home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Now That's What I Call Games 3
/
Now That's What I Call Games 3 - Games & Goodies (1993)(Multi Media Machine)[!][CD32-CDTV].iso
/
shareware
/
airwar
/
air
next >
Wrap
Text File
|
1978-03-08
|
112KB
|
2,729 lines
1
GEnie Page 871
Air Warrior Instructions
1. Read Manual
2. Version Notes
Enter #, <P>revious, or <H>elp?1
Air Warrior
Version 1.4
November 1988
Copyright 1987
Kesmai Corporation
1. Preface
Air Warrior is a multiplayer aerial combat simulation.
Using sophisticated software on both the user's microproces-
Press <RETURN>, or <S>CROLL?S
sor and the GEnie system, Air Warrior provides the level of
graphical detail and responsiveness expected from a video
game, yet at the same time the scope and large number of
participants of an online game.
Players of Air Warrior belong to one of three national-
ities. These three small countries are continually at war,
primarily waged in the air (though it is rumored they are
building armies as well). Each country has several primary
airfields and a number of secondary fields, including air-
craft carriers in nearby bodies of water. Because these
countries are so poor, the best they can afford is surplus
World War II planes, which their highly skilled mechanics
keep in excellent working order despite difficult condi-
tions. They take whatever they can get, be it used Ameri-
can, British, German, or even Soviet planes, stealing them
from each other whenever possible. Thus a wide variety of
planes are available to pilots of each country. Sometimes
even World War I vintage planes show up.
In addition to aircraft, Air Warrior also models ground
support vehicles and ships. Players can drive around in a
jeep with a .50 caliber machine gun mounted on the back to
fend off low flying attackers. A half-track with a large
anti-aircraft gun is in the planning stages. Players will
also be able to control small ships such as PT boats.
Air Warrior is currently supported for several popular
microcomputers. Each version of Air Warrior is customized
specifically for the hardware it is running on, to take full
advantage of each machine's capabilities. For this reason,
there are some minor differences in the user interface
between the versions. Likewise, differences in the graphics
hardware of the various machines mean that some versions of
Air Warrior render the 3-D graphical images faster than oth-
ers. Despite these differences in hardware capabilities,
the aerodynamic and combat performance of the different ver-
sions is identical.
2. Obtaining the Air Warrior Software
To play Air Warrior, you will need to download several
files that are specific to your particular brand of com-
puter. The supported machines are limited currently to the
Apple Macintosh (512KE and up, including the Macintosh II),
the Commodore Amiga (with at least 512K of memory), and the
Atari ST (Color Systems only).
Your first step will be to obtain some sort of Xmodem
file transfer program, so that you can download the Air War-
rior software from GEnie. Most commercial communications
packages have Xmodem capability, and many excellent free and
shareware programs are also available. Macintosh users will
need to have a program that supports the MacBinary transfer
protocol, which is a superset of Xmodem used to transfer
icon information as well as the data in the file. In addi-
tion the StuffIt program, available as shareware, will
enable you to download the compressed version, which will
save somewhat on download charges. Amiga and Atari ST users
will need the Arc program, which does compression and bun-
dling of binary data.
Once you are online on GEnie with your file transfer
program, type AIR (or M 870) to go to the Air Warrior page.
Select option 4, Download Software, to see the download
menu. The first entry on this page will contain detailed up
to date information on downloading the various versions of
software available. You should read this information online
before proceeding further. You should make sure you under-
stand the licensing agreement under which you are download-
ing the game software, which is also available online.
The Air Warrior package consists of two or more files:
the program, terrain data base, and possibly some additional
aircraft customization files. You will have several down-
loads to do, a long one to obtain the program (roughly half
an hour at 1200 baud) and a relatively short one to obtain
the terrain file. If the version for your computer has
additional data files, they may need to be downloaded
separately. Also, if your computer supports directories or
folders, you should place both the Air Warrior program, the
terrain file, and any data files into the same one. In the
current versions, the terrain data base must be called
terrain.dat, so if your file transfer method does not set
the name properly, you will need to rename it.
The reason you need to download a separate file for the
terrain is that we are thus able to alter the map of the
world periodically, and all that is required is a relatively
short download to obtain the latest version of the data
file. You should keep an eye on the banner going into the
game for information on when you will need to do a download,
although the program itself will inform you if you enter the
game on GEnie without the latest file.
If you encounter difficulties downloading the software,
or getting the program to work after downloading it, you can
get help by sending GE mail to KESMAI, using the Feedback
option there on the main Air Warrior menu page. Also, if
you encounter what you think is a bug in the program or one
of the data files, do NOT just re-download it without check-
ing with us first. If StuffIt or Arc do not give an error
unpacking the file, the download was OK and the problem lies
elsewhere. Before wasting money on another download, ask a
question and we may be able to solve the problem.
For further details on the downloading process see the
Appendix for your machine.
3. Software Updates
Every once in a while, we may find it necessary to make
a change in the software, either to fix a bug or to add a
new feature. Generally we will be able make sure that
existing versions of the software will continue to work, but
this is not always possible or desirable. If you are told
your software is out of date when you try to enter the game
on GEnie, this means a major change has been made that
requires another download. When this happens there will
always be an explanation of what has happened in the Version
Notes, which can be found under the Instructions menu on
page 870.
In addition, changes will often be made to the GEnie
end of the program to enhance performance or add new
features. The date that the program displays on the banner
when you enter page 870 can tell you whether the GEnie
software has been changed recently. Again, details of any
changes will be placed in the Version Notes. You should
make it a practice to watch for changes in the host version
date, and to read the version notes whenever it changes.
Quite often important changes to the game will be explained
there, and you will be at a significant disadvantage if you
do not read about them. It is the nature of online games to
evolve over time, continually improving in response to new
ideas.
4. Operation in Single-Player Mode (Local)
The microprocessor program starts up in practice mode.
In this mode the Control, Planes and Options menus are
enabled. You can practice flying a plane by selecting the
one you want from the Planes menu. Everything works in
practice mode except the guns, but there is nothing to shoot
at anyway. You'll always start out at Airfield 1 of Country
A (generally denoted as A:1), but the other airfields are
all present if you want to fly to them (some versions may
let you change your starting point with a menu option.).
The practice mode is primarily designed for you to learn to
fly the plane well, and hopefully to land it safely. Once
you have the hang of flying, its time to get on GEnie and
test your mettle against other pilots.
Practice is the most important thing you can do to
learn to fly and fight well. Use the Practice Mode of the
program to master landing, as getting a landing or ditch is
vastly superior to bailing out at the end of the mission.
Aerobatic skills can also come in handy in eluding a plane
on your tail, or making a fancy maneuver to get on someone
else's.
5. The Display
The graphical display on the computer screen contains
all the information you need to fly your plane. The largest
part of the display is taken up by the graphical picture,
which shows what you can see from your plane. You will see
runways, roads, buildings, mountains, other planes, and
sometimes guns or vehicles on the ground. Part of the pic-
ture will be obscured by your own plane, which may be
represented by a silhouette, or may be drawn in detail
depending on the plane and the version you have. If you do
see another plane or ground target which is within 5000
yards (less for some small targets), the program will textu-
ally display the id number or plane type of the target, the
range to the target in yards, and a small unique icon used
to identify the target. This small icon will also appear
below the picture, directly below the corresponding target.
The different icons can be used to distinguish small images
of other planes on the screen, compensating for the small
size of the computer screen. The country of the indicated
aircraft is represented by the shape of the icon on the
Macintosh and by the color of the icon on the Amiga and the
Atari ST.
Below the picture on the screen is a representation of
the aircraft's instrument panel. The major instruments are
the altimeter, rate-of-climb gauge, accelerometer, compass,
fuel, oil, and ammo indicators, and the airspeed indicator.
The altimeter has three needles, representing tens, hun-
dreds, and thousands of feet, and a small knob that travels
around the inside rim of the gauge to show tens of
thousands. The following description applies to the stan-
dard Macintosh instrument panel arrangement. Amiga and
Atari ST control panels differ slightly, and it is possible
to customize the arrangement for each plane, in some cases
radically altering the appearance.
The digital compass reads in degrees, with zero as
north and ninety due east. Fuel, oil, and ammo indicate in
percentages. The accelerometer measures how much force the
airframe is being subjected to by the current maneuver. In
straight and level flight the accelerometer will read 1 "g",
meaning the wings are exactly supporting the weight of the
plane. If the plane executes a level or climbing turn, the
wings will have to provide more lift, and the accelerometer
is used to monitor how much more is being produced.
The velocity gauge displays airspeed, usually in knots,
or nautical miles per hour.1 By default, the gauge indi-
cates true airspeed (TAS). By selecting the appropriate
option from the Options menu, Indicated Airspeed (IAS) can
be displayed instead. Indicated airspeed is what the pilot
of a real aircraft generally sees; it is measured by sam-
pling the air pressure outside the plane with a Pitot tube.
IAS will go down as the the plane climbs to higher altitude,
because of decreasing air density. A plane that does 300
knots at sea level (where IAS and TAS are the same) may only
do 250 knots IAS at 20,000 feet, whereas it's TAS may have
in fact increased substantially with altitude. IAS is an
accurate indication of how close the plane is to stalling,
and how close it is to exceeding one of its maximum safe
speeds, because IAS is a direct measure of the force being
exerted on the plane by the air.
Other indicators on the control panel are aircraft con-
trol indicators. The large box in the center of the panel
is the "stick box", or stick position indicator. Below it
is the rudder position indicator (The rudder on an Amiga or
Atari ST is located inside the stick box at its top.) The
throttle indicator shows the current throttle setting.
Small icons indicate whether the landing gear are up, down,
or in motion, and the position of the flaps. A stall indi-
cator shows whether the airflow over the wings is stalled or
not. If this light comes on during flight, a audible stall
horn will sound also.
5.1. Mouse Controls
The basic controls of the plane are on the mouse.
Pushing the mouse forward or backward lowers and raises the
nose, respectively. Moving the mouse from side to side will
bank the plane, which will turn it in that direction. The
Amiga version will also support an analog joystick, and the
Macintosh version has an option to configure the program for
use with a joystick that can emulate a mouse.
There are two basic modes of mouse control, expert mode
and autopilot mode. Expert mode is designed to give realis-
tic responses to mouse or joystick motions, whereas autopi-
lot mode is designed to provide a simple and stable control
system at the cost of some realism. In autopilot mode, the
mouse controls the actual position of the plane rather than
the positions of its control surfaces. Moving the mouse to
the right banks the plane to the right, the farther to the
right it goes the steeper the bank. To make a right turn,
move the mouse to the right to bank the plane. When it
reaches the desired course, move the mouse back to center to
straighten the plane out. Unlike the expert mode, the mouse
motions here bear little resemblance to the actual motions
of the stick in a plane, but they are easy to understand and
easy to fly with. The variety of maneuvers the plane can
perform in this mode is basically limited to level flight,
climbs, dives, and turns. Autopilot mode can only be
engaged when the plane is in basically stable flight.
Loops, rolls and more complex maneuvers require the use of
expert mode. We do not recommend using the autopilot mode
in combat, because of the serious limitations it imposes on
aircraft tactics and maneuver.
In expert mode, a mouse motion to the right causes the
plane to bank to the right, the more the mouse is moved the
faster the plane rolls to the right. If you move the mouse
to the right and keep it there, the plane will execute a
full roll, and keep rolling till you move the mouse back to
center. Likewise pulling the mouse back and keeping it
there will put the plane through a full vertical loop. To
execute a controlled turn to the right, you would move the
mouse to the right, causing the plane to roll to the right.
Once it reaches an acceptable angle of bank, such as 45{ or
so, move the mouse back to center to stop the roll. A plane
can make a slow shallow turn merely by being banked in this
manner, but if it attempts to make a steep bank, it will
sideslip, that is slip in towards the center of the turn and
lose altitude. In order to make a fast turn, a large force
is needed to bend the flight path of the plane into a curve.
This force is provided by increasing the angle at which the
airflow is striking the wings (known as the angle of
attack), causing them to generate additional lift. Thus, to
make a fast turn in Air Warrior without losing altitude, you
pull back on the stick (mouse) just the amount needed to
balance the force of gravity pulling the plane down with the
lift of the wings pulling the plane up along the angle at
which the plane is banked. A glance at the accelerometer
and rate-of-climb gauges can help you to judge the force
required. Air Warrior always performs what is known as a
coordinated turn, meaning that the program automatically
provides the rudder force necessary to compensate for the
stick deflection you make, so that the plane remains prop-
erly aligned with the flight path. The rudder control in
Air Warrior is used only for deflecting the plane away from
this condition.
On the Atari ST and Amiga (with appropriate option
selected) the left mouse button activates a feature called
roll lock, where the stick is constrained to move only for-
ward and backward along its centerline, making it easy to
push the stick forward or pull it back without introducing
an inadvertent roll. This feature can be quite handy when
executing a hard turn or a loop. Roll lock is activated
from the keyboard on the Macintosh.
On the Macintosh and Amiga (if the roll lock option is
not activated), with the mouse button held down, moving the
mouse forward or backward will adjust the throttle up and
down (note the throttle gauge on the screen that tracks the
motion of the mouse.) The throttle on the Atari ST is con-
trolled by the keyboard. You'll want to use full throttle
for take off and steep climbs, with maybe 70% throttle for
level cruising, and will usually shut the engine down to 40%
or so for a descent for landing.
Double-clicking the mouse button will center the stick,
extremely useful for trimming the plane to fly straight in
expert mode, or leveling the plane out in autopilot mode.
On the Amiga and Atari ST, the right mouse button can
be used to fire the guns.
5.2. Keyboard Commands
There are a number of keyboard commands. They fall
into three categories, those that are pressed once to ini-
tiate an action (immediate commands), those that are line-
oriented commands (command-line commands), and those that
you hold down to perform an action (hold-down commands).
The following keys of the first type are the ones used by
the Macintosh version. The Amiga and Atari ST versions
uses some different keys on the keypad to achieve a more
logical arrangement (since these machines have a standard
keypad), although the Amiga version supports many of the
Macintosh keys as well. In addition the Macintosh and Atari
ST versions allow re-mapping of the immediate style keys.
5.2.1. Immediate Commands
Starting the Engines
The * key is used to start the engine(s). Hit the *
once for each engine the plane has. With all the
engines running, hitting * again will shut them off. On
the Atari ST, F10 (function key 10) performs this
operation.
Braking On the Macintosh and Amiga, holding down the
space bar will push down on the brake pedal, in order
to stop a plane on the ground. On the Atari ST, the
same function is accomplished by holding down the Alt
key. On planes so equipped, the air brakes or dive
brakes are also activated with this key.
The Rudder
The a, s, and d keys are used to control the plane's
rudder. The rudder control is not needed for ordinary
turns, because the program always assumes competence on
the part of the pilot and adjusts the rudder
automatically for properly coordinated flight. The
rudder control is used in expert mode to push the plane
away from the normal steady flight condition. Hitting
the a key will move the rudder one position to the
left, causing the plane to turn to the left. Hitting
the d key will move the rudder to the right one posi-
tion. Hitting the s key will immediately center the
rudder. The rudder will move up to five positions to
either side. On the Amiga, the rudder can also be con-
trolled by the 0, 3, and - keys on the keypad, preform-
ing equivalent functions to the a, s, and d keys men-
tioned above.
Emergency Power
Pressing e on the Macintosh, 7 on the Amiga, or control
c (c with the control key held down) on the Atari ST,
will turn emergency power on and off. Generally This
is limited to a total of 10 minutes in Air Warrior.
You can turn Emergency Power off by hitting the key
again or throttling back from 100%. The F4U-1D Corsair
and Me 109 G-6 use water or water/methanol injection,
the Fw 190 A-8 has nitrous oxide injection. For the
other planes Emergency Power is just pushing the engine
to its limits.
Landing Gear
Pressing ; (or F9 on the Atari) will raise or lower the
landing gear. Make sure your gear are down before you
try to land. Landing with the gear up can be
dangerous. Note that leaving the landing gear down
will generate excess drag, which may be good or bad
depending on whether you want to slow down or speed up.
On the F4U-1D Corsair, the landing gear key may be used
for dive brakes by lowering them before a dive (the
doors open and trail in the airflow, generating drag,
but the gear themselves will not come down if the
airspeed is too high.) Be sure to close the doors as
soon as the dive is completed, or the gear themselves
may come down and lock into place, where they can be
damaged by the high speed.
Flaps
Pressing > will lower the flaps one notch. Lowering
the flaps is used to increase the lift and the drag of
the airplane, especially for landing or maneuvering in
combat. Pressing the < will raise the flaps a notch.
The w and e keys on the Atari ST and Keypad 7 and 1 on
the Amiga perform the same functions. The flaps will
often not operate above a certain plane specific
airspeed.
Guns
Pressing the f key will fire the machine guns in a 1
second burst. If you are within 500 yards or so of the
target you may see debris coming off as you hit. On
the Amiga and Atari ST the right mouse button will also
fire the guns.
Dropping Bombs
Hitting a b will drop a bomb or cluster of bombs. You
should not do this while you are sitting on the ground!
Multiple keypresses will release successive bombs for
planes that can carry more than one. The bomb release
must be armed prior to this command.
Expert Mode
Pressing x will toggle expert mode on and off. You
can go into expert mode freely, as the situation war-
rants, but can only go back to autopilot mode if the
plane is close to level
Picture Range
The distance at which terrain items are displayed can
be controlled to allow the user to get rid of distant
objects during combat thereby reducing screen clutter
and increasing frame rate. The keys 1 through 5
specifty the range with 1 being full picture display
and 4 being combat display. Display mode 5 is an
extreme mode which eliminates almost all terrain,
requiring the pilot to keep a sharo lookout for
dangerous objects!
Text Buffer
Pressing - on the Macintosh or F4 on the Atari ST will
replace the graphics display on the screen with a text
buffer, where radio messages and other text that has
scrolled off the small in-flight text window can be
reexamined. On the Macintosh, hit the - key again to
return to the graphics display, on the Atari ST hit any
of the other view function keys. On the Amiga, holding
the p key will replace the control panel with an
expanded text buffer. Releasing the key will put the
control panel back.
5.2.2. Looking Around
The keyboard commands that control the direction of
view are hold-down style commands on the Macintosh and Amiga
and immediate-style commands on the Atari ST. This largely
due to a lack of vision on the part of the Atari OS
designers. The Macintosh allows the user to select
immediate-style view keys as an option (the Sticky Keys
option).
On the Macintosh and Amiga, holding down the h key will
cause you to look out over the left wing of the plane. As
long as the key is held down, you'll look to the left. The
l key does the same thing, to the right. The m key is used
to look directly behind you. The k key looks straight up,
and the j key looks straight down.The g key is used as a
forward key, although you do not need to hold that key down,
as forward is the normal default view. Holding down the h
and m or l,and m keys in combination will give you an over
the shoulder and leaning to the side view, which can be use-
ful in a plane with a high fuselage behind the pilot. There
are a number of combination views, accessed by holding more
than one key down at once. On the Amiga, a series of keys
on the keypad will perform the same actions. On the Atari
ST, pressing the desired view direction key will change the
display until another view key is pressed. To use the com-
bination views the keys are pressed in sequence instead of
simultaneously. All the default view key definitions are
summarized in the table below.
Table of View Directions
View Direction Macintosh Amiga Atari ST
Left h 4 7
Right l 6 9
Rear m 2 5
Up k 8 *
Down j 5 +
Left Rear h and m 2 and 4 4
Right Rear l and m 2 and 6 6
Up and Rear k and m 2 and 8 * and 5
Down and Rear j and m 2 and 5 + and 5
Up and Forward g and k 7 and 8 * and )
Down and Forward g and j 7 and 5 + and )
Up and Left h and k 4 and 8 * and 7
Up and Right l and k 6 and 8 * and 9
Down and Left h and j 4 and 5 + and 7
Down and Right l and j 6 and 5 + and 9
Forward and Left h and g 4 and 8 (
Forward and Right l and g 6 and 8 /
Amiga and Atari ST views are located on the Keypad.
All the Macintosh view keys also work on the Amiga.
5.3. The Radar Screen
Air Warrior has what may loosely be called a "radar"
mode built into each plane. This is not radar in the usual
sense, and is not intended to represent a realistic radar
display. It is instead intended to provide the pilot with a
quick overview of the area around his plane, so that he may
most economically locate targets to attack or friends to
aid. It compensates to some extent for the small size of
the computer screen and the lack of depth perception and
detail, which make it difficult to know whether the little
dot on the horizon is worth chasing or not. During World
War II, very few fighters were equipped with radar, but
fighters were often guided to targets by a steady stream of
radioed instructions. This is what the Air Warrior radar
mode simulates. Radar may not be available at all times or
in all areas, and usually if radar is available it will be
centered on some building located in friendly territory.
5.3.1. The Macintosh Radar Screen
Holding down the = key is used to request radar mode,
to tell you whether any enemy planes are nearby. The map
display, like the above illustration, 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 vertical 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 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 that these
counters are only updated every 45 seconds or so, whereas
the true position indicators are updated continuously.
5.3.2. The Amiga Radar Screen
Holding down the Enter key on the keypad on the Amiga
is used to request radar mode. The Amiga radar mode is
similar to the Macintosh. The same information is presented
but the format is slightly different. Your plane is indi-
cated by a white dash which is always centered on the
display. Nearby aircraft are indicated by either dashes
(fighters) or t-shapes (bombers). The dashes and t-shapes
are appropriately colored for the allegiance of the aircraft
they represent. Grid lines, airfields, and tracking icons
are essentially equivalent in nature to those available on
the Macintosh. The information on the Macintosh which is
indicated by the black boxes and diamonds on the Macintosh
is represented on the Amiga with colored boxes occupying the
upper portion of the grid box. Enemy aircraft are
represented with light green boxes, friendly aircraft with
dark green.
5.3.3. The Atari Radar Screen
Pressing the F2 key on the Atari ST is used to request
the radar display. .The display format is similar to the
Macintosh. Small plane shapes depict fighters and larger
ones represent bombers. The relative position of your plane
is indicated with an X. Small black boxes at the top of
each sector represent the number of enemy planes (all types)
in that sector; and diamond shapes are friends. Press the
F1 key to return to normal viewing.
6. Line Oriented Commands
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 the esc key (or the ` key on a Macintosh that does not
have an esc key.) A > prompt will appear on your screen,
and anything you type will be echoed back next to the
prompt. All of the line oriented commands should be entered
just by their first character. These commands are ter-
minated with a return, and can be canceled by entering a
control X (-X on the Macintosh).
Ending
The e (end) command is used to leave the plane and
return to the conference area. You must be stationary
on the ground to end, which implies a successful land-
ing on or off the airfield.
Bailing Out
The p (parachute) command can also be used to leave the
plane and return to the conference area. The p command
can be entered anywhere, and will rapidly eject you
from the plane (on most planes the pilot leaps to the
right to use the propeller slipstream to aid in clear-
ing the tail, on the P-38 Lightning the pilot goes out
the door on the left hand side.) You will find yourself
falling rapidly. A second p command will pull the rip-
cord, allowing you to float gently down. The mouse may
be used to steer. You may find it useful to free fall
to within 1000 feet or so of the ground before pulling
the ripcord.
Tuning the Radio
The t (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.
Using the Radio
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.
Using the Intercom
To talk on the intercom privately to other players on
your airplane, hit a single quote '. You'll see a '
prompt, which means you can type your message. It'll
be sent out over the intercom when you hit return, and
will be heard only by the players on the same plane.
For fighter planes, the ' command is used to communi-
cate to nearby friendly fighters.
Where Am I?
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
territory you are currently over.
Who else is flying?
The r command will display the number of players
currently in flight on a country by country basis.
Arm Bomb Release
The a command is used to prepare a plane for dropping
bombs. For a fighter plane, this command arms the bomb
release, or disarms it again. In a bomber, it opens
and closes the bomb bay doors. Keep in mind that leav-
ing the doors open increases the wind drag!
Bombsight Magnification
The bombsight is telescopic. Pressing the ] key will
increase the magnification by 1 (maximum 8x), and the [
key will decrease it.
Switch to Bombsight
The z command is used by the pilot of a bomber to enter
or leave bombsight mode (hit the F3 key on the Atari
ST). In this mode, the pilot sees a view somewhat
below the plane. The crosshairs in the display indi-
cate where a bomb released from the plane will hit the
ground. If the plane's attitude or bank is too
extreme, the crosshairs will vanish and the sight will
display the view straight out the bottom of the plane.
7. In Memory View Cache
The Macintosh, Amiga, and Atari ST versions of Air War-
rior support the use of customized art files for each plane.
Using these files, the image of your own plane will be ren-
dered in detail rather than as a gray or black polygon.
These art views can take quite a bit of time to load from
disk and image, slowing down the process of looking around
for enemy planes. For this reason, all three versions
support the ability to keep a number of pictures in memory.
If you select a cache size of 5, for instance, then the last
5 views you have used will be retained in memory, so that if
you use them again they will be redrawn rapidly. If you
only have the minimum memory required to run Air Warrior
(generally 512K) then you will only be able to use 1 or 2
cache entries. In a megabyte there will be plenty of room
for more views. On the Amiga, the higher the screen resolu-
tion, the more memory the cache will take per view, so the
fewer cache entries you will be able to afford.
8. Operation in Multi-Player Mode (Online)
To put the program in Terminal Mode, select Choose Ter-
minal Mode under the Control menu. The Setup menu now
becomes enabled, so you can set your baud rate and other
communications parameters correctly. If you need to select
your communications port, you should do this first before
choosing Terminal Mode. You can either use another program
to dial into GEnie first, or use the Dial command in Air
Warrior. Before you dial you should enter the correct dial
command for your modem with Set Dial Command. The communi-
cations parameters and dial string will be saved in a file
called config. It is safe to delete the config file before
running the program; if the file is not present then the
program will default all the communications settings to rea-
sonable values. If you are having trouble getting Air War-
rior to dial, a good first step is to remove the config file
and reset all the settings again. This often clears up the
problem.
It's important to be in the Air Warrior program, in
Terminal Mode, before you select the GEnie menu option to
Enter Air Warrior. The actions a normal terminal can per-
form in Air Warrior are limited. GEnie will figure it out
eventually if you switch to the Air Warrior front end in
mid-run, but the process may be confusing both to you and
the system. (Note: if you are using an Apple modem on a
Macintosh, you may not be able to change programs in mid-
stream, as the modem will hang up the phone when you exit
the first program to go back to the desk top. You'll need
to dial GEnie with Air Warrior in this case.)
Once online running the Air Warrior program, type AIR
or m870 to go to the Air Warrior menu area. The following
menu will be displayed:
GEnie AIR Page 870
Air Warrior by Kesmai
1. Instructions
2. Enter Air Warrior
3. Print Scores
4. Download Software
5. Send Feedback to KESMAI
Enter #, <P>revious, or <H>elp?
The first menu entry, Instructions, contains informa-
tion on playing the game that you can read or download.
GEnie Page 871
Air Warrior Instructions
1. Read Manual
2. Version Notes
Enter #, <P>revious, or <H>elp?
The Read Manual entry contains this document in plain
text. The Version Notes is a list of revisions and changes
to the game, both the microprocessor programs and the host
software. You should read through the Version Notes period-
ically to keep up with changes, information there can be
very important.
The second entry on the main menu, Enter Air Warrior,
moves you into the Air Warrior conference area. When you
enter the Air Warrior program on GEnie, the Planes and Com-
mands menus will be enabled. The Commands menu provides a
convenient way to perform common operations without having
to remember commands. The Planes menu is used to select a
plane once you reach your airfield.
9. The Conference Rooms
Conference rooms are the staging areas for Air Warrior.
When online on GEnie, players use the conference rooms to
enter and exit the game, form up teams, select a plane, and
load up passengers. Anything not done while in flight is
done in a conference room somewhere.
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 and then selecting the menu command to start
flying, or entering the proper keyboard commands.
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
tune command to select a radio frequency. 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.
10. General 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 confer-
ence room commands.
/end
or
/exit
This command is used to leave Air Warrior and return to
GEnie.
/tune number
frequency This command is used to set the fre-
quency of your radio. 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.
/handle name
This command is used to change the handle by which you
are known in Air Warrior. Initially it will be New
User. We suggest that you select a handle immediatly
since the default makes you stand out as a novice
pilot. 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.
/country letter
This command allows you to change your country. The
letter is a, b or c which corresponds to countries A, B
or C. You may change countries once every 24 hours.
/roster
This command will print a listing of the others in Air
Warrior, showing which room they are in if they are on
the ground, and which type of plane they have selected
if they are members of your country.
/room
List all the players in your current room in the same
format as the roster command.
/score number
This command will print detailed records about the per-
son you specify. The number you give is the number
next to that person's name on a /roster command, e.g.
/score 3046. These records will show that person's
mission totals for the categories of successful mis-
sions, missions ending by ditching the plane, missions
ending by bailing out over friendly territory, and mis-
sions ending in a crash or bailing out over enemy ter-
ritory. If you do not specify a player number the com-
mand display your score. See the discussion of Scoring
for a precise definition of these categories.
/who number
This command will print an abbreviated listing of the
score report, showing primarily the kill records.
/resetrating
This command will reset your Ace's rating, so if you
get off to a bad start in a campaign you can reset and
start over. You may use this command once a week.
Resetrating cannot be abbreviated, you must spell it
out.
/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 headquar-
ters.
/general room
This command is used to move to one of the general
conference 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.
/field number
or
/goto number
This command is used to move to one of your country's
airfields. 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 microcomputer to do this.
You must be at an airfield to use this command, and of
course you must be running the Air Warrior software.
/bomb number
This command is used to specify the number of bombs
that you want loaded on your plane. Fighters that can
carry bombs default to 0 and bombers default to their
maximum capacity.
/fly
or
/start
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!
10.1. Squadron Commands
Air Warrior supports the concept of squadrons. Any
player may form a squadron, which will be a collection of up
to sixteen players all on the same country. The goals and
rewards of being on a squadron are left up to the players.
/invite number
This command is used to form a squadron. The squadron
leader should be in a conference room with his prospec-
tive squadron members. Each member is added to the
squadron using the invite command. As each member is
invited, the prospective member responds either posi-
tively or negatively to the invitation.
Upon receiving the invitation to join a squadron, the
prospective member should issue either the /accept command
or the /deny command. Accepting the invitation places the
player officially on the squadron. Ignoring the invitation
is equivalent to denying it, but is less polite.
/ask number
This command can be used to ask a squadron leader for
an invitation. This command is purely informative, it
does not require a response by the leader.
/rename new name
The squadron leader can give a name to the squadron
with this command.
/disband
This command can be issued by a squadron leader to dis-
solve the squadron. Unlike all the other commands,
this one cannot be abbreviated, to guard against
accidents.
/withdraw
This command will remove you from your current squa-
dron. Squadron leaders cannot withdraw from their own
squadrons, they must use the appoint command to relen-
quish leadership first. Like disband this command can-
not be abbreviated.
/transfer number
This command can be used by the squadron leader to
transfer leadership of the squadron to another member.
/expel number
This command can be used by a squadron leader to remove
a player from the squad.
/squadron number
The squadron command can be used to get a listing of
the members of a squadron. Just specify the number of
the squadron's leader. If no number is given the com-
mand will default to listing your squadron.
10.2. Theaters of Operation
The Air Warrior world is divided into several theaters
of operation, in order to spread the action out a bit, and
to provide additional variety in the choice of aircraft and
the terrain being flown over. In order to take off from an
airfield, you will have to select the appropriate theater of
operations, and reserve a position for yourself in that
theater. If a theater is full, you will have to chose a
different one, and therefore from a different set of air-
fields. You do not need to reserve a theater position in
order to fly as a gunner or passenger on a bomber, or to
chat with someone in a briefing room or at headquarters.
/theaters
This command will list the available theaters, how many
people are currently in them, and any restrictions or
special rules that apply to that theater.
/reserve number
The reserve command is used to obtain a position in the
specified theater, so that you can fly a plane there.
A reserve command without a parameter will release any
position you have reserved; you should do this if you
plan to spend a long time talking to someone in the
conference rooms, for instance, so that someone else
can fly if the theater is running at capacity.
10.3. Bomber Staffing Commands
A bomber may require a large number of crew members to
operate gun turrets and perform other vital functions. Air
Warrior permits more than one player to fly on the same
plane, with everyone other than the pilot operating a gun
turret. Missions are formed up in the briefing room at the
airfield, with the pilot selecting who loads onto the plane
in each position.
To prepare a multiplayer bombing mission, the pilot
first selects the appropriate plane type. A /status command
at this point will display a list of the available positions
on the plane. Any of the prospective gunners also in the
briefing room can do a /status on the pilot as well. To
board the plane, the gunner issues the /join command, which
will display a message to the pilot.
The join command has two elements, the plane to be
boarded, and the position. The format of the command is
/join number position
For example "/join 3046 tail" would ask player 3046 if
you could occupy the position called "tail" on his/her
plane. Use the status command to see the available posi-
tions and their names.
The pilot can then accept or deny the boarding request.
/accept number
will allow that player to board at the position
requested.
/deny number
will refuse the request to board.
Once everyone is positioned, the pilot gives the /fly
command, and everyone goes into flight mode automatically.
If instead, the pilot then selects a different plane type,
all gunners currently on board will be unloaded. Likewise,
if the pilot issues an End or Parachute command while in
flight, all the passengers will do likewise.
11. Sample Command Sequence
A typical flight sequence would go something like the
following:
You log into GEnie and go to the Air Warrior page. If
you aren't already running it, you switch to the Air Warrior
software on your computer. Select the GEnie menu entry to
go into the game itself. You'll get a message of greetings
from the program, and will be told that you are in General
Conference Room 1. If you are on a Macintosh or Atari ST,
you will also see the Planes and Commands menus become
enabled in the menu bar.
Most likely the first thing you'll do on entry to the
game is to give the roster command, to see who's flying and
where the action is. Once you've decided where to take off
from, and what to fly (you might chat with the people in
flight by giving a tune command and asking where the action
is and where your compatriots need help) you'd give the fol-
lowing series of commands:
/goto 1
This would move you to airfield 1 of your current coun-
try.
/reserve 1
If airfield 1 is located in theater 1, then you'd give
this command, in essence receiving flight clearance.
/plane 4
You've chosen to fly a Spitfire Mk IX for this flight.
/fly
You take off!
Note that all of the above commands can be accomplished
with selections in the Commands menu or the Planes menu on
your computer, so you do not need to remember and type these
exact commands, although you may prefer to do so.
Suppose after completing this mission, you've landed
again at airfield 1, just as a B17 is being crewed up for a
raid on an enemy airfield. Player 3046 is the pilot, and
already has several gunners aboard when he asks you to join
in.
/sta 3046
This tells you who is already on the plane and what
positions they have taken.
/join 3046 tail
No one has taken the tail gun yet, so you decide to.
Player 3046 would then type an accept command with your
number, to load you onto the plane. Another status command
would now show you at the tail gun. When 3046 gives a /fly
command, you'll automatically go into the tail gun mode.
12. The Scoring Systems
There are several elements to scoring in Air Warrior.
Some players care more about one type of score, and some
more about others.
The score command in the conference room will display
the a count of the number of kills of other players, and the
number of deaths for which credit was awarded to other
players. The last ten kills scored by the player are also
listed.
Scores are generally split into two categories, those
earned in fighter vs. fighter combat, and those earned
either by attacking ground targets in a fighter, or from a
bomber. Each of the point scores, mission counts, and kill
records will thus have two values, one for fighter vs.
fighter combat, and one for bombing.
12.1. Kills vs Deaths System
Air Warrior keeps track of the number of times you kill
an enemy fighter while flying a fighter plane, and the
number of times someone scores such a kill off of you. In
order to score a kill, you must put more damage on the enemy
than anyone else, and the enemy must die within 10 minutes
of your last hit. The kill will be awarded if the enemy
plane crashes, bails out, or is forced to land in unfriendly
territory. Shooting a parachutist floating down will not
score you a kill.
12.2. Point System
Air Warrior keeps track of points earned by various
activities, generating a cumulative score useful in assess-
ing how much a player has accomplished. 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. Additional 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 depending 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. Note that its all right for the
plane to be on fire when you do this, all you have to do is
bring it back!
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. A mission ending in a ditching, followed
by an end command, will only be worth half credit, but often
getting back to the runway is not possible. 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 successful landing.
You can bail out of your plane at almost any time, and
if you are over friendly territory, you'll receive one-third
credit for the mission (if you make it safely to the
ground.). Bailing out over enemy territory is tantamount to
being shot down, because the pilot, if he survives, will be
a prisoner of war. Thus, a bail out over enemy territory is
treated the same as a crash. Note that when you bail out
the kill will be awarded to the person who shot you.
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.
In additions to points, the number of kills scored of
enemy planes is displayed for each category (including
robots if any), separated into kills as a pilot and kills as
a gunner on a bomber.
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 ten 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 given.
12.3. Pilot Ratings
Air Warrior also has a scoring system used purely for
rating long term performance in fighter versus fighter com-
bat. This system works basically like the rating system
used in Chess, where a certain number of points are awarded
to the victor of a combat, and a certain number of points
are taken away from the loser. The number of points gained
and lost are proportional to the relative ratings of the two
players; more points are earned for killing someone with a
high rating than someone with a low rating. The rating may
be reset using the resetrating command if you want to start
over at the initial rating of 1000.0. Unlike the other
scores, the pilot's rating is not reset at the start of each
campaign, so it will show performance over the whole time
the player last reset it..
12.4. Squadron Scores
The squadron scores is the total of the scores for all
the members of the squad that they have accumulated while
they were on the squad.
13. Displaying Scores
The Print Scores menu is used to display a list of the
scores of all of the players.
GEnie Page 872
Print Scores
1. World War I Scores
2. World War I Aces
3. World War II Scores
4. World War II Aces
5. Squadrons
Enter #, <P>revious, or <H>elp?m 870;4
The complete score listing is updated daily at 5
A.M. Eastern time. Scores displayed in the conference
rooms within the game are always current, so may differ
slightly from the scores on the board. The Squadrons
entry will list the team scores; the team score is com-
puted as the sum of the cumulative scores of each of the
members.
All the scores (except the Pilot Ratings) will be
periodically cleared, generally on a monthly basis, so
that newcomers have a chance to compete on an even foot-
ing. The final scores from each campaign will be posted
in the Air Warrior software library.
14. The Planes
The current versions of Air Warrior support thir-
teen different 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 performance of the program
rather than the exact realistic value. We are continu-
ally striving to refine the accuracy of the aircraft
simulation.
The planes we model were chosen from the wide
variety of planes built in World Wars I and II to be
representative of their eras, and roughly competitive
with each other. All the World War II era planes come
from the 1943-1944 time period. More powerful planes and
models were developed later in the war, and saw limited
use, but these planes represent a fair cross section of
the planes in wide scale use. Many notable planes have
been left off the list, everyone has a favorite, and we
do from time to time add new planes. The planes
currently supported are:
North American P-51D Mustang (United States)
Lockheed P-38J Lightning (United States)
Supermarine Spitfire Mark IX (Great Britain)
Focke Wulf 190 A-8 (Germany)
Mitsubishi A6M5a Zero (Japan)
Messerschmitt Me 262A-1a (Germany)
Messerschmitt Me 109 G-6 (Germany)
Vought F4U-1D Corsair (United States)
Boeing B-17G (United States)
North American B25H (United States)
Douglas A26B Invader (United States)
Sopwith Camel (Great Britain)
Spad S.XIII (France)
Fokker Dr.1 Triplane (Germany)
Fokker D.VII (Germany)
15. Weaponry
The amount and power of ammunition each plane or
vehicle carrys are accounted for on a gun by gun basis.
For game playability reasons, all the planes are
currently loaded with three times the amount of ammo
they actually carried.
We assume that at any given time the pilot would be
firing all the guns available, i.e. a pilot would not
choose not to fire some guns in order to conserve ammo.
This seems to be a reasonable assumption, and is con-
sistent from what we have read regarding the behaviour
of actual pilots. (Zero pilots often wired the machine
gun and cannon controls together so that both would fire
simultaneously, for instance.) At any given time, kil-
ling the bogey in front of you is paramount, and no pi-
lot is so confident of his gunnery that he would fire
only some of his guns. After all, if he hits well,
he'll just fire a shorter burst. The more shots fired,
the better the chances of a kill.
When a plane runs out of ammo in a gun or set of
guns, the firepower delivered to a target will drop
correspondingly. All this data has been compiled from
the actual ammo loads and rates of fire of the planes.
The following table gives the ammunition loads, and the
corresponding Air Warrior fire durations. The load is
given in rounds of ammo per gun of that type. The fire
duration is actually six times what the real plane would
have had; the aformentioned factor of three for playa-
bility and a factor of two to account for the half real
time scale of Air Warrior.
Plane Armament Load(Rounds) Duration(Seconds)
P-51D Mustang 2 x 0.50 cal M2 mg 400 180
4 x 0.50 cal M2 mg 270 121
F4U-1D Corsair 4 x 0.50 cal M2 mg 400 180
2 x 0.50 cal M2 mg 375 168
Fw 190-A8 2 x 13 mm MG131 mg 400 156
2 x 20 mm MG151 cannon 250 123
2 x 20 mm MG151 cannon 125 63
Me 109 G-6 1 x 20 mm MG151 cannon 200 105
2 x 13 mm MG131 mg 300 117
Mit. A6M5a Zero 2 x 7.7 mm T 92 mg 125 75
2 x 20 mm T 99-2 cannon 125 81
Spitfire Mk IX 2 x 0.50 caliber mg 270 121
2 x 20 mm Mk V cannon 120 60
Me 262A-1a 2 x 30 mm Mk 108 cannon 200 156
2 x 30 mm Mk 108 cannon 160 129
Twin turret 2 x 0.50 caliber mg 300 135
Single turret 1 x 0.50 caliber mg 300 135
B-25J nose 6 x 0.50 caliber mg 400 60
A-26B nose 8 x 0.50 caliber mg 600 270
Twin WW1 guns 2 x .303 caliber mg 300 195
All of these numbers are accurate except the WW1
machine gun, which we haven't got precise data on yet. The
awesome load carried by the A26 is a Vietnam War-era value,
and probably is too high for World War II, we'll correct it
as soon as we find a better number.
The effectiveness of a gun can be encapsulated in a
number known as lethality, which is a measure of the amount
of kinetic energy being deposited in the target by the im-
pact of the bullets. It is an accurate estimator of damage
when comparing machine guns, but underestimates the power of
cannons by neglecting the explosion of the shells. For Air
Warrior's purposes, we add an additional lethality increment
of 1200 KJ/s for 20 mm cannon and 1500 KJ/s for the 30mm
cannon to account for this.
Since lethality is a measure of kinetic energy, it
depends on several factors, the mass of the bullet and the
square of the impact velocity, which is approximated by the
muzzle velocity of the gun, and the rate of fire. The fol-
lowing chart shows what the lethalities of the guns would
be:
Gun Type Country Wt RoF WtF MVel
0.30 Caliber Machine Gun England 0.02 1200 24.0 2600.0
7.7mm Type 92 Machine Gun Japan 0.04 600 24.0 2810.0
7.9mm MG 17 Machine Gun Germany 0.04 600 24.0 2810.0
0.50 Caliber M2 Machine Gun U.S.A. 0.10 800 80.0 2810.0
0.50 Caliber M2HB Machine Gun U.S.A. 0.10 550 55.0 2900.0
13mm MG 131 Machine Gun Germany 0.10 930 93.0 2460.0
20mm Type 99-2 Cannon Japan 0.28 550 154.0 1968.0
20mm Hispano Mk V Cannon England 0.30 750 225.0 2850.0
20mm MG 151 Cannon Germany 0.30 700 210.0 2810.0
20mm MG FF Cannon Germany 0.30 450 135.0 2810.0
30mm MK 103 Cannon Germany 0.80 380 304.0 2950.0
30mm MK 108 Cannon Germany 0.80 450 360.0 1640.0
Wt : Weight of bullet in pounds
RoF : Rate of Fire in rounds per minute
WtF : Weight of Fire in pounds per minute
MVel : Muzzle Velocity in feet per second
Lethality : Kilo Joules per second (note the units conversion)
Lethality at Percentage of Ammo Load
Plane 100 90 80 70 60 50 40 30 20 10 0
P-51D Mustang ^4368..............................^1456.............
F4U-1D Corsair ^4368...........................................^2912
Fw 190 A-8 ^13736..............^7516..............^1296.........
Me 109 G-6 ^4404........................................^1296...
A6M5a Zero ^4210...........................................^436.
Spitfire Mk IX ^7360........................^748....................
Me 262A-1a ^10460....................................^5230......
There are a couple of important things to note in
this table. Given that we know from films and books that
a P51 could kill a fighter in a single three second
blast from close range, the lethality numbers would in-
dicate that all of the planes could probably do that.
On the other hand, attacking bombers was a different
matter, and you can plainly see which planes were built
to attack B-17's. The German MG 151 cannon had a very
high muzzle velocity and high rate of fire. Specifica-
tions for the MK 108 cannon indicate that such guns
could theoretically kill a B-17 with 95% certainty from
550 yards in about six seconds. That would extrapolate
to about nine seconds for the 20 mm armed Fw190 A-8.
The muzzle velocity of the 30 mm MK 108 cannon used in
later models of the Me 109 and on the Me 262 was quite a
bit lower, but anecdotal evidence indicates that the
shells may have had a better explosive than the 20 mm.
Lastly, the British Hispano-Suiza cannon was extremely
effective (although it often had jamming problems which
we're currently not modeling), which accounts for the
Spitfire's very high lethality. Note the .303's don't
count for much, the bullets were so small that even
their very high rate of fire didn't help. Later models
substituted two Browning 0.50's and achieved a better
firepower. Remember Spitfires had to kill bombers too.
Well, now that we've seen the real numbers, what
are we going to do about them? Nobody wants to play a
game where you can die from a few seconds burst from an
opponent, unless its very hard for him to hit you! In
reality, it WAS rather hard to hit, which is why all the
books exhort the pilots to get as close as possible be-
fore firing. Gunnery skill was a very important part of
being an ace. Unfortunately, in the network environ-
ment, and with the graphics resolutions and screen sizes
our microcomputers have, we cannot simulate having to
actually hit your target taking into account lead and
wind and gravity and all the other factors a pilot had
to contend with.
What we are going to do instead of using the real
numbers given above is to set up a double standard.
Since all the fighters could kill the other fighters in
a few seconds, the differences in lethality were a minor
factor. Dead is dead, a Fw190 won't make the target any
deader than a P51. Therefore in fighter vs. fighter
combat we will cap the power of the guns at 170% the
power of the P51 guns. Against bombers, we are going to
use numbers that represent a compromise with reality.
Bombers will be given about twice the life expectancy
they had in reality against the cannon armed planes.
Note that this implies a .50 caliber armed plane or a
Zero is going to have a lot of trouble killing a bomber,
whereas a Fw 190 or a Spitfire can do it relatively
easily. In fact a Fw190 or a Me 262 can kill a bomber
almost as quickly as it can kill a fighter.
The last major change in the gunnery models the
difficulty of hitting a target varying with the direc-
tion of approach, and with the range of the shot. In
the new model, the damage from a shot does not decrease
with range as it did before, but the probability of hit-
ting the target does, as follows: inside 400 yards the
shot will always hit, barring other factors. The odds
of hitting fall off outside yards, to a fairly low
value at and beyond 800 (200 and 400 yards respectively
in World War I.)
Aircraft are attacked from the rear because its
easiest to keep a steady aim (known as a tracking shot)
and hold the fire on them. Shots from the front and
sides are a lot harder. The odds of hitting are 100%
from straight behind the plane, and 50% from the sides
or top. Against a small fighter plane, the odds are 25%
from the front. Against a bomber the odds from the
front are 50%, because the larger slower target is
easier to hit. These odds are compounded with the
distance-based odds, making a head on shot from 800
yards very unlikely.
In the World War I theater, the odds are 100% from
the rear and 50% from any other angle. Head on attacks
were more effective in World War I, as the planes were
slow; Manfred Von Richtofen was nearly killed by such an
attack (he was hit in the forehead but the bullet was
apparently nearly spent and did not penetrate, or so I
remember.)
Targets on the ground, such as jeeps, have constant
odds that depend on range but not on direction; it
doesn't matter which way the jeep is parked.
16. World Geography
The world consists of three countries, each occupy-
ing a region about fifty miles on a side. Currently,
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.
There are four major theaters of operations in the
World War II area. The central theater has one airfield
for each country. The three outlying theaters each of
several airfields for one of two countries.
17. 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 regularly! Also, there is a discussion of Air War-
rior going on in Scorpia's Games RoundTable, we welcome
more participants there.
18. Appendix
18.1. General Problems
(1) I can fly fine in Practice Mode, but when I try to
fly on GEnie I get dropped out of flight or discon-
nected. There are several things that can cause
this.
a. Your modem is echoing characters back to the micro-
computer. GEnie normally runs in Half Duplex, and
it is common to instruct the modem to locally echo
characters back so that you can see what you are
typing. Air Warrior cannot run with a modem doing
this. You should set the modem up for Full Duplex,
i.e. NOT echoing, and use the Local Echo option
within Air Warrior instead. Air Warrior will then
echo what you are typing when it is appropriate.
b. You are getting a lot of line noise. You can usu-
ally tell this elsewhere on GEnie as well, if a lot
of your commands fail.
c. The host software on GEnie crashed. This does hap-
pen sometimes, and occasionally the hardware itself
will fail, dropping all the users. If this hap-
pens, try getting back in. If it happens again,
especially if it is happening only to you, and its
not one of the four things above, let us know via
Feedback. If its happening to other people too,
its not your problem, its ours!
(2) I get a box on the screen saying I bailed out, when
I didn't. This is a failure of the network to pass
the data back and forth fast enough. It shouldn't
happen, and its been getting better as time goes
by, but if this happens to you often let us know.
18.2. Macintosh Version Specific Information
(1) StuffIt complained of errors in the file. There
was probably line noise that snuck past XModem.
Make sure you used a MacBinary transfer protocol.
Also make sure you had enough space on your
diskette for the file as you downloaded it (about
200K free will be adequate for the download.)
(2) The program runs, but can't find the terrain file
and exits right away. The terrain file must be
named exactly terrain.dat, and must be in the same
folder as the program.
18.3. Downloading the Macintosh Software
Air Warrior will run on any Macintosh with at least
512K of memory. It might even run on a Macintosh XL,
but very slowly! It will run on a Mac 512 with the old
ROMs, but may encounter some problems. It is very im-
portant to be running the most recent version of the
system software for your model.
If you have a Macintosh II, you have several op-
tions. You can use the standard version, but you must
set the monitor to monochrome (using the Control Panel).
The standard Air Warrior version will run very smoothly
on the Macintosh II, but will not use the full screen or
any color. It will be able to use digitized sound
without a performance penalty. If you use the Macintosh
II-specific version, you will be able to use the full
screen (up to a 1024x768 size) and color.
Air Warrior is not recommended for use with Multi-
Finder.
To run Air Warrior on the Macintosh, you will need
to download two main files. There are a number of op-
tional files that give the program additional capabili-
ties, at the cost of additional disk space and the time
required to download them. All the essential files are
located in the Macintiosh Air Warrior Software section,
the optional files are located in Macintosh Air Warrior
User Contributions. Use the Set Software Library menu
option to see only the section you are interested in.
The first file you should obtain is the shareware
utility StuffIt. This program is very useful, because
it compresses data files and applications, and performs
error checking to eliminate the possibility of line
noise glitching the data. A copy of the program has
been placed in the Air Warrior library, but it can also
be obtained from the Macintosh Round Table libraries.
StuffIt is a good thing to have in general, as most
software available for download, including official
releases from Apple, is distributed in StuffIt format.
The program itself is placed in a file called
MAC.STARTER.SIT. Download the file (its a big one!) and
run StuffIt on it. There will generally be three files
in the StuffIt archive: the Air Warrior program, the
terrain.dat terrain data base, and a text file document-
ing changes in the program. Place both the program and
the terrain data file in the same folder. That is all
you have to have to run the program, you should be able
to start up right away, and run the Air Warrior in Prac-
tice mode. If you are unable to run the program, or it
bombs out, send us some Feedback and we'll try to figure
out what went wrong. Don't re-download unless you are
absolutely certain the problem was in the download,
StuffIt will detect noise and reject the file with an
explanatory message if that's the case. The program and
the terrain file are also generally available in
separate StuffIt archives for those upgrading from pre-
vious versions.
There are a number of additional files available
for download for the Macintosh. Each of these files has
the name of one of the planes, and contains optional
enhancements specific to that aircraft. Enhancements
can be hand-drawn artwork of the aircraft to replace the
program-generated silhouette of your own plane, a custom
or enhanced control panel arrangement, and digitized
sounds of that particular plane. All of these, if
present in the file, will override the usual defaults.
18.4. Amiga Specific Version Information
Air Warrior will run on any Amiga with at least
512K of memory. Some care may have to be taken in
selecting options that use a lot of memory on a 512K
system, as memory is pretty tight in that environment.
You probably won't be able to use a high-resolution
graphics mode or extensive add on artwork without addi-
tional memory.
Air Warrior does not crash multitasking on the Ami-
ga, but its not very friendly and you will have problems
if you try to switch applications while in flight. The
program behaves properly while in terminal mode, except
that multitasking with another program that also uses
the serial port may cause problems.
To run Air Warrior on the Amiga, you will need to
download three main files. There are a number of op-
tional files that give the program additional capabili-
ties, at the cost of additional disk space and the time
required to download them. The three essential files
can be found in the Amiga Air Warrior Software section,
and the optional files in the Amiga Air Warrior User
Contributions section. Use the Set Software Library
menu option to see only the section you are interested
in.
The first file you should obtain is the utility
unarc. This program is very useful, because it
decompresses data files and applications, and performs
error checking to eliminate the possibility of line
noise glitching the data. A copy of the program has
been placed in the Air Warrior library, but it can also
be obtained from the *Starship Amiga* Round Table li-
braries, or from the Fred Fish disks. Arc (or unarc) is
a very good thing to have in general, as most software
available for download is distributed in Arc format.
The program itself is placed in a file called
airwarx.yz.arc, where x.yz is usually two numbers and a
possibly a letter indicating the current version of the
program (ex: 1.5). Download the file (its a big one!)
and run unarc on it. Then download the file called
terrain.arc from GEnie and run unarc on it. Last, down-
load the file airdat.arc, and run unarc on that. Place
all the output files in the same directory. That is all
you need to have to run the program, you should be able
to start up right away, and run the program in Practice
mode. If you are unable to run the program, or it
gurus, send us some Feedback and we'll try to figure out
what went wrong. Don't re-download unless you are abso-
lutely certain the problem was in the download, unarc
will detect noise and reject the file with an explanato-
ry message if that's the case.
There are a number of additional files available
for download for the Amiga. Some of these files have
the name of one of the planes, and contains optional
enhancements specific to that aircraft. Enhancements
can be hand-drawn artwork of the aircraft to replace the
program-generated silhouette of your own plane, a custom
or enhanced control panel arrangement, and digitized
sounds of that particular plane. All of these, if
present in the file, will override the usual defaults.
There are some additional data files that will add digi-
tized sounds to all the planes.
The Amiga version of Air Warrior supports varying
resolutions in the picture portion of the display.
Various modes allow selecting the tradeoff of speed,
colors, resolution, and flicker that the user finds
best. Most popular seems to be the low-resolution mode
(the default), as it is colorful, the fastest, and
doesn't flicker, although the lines are somewhat coarse.
18.5. Atari Specific Version Information
To obtain Air Warrior for the first time you will
need to download two files. First you must get a copy
of the ARC utility since all Atari Air Warrior files are
stored in ARC format. This utility is available in the
Atari Section of the Air Warrior Library or in the Atari
RoundTable. Next you need to download the program and
the base set of files it uses. You will find a file
named ST.STARTER.ARC. Download this file and name it
STARTER.ARC. Next invoke ARC to unpack it via the com-
mand ARC X STARTER.ARC. If ARC does not give you an er-
ror message the file has been correctly downloaded. At
this point you have all the files required to execute
Air Warrior. All the essential files are located in the
Atari ST Air Warrior Software section, the optional
files are located in Atari ST Air Warrior User Contribu-
tions. Use the Set Software Library menu option to see
only the section you are interested in.
There are additional files available to add digital
sound and custom artwork. You can run Air Warrior from
GEM or a command line interpreter. Air Warrior on the
ST will run in either low-res (320x200 16 colors) or
medium res (640x200 4 colors.)
If you have trouble do NOT re-download, drop us a
line and describe your problem.
Memory is very tight for Air Warrior on a 520 ST.
You may not be able to use digitized sounds with all the
planes, and will need to keep your picture cache size
small.
GEnie Page 871
Air Warrior Instructions
1. Read Manual
2. Version Notes
Enter #, <P>revious, or <H>elp?2
Host Version 3/2/89
A major cause of warping was fixed.
Host Version 3/1/89
We've made some protocol changes as well as aerodynamic fixes, so this new
version is not compatible with the previous. We've also made some terrain
modifications, so the downloads contain a new terrain file (Amiga users need to
download the new TERRAIN.ARC separately).
Beta testers with the latest versions do not need to redownload, no changes
were made after the last beta versions.
The three theater 1 cities have been moved around so that they are equally
spaced, behind their airfields. Also, some new buildings have been added to the
airfield 1 complexes (probably something similar will be done to the other
fields later this week.) There is a control tower (containing the infamous
radar) and several hangars. They will probably have some use in the future.
The host and micro programs are now much more careful about destroying
bridges and carriers, they will stay sunk or blown up for the proper time no
matter how much other explosive activity there is.
Antiaircraft guns have been installed on the roof of the three control
Press <RETURN>, or <S>CROLL?S
towers.
The capability has been added to give more points for buildings away from
the central area. This will be put to use in the near future.
Blowing up a fellow countryman with a bomb will count the same as shooting
him towards loss of ammunition (i.e. PNG).
A series of bombs dropped at the same time will now strike the ground in the
proper order (they always hit in the right places, but it looked strange.)
The MS-DOS version is now recognized upon entry.
Micro Changes
This new version has a number of changes in the aerodynamic modeling,
primarily geared towards fixing some problems in previous versions. In
particular, rudder and stall performance characteristics have been updated, and
the power/velocity curve has been corrected. Several things will be immediately
apparent with this version: the planes don't climb quite as fast as they used
to, they don't turn as well at stall speed (i.e. stallfight), and rudder
performance is significantly different. Extensive testing has borne out that
the revised performance seems to better model the flight of these planes.
Energy-conscious flying styles are now more important than ever: the dive
performance of the planes hasn't changed, so diving, and hence altitude, is now
by far the most important way of picking up speed for maneuvering.
A number of bugs were located in various places, some arithmetic and some
Ialgorithmic. A few of the proIIII
GEnie Page 871
Air Warrior Instructions
1. Read Manual
2. Version Notes
Enter #, <P>revious, or <H>elp?M 870
16 Members in Flight
GEnie AIR Page 870
Air Warrior by Kesmai
1. Instructions
2. Enter Air Warrior
3. Print Scores
4. Download Software
5. Air Warrior Convention Information
6. Air Warrior Training Area
7. Send Feedback to KESMAI
8. Games RoundTable
Enter #, <P>revious, or <H>elp?4
GEnie Page 873
Air Warrior Library
Library: ALL Libraries
1. Description of this Library
2. Directory of files
3. Search File Directory
4. Browse through files
5. Upload a new file
6. Download a file
7. Delete a file you own
8. Set Software Library
9. Save Current Software Library
10. Instructions for Software Exchange
11. Directory of New Files
12. Join/Ignore Library Category
Enter #, <P>revious, or <H>elp?8
GEnie Page 874
Set Air Warrior Library
Library: ALL Libraries
1. General/Documentation
2. Macintosh Air Warrior Software
3. IBM PC Air Warrior Software
4. Amiga Air Warrior Software
5. Atari ST Air Warrior Software
6. Macintosh User Contributions
7. IBM PC User Contributions
8. Amiga User Contributions
9. Atari ST User Contributions
10. Beta Test Software (P)
11. ALL Libraries
Enter #, <P>revious, or <H>elp?4
GEnie Page 873
Air Warrior Library
Library: Amiga Air Warrior Software
1. Description of this Library
2. Directory of files
3. Search File Directory
4. Browse through files
5. Upload a new file
6. Download a file
7. Delete a file you own
8. Set Software Library
9. Save Current Software Library
10. Instructions for Software Exchange
11. Directory of New Files
12. Join/Ignore Library Category
Enter #, <P>revious, or <H>elp?2
Library: 4 - Amiga Air Warrior Software
No. File Name Type Address YYMMDD Bytes Access Lib
----- ------------------------ - ------------ ------ ------- ------ ---
653 AIRDAT.ARC X KESMAI 890303 60480 258 4
Desc: Amiga Air Warrior Data file
652 AIRWARV1.6A.ARC X KESMAI 890302 128520 266 4
Desc: This is v1.6a of Amiga Air Warrior
617 TERRAIN.ARC X KESMAI 890204 18900 265 4
Desc: Amiga terrain file for Version 1.6
511 OAIRDAT.ARC X KESMAI 881110 60480 407 4
Desc: Amiga Airdat.arc for Version 1.5
384 AIRSNDV.ARC X KESMAI 880707 21420 381 4
Desc: Amiga Air Warrior vehicle sounds
190 UNARC.PAK X KESMAI 880219 13860 277 4
Desc: Executable unarc creator
129 AIRWARJ.ARC X KESMAI 871030 25200 438 4
Desc: Amiga Jet sound file.
128 AIRWARP.ARC X KESMAI 871030 27720 709 4
Desc: Amiga Prop sound file.
End of Directory.
GEnie Page 873
Air Warrior Library
Library: Amiga Air Warrior Software
1. Description of this Library
2. Directory of files
3. Search File Directory
4. Browse through files
5. Upload a new file
6. Download a file
7. Delete a file you own
8. Set Software Library
9. Save Current Software Library
10. Instructions for Software Exchange
11. Directory of New Files
12. Join/Ignore Library Category
Enter #, <P>revious, or <H>elp?8
GEnie Page 874
Set Air Warrior Library
Library: Amiga Air Warrior Software
1. General/Documentation
2. Macintosh Air Warrior Software
3. IBM PC Air Warrior Software
4. Amiga Air Warrior Software
5. Atari ST Air Warrior Software
6. Macintosh User Contributions
7. IBM PC User Contributions
8. Amiga User Contributions
9. Atari ST User Contributions
10. Beta Test Software (P)
11. ALL Libraries
Enter #, <P>revious, or <H>elp?4
GEnie Page 873
Air Warrior Library
Library: Amiga Air Warrior Software
1. Description of this Library
2. Directory of files
3. Search File Directory
4. Browse through files
5. Upload a new file
6. Download a file
7. Delete a file you own
8. Set Software Library
9. Save Current Software Library
10. Instructions for Software Exchange
11. Directory of New Files
12. Join/Ignore Library Category
Enter #, <P>revious, or <H>elp?2
Library: 4 - Amiga Air Warrior Software
No. File Name Type Address YYMMDD Bytes Access Lib
----- ------------------------ - ------------ ------ ------- ------ ---
653 AIRDAT.ARC X KESMAI 890303 60480 258 4
Desc: Amiga Air Warrior Data file
652 AIRWARV1.6A.ARC X KESMAI 890302 128520 266 4
Desc: This is v1.6a of Amiga Air Warrior
617 TERRAIN.ARC X KESMAI 890204 18900 265 4
Desc: Amiga terrain file for Version 1.6
511 OAIRDAT.ARC X KESMAI 881110 60480 407 4
Desc: Amiga Airdat.arc for Version 1.5
384 AIRSNDV.ARC X KESMAI 880707 21420 381 4
Desc: Amiga Air Warrior vehicle sounds
190 UNARC.PAK X KESMAI 880219 13860 277 4
Desc: Executable unarc creator
129 AIRWARJ.ARC X KESMAI 871030 25200 438 4
Desc: Amiga Jet sound file.
128 AIRWARP.ARC X KESMAI 871030 27720 709 4
Desc: Amiga Prop sound file.
End of Directory.
GEnie Page 873
Air Warrior Library
Library: Amiga Air Wa rrior Software
1. Description of this Library
2. Directory of files
3. Search File Directory
4. Browse through files
5. Upload a new file
6. Download a file
7. Delete a file you own
8. Set Software Library
9. Save Current Software Library
10. Instructions for Software Exchange
11. Directory of New Files
12. Join/Ignore Library Category
Enter #, <P>revious, or <H>elp?4
Start browse backwards from what file
number, or <Return> for ALL?
Library: 4 - Amiga Air Warrior Software
*********************************
Number: 653 Name: AIRDAT.ARC
Address: KESMAI Date: 890303
Approximate # of Bytes: 60480
Number of Accesses: 258 Library: 4
Description:
This is the data file for Air Warrior. Uploaded with version 1.6a.
It corrects a mislabelling of the airspeed indicator on the dashboard.
Keywords: Amiga,Air Warrior,data
---------------------------------
File: AIRDAT.ARC
is a BINARY File.
Press <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?D
Select Download Protocol
1. XMODEM
2. XMODEM (w/1K blocks)
3. YMODEM
Which item, or <RETURN> to skip?1
450 XMODEM Blocks in file.
File is ready. Start your XMODEM receive file.
XMODEM: NORMAL TERMINATION
450 FRAMES PROCESSED
0 FRAMES RETRANSMITTED
0 TIMEOUTS
Press <RETURN>?
Download Complete.
<B>rowse, <R>epeat, or <Q>uit?B
*********************************
Number: 652 Name: AIRWARV1.6A.ARC
Address: KESMAI Date: 890302
Approximate # of Bytes: 128520
Number of Accesses: 266 Library: 4
Description:
This is v1.6a of Amiga Air Warrior. Some bug fixes, etc. Mostly the
same as v1.6. You will need the terrain file that was uploaded for
v1.6 with this exe. A new airwar.dat was uploaded with this version
which corrects the mislabelled airspeed indicator. As usual for a useful
set you need this file, a terrain.arc, and a airdat.arc.
Keywords: Amiga,Air Warrior,v1.6a
---------------------------------
File: AIRWARV1.6A.ARC
is a BINARY File.
Press <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?DD
Select Download Protocol
1. XMODEM
2. XMODEM (w/1K blocks)
3. YMODEM
Which item, or <RETURN> to skip?1
967 XMODEM Blocks in file.
File is ready. Start your XMODEM receive file.
XMODEM: NORMAL TERMINATION
967 FRAMES PROCESSED
0 FRAMES RETRANSMITTED
0 TIMEOUTS
Press <RETURN>?
Download Complete.
<B>rowse, <R>epeat, or <Q>uit?B
*********************************
Number: 617 Name: TERRAIN.ARC
Address: KESMAI Date: 890204
Approximate # of Bytes: 18900
Number of Accesses: 265 Library: 4
Description:
Here is the terrain file for Amiga version 1.6. This file
is required to run Air Warrior, and has changed from the
previous version.
Keywords: Amiga,terrain
---------------------------------
File: TERRAIN.ARC
is a BINARY File.
Press <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?D
Select Download Protocol
1. XMODEM
2. XMODEM (w/1K blocks)
3. YMODEM
Which item, or <RETURN> to skip?1
134 XMODEM Blocks in file.
File is ready. Start your XMODEM receive file.
XMODEM: NORMAL TERMINATION
134 FRAMES PROCESSED
0 FRAMES RETRANSMITTED
0 TIMEOUTS
Press <RETURN>?
Download Complete.
<B>rowse, <R>epeat, or <Q>uit?B
*********************************
Number: 511 Name: OAIRDAT.ARC
Address: KESMAI Date: 881110
Approximate # of Bytes: 60480
Number of Accesses: 407 Library: 4
Description:
This is the data file for v1.5 of air warrior. It is a required download.
Keywords: amiga,data,beta,test
---------------------------------
File: OAIRDAT.ARC
is a BINARY File.
Press <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?D
Select Download Protocol
1. XMODEM
2. XMODEM (w/1K blocks)
3. YMODEM
Which item, or <RETURN> to skip?1
450 XMODEM Blocks in file.
File is ready. Start your XMODEM receive file.
XMODEM: NORMAL TERMINATION
450 FRAMES PROCESSED
0 FRAMES RETRANSMITTED
0 TIMEOUTS
Press <RETURN>?
Download Complete.
<B>rowse, <R>epeat, or <Q>uit?B
*********************************
Number: 384 Name: AIRSNDV.ARC
Address: KESMAI Date: 880707
Approximate # of Bytes: 21420
Number of Accesses: 381 Library: 4
Description:
This is the Amiga sound file for vehicles. I haven't gotten a chance to
do a decent version of this file yet but you will need this just for
the skid sound which warns of imminent roll over. You can also copy
your airwarP.snd to airwarV.snd to get vehicle noises but the engine
will sound rather funny :-).
Keywords: Amiga,Airwarrior,Sound,vehicle
---------------------------------
File: AIRSNDV.ARC
is a BINARY File.
Press <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?D
Select Download Protocol
1. XMODEM
2. XMODEM (w/1K blocks)
3. YMODEM
Which item, or <RETURN> to skip?1
159 XMODEM Blocks in file.
File is ready. Start your XMODEM receive file.
XMODEM: NORMAL TERMINATION
159 FRAMES PROCESSED
0 FRAMES RETRANSMITTED
0 TIMEOUTS
Press <RETURN>?
Download Complete.
<B>rowse, <R>epeat, or <Q>uit?B
*********************************
Number: 190 Name: UNARC.PAK
Address: KESMAI Date: 880219
Approximate # of Bytes: 13860
Number of Accesses: 277 Library: 4
Description:
This is a 'pak' which contains 'unarc' a program you can use to un-arc
the various 'arc'ed files in the library. Simply download and run it
and it will automatically unpack itself.
Keywords: Amiga,unarc
---------------------------------
File: UNARC.PAK
is a BINARY File.
Press <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?B
File: UNARC.PAK
is a BINARY File.
Press <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?
Skipping file ...
*********************************
Number: 129 Name: AIRWARJ.ARC
Address: KESMAI Date: 871030
Approximate # of Bytes: 25200
Number of Accesses: 438 Library: 4
Description:
This is the Jet sound file for Amiga Air Warrior. The only difference
in this file from the Prop file is the engine noise so you could
just copy airwarP.snd to airwarJ.snd if you don't mind your jet making
prop noises. This file, however, sounds relatively like a jet.
Keywords: Amiga,Air Warrior,Sound
---------------------------------
File: AIRWARJ.ARC
is a BINARY File.
Press <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?D
Select Download Protocol
1. XMODEM
2. XMODEM (w/1K blocks)
3. YMODEM
Which item, or <RETURN> to skip?1
188 XMODEM Blocks in file.
File is ready. Start your XMODEM receive file.
XMODEM: NORMAL TERMINATION
188 FRAMES PROCESSED
0 FRAMES RETRANSMITTED
0 TIMEOUTS
Press <RETURN>?
Download Complete.
<B>rowse, <R>epeat, or <Q>uit?B
*********************************
Number: 128 Name: AIRWARP.ARC
Address: KESMAI Date: 871030
Approximate # of Bytes: 27720
Number of Accesses: 709 Library: 4
Description:
This file supplies the noises for the prop planes. You can:
copy airwarP.snd to airwarB.snd and airwarW.snd to supply the
sound files for the bombers and the WWI era planes.
Keywords: Amiga,Air Warrior,Sound
---------------------------------
File: AIRWARP.ARC
is a BINARY File.
Press <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?D
Select Download Protocol
1. XMODEM
2. XMODEM (w/1K blocks)
3. YMODEM
Which item, or <RETURN> to skip?1
202 XMODEM Blocks in file.
File is ready. Start your XMODEM receive file.
XMODEM: NORMAL TERMINATION
202 FRAMES PROCESSED
0 FRAMES RETRANSMITTED
0 TIMEOUTS
Press <RETURN>?
Download Complete.
<B>rowse, <R>epeat, or <Q>uit?B
== End of Browse.
GEnie Page 873
Air Warrior Library
Library: Amiga Air Warrior Software
1. Description of this Library
2. Directory of files
3. Search File Directory
4. Browse through files
5. Upload a new file
6. Download a file
7. Delete a file you own
8. Set Software Library
9. Save Current Software Library
10. Instructions for Software Exchange
11. Directory of New Files
12. Join/Ignore Library Category
Enter #, <P>revious, or <H>elp?M 555
Welcome Mary M. Weimer
Last visit at: 23:24 on: 890324
"Only Amiga Makes It Possible!"
Welcome to the *StarShip*!
...pursuing excellence in personal computing
Programmers: Don't Miss Pro/Am, the Amiga Programmer's RT, at page 670!
Lots of new files this month in the Pro/Am Library!
--> <--
--> The New *StarShip* Bulletin Board is here! <--
--> It is basically empty, except in category 2 <--
--> Enjoy it! <--
--> <--
--> See Files 5919 and 5932 for last 12 days of <--
--> Old Bulletin Board Messages. <--
--> <--
No Members in Conference
GEnie AMIGA Page 555
*StarShip* Amiga RoundTable
Library: ALL Libraries
1. Amiga RoundTable Bulletin Board
2. Amiga Real-Time Conference
3. Amiga Software Libraries
4. About the RoundTable
5. RoundTable News 890119
6. New Member Survival Kit
7. Send Feedback to StarShip Sysops
Enter #, <P>revious, or <H>elp?1
GEnie
New Amiga Bulletin Board
Hello Mary M. Weimer
Last On: Fri Mar 24, 1989 at 23:26 PST
Category 1 Welcome to the *StarShip*
1. CATegories 10. INDex of topics
2. NEW messages 11. SEArch topics
3. SET category 12. DELete message
4. DEScribe CAT 13. IGNore category
5. TOPic list 14. PROmpt setting
6. BROwse new msgs 15. SCRoll setting
7. REAd messages 16. NAMe used in BB
8. REPly to topic 17. EXIt the BB
9. STArt a topic 18. HELp on commands
Enter #, <Command> or <HEL>p
1 ?17
Exiting...
GEnie AMIGA Page 555
*StarShip* Amiga RoundTable
Library: ALL Libraries
1. Amiga RoundTable Bulletin Board
2. Amiga Real-Time Conference
3. Amiga Software Libraries
4. About the RoundTable
5. RoundTable News 890119
6. New Member Survival Kit
7. Send Feedback to StarShip Sysops
Enter #, <P>revious, or <H>elp?M 305
If you would like to be added to a Group Address to automatically receive all
GEnie and GE Information Services Press Releases via GE Mail on GEnie, please
send a note to that effect to STEVEPR.
GEnie PRESS Page 305
Press Releases
1. GEnie
2. GE Information Services
3. General Electric
4. Feedback to Press Relations
Enter #, <P>revious, or <H>elp?M 341
GEnie QUIKNEWS Page 341
GEnie QuikNews
1. About QuikNews
2. QuikNews Instructions
3. Select Full-Text Search Terms
4. Select Standing Stories
5. View/Modify Profile
6. Download Stories in your Mailbox
7. Subscribe to QuikNews
8. Cancel your QuikNews Subscription
9. Feedback to QuikNews
Enter #, <P>revious, or <H>elp?M 340
GEnie NEWSGRID Page 340
NewsGrid Headline News
1. About NewsGrid
2. NewsGrid Instructions
3. Today's News
4. Enter the Livewire News Room
5. Send Feedback to NewsGrid
Enter #, <P>revious, or <H>elp?3
NewsGrid Headline News
Saturday, March 25 1989
01:14PST
1. U.S. and World News Headlines
2. Business News Headlines
3. Sports
4. Features
5. Other News
6. Keyword Search Today's News
Custom Clipping Service
7. Enter Clipping Keywords
8. Select Standing Stories
Enter #, <P>revious, or <H>elp?1
NEWS HEADLINES
1. U.S. LAUNCHES $140 MILLION STAR WARS PAYLOAD
2. POPE JOHN PAUL LEADS HOLY WEEK RITES AT VATICAN
3. FLIGHT ATTENDANTS END STRIKE AGAINST CONTINENTAL AIRLINES
4. ANOTHER TERRORIST WARNING REPORTEDLY ISSUED TO U.S. AIRLINE LAST DECEMBER
5. TRAVELERS FACE MASSIVE DELAYS AT AIRPORTS BECAUSE OF HEIGHTENED SECURITY
6. TIGHT SECURITY CAUSES HOLIDAY CHAOS AT BRITISH AIRPORTS
7. SEARCH UNDERWAY FOR MISSING U.S. FISHING BOAT IN ATLANTIC
8. ISRAELI SOLDIERS WOUND 18 PALESTINIANS IN WEST BANK VIOLENCE
9. HEAVY RAIN PELTS ATLANTIC, PACIFIC COASTS
10. TANKER RUNS AGROUND NEAR VALDEZ, ALASKA AND SPILLS 150,000 GALLONS OF OIL
11. JAPANESE OFFICIAL CRITICAL OF U.S. JET FIGHTER DEAL
12. POLLSTER SAYS MOST ISRAELIS OPPOSE TALKS WITH PLO
13. NATO REACHES COMPROMISE ON SHORT-RANGE MISSILES
Enter #'s, <M>ain News Menu,
or <P>revious?
is invalid, try again.
NEWS HEADLINES
1. U.S. LAUNCHES $140 MILLION STAR WARS PAYLOAD
2. POPE JOHN PAUL LEADS HOLY WEEK RITES AT VATICAN
3. FLIGHT ATTENDANTS END STRIKE AGAINST CONTINENTAL AIRLINES
4. ANOTHER TERRORIST WARNING REPORTEDLY ISSUED TO U.S. AIRLINE LAST DECEMBER
5. TRAVELERS FACE MASSIVE DELAYS AT AIRPORTS BECAUSE OF HEIGHTENED SECURITY
6. TIGHT SECURITY CAUSES HOLIDAY CHAOS AT BRITISH AIRPORTS
7. SEARCH UNDERWAY FOR MISSING U.S. FISHING BOAT IN ATLANTIC
8. ISRAELI SOLDIERS WOUND 18 PALESTINIANS IN WEST BANK VIOLENCE
9. HEAVY RAIN PELTS ATLANTIC, PACIFIC COASTS
10. TANKER RUNS AGROUND NEAR VALDEZ, ALASKA AND SPILLS 150,000 GALLONS OF OIL
11. JAPANESE OFFICIAL CRITICAL OF U.S. JET FIGHTER DEAL
12. POLLSTER SAYS MOST ISRAELIS OPPOSE TALKS WITH PLO
13. NATO REACHES COMPROMISE ON SHORT-RANGE MISSILES
Enter #'s, <M>ain News Menu,
or <P>revious?M
NewsGrid Headline News
Saturday, March 25 1989
01:15PST
1. U.S. and World News Headlines
2. Business News Headlines
3. Sports
4. Features
5. Other News
6. Keyword Search Today's News
Custom Clipping Service
7. Enter Clipping Keywords
8. Select Standing Stories
Enter #, <P>revious, or <H>elp?M 390
Entering the Religion & Ethics RoundTable area.
You are not a member of this RoundTable. Do you wish to join (Y/N)?
?Y
NEW ON THE ROUNDTABLE
================================
Press CTRL-S to stop scrolling
Press CTRL-Q to resume scrolling
================================
Discuss the Salman Rushdie issue. See CATegory 8, TOPic 3 in the BB
Have you tried the quiz on World Religions?
Who is a Jew? File #244
Religion & Apartheid, File #252
Gossip about church! File #260
Trashy Television, File #261
Roe v Wade (Abortion), File #262
Believe in Hell fire? See File #280
Religion & Health, File #291
The Ayatollah & 'Satanic Verses,' File #292
AIDS and Christianity, File #301
Family & Career, File #302
-------------------------------
Harrison W. John HJOHN
RoundTable Manager
Herman Griffith H.GRIFFITH1
Sunday Night
RTC Host
-------------------------------
++++++++++++++++++++++++++++++++++
REAL TIME CONFERENCES 10 pm EST
Sun. 3/26 - WHO is Easter!?
Wed. 3/29 - Should Guns Be Banned?
++++++++++++++++++++++++++++++++++++
INVITE YOUR FRIENDS
to use the Religion & Ethics RT.
++++++++++++++++++++++++++++++++++
Welcome to the Religion & Ethics RoundTable (RT)!
Enjoy your first session on the RoundTable. Glad you joined us.
What's the RT and who can use it?
It's for anybody - no matter what your religion. We think of it as the
electronic Hyde Park of Religions.
To put it another way, we are a United Nations of World Religions.
So welcome aboard!
If you have comments or questions dealing with any of the categories of the
Bulletin Board, please leave a message in CAT 1, TOPIC 3 called "Feedback."
No Members in Conference
GEnie RELIGION Page 390
Religion & Ethics RoundTable
Library: ALL Libraries
1. Religion & Ethics Bulletin Board
2. Religion & Ethics RT Conference
3. Religion & Ethics Software Library
4. About the RoundTable
5. RoundTable News 890224
6. Religious News Summary 890317
7. Test Your Religious IQ
Enter #, <P>revious, or <H>elp?M 500
No Members in Conference
GEnie RTC Page 500
National Real-Time Conference
1. RT Conferencing Instructions
2. RTC Command Summary
3. RTC Meeting Leader Commands
4. Join the RT Conference
Enter #, <P>revious, or <H>elp?BYE
Thank you for choosing GEnie.
Have a nice day!
Online: 1 hour, 54 minutes, 41 seconds.
OFF AT 01:17PST 03/25/89
ƹÍPúãó
NO CARRIER