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1995-07-15
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To install the FST UPDATE:
1. This is a self-extracting archive that should have been copied into your
FST\TOOLS directory
2. Once the file(s) are extracted, you will be asked to overwrite the exsist-
ing files - answer "Y" for yes
3. The MODEL.EXE - WORLD.EXE - VIEW.EXE files will be updated
4. You are now updated to the final version of Flight Sim. Toolkit
5. Now, run the DOS utilites - SCANDISK and DEFRAG to optimize your hard drive
What the update adds:
1. TEAM Conflicts
You now are not fighting against the whole world of the original
FST. Instead a TARGET flag, you now have a RED and BLUE flag.
This enables you to have friendlies (wingman). Guided weapons
will ONLY lock on the enemy aircraft. If neither RED nor BLUE flags
are checked as an option, you will be considered NEUTRAL and not be
attacked.
Each flag color's hangers will produce team aircraft for the battle.
If two opposing color aircraft are within 8 kilometers (16 squares)
they will attempt combat. If you are in the same vincity range, there
is a higher chance you will be attacked, rather than your wingman.
2. TORPEDOES
You can now drop\use torpedoes. Remember to be flying under 100ft and
under 100 knots. "ALT-M" (missle view) will show you the torpedeos.
3. AIRBORNE STARTS
If an aircraft is not on a runway, it will placed at an altitude of
10 meters. The aircraft will be flying at 50% thrust. NOTE: You
cannot place aircraft in air while over an airfield.
4. CARRIER LANDINGS
Objects with height can now be marked as RUNWAYS. Please note:
constructing carriers is somewhat problematic; since only the
topmost polygon is considered to be landable. You can assign KP (kill
points) to a runway to mark it as a bombing target. If you want a
couple of pre-made carriers - please contact customer support. (only
emails accepted - techsupp@domark.com)
5. IMPROVED DOGFIGHTING
The AI used by aircrafts has been vastly improved. These "new" pilots
were developed by actual military pilots. You can alter the flight
model to strengthen or weaken the enemy.
Aircraft now have a blind spot at 120' degrees. Surprise attack the
enemy at this heading (his six o'clock).
6. ENHANCED AIRCRAFT CHARACTERISTICS
You can now edit the aircraft that appear from hangers. You can
assign different characteristics. You can make aircraft with heavy
armor (high KP) and a large supply of Cannon rounds.
7. FLIGHT MODELS
The aircraft you now design will fly differently than the previous
version. This is due to a redesigned Force Model. In general, you
can now design very heavy aircraft with a higher thrust ratio.
8. BOMBER CLASS
Aircraft generated from hangers are now of three classes: BOMBER,
TRANSPORT, FIGHTER. The bomber class will bomb enemy targets along
their path. They will deviate slightly from their target to avoid
enemy attack, but not aggressively. You may want to add a defensive
gunner to the bomber for added protection.
You will be given the choice of bomb payload for the bombers. The
more bombs given will result in carpet bombing but mean less target
accuracy.
A rear gunner added to the miltary player's plane will be computer
controled.
9. FLAPS
Flaps can now be lowered to 30' to assist is low speed (carrier) landings.
10. AA GUNS
You can now simulate "fixed: AA guns. Just mark the 'Fixed angle'
flag in the Properties box. These guns will do ZONE gunning to
simulate larger AA guns.
11. IN GAME MAP - PRESS "CTRL-M", you will be the red dot
12. PADLOCK VIEW - PRESS "P", for a padlock (fixed) view on an enemy, just
remember to be alert to your surroundings
Initially we charged for this upgrade in the form of add-on disk -"WWII".
This product is actually a complete and detailed simulation of WWII aerial
combat. Though this product is discontinued, look for it in bundled game
products or in used game stores.
FST support is now limited to faxing (415-571-0437) or emailing
(techsupp@domark.com) your questions. We do have a great, free guide
available through the mail or by faxing. ewa 12/5/95
-----------------------------------------------------------------------------
*** this is WWII information, but is relevant to the upgrade changes ***
Notes for Flight-Sim Junkies and FST Owners
While "FST: WWII" is intended to be a "fun" flight simulator,
there are a number of realism features that will appeal to the "serious"
simulation fans:
Damage Effects: The player's aircraft can suffer damage in different
ways. The cockpit has a number of instruments that indicate the
damage the plane is taking. Handling in all three axes can be effected,
as well as the engine's power output. If the player's aircraft is smoking,
that indicates an engine hit, and an impending loss of power. The
computer-flown aircraft suffer identical effects. During the missions,
smoking aircraft will be seen "augering in" when their engines die, or
plowing into the ground when their controls begin to fail.
Ground Effect: Particularly applicaple to takeoffs and torpedo
runs, Ground Effect provides a small amount of additional lift that the
player will actually notice. Don't let a plane's performance in Ground
Effect lull you into a false sense of security. Once the carrier's deck is
out from under you, things might get hairy!
Rudder-Roll Relationship: Players will notice that rudder
coordination is particularly important with the new flight-modelling
computations. Rudder deflection also induces a roll, precisely as it
does in reality. The windy conditions of the "Combat" and "Veteran"
scenarios illuminate the importance of the rudder!
High-Speed Stalls: It's possible to pull too much aft elevator and
cause the wing to enter a high-speed stall through a drastically-
increased angle of attack. This is referred to by some as "mushing,"
and can be very dangerous to ground-attack aircraft and dive-bombers.
Don't attempt to bully a plane too much at high speeds.
Flight Models: The "Arcade" and "Training" flight models have
been tweaked with much higher thrust, and much lower overall wing
loading than the flight models of the "Veteran" and "Combat"
scenarios. The easier models are a ball to fly, but still have to deal
with the full computational considerations of the more realistic
versions. The models of the "Combat" and "Veteran" scenarios are very
faithful to the actual handling and speed characteristics of their real-
life counterparts, but have had the wing loading (Wing Efficiency)
adjusted to provide better climb performance. While this makes these
flight models less "realistic," it does make them much more enjoyable
to fly. FST users who wish to tweak these flight models for the utmost
in accuracy should start by reducing the Wing Efficiency of each
aircraft to the 0.5-0.75 range.
*** WARNING:***
The new WORLD.EXE editing Tool IS NOT completely
compatible with older FST scenarios, due primarily to the additional
features such as Teams and Bombers that "FST: WWII" adds. If you
have a scenario that you've developed with the -OLD- FST
WORLD.EXE editing Tool, DO NOT try to edit it with the -NEW-
WORLD.EXE. This will result in many of the old scenario's variables
becoming scrambled, and will not run with EITHER version of FST.
For FST users who wish to edit and run the scenarios from DOS,
the following naming convention is how the game's graphic front end
selects and loads the individual mission files:
DDAY or MIDWAY is the obvious prefix for each theatre. The
suffixes are broken into three sections: Country, Mission, and Skill
Level (A=Arcade, T=Training, C=Com