To install the FST UPDATE: 1. This is a self-extracting archive that should have been copied into your FST\TOOLS directory 2. Once the file(s) are extracted, you will be asked to overwrite the exsist- ing files - answer "Y" for yes 3. The MODEL.EXE - WORLD.EXE - VIEW.EXE files will be updated 4. You are now updated to the final version of Flight Sim. Toolkit 5. Now, run the DOS utilites - SCANDISK and DEFRAG to optimize your hard drive What the update adds: 1. TEAM Conflicts You now are not fighting against the whole world of the original FST. Instead a TARGET flag, you now have a RED and BLUE flag. This enables you to have friendlies (wingman). Guided weapons will ONLY lock on the enemy aircraft. If neither RED nor BLUE flags are checked as an option, you will be considered NEUTRAL and not be attacked. Each flag color's hangers will produce team aircraft for the battle. If two opposing color aircraft are within 8 kilometers (16 squares) they will attempt combat. If you are in the same vincity range, there is a higher chance you will be attacked, rather than your wingman. 2. TORPEDOES You can now drop\use torpedoes. Remember to be flying under 100ft and under 100 knots. "ALT-M" (missle view) will show you the torpedeos. 3. AIRBORNE STARTS If an aircraft is not on a runway, it will placed at an altitude of 10 meters. The aircraft will be flying at 50% thrust. NOTE: You cannot place aircraft in air while over an airfield. 4. CARRIER LANDINGS Objects with height can now be marked as RUNWAYS. Please note: constructing carriers is somewhat problematic; since only the topmost polygon is considered to be landable. You can assign KP (kill points) to a runway to mark it as a bombing target. If you want a couple of pre-made carriers - please contact customer support. (only emails accepted - techsupp@domark.com) 5. IMPROVED DOGFIGHTING The AI used by aircrafts has been vastly improved. These "new" pilots were developed by actual military pilots. You can alter the flight model to strengthen or weaken the enemy. Aircraft now have a blind spot at 120' degrees. Surprise attack the enemy at this heading (his six o'clock). 6. ENHANCED AIRCRAFT CHARACTERISTICS You can now edit the aircraft that appear from hangers. You can assign different characteristics. You can make aircraft with heavy armor (high KP) and a large supply of Cannon rounds. 7. FLIGHT MODELS The aircraft you now design will fly differently than the previous version. This is due to a redesigned Force Model. In general, you can now design very heavy aircraft with a higher thrust ratio. 8. BOMBER CLASS Aircraft generated from hangers are now of three classes: BOMBER, TRANSPORT, FIGHTER. The bomber class will bomb enemy targets along their path. They will deviate slightly from their target to avoid enemy attack, but not aggressively. You may want to add a defensive gunner to the bomber for added protection. You will be given the choice of bomb payload for the bombers. The more bombs given will result in carpet bombing but mean less target accuracy. A rear gunner added to the miltary player's plane will be computer controled. 9. FLAPS Flaps can now be lowered to 30' to assist is low speed (carrier) landings. 10. AA GUNS You can now simulate "fixed: AA guns. Just mark the 'Fixed angle' flag in the Properties box. These guns will do ZONE gunning to simulate larger AA guns. 11. IN GAME MAP - PRESS "CTRL-M", you will be the red dot 12. PADLOCK VIEW - PRESS "P", for a padlock (fixed) view on an enemy, just remember to be alert to your surroundings Initially we charged for this upgrade in the form of add-on disk -"WWII". This product is actually a complete and detailed simulation of WWII aerial combat. Though this product is discontinued, look for it in bundled game products or in used game stores. FST support is now limited to faxing (415-571-0437) or emailing (techsupp@domark.com) your questions. We do have a great, free guide available through the mail or by faxing. ewa 12/5/95 ----------------------------------------------------------------------------- *** this is WWII information, but is relevant to the upgrade changes *** Notes for Flight-Sim Junkies and FST Owners While "FST: WWII" is intended to be a "fun" flight simulator, there are a number of realism features that will appeal to the "serious" simulation fans: Damage Effects: The player's aircraft can suffer damage in different ways. The cockpit has a number of instruments that indicate the damage the plane is taking. Handling in all three axes can be effected, as well as the engine's power output. If the player's aircraft is smoking, that indicates an engine hit, and an impending loss of power. The computer-flown aircraft suffer identical effects. During the missions, smoking aircraft will be seen "augering in" when their engines die, or plowing into the ground when their controls begin to fail. Ground Effect: Particularly applicaple to takeoffs and torpedo runs, Ground Effect provides a small amount of additional lift that the player will actually notice. Don't let a plane's performance in Ground Effect lull you into a false sense of security. Once the carrier's deck is out from under you, things might get hairy! Rudder-Roll Relationship: Players will notice that rudder coordination is particularly important with the new flight-modelling computations. Rudder deflection also induces a roll, precisely as it does in reality. The windy conditions of the "Combat" and "Veteran" scenarios illuminate the importance of the rudder! High-Speed Stalls: It's possible to pull too much aft elevator and cause the wing to enter a high-speed stall through a drastically- increased angle of attack. This is referred to by some as "mushing," and can be very dangerous to ground-attack aircraft and dive-bombers. Don't attempt to bully a plane too much at high speeds. Flight Models: The "Arcade" and "Training" flight models have been tweaked with much higher thrust, and much lower overall wing loading than the flight models of the "Veteran" and "Combat" scenarios. The easier models are a ball to fly, but still have to deal with the full computational considerations of the more realistic versions. The models of the "Combat" and "Veteran" scenarios are very faithful to the actual handling and speed characteristics of their real- life counterparts, but have had the wing loading (Wing Efficiency) adjusted to provide better climb performance. While this makes these flight models less "realistic," it does make them much more enjoyable to fly. FST users who wish to tweak these flight models for the utmost in accuracy should start by reducing the Wing Efficiency of each aircraft to the 0.5-0.75 range. *** WARNING:*** The new WORLD.EXE editing Tool IS NOT completely compatible with older FST scenarios, due primarily to the additional features such as Teams and Bombers that "FST: WWII" adds. If you have a scenario that you've developed with the -OLD- FST WORLD.EXE editing Tool, DO NOT try to edit it with the -NEW- WORLD.EXE. This will result in many of the old scenario's variables becoming scrambled, and will not run with EITHER version of FST. For FST users who wish to edit and run the scenarios from DOS, the following naming convention is how the game's graphic front end selects and loads the individual mission files: DDAY or MIDWAY is the obvious prefix for each theatre. The suffixes are broken into three sections: Country, Mission, and Skill Level (A=Arcade, T=Training, C=Combat, V=Veteran.) For example, MIDWAY.A1A is the file name for a Midway scenario, (A)merican Side, (1)st Mission, (A)rcade Skill Level. DDAY.G4C is the name for a D-Day scenario, (G)erman Side, (4)th Mission, (C)ombat Skill Level. For FST users wishing to adapt their existing FST Scenarios, please refer to the FORMATS.TXT file in this directory. For FST users wishing to experiment with different command-line arguments while running the FLY.EXE program from DOS, the enclosed ARGS.TXT file has a number of new switches that allow considerable flexibility and options in running FST.