crippled planes making a beeline for the mountains . Some glitches in the plane image when you were looking over your shoulder, particularly in the Sopwith and FW-190, have been corrected. There is now a Stall light on the control panel. If the plane is stalled, the light will be on. Note that its OK for the light to be lit when the plane is sitting on the ground (it may not be quite realistic, I don't know, but thats the way it is...) Once you enter Air Warrior on GEnie, you won't be able to select Practice Mode from the Control menu. This tended to confuse the program, but why would you want to do it anyway??? Planes that don't have flaps or retractable landing gear will no longer have said displays on their screens, or accept said commands. The mouse sensitivity has been greatly increased on the WW II planes, to make tight turns easier. Practice a bit, they really turn now! All planes now have a floor under the pilot, no more looking down through the metal. Do what I do, roll the plane and look up! Many new planes have been added. The Sopwith's place on the Planes menu has been taken by the Mitsubishi A6M5, better known as the Zero. A whole group of WW I fighters, including the Sopwith Camel, has been added to the bottom of the menu. Not every well known plane is represented, but we do have the Fokker Triplane and the Fokker D.VII (actually D.VIIF, which was a really awesome plane for the time. It outclimbs the B-17G bomber!) The program will now let you select whether you want to use the Printer port or the Modem port, *before* you enter any flight mode or terminal mode. You should select your communications port the first thing you do! The program will remember which port you used last time in the "config" file. Rotary and radial engines are now modeled by the flight code. In particular, both the Sopwith Camel and Fokker Dr.1 Triplane have a definite favorite direction to turn. The Zero does also, to a lesser extent. The remaining planes we're modeling have inline engines with smaller effects on the maneuverability of the planes. The different planes now have a first crack at personalized damage ratings and armaments. In particular, the Spitfire and FW-190 are very well armed. A Spitfire can put a serious hurting on a Sopwith Camel with its 2 20mm cannons and 4 machine guns! The incorrect prompt in the Change Handle dialog box has been fixed. Text such as radio messages will remain on the screen longer before being erased. The Roster command now works in flight. Hit R in command mode to see a list of other humans in flight. There is a radar command now, to find out about enemy planes nearby. A + in line mode will tell you about enemy planes within the 25 adjacent sectors (see The Map below). + followed by a number will let you specify how far out you want to hear about enemy planes, from 1 sector radius to 5 sectors radius. This is probably not the final form of the radar command by any means, but something is definately needed for the interim till we figure out something more appropriate to the scenario, and more friendly. The W line command will now display your current map sector, and the map sector of the airfield you took off from, as an aid to navigation. Using that and a map, you should have little trouble figuring out which direction to fly to get back. There have been some speed enhancements in the graphics routines, particularly with respect to your plane's silhouette. The silhouette is now computed once, and OR'ed into each successive picture. Unfortunately, this means we can no longer have the swanky striped patterns for the interior your plane. When we get color modes on the Amiga and Mac II, we will be able to display the interior of the plane as a different color from the exterior, but things tend to show through black and white bit patterns. (You IBM'ers don't panic, I'm sure the PC will be able to work the same way, but I don't have the exact solution in mind yet with respect to the PC as I do for the Amiga, which has a hardware mode to do exactly this.) The Map The world as we know it current occupies an area about 100 miles on a side (I think...) The actual data and file structure used will allow us to go out several thousand miles with no trouble, and with no degradation of performance. I would highly recommend drawing a map, get a piece of paper and a pencil, I'm going to tell you what to draw... For those of you with an ImageWriter or LaserWriter, there will shortly be a program somewhere, probably in the Games RT or on the Download menu, that will print a map for you. Draw a square box 8 inches on a side, then divide it up into an 8 by 8 grid with lines an inch apart. Those are the map sectors. All the existing terrain falls in that square (except for a few errant mountains), but the world will definately grow beyond that in the future. Label the axes, with 0 up to 7 running up the left margin, and 0 up to 7 running from left to right along the bottom. All the sectors are now identified by a pair of numbers, (0, 0) in the lower left, and (7, 7) in the upper right. Country A has 3 runways, located in sectors (2,2), (3,3) and (0,0). Country B has 3 runways, located in sectors (1,4), (2,6), and (3,4). Country C has 3 runways (surprise!), located in (4,2), (5,5) and (6,4). Country A is roughly the area comprised of 0 through 3 in each coordinate, i.e. the lower left quarter of the map. Country B is the upper left quarter, and Country C is in the middle on the right side. If you download the map program, here's how to use it. Download the terrain file that accompanies it, the map program needs a special version so that it can see the entire world from the miles up it has to go to take a photograph. Don't confuse this terrain.dat with the one you use to fly, or you'll be sorry! It'll be REALLY SLOW!!!! Run the map program. You'll see a Apple menu, so you can get to the Chooser and DA's if you need to, a File menu, and an Edit menu to make the DA's happy (I wouldn't bet Cut and Paste actually *work*, though, you're own your own if you try it!) Select your printer using the Chooser (or the MacServe DA if you are running that). Select the Page Setup menu entry, and ******* very important ******* select 50% reduction. If you have a LaserWriter, type 50 in the % box, if an ImageWriter click the 50% reduction box. That's all you need to do in that menu. If you have a LaserWriter, select Use Gray Ground from the File menu, as the gray pattern used in flight looks OK when reduced on the LW. ImageWriter users should ignore this, or you'll get a gray mess, the res just isn't high enough. Then select Print, and click OK. It takes about 5 minutes, and a high res map will come out on the printer. This program has only been tried on a Mac+. The truly brave can play around with the Set Location menu entry. This one prints a stoopid TTY window where it prompts you for several parameters to select the view point for the map. The first prompt is whether you want to print a view from over an airfield, or at absolute coordinate. Type c or a. The airfield option is self-explanatory. The coordinate option is trickier. The world is measured in bifeet (one bifeet = 2 feet), thats the unit you'll use to enter X, Y, and Z coordinates. The center of the world is (131074, 131074) and the standard map is done from altitude = 131074 also. The course request wants the direction you are looking. Enter 900 (degrees times 10) to get a map with north at the top. The attitude request is the direction you are looking vertically. -900 is straight down. You'll quickly notice that the 8x8 grid is fastened to the page, not to the world, and thus is only correct from the default position. Eventually we'll have a program that will print detail maps with the correct grid lines, but thats too much work for now. Whadda ya want for free, eh??? *** version 0.4 *** Mac version 0.5a has a few VERY MINOR bug fixes, do not download it if you already have version 0.5, its not really worth your money. Host version 0.4 has a few cleanups done to the conference area. In addition, the multi-player b17 routines have been revamped: The status command has been enhanced to show who's loaded onto the plane as a passenger or gunner. /sta shows your own plane or the one you are in, /sta will show who's on that plane, if that player is on your country. To enlist on a plane, you enter: /join for example /join 3046 copilot would send a request to 3046 that you'd like to be copilot on the next mission. The pilot would then respond /accept or /deny to either load the person on board or turn them away. To see which positions are available on a plane, do a /sta on it. The upper or dorsal turret on the B17 appears to be working, more or less. The tail gunner position is somewhat less correct. The copilot's position works fine, but you can't do anything except watch from that position. *** version 0.3 *** The combat verification routine has been overhauled, you should experience much better success with machine guns now. The program's maximum number of users has been increased to 15, including more robots. The program will now detect when a robot impacts on the ground, and kill it. This will greatly facilitate shooting them down. Version 0.5 of the Macintosh software contains a very large number of enhancements: The B-17C has been upgraded to a B-17G, and now flies correctly. Two gun positions are operational, the tail gunner and the rotating turret on the top. The player manning the tail gun may get a wierd picture now and then, the top turret seems to be basically correct. There is a single passenger position available also, namely in the copilot seat. The copilot has no function now. Bombs are not yet functioning. A snafu in the viewing algorithm has been corrected, so that looking up gives the proper view if the plane is in a steep bank, i.e. to the side of the plane. The criterion for a safe landing have been loosened somewhat. The key point to remember is to land as slowly and gently as possible. ALWAYS use flaps, and don't forget the landing gear! The space bar is now used for brakes, in addition to the line command B . Holding down the space bar applies full brakes for as long as the bar is held down. There is a new terrain data base, built more efficiently, so it'll speed up the picture updates by pruning far away objects better. You must download the new terrain file. The P-51 and Sopwith have been extensively performance tested and tuned to perform close to spec. The other planes are all within about 10%, and will be fine-tuned in the near future. Optimizations were done to the display of enemy aircraft that should lead to snappier response in combat. A potential problem in the sound handler has turned up, at this point I recommend you turn the engine sound off but leave the machine gun sound on. Engine sound was implicated in a crash (ID=10) here, and may be behind others. A number of debug outputs have been removed, such as 'gun hit' and 'gun miss', but the 'gun hit on xxxx' debug is still in, to help track the combat. We've noticed the improved guns obviate the need for this output, as the victim tends to fall like a stone when hit with a good blast. A new line command has been added: O , which is used to change program options while in flight. O 1 will toggle the gun sight (duplicates the s command) O 2 will toggle the bomb sight (not too useful yet) O 3 will toggle expert mode (duplicates x command) O 4 will toggle engine sound (maybe...) O 5 will toggle machine gun sound O 6 will toggle visible tracers. *** version 0.2 *** The conference area has been enhanced, especially the roster command. You'll enter the game in general conference room 1 now, rather than your country's headquarters. The host and micro now exchange timing packets periodically. This permits both to monitor the condition of the line, and the micro to detect a crash or other problem on the GEnie end. There is now a version number associated with the terrain data file, so the program can inform you automatically if you need to redownload it. You MUST redownload terrain.dat to use the new version. The damage bug in combat has been fixed, you can now KILL other planes. There is a system problem on the GEnie end, there is a fairly good chance that the host software will die at midnite every night. Be aware of this. Its being worked on! The new Macintosh version 0.4 has a number of enhancements. The visible one will be the availability of 7 planes to choose from now. The multiplayer turrets on the B-17 aren't quite done yet. There is a change in the way line-oriented commands work on the Mac. To enter a line command such as E or P, you first hit the ` key (the one in the upper left corner of the keyboard). The mac will give you the > prompt, then you type the command. Note there is a bug in this code at the moment, if you type a bunch of stuff without hitting the ` first, it gets confused and won't understand another ` until you enter a valid command. I use ; to flip the landing gear, that clears the error up. *** version 0.1a *** In this version, the /plane command (also the Planes menu) only selects your plane. It does not start you in flight. To do that you enter the /fly command. The reason this change was made is that it makes it possible for a pilot to select a B-17, then load several other people on board as gunners. He would th Air Warrior - Atari ST Version ** Version 1.1a ** 1) The multi-engine starter bug has been fixed. 2) The gunner mode crash has been fixed. ** Version 1.1 ** 1) We now have jeeps! The control system and model is not perfect; we will be improving it when we add other vehicles. The jeep has a single .50 caliber machine gun mounted on the back. You can either carry along a gunner OR you can stop the jeep and gun yourself. To hop from the driver seat to the gun you must be on-line. The jeep must be stopped. Use the jump command, i.e. jg to jump to the gun and jd to get back in the driver's seat. If your gunner is shot you can man the gun yourself. A new airsnd.dat file has been created with vehicle tire skids and engine sounds. At the moment the jeep engine sounds ALOT like a 2300 Hp Pratt & Whitney Double Wasp aircraft engine :-) 2) The buffeting effect in high speed dives has been removed. It just never worked properly. 3) The serial I/O code has been made more robust. Hopefully this will cure the random lockups. ** Version 1.0c ** 1) Planes are once again outlined in black. 2) The drawing of planes in the distance has been sped up significantly. 3) The "out of fuel" message will now only be printed once. 4) A bug which could cause the guns to fire when you re-enter flight AFTER crashing with your guns blazing has been fixed. 5) The re-try code on EXIT conditions was not working properly. It has been corrected so that it will try 3 times to get the host to acknowledge an EXIT command before dumping you into the conference mode. 6) Another major performace improvement. (thanx dave...) The table below has been updated. ** Version 1.0b ** 1) MAJOR PERFORMANCE IMPROVEMENTS!! I wrote my own polygon fill routines and replaced all VDI calls with linea calls and reaped major improvements. In a nutshell my polygon routines outperform the blitter in almost all cases. For those folks which are into numbers here are some benchmarks. These numbers are loop times in milliseconds. Mode | Old ROMS | New ROMS | New ROMS + blitter | old new delta | old new delta | old new delta -----+------------------+------------------+---------------------- 1 | 356 197 45% | 323 191 41% | 295 187 37% 2 | 282 150 47% | 255 145 43% | 266 141 47% <- bad data? 3 | 241 136 44% | 219 121 45% | 190 117 38% 4 | 183 92 50% | 167 88 47% | 137 84 39% 2) The screen will flash when you get hit. 3) A message is printed when you run out of fuel. 4) Non-expert mode will no longer allow (well almost) you to roll the plane over. 5) The END and PARACHUTE commands have been worked on a bit to try to make them more robust in noisy network conditions. 6) A bug which caused targets to show up on the radar in practice mode has been fixed. 7) A really strange bug which caused the atari to dump its I/O buffers to the serial port when a function (or special) key was pressed while in terminal mode has been fixed. ** Version 1.0a ** 1) The bug which eat the first character on 13 character dial strings has been fixed. 2) The icon of the plane (if known) that crashed or was shot down will be printed in the message. 3) The N command has been cleaned up a bit. 4) Several annoying gunner problems have been cleaned up. The gun sight was off target when not near the center of the display. Atari (and Amiga) gunners should be more accurate now. 5) It is now possible to lock down turrets that use the mouse activated traverse control. The Keypad . key will toggle auto traverse on and off. The default is ON. 6) A menu option to control the amount of fuel to be loaded on the plane has been added. This feature allows you to specify the percentage of a plane's maximum fuel capacity that is to be loaded. 7) The HELP menu entry has been moved far away from the FLY entry so that ill-aimed rodents don't summon assistance. 8) The BIOS serial I/O package has been replaced to get around a bug in the Megas which caused stray ESCapes and such to appear when the mouse is moved. (grumble grumble) The new code is also faster. 9) The compass heading should no longer go negative. 10) A split screen conference mode has been added. 11) Visible tracers have been added. These tracers follow the trajectory of the shells. (after you see them you will see why we don't actually model the guns this way!) Do NOT use the tracers to aim your shots! F7 will turn them on and off in flight. The engine sound toggle was moved to F8. 12) An error in the down lean right back and down lean left back pictures has been corrected. The views are now symmetric. 13) One source of the terrain data base errors has been found. I have not seen anymore problems a la object ref error etc. Please let us know if it screws up. 14) All you plane artists out there can now customize the gunner's dashboard! The view name is GDSH. This view is optional; if you do not have one it uses the standard version. (Just like the normal dashboard.) I am working on code that will allow to change the gauge sizes and locations. 15) Several problems in non-expert flight mode have been cleared up. 16) The odds of oil leaks from damage has been significantly reduced. ** Version 1.0 ** ** NOTE: ** This version is mandatory for on-line use. The flight equations are much more realistic and will require practice. PLEASE spend some off line time flying. A detailed discussion of these changes is available in the data library and in the Air Warrior section of the Games RoundTable. 1) The flight statistics and picture outlines of many of the planes have been adjusted. 2) The concept of propeller drag has been introduced. The planes (except the Me262!) will slow down very quickly when you reduce the throttle. When you shut off the engine(s) the program will automatically feather the prop. 3) View names DBLR and DBLL were reversed. 4) A bug in the radar which gave incorrect ranges has been fixed. 5) A new command n (for nationalities) has been added. This command will display the icon colors and state which countrys are the enemy. 6) The World War I theater has been added to the terrain.dat file. ** Version 0.1g ** 1) A problem in operating system's menu handler caused the plane menu to blow up on systems with the OLD ROMs. I took out the cute spacers and the problem went away. GEM statically allocates the buffer that the menus use to save the screen underneath. If you make a menu too big... splatt. yuk! 2) The default artwork for the WWII planes has been updated. ** Version 0.1f ** 1) A memory allocation bug which caused the machine to run out of memory if you had *rejected* artwork has been fixed. 2) A long standing problem with gun turrets has been cleared up. 3) The stick response has been changed such that it is less sensitive towards the center position. 4) Several bugs in the flight code have been corrected. ** Version 0.1e ** 1) Several memory management errors have been found and corrected. These problem caused out of memory errors when the view cache is in use. 2) Plane artwork is now checked to make sure that it obscures 80% of the computer generated art. All of you folks with Wonder Woman style transparent planes will have to hanger them. 3) The out of ammo message will no longer be printed 10 to 20 times when you try to fire. 4) The Mega ST Blitter is now better supported, If you have trouble with flying with the blitter on, let me know. In addition it has been verified that the new ROMs are much faster than the old ones. I urge all of you to up-grade. 5) The GEM pallette is saved and restored. 6) Several strange problems with quiting while NOT looking forward have been fixed. 7) Good news: We now support digitized sound (a la ST Replay). A sound data file has been included in this ARC for your enjoyment. As soon as all the problems are ironed out I will post the instructions on how to make sound files. Bad news: Digital sound requires at least 130K additional memory and gobbles up to 50% of the CPU. Your best bet is to use the F7 key to toggle the sound off when speed is of the essence. In addition there is still a problem in the code which might cause a system error...(sniff) most likely if you switch from internal sound to ST-Replay cartridge sound. 8) View names DLFT and DRGT have been swap to the correct positions. 9) The program will now indicate the course of planes that are between 350 and 1300 yards away by drawing plane shapes instead of a horizontal line. Most of the shapes are obvious: * ***** **** plane heading right * plane flying same course as you * * **** plane heading left ***** plane heading toward you 10)The dial string has been expanded to about 55 characters for those folks who use long distance services. 11)The maximum number of views that can be cached has been increased to 22. (For those folks with lotsa memory) 12)Selecting the bombsight mode will put the plane into "autopilot" mode. The old value (i.e. expert) will be restored when you exit bombsight mode. 13)You can now have the Airspeed Indicator display Indicated Airspeed instead of True Airspeed. 14)The new flight equations are in... big differences! Go read the discussions in the Games RoundTable. 15)The F4U Corsair has been added to the plane roster. 16)The throttle has been taken off of the mouse and made a keyboard command: C - 100% throttle c - add 10% throttle V - 0% throttle v - subtract 10% throttle Why was this done you ask? In order to make the plane easier to control in a turn we added the concept of a roll-lock. Basically what it does is that when you press the LEFT mouse button the stick will return to the vertical axis and only allow you to adjust the planes attitude. (it also compensates for the plane's tendency to flatten out a bank) 17)People have reported that the plane sometimes vears off the runway on take off. After some study the conclusion is that the problem is due to the mouse moving slightly after you have double-clicked. All it takes is 1 or 2 mouse ticks to do this. The Mac and Amiga versions will do the same things. In order to address this issue I have done several things. First you can now change the mouse sensitivity via the OPTIONS menu entry. The initial values will give you the same setting as in the previous versions. When you are operating as a gunner the Left-Right sensitivity is also used for the Forward-Backward value. Secondly, a small blue dot is displayed in the center of the stick when it is EXACTLY centered. ** Interesting notes from versions past ** - The radar mode has been reworked to be more readable. The small planes are fighters the larger ones are bombers and the X is you. The small black boxes at the top of each sector represent the number of enemy planes (all types) in that sector; the diamonds are friends. - A snapshot camera has been added to make constructing artwork files easier and to preserve pictures of kills. Pressing Control Clr Home will dump the screen in Degas uncompressed format to the file awpic?.pi2 where the ? is a sequence number. The first pic in a flight will be awpic0.pi2 the second awpic1.pi2 etc. I have the code to dump a compressed picture also but I have not had a chance to glue it in. This might be faster for floppy based systems. ** Known Problems ** -- The dialog boxes will eventually have cute little drawings instead of the fuji. -- The High res B&W version is several months away. Happy Hunting, John NNJpN,pN0pN4prNp <"<~NpN,pN0prNp <z"<jNp N$p Ntp2rNpN AKTIEN-PROGRAMM 4NpN$pNtp2"<,NpN by Dirk Fricke NpN$pNt <^"<NpN RETURN NNprNhN? Dies ist ein Programm, welches die Kursverlufe von acht 4NNprNhN? Aktien darstellen kann, leider nicht gleichzeitig. Dieses 4NNprNhN? Programm und die Daten drfen nicht in einem Ordner stehen, 4NNp rNhN? da das Programm dann die Daten nicht findet. In der Datei 4NNp rNhN? AKT_NAME.DAT stehen die Namen der Kursdateien. 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Onze bibliotheek van public domain programma's omvat op dit moment (zomer 1990) al zo'n vier honderdvijftig disks. Daarop vindt u programma's op elk gebied, van tekstverwerker en database tot de leukste spelletjes, de fraaiste tekenprogramma's en de handigste utilities. Ook bevat onze bibliotheek een speciale afdeling voor public domain disks met Macintosh software, die te gebruiken zijn onder de ALADIN emulator. Deze MAC-PD serie bevat tot nu toe ongeveer vijfendertig disks. ******************************************************************** U vindt in het twee maandelijks tijdschrift "ST" (Onafhankelijk tijd- schrift van en voor gebruikers van Atari ST computers) een overzicht en een bespreking van de inhoud van de nieuwe public-domain diskettes. Dit tijdschrift bevat tevens een bestelkaart zodat U vlot over de software kunt beschikken. De Stichting ST geeft ook een speciale PD catalogus disk uit. Deze public domain disk is geproduceerd en gedistribueerd door: ************** Stichting ST afd. Software Bakkersteeg 9A 2311 RH LEIDEN ************** Ondanks onze controle komt het af en toe voor dat een diskje niet goed is gecopieerd.Mocht U dit overkomen, aarzel dan niet en stuur de defecte disk aan ons terug. U krijgt dan direct een vervangende disk toegestuurd. ************************************************************************ Teneinde het voor ons mogelijk te maken om productiefouten op te sporen en vervolgens in de toekomst te vermijden, zijn alle disks, geproduceerd door de Stichting ST, voorzien van een groen productienummer. ************************************************************************