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137 KiB
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3307 lines
137 KiB
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-=========================================================================-
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14-Nov-93 >THIS FILE HAS BEEN UPLOADED TO ZENLANDIA BBS< 02:07:34
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________ ___
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\_____ \ _____________ /\ ___ _ _______ _______ ___ / /
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/ /\\__________ \ / // /\ / \\____ \ / _____ \ / // \
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/ / \_____ \ \ / // / / \ /\ \ / /___ /\ \ / // /\ \
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/ / / __/\ /\ \/ // / / /\ \ /\ \/ // / / // // / \ \
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/ /_____\ \____ / /\ // /___/ /__\ \ / /\ // /__/ // // /____\ \
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\________\\_____// /\ \_/ \_____/\_//____// / \_//\______//\_//\_//______/
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\ \\ \/ \\ \ \ \ | \/ / / / / / / /
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\ \ / -dHM/
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A BOARD OF /\/-> T R S I <-\/\
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-=========================================================================-
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<EFBFBD>
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----------------------------------<2D><> ADDZ <20><>----------------------------------
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... aNOTHER oNE cOMING fROM tHE fASTEST aROUND ...
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-( zENITH wHQ (aMIGA) - rAZOR 1911 cHQ (pC) )-
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/\______:_ _:___________ __________
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/ | _______ | /________/ _____/
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_/ | |/ \| \ / _____\_____ \
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\______ | | \\ \/ ___/___| | \\
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| || \_ \\_ / | \
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_|__________| _|______/_______/_________l__________/
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: /_______|
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: /\_____ __
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________:_/ _____
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<- Z E N ! T H - W H Q -> / |/ ___/ tHE mASTERS aRE!
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// | | |
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! 7 nODES rINGDOWN ! _/ | || rOTOR, pOLARIS, rAIDER
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\___________| |
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! oN iNVITATION oNLY ! /_________|_ vFAST, mARK & gRIMLOCK
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:
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__________ /\______: ______________
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_______ / _____/ / | ______\_________ \____________
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/ \ \_____ \_/ | |/ \_______/ /________ \
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/ | \\| | \\______ | | \\ \ _/_ _____/ //
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/ \_ \ || \_ \ \ |/ / /
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/ _|______/_________/_________| _|______/___|\\ | /____/
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<-/_______|-----------------------/_______|------------\____|____\rtx!/aRt->
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: : :
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aMIGA 4ooo/o4o - 2 gIGA - aLL nODES aRE 16.8 dS hST - aMIGA & pC wAREZ
|
||
|
||
cRACKERS / tRAINERMAKERS cONFERENCE wITH tHE bEST dUDES aROUND!
|
||
|
||
aLL zENITH rELEASES aRE aLWAYS fREE dOWNLOADS
|
||
|
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||
----------------------------------<2D><> ADDZ <20><>----------------------------------
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|
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<20>
|
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: <20> . _________ ________ _____________
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._____<5F> | <20> __ / : ___________/ _ \ \ __ _ /
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||
| \ |____: : \_/ -A : \______ \ | \_ _: \_/ \_/
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| \ <20> | <20> \_ <20><>D_ / / _/ | / |___/ \_
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| : : | |_______/ `N<> _/ \ \_________/ | \________/
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||
<EFBFBD> |_____<5F> <20> | : \__________/ \ <20> \_
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: : \__________| R \___________/
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||
. <20> C A Y A G
|
||
. Z G N
|
||
|
||
PRESENTS MORE SHYTE FOR YOU ON THIS FINE BORING DAY
|
||
======================================================
|
||
|
||
FRONTIER - ELITE II - MANUAL TYPED BY SHARD 13 NOVEMBER 1993
|
||
============================ ===============================
|
||
|
||
--------------------------------------------------------------------------
|
||
SUE CRIPPLE & SNEER
|
||
|
||
SOLICITORS
|
||
|
||
Windrush Tower. Olympus Village. Mars. Sol System. 0/0S04 OLI
|
||
|
||
YOUR REFERENCE: SCS / CPJ-4.1
|
||
J.Jameson Jnr OUR REFERENCE: CPJ / JJJ-4.1
|
||
51a South Dormitory
|
||
Fish Processing Plant 3142
|
||
Sirocco
|
||
Merlin
|
||
Ross 154
|
||
-1/0Rs2a S16
|
||
31.12.3199
|
||
|
||
To whom it may concern
|
||
|
||
It is our duty to inform you of the death of your grandfather, Commander
|
||
Peter Jameson.
|
||
|
||
The wreckage of his ship was found in the Reidquat system on 11 November
|
||
3199. He was presumed killed in combat after a "misunderstanding" over
|
||
some stolen goods according to the local press.
|
||
|
||
A last will and testament was prepared on 3 February 3199 and section 4.1
|
||
has been circulated to all living grandchildren as instructed by our late
|
||
client.
|
||
|
||
If you have any queries do not hesitate to contact us. The normal fees of
|
||
fifty (50) Credits per hour (including service tax) apply.
|
||
|
||
|
||
Yours sincerely
|
||
|
||
|
||
|
||
Mr Edmond Sneer
|
||
|
||
--------------------------------------------------------------------------
|
||
|
||
|
||
Last Will & Testament
|
||
|
||
Commander Peter Jameson Section 4.1
|
||
|
||
A way of life that is very different to the dull planet bound existence you
|
||
have probably led up to now. It is a way of life that I loved and want you
|
||
to experience.
|
||
|
||
I want you to feel the freedom of flying your own ship and being able to
|
||
explore the vast galaxy. Whatever your aims in life (I settled for wealth
|
||
power and fame) there is an occupation for you. Try your hand at trading,
|
||
following established trading routes or making your own. May be doing odd
|
||
jobs is more your style buzzing from one place to the next, never working
|
||
for the same person twice. What about mining? Later perhaps.
|
||
|
||
I know that some of you will succumb to a criminal existance, so I may as
|
||
well say that piracy, bounty hunting and mercenary work will suit you.
|
||
|
||
I won`t tell you to place your allegiance with the Federation, the Empire
|
||
or the Indepandents but be careful they all use you for their own aims. No
|
||
amount of treaties will change the fact that they dislike each other
|
||
|
||
Space has changed a great deal since I was your age. No I am not going to
|
||
harp on about everything being cheaper and friendlier in the past. People
|
||
were just as bad then as now but we now have better technology and humans
|
||
have spread further so there is more scope. Your abilities as a pilot will
|
||
be tested to the full, especially in combat so before you upset anybody get
|
||
in some practice.
|
||
|
||
I want to give you the best start I can. As there are now so many of you
|
||
my resources have been spread thinly. Each of you will receive an Eagle
|
||
Long Range Fighter and one hundred credits. The ship has been delivered to
|
||
your local starport but the documents are enclosed with this letter
|
||
|
||
Above all enjoy yourself and BE WARY!
|
||
|
||
|
||
Mortal Press 2/2TX4-LWT
|
||
|
||
--------------------------------------------------------------------------
|
||
|
||
|
||
WELCOME!
|
||
|
||
CONGRATULATIONS on buying the Eagle Long Range Fighter, clearly the
|
||
purchase of a discerning pilot!
|
||
|
||
As you will no doubt have noticed, our continual quest for excellence has
|
||
resulted in this, the culmination of the search for the most advanced
|
||
technology and ergonomic design, embodied in one ship. We are proud of the
|
||
individualistic style married with functional superiority, as we continue
|
||
the Faulcon De Lacy pedigree.
|
||
|
||
As you are obviously a cut above the common space traveller, the
|
||
understated styling of the interior will have impressed you. A dynamic
|
||
spacehound such as yourself will not have time for unnecessary frills, so
|
||
we have styled the interior with the minimum of fuss, just like the
|
||
exterior. Particularly pleasing though, are the lines of the pilot's seat
|
||
made of revolutionary Silastoplaston, a material that stays dry at all
|
||
times. It really gives the message that you are in control! It feels as
|
||
though you are immersed in water while it protects you from dangerously
|
||
high acceleration forces.
|
||
|
||
Always mindful of necessity we have included the 1MW Phlaschgyt Pulse Laser
|
||
weapon. The laser is noted for being compact, economical and again
|
||
understated the hallmark of this craft. As if that is not enough, we have
|
||
installed the latest Manolife one man life support system that keeps you
|
||
cooking at the right temperature and nasty gases at bay. We have been
|
||
accused of madness for giving away lots more as part of a limited period
|
||
offer, just look at the specifications list!
|
||
|
||
Whether on the run or just cruising, feel that tight gyroscopic control.
|
||
You will be so thrilled with the Eagle that you will want to purchase
|
||
accessories, available from all good Shipyards.
|
||
|
||
THE EAGLE LONG RANGE FIGHTER
|
||
++++++++++++++++++++++++++++
|
||
|
||
TECHNICAL SPECIFICATIONS
|
||
------------------------
|
||
|
||
THE HULL
|
||
A 25 tonne ship with a 20 tonne hull capacity. An amazing 15 tonnes of
|
||
equipment is included in the price leaving you with a 4 tonne capacity
|
||
cargo bay with 1 tonne of fuel.
|
||
|
||
Dual main thrusters capable of a blistering peak acceleration of 25g or 0
|
||
to 1000 kilometres per hour in only 1.13 seconds.
|
||
|
||
FREE! Atmospheric Shielding for heat protection on entering atmospheres.
|
||
|
||
WEAPONRY
|
||
1 Megawatt Pulse Laser (front mounting only).
|
||
2 Missile Mountings giving you a choice of missiles
|
||
FREE! Not one but TWO KL760 homing missiles
|
||
|
||
DRIVE
|
||
Class 1 Hyperdrive with a range of 8 light years
|
||
|
||
FREE! 1 tonne of Hydrogen Fuel giving you 8 light years travel.
|
||
|
||
FREE! Autopilot.
|
||
|
||
CONTROLS
|
||
Scanner incorporating the Galactonav System.
|
||
|
||
ENVIRONMENTAL CONTROL
|
||
Manolife Life Support System.
|
||
Silastoplaston pilot's seat.
|
||
|
||
F R O N T I E R
|
||
===============
|
||
|
||
SECTION ONE: ICONS
|
||
Using the console to control your ship.
|
||
|
||
SECTION TWO: NAVIGATION AND FLIGHT
|
||
Getting around the galaxy and flying your ship.
|
||
|
||
SECTION THREE: COMBAT
|
||
Using offensive and defensive equipment.
|
||
|
||
SECTION FOUR: THE SHIPYARD
|
||
Buying new ships, equipping them, and contacting local police.
|
||
|
||
SECTION FIVE: TRADING
|
||
Using the Stockmarket and the black market.
|
||
|
||
SECTION SIX: MINING
|
||
Mining asteroids and planets.
|
||
|
||
APPENDIX ONE: SHIPYARD EQUIPMENT
|
||
A breakdown of all available equipment.
|
||
|
||
APPENDIX TWO: TRADE ITEMS
|
||
Items you can expect to trade
|
||
|
||
APPENDIX THREE: AN INTRODUCTORY JOURNEY
|
||
If you need further guidance before going it alone, this is it.
|
||
|
||
APPENDIX FOUR: THE MECHANICS OF SPACE FLIGHT
|
||
Technical details not for the faint-hearted, by David Braben.
|
||
|
||
APPENDIX FIVE: SHIP IDENTIFICATION
|
||
Facts and figures about some of the ships you will see and fly.
|
||
|
||
|
||
FRONTIER ELITE II COPYRIGHT NOTICE
|
||
-------------------------------------
|
||
|
||
The computer program and its associated documentation and materials are
|
||
protected by National and International Copyright Laws. Storage of the
|
||
computer program and its associated documentation and materials in a
|
||
retrieval system, reproduction, translation, copying, hiring, lending,
|
||
broadcasting and public performance are prohibited without the express
|
||
written permission of Konami UK Ltd and Gametek (UK) Ltd. All rights of
|
||
the author and owner are reserved worldwide. This program and its
|
||
associated documentation and material are sold according to Konami UK Ltd's
|
||
and Gametek (UK) Ltd's terms of trade and conditions of sale, copies of
|
||
which are available of request.
|
||
|
||
1993 David Braben
|
||
|
||
1993 Konami
|
||
|
||
|
||
SECTION ONE - ICONS
|
||
===================
|
||
|
||
USING THE CONSOLE
|
||
-----------------
|
||
|
||
This is a guide to using the console to control your ship there is also a
|
||
summary sheet which summarises the use of icons.
|
||
|
||
SELECTING AN ICON
|
||
The icons are activated by first touching them with the tip of the
|
||
mouse-controlled pointer and then pressing the left hand mouse button.
|
||
Alternatively, simply use the keyboard shortcuts (for the main icons there
|
||
are function keys F1-F10 the number of which is shown at the bottom
|
||
right-hand corner of the icon). Note that all icons give an indication of
|
||
what will happen if that icon is selected. They do not show the current
|
||
mode.
|
||
|
||
The four main icons F1-F4 to the left-hand side of the scanner select the
|
||
current type of display.
|
||
|
||
The icons on the right-hand side F7-F10 change depending on the active
|
||
display.
|
||
|
||
This section outlines the four main types of display and their associated
|
||
functions.
|
||
|
||
VIEW ICONS (F1)
|
||
---------------
|
||
|
||
These icons allow you to cycle through a choice of views of the space
|
||
through which you are travelling. They are: Front, Rear and External (and
|
||
Turret if fitted). The position of the view from your ship is described in
|
||
the View Status area.
|
||
|
||
FRONT VIEW
|
||
This gives the view in the direction in which your ship is pointing. It is
|
||
not necessarily the direction in which you are travelling. If you have a
|
||
gun at the front, a sight will be positioned on the screen in the shape of
|
||
a cross.
|
||
|
||
REAR VIEW
|
||
A view in exactly the opposite direction to the front view. A sight will
|
||
only be visible if you have a gun mounted on the rear.
|
||
|
||
EXTERNAL VIEW
|
||
An external view is simulated by your onboard computer and can be useful
|
||
for aligning your ship. Some landings are particularly pleasing if viewed
|
||
in this mode. Use the Arrow (Cursor) keys to change the angle of view, the
|
||
- key to zoom in and the + key to zoom out. This can be used for general
|
||
surveillance of the surrounding space.
|
||
|
||
It needs to be borne in mind that the view is locked to the orientation of
|
||
the ship. For example, if you are looking at the craft from the side and
|
||
it is rolling, you will not see it roll, but the space around it will
|
||
appear to move and the craft will stay still.
|
||
|
||
TURRET VIEW
|
||
If you have top or bottom turrets on your ship this icon will become
|
||
available and is needed in order to fire lasers from turrets. If you have
|
||
two turrets (top and bottom) and you select this icon, the view presented
|
||
will come from the turret you were using last. Use of the right- hand
|
||
mouse button will move the angle of view, not the orientation of the ship.
|
||
If, when using the mouse, you dip below the level of the turret, the view
|
||
automatically changes to the other turret if you have one.
|
||
|
||
FLIGHT CONTROL ICONS (F7)
|
||
|
||
This icon on the right hand side of the display is operational in View mode
|
||
only. It switches between Engines Off (Fig 2) and Manual flight (Fig 3).
|
||
If you have an Autopilot and have selected a target (see THE AUTOPILOT on
|
||
page 20), then the Flight Control icon will cycle through Autopilot (Fig 4)
|
||
too. When you are landed, the Vertical Take-Off icon (Fig 5) is the only
|
||
option available. The status of your ship and its engines is described in
|
||
the Ship Status area.
|
||
|
||
HYPERSPACE ICON (F8)
|
||
|
||
While in View mode select this icon (Fig 6) to make a hyperspace jump. See
|
||
the NAVlGATION AND FLIGHT section on page 23 for details.
|
||
|
||
UNDERCARRIAGE ICON (F9)
|
||
|
||
In View mode use of these icons raises or lowers the undercarriage (Fig 7
|
||
and Fig 8). The Autopilot does this automatically when landing, but in
|
||
Manual Flight you must operate it yourself.
|
||
|
||
IDENTIFICATION TEXT ICONS (F10)
|
||
|
||
In View mode these icons (Fig 9 and Fig 10) are used to name all identified
|
||
objects on your display to aid navigation as the name can sometimes be seen
|
||
before the body itself.
|
||
|
||
MAP ICONS (F2)
|
||
--------------
|
||
|
||
These icons cycle through two map pages: Galactic Map (Fig 11) and Current
|
||
System Map (Fig 12). See the NAVIGATION AND FLIGHT section on page 11 for
|
||
a more detailed description. Note that the functions of icons F7 to F10
|
||
are not always the same in Galactic Map and Current System Map (see below).
|
||
|
||
GALACTIC MAP ICON (F2)
|
||
|
||
A grid map of all the star systems in the galaxy is displayed and the
|
||
following options are available:
|
||
|
||
DATA ICON (F6)
|
||
|
||
Gives geographical and physical data on the selected system if it has been
|
||
explored This is only present if a system has been selected.
|
||
|
||
Selecting the Data icon calls up the following four functions:
|
||
|
||
GALACTIC MAP (F6) Returns you to the Galactic Map.
|
||
|
||
ECONOMY ICON (F7) Gives data on imports, exports and illegal goods for the
|
||
selected system
|
||
|
||
SOCIAL STRUCTURE ICON (F8) Gives data on government type, population etc,
|
||
for the selected system.
|
||
|
||
ORBITAL MAP ICON (F10) Provides a diagram of the orbits of all bodies
|
||
within the system shown. They can be seen in motion using the Forward and
|
||
Rewind icons (see below). For closer observation of bodies use the Zoom
|
||
icons F7 and F8.
|
||
|
||
ZOOM ICONS (F7, F8)
|
||
Allow the view to be magnified (Fig 14) or reduced (Fig 15), except in Data
|
||
mode F6 where F7 and F8 are redefined for other uses.
|
||
|
||
TOOLS ICON (F9)
|
||
The galactic map can be redefined for easier and faster use.
|
||
|
||
Selecting the Tools icon calls up the following four functions:
|
||
|
||
STALKS ICON (F7) Turns height indication stalks on the galaxy grid map on
|
||
or off.
|
||
|
||
GRID ICON (F8) Turns grid on the Galactic Map on or off.
|
||
|
||
TRADE ROUTES ICON (F9) Turns Trade Routes on the Galactic Map on or off.
|
||
|
||
IDENTIFICATION TEXT ICON (F10) Some text on the Galactic Map can be turned
|
||
on or off.
|
||
|
||
GALACTIC VIEW ICON (F10)
|
||
|
||
Shows a creator's eye view of the galaxy to remind you of how small you
|
||
are. The brightness of each pixel depends on the number of stars in the
|
||
area covered by that pixel. Use the Zoom icons F7 and F8 to adjust the
|
||
view. Select the Galactic Map icon F10 (Fig 18) to return to the Galactic
|
||
Map.
|
||
|
||
CURRENT SYSTEM MAP (F2)
|
||
----------------------
|
||
|
||
Shows an orbital map of the system through which you are travelling.
|
||
Again, bodies can be seen in motion or at close range. Use the Zoom icons
|
||
F7 and F8 to adjust the view. The following options are also available:
|
||
|
||
TOOLS ICON (F9)
|
||
The orbital map can be redefined for easier and faster use.
|
||
|
||
Selecting the Tools icon (Fig 19) calls up the following two functions:
|
||
|
||
ORBITAL ICON (F9) Turns orbital lines on or off.
|
||
|
||
IDENTIFICATION TEXT ICON (F10) Turns names of bodies on or off.
|
||
|
||
TARGETING ICON (F10)
|
||
|
||
Enables you to select targets for combat or the Autopilot. Do this by
|
||
activating the icon (Fig 20), then clicking on the body to be targeted.
|
||
See the COMBAT section on page 35 and the NAVIGATION AND FLIGHT section on
|
||
page 11.
|
||
|
||
INVENTORY ICONS (F3)
|
||
--------------------
|
||
|
||
If activated. this icon will cycle through seven information pages, in
|
||
order:
|
||
|
||
SHIP'S EQUIPMENT (see the SHIPYARD section on page 49)
|
||
|
||
COMMANDER PROFILE (see the COMBAT section on page 35)
|
||
|
||
CREW ROSTER (see the TRADlNG section on page 55)
|
||
|
||
CARGO ON BOARD (see the TRADlNG section on page 55)
|
||
|
||
PASSENGER ROSTER (see the TRADlNG section on page 55)
|
||
|
||
OUTSTANDING CONTRACTS LIST (see SHIP'S INVENTORY on page 60)
|
||
|
||
MININING INSTALLATIONS (see the MINING section on page 65)
|
||
|
||
See also SHIP'S INVENTORY on page 60 for a summary of the pages contents.
|
||
Note that if there is no information on a page it will not be displayed.
|
||
|
||
COMMUNICATION ICON (F4)
|
||
-----------------------
|
||
|
||
The effect of this icon (Fig 21) is different depending on whether you are
|
||
landed (or docked) or in flight
|
||
|
||
COMMUNICATION WHILE LANDED (OR DOCKED)
|
||
|
||
When this icon is selected a list of options will appear (Fig 22), for
|
||
example Stockmarket (See the TRADING section on page 55), Bulletin Board
|
||
(see the TRADlNG section on page 55), Launch Request (see the NAVlGATION
|
||
AND FLIGHT section on page 30) and Shipyard Services (seeTHE SHIPYARD
|
||
section on page 49).
|
||
|
||
COMMUNICATION IN FLIGHT
|
||
|
||
A list of messages to be broadcast will be superimposed on the main display
|
||
(Fig 23) Options include a request for landing or docking clearance and
|
||
sending messages to others. Some will provide a further list of
|
||
communications ,for example Broadcast message to all in range.... which
|
||
allows you to send distress calls or demands for surrender. You can also
|
||
contact the police and settle any outstanding fines by remote payment. See
|
||
the TRADING section on page 55, the COMBAT section on page 35, and the
|
||
NAVIGATION AND FLIGHT section on page 11.
|
||
|
||
FORWARD AND REWIND ICONS
|
||
They are only displayed when orbital maps are in use (see the NAVIGATION
|
||
AND FLIGHT section on page 11), and are used to show the position of bodies
|
||
at different points in time. The simulated time is displayed at the bottom
|
||
left hand corner of the screen.
|
||
|
||
TIME CONTROL ICONS
|
||
|
||
These allow the pilot to alter the apparent speed of time. The single
|
||
arrow means real time and the arrows to the right increase the passage of
|
||
time by 10 to 10,000 times. The icon on the far left hand side is a pause
|
||
button to halt everything. See the NAVIGATION AND FLlGHT section on page
|
||
11 and the TRADING section on page 55. The pilot should realise that his
|
||
enemies are similarly sped up, so using these icons will only make a dodgy
|
||
problem worse.
|
||
|
||
THE WEAPON CONTROL PANEL
|
||
Call up the Weapon Control Panel (fig 26) by selecting the Scanner area.
|
||
|
||
Some items of your ships equipment do not have icons because they work
|
||
automatically Those that do have an icon which needs to be activated in
|
||
order for them to function are illustrated in the grey boxes. In the
|
||
bottom right hand corner of the icon, the letter for the keyboard short cut
|
||
is shown. The separate icon guide lists the weapon and equipment icons.
|
||
See also the COMBAT section on page 35 for details of use of weapons and
|
||
APPENDIX ONE: SHIPYARD EQUIPMENT on page 69 for technical details of
|
||
weapons and equipment.
|
||
|
||
|
||
SECTION TWO: NAVIGATION AND FLIGHT
|
||
===================================
|
||
|
||
NAVIGATION
|
||
----------
|
||
|
||
One part of your ship that is impressive is the Galactonav space navigation
|
||
facility, built in to all spacecraft. You have a number of facilities at
|
||
your disposal by using the Map icons F2 (Fig 27 and Fig 28).
|
||
|
||
Those icons cycle through two maps: the map of the galaxy and a current
|
||
map of the system in which you are travelling. Depending on which map you
|
||
are viewing the icons on the bottom right-hand side of your console have
|
||
different functions (see GALACTlC MAP ICON on page 5 and CURRENT SYSTEM MAP
|
||
ICON on page 7).
|
||
|
||
VIEWING THE GALAXY IN DETAIL USING THE GALACTIC MAP
|
||
---------------------------------------------------
|
||
|
||
Select the Galactic Map icon F2 to obtain a map of all the star systems in
|
||
the galaxy (Fig 29), thanks to the Galactic Survey of 2817. The positions
|
||
of all 100,000,000,000 stars (approximately) were mapped as soon as
|
||
technology provided telescopes sophisticated enough to do the job.
|
||
|
||
A grid is drawn through the plane of the galaxy to aid visual orientation
|
||
and provide navigational coordinates. The galaxy is divided up into
|
||
sectors. Since the galaxy is thin and flat, sector coordinates are only
|
||
two dimensional with a sector measuring eight light years along each edge
|
||
and containing all the stars above and below it. Sector boundaries are
|
||
shown in bright green on the map, and their coordinates are given relative
|
||
to the Solar system for historical reasons.
|
||
|
||
From Sol's sector, 'east' and 'west' coordinates are represented by the
|
||
first coordinate 'east' being a positive and 'west' a negative number.
|
||
Similarly, 'north' and `south` are represented by the second number, with
|
||
'north' positive. Up to nine sectors are displayed at once on the screen
|
||
and the coordinates of the central sector are displayed at the bottom
|
||
left-hand corner. Each star is shown coloured according to type (eg. red
|
||
for a red giant. blue for a hot blue star) and with a line indicating its
|
||
height `above` or 'below` the galactic plane.
|
||
|
||
The pink lines linking systems are recommended trade routes in case you
|
||
feel you need some guidance to start with. They were compiled by the
|
||
Zebulon Intergalactic Trading Corporation five years ago.
|
||
|
||
MOVING AROUND THE GRID
|
||
|
||
To move around the grid, use the Arrow (Cursor) keys. The system in the
|
||
centre is highlighed in green and a small amount of information on it is
|
||
shown on the console. The system you are currently travelling through is
|
||
highlighted in pink.
|
||
|
||
To change the angle of the grid itself (Fig 3O), to see the relative
|
||
positions of systems more clearly, hold down the right hand mouse button
|
||
and move the mouse.
|
||
|
||
You can zoom in and out with the Zoom icons F7 and F8
|
||
|
||
You can re-centre the map by pressing the C key.
|
||
|
||
MANIPULATING THE GALACTIC MAP
|
||
|
||
Once familiar with the grid, faster operation can be achieved by electing
|
||
to discard certain features (Fig 31 and Fig 32). Select the Tools icon F9
|
||
and four different icons become available which enable you to adjust
|
||
certain features of the grid.
|
||
|
||
. The Stalk icon F7 will turn the distance lines on or off.
|
||
|
||
. The Grid icon F8 will turn the grid on or off.
|
||
|
||
. Trade icon F9 will turn the trade routes on or off.
|
||
|
||
. The Identification Text icon F10 will remove the incidental and other
|
||
details like Core System.
|
||
|
||
As you elect to do any one, the four icons disappear but can be brought
|
||
back again with the Tools icon F9.
|
||
|
||
OBTAINING DATA ON A SYSTEM
|
||
|
||
ASTRONOMICAL DATA
|
||
|
||
From the grid map, select the system you are interested in by using the
|
||
Arrow (Cursor) keys to move it into the middle of the screen where it will
|
||
be highlighted in green
|
||
|
||
Use the Data icon F6 and a schematic summary of all astronomical bodies in
|
||
the system will appear, if the system has been explored (Fig 33).
|
||
|
||
Use the mouse to pick out individual bodies on which you require
|
||
geographical and physical data including:
|
||
|
||
Average surface temperature.
|
||
|
||
Major starports.
|
||
|
||
Orbital period (which is the sidereal period measured in Earth days).
|
||
Average orbital radius.
|
||
|
||
Orbital eccentricity and inclination, measured relative to the rotational
|
||
plane of the central body.
|
||
|
||
Clicking away from the text returns you to the general system data.
|
||
Alternatively click on another body.
|
||
|
||
If you want to return to the grid map of the galaxy, use the Data icon F6
|
||
again or the Galactic Map icon F2.
|
||
|
||
When in Data mode F6 the icons F7, F8 and F10 have new functions, as
|
||
follows:
|
||
|
||
DATA ON ECONOMY OF SELECTEO SYSTEM The Economy icon F7 gives a breakdown of
|
||
imports, exports and illegal goods. Exports tend to be cheap and imports
|
||
expensive.
|
||
|
||
DATA ON SOCIAL STRUCTURE AND COORDINATES The Political icon F8 gives
|
||
relevant details on Government type, economy, allegiance and population.
|
||
Sector coordinates in the Galactic map are also given here.
|
||
|
||
CONFIGURATION OF ORBITS OF THE SELECTED SYSTEM While still in System Data
|
||
mode F6 use of the Orbital map icon F10, will allow you to see the orbital
|
||
configuration of the system you selected (Fig 34), To alter the viewing
|
||
angle. press the right-hand mouse button and move the mouse.
|
||
|
||
VIEWING ORBITS WITH RESPECT TO TIME The orbital map shows a `snapshot' of
|
||
the positions of bodies. Select the Forward or Rewind icons on the right
|
||
hand side of the screen to predict the position at different times. The
|
||
time and date shown at the bottom left hand side of the screen will change
|
||
The real time is displayed underneath it.
|
||
|
||
VIEWING A SPECIFIC BODY Click on a body which will then become central on
|
||
the screen and use the Zoom icons F7 and F8.
|
||
|
||
MANIPULATING THE SELECTED SYSTEM ORBITAL MAP
|
||
|
||
Select the Tools icon F9 and two different icons become available which
|
||
enable you to adjust the features of the grid.
|
||
|
||
The Orbital icon F9 removes or replaces the orbit lines.
|
||
|
||
The Information Text icon F10 removes or replaces the text on the screen.
|
||
|
||
To get out of the Orbital map, use the Map icon F2 to return to the
|
||
Galactic map.
|
||
|
||
THE GALACTIC VIEW
|
||
|
||
This feature can be used to get an idea of perspective. While in Galactic
|
||
map mode, click on Galactic View icon F10 and a Creator's eye view of the
|
||
galaxy is shown (Fig 35).
|
||
|
||
At maximum zoom (showing 500 light year scale) each pixel represents a
|
||
single sector To zoom in and out use the Zoom icons F7 and F8 (Fig 36).
|
||
Note that the resolution is best while not zooming. When you stop zooming,
|
||
improvement of the first, coarse picture is made as quickly as possible by
|
||
the on board computer.
|
||
|
||
The Galactic Map icon F10 can be used to return to the Galactic map.
|
||
|
||
USING THE CURRENT SYSTEM MAP
|
||
----------------------------
|
||
|
||
VIEWING THE CONFIGURATION OF ORBITS
|
||
|
||
1. Select the Map icon F2 twice and a map of the system you are currently
|
||
in is displayed, showing the configuration of the orbits (Fig 37).
|
||
|
||
2. Zoom in and out with the Zoom icons F7 and F8.
|
||
|
||
3. Alter the viewing angle by holding down the right-hand mouse button and
|
||
moving the mouse as for the Galactic map.
|
||
|
||
VIEWING ORBITS WITH RESPECT TO TIME
|
||
|
||
The orbital map shows a 'snapshot' of the positions of bodies. Select the
|
||
Forward or Rewind icons on the right of the view screen to predict the
|
||
positions at different times. The time and date shown at the bottom
|
||
left-hand side of the screen will change. The real time is displayed
|
||
underneath it.
|
||
|
||
VIEWING A SPECIFIC BODY
|
||
|
||
Click on a body which will then become central on the screen and use the
|
||
Zoom icons F7 and F8
|
||
|
||
Note that the Autopilot can be targeted using the Current System map (see
|
||
the FLIGHT section on page 20).
|
||
|
||
MANIPULATING THE SYSTEM MAP
|
||
|
||
Select the Tools icon F9 and two different icons become available which
|
||
enable you to adjust certain features of the map.
|
||
|
||
The Orbital icon F9 will remove the Orbital paths.
|
||
|
||
The Information Text icon F10 will remove the names of the bodies.
|
||
|
||
OBTAINING PERMITS
|
||
-----------------
|
||
|
||
Some systems, such as those with a prison colony, require visitors to have
|
||
permits in order to enter the system. Any such requirements for a system
|
||
will be shown on the console when using the Galactic Map.
|
||
|
||
Permits are not widely available and you will find that they can only be
|
||
obtained indirectly. This means that you must do business involving the
|
||
system in question, for example delivering a package, so that the client
|
||
must give you a permit.
|
||
|
||
FLIGHT
|
||
------
|
||
|
||
Your ship has three basic modes of flight: Autopilot, Manual and Engines
|
||
Off which can be selected by using the Flight Control icons F7 in View
|
||
mode. The Autopilot is by far the easiest way to control your craft but
|
||
does not give you a sense of achievement. Manual flight may take some
|
||
getting used to, but is more rewarding. Flying with engines off does not
|
||
get you very far, but has some advantages as you will see.
|
||
|
||
THE AUTOPILOT
|
||
|
||
This most useful device, although not usually fitted as standard, has been
|
||
included with your Eagle. It can be bought and fitted at a shipyard if
|
||
ever you need another one. Your Autopilot, the Robocruise automatic
|
||
navigation system, superseded the Celestial Pathfinder which was less
|
||
reliable.
|
||
|
||
The Autopilot can only be used to select a destination in the system
|
||
through which you are currently travelling. For longer journeys, a
|
||
hyperspace jump needs to be made
|
||
|
||
OPERATING AUTOPILOT IN VIEW MODE
|
||
|
||
The Autopilot can only be used when in flight.
|
||
|
||
Whilst in a View mode (use the View icon F1 if you are in another mode),
|
||
target a planet or space station which is on the screen by clicking on the
|
||
centre of the target Note that you will find it easier to find a target,
|
||
for example, a city, if the name is on screen. If names have been turned
|
||
off, select the Identification Text icon F10.
|
||
|
||
Clicking where there is no potential target deselects any previously
|
||
selected target.
|
||
|
||
When a target is selected a sight will come up with targeting squares and
|
||
the range in astronomical units or kilometres (Fig 38). If the target goes
|
||
off the screen an arrow will appear pointing in its direction. If it is
|
||
behind then Target Behind is displayed.
|
||
|
||
Use the Flight Control icon F7 and cycle through Manual and Engines Off
|
||
to Autopiiot.
|
||
|
||
The Autopilot icon will only appear if a target is selected.
|
||
|
||
OPERATING AUTOPILOT IN CURRENT SYSTEM MAP MODE
|
||
|
||
This mode can be used when the desired destination is too far away to be
|
||
visible. A target can be selected even while landed or docked but the
|
||
Autopilot can only be engaged while in flight.
|
||
|
||
Use the Map icon F2 twice to obtain the Current System map.
|
||
|
||
Use the Current System map controls until yon can see the desired
|
||
destination on the screen
|
||
|
||
Click on the Targeting icon F10.
|
||
|
||
Click on the centre of the desired destination (Fig 39).
|
||
|
||
If you wish to change the target, click on the Targeting icon before
|
||
selecting another body. Clicking on bodies without selecting the Targeting
|
||
icon will merely move that body to the centre of the screen.
|
||
|
||
If you wish to deselect the target, click on an area which is blank. This
|
||
will also disengage the Autopilot if it is currently in control.
|
||
|
||
Return to View mode using the View icon F1. Targeting squares, looking
|
||
like a tunnel leading to the destination, will be visible, if in Front or
|
||
Rear View.
|
||
|
||
If you are in flight click on the Flight Control Icon F7 and cycle to
|
||
Autopilot to engage it. To return to Manual flight, use the Flight Control
|
||
icon F7 and cycle to Manual or Engines Off.
|
||
|
||
The Robocruise will automatically plot and maintain the course to your
|
||
destination. It will also lower the undercarriage and dock or land for
|
||
you, having automatically asked for clearance, while you freshen up. Some
|
||
pilots find it disorientating when the Robocruise engages and swings the
|
||
ship round. The true Spacehound knows that it is only locking on to the
|
||
new course.
|
||
|
||
Remember you can only trade and do business in cities or at space stations.
|
||
If you do land anywhere else the console will indicate Landed (Rough).
|
||
|
||
The Robocruise really comes into its own when used in conjunction with the
|
||
Stardreamer Time Control unit which is fitted as standard on all ships due
|
||
to regulations regarding Wilbron's psychosis. This condition is known to
|
||
afflict the space traveller who endures lengthy, uneventful journeys.
|
||
Boredom becomes so intense after all leisure pursuits have been exhausted
|
||
that pilots have been known to fly their craft into the odd star or planet
|
||
just to liven things up a bit.
|
||
|
||
USING THE STARDREAMER TIME CONTROL
|
||
This can be used with the Robocruise or in Manual flight. Use the Time
|
||
Control icons (after targeting your destination if using the Robocruise) to
|
||
select the rate of time acceleration. Time appears to increase in steps of
|
||
ten from ten times to ten thousand times, depending on the icon selected.
|
||
Return to real time by selecting the single arrow.
|
||
|
||
Sit back and a combination of a Zilman field and ultrasonic waves induce a
|
||
semi- hypnotic state which renders you unaware of the passage of time other
|
||
than seeing the range indicator change rapidly in front of you. This
|
||
effect was discovered by Dr Rabbne by accident when he revised why his
|
||
projects were running over time for no apparent reason. Reassuringly, if
|
||
your ship is attacked or hailed or you have arrived at your destination,
|
||
the Stardreamer will restore you to full consciousness and real time.
|
||
Don't forget that your enemies may be operating in real time and hence will
|
||
seem to be sped up enormously.
|
||
|
||
HYPERSPACE JUMPS
|
||
----------------
|
||
|
||
Space is BIG and hyperspace jumps are necessary to access different systems
|
||
quickly. Hyperspace jumps can be made using either Standard Hyperdrive or
|
||
Military Hyperdrive engines which can be bought at the Shipyard and come in
|
||
different sizes with varying ranges. Refer to APPENDlX ONE: SHIPYARD
|
||
EQUIPMENT on page 69 for a description of them.
|
||
|
||
A hyperspace jump causes a disturbance resulting in a glowing field at the
|
||
entry and exit points. A Hyperspace Cloud Analyser can determine the
|
||
destination of the jumping ship (See APPENDIX ONE: SHIPYARD EQUIPMENT on
|
||
page 69) Before attempting your first jump, it is recommended that you read
|
||
the whole of this section.
|
||
|
||
RANGE
|
||
|
||
The range of the jump is determined by two things: fuel and the type and
|
||
class of engine. Details of these are given in the TRADING section for
|
||
fuel on page 55 and APPENDIX ONE: SHlPYARD EQUIPMENT for engines on page
|
||
74. Briefly the engines range depends on its class as well as the size of
|
||
the ship.
|
||
|
||
Engine ranges are displayed in two ways:
|
||
|
||
On the Inventory page select the Inventory icon F8 until the Ship Equipment
|
||
appears where the engine's range will be given.
|
||
|
||
On the Galactic map (Galactic Map icon F2, displayed in the panel, to the
|
||
right of the system name. If your engine is not up to jumping to the
|
||
destination selected, the mssage Out of Range will be given.
|
||
|
||
Fuel range is shown in two ways:
|
||
|
||
The amount of fuel required for a jump is displayed at the bottom left of
|
||
the Galactic map. If you have insufficient fuel then Insufficient Fuel
|
||
will also be displayed otherwise the fuel which will be used will be shown.
|
||
|
||
On the Galactic map, a pink circle will surround the system you are
|
||
currently in and this shows your maximum range for hyperspace in a single
|
||
jump.
|
||
|
||
JUMP DURATION
|
||
|
||
Although the perceived duration of a jump is very short, the actual time is
|
||
much greater It takes a week to make the maximum range jump for any engine.
|
||
For example an engine with a maximum range of 1O lightyears will take a
|
||
week to jump that far or 3.5 days for a 5 light year jump, and so on. A
|
||
ship with a maximum hyperspace jump range of 4 light years will take half a
|
||
week to jump only 2 light years. This has implications for piracy because
|
||
a pirate ship with a Hyperspace Cloud Analyser and a lighter ship can
|
||
'overtake' you and lie in wait. Contact in Hyperspace is not possible.
|
||
|
||
HYPERSPACE OPERATION
|
||
|
||
Target a system using the Galactic Map icon. by placing the required
|
||
destination in the centre of the screen with the Arrow (Cursor) keys. That
|
||
system becomes highlighted in green.
|
||
|
||
Return to View mode using the View icon F1.
|
||
|
||
Select the Hyperspace icon F8 (it will not show if you have no hyperspace
|
||
facility or a valid jump is not selected) and cross your fingers. If you
|
||
like you can set your destination. go about your business and be able to
|
||
make a quick exit at any time if things hot up a bit. Alternatively, if
|
||
you use the H key you can make your jump (Fig 40) without going into View
|
||
mode first.
|
||
|
||
Remember that the evidence of your hyperspace jump will be visible to
|
||
anybody in the vicinity of your exit or entry, as it leaves a glowing area
|
||
of disturbance in space. The destination can only be ascertained with a
|
||
Hyperspace Cloud Analyser, available at shipyards.
|
||
|
||
There are a number of reasons why the Hyperspace icon may not appear,
|
||
they are as follows:
|
||
|
||
You are too close to a planet. Regulations were laid down after the first
|
||
few decades of hyperspace jumping. Sudden above average recordings of
|
||
mutations around starports occurred a few years after jumps became routine.
|
||
It was discovered that the intense radiation caused by the jump was
|
||
affecting the population below. It became a requirement by law (on all
|
||
sides) that all ships have a cutout system built into the Hyperdrive which
|
||
is activated if you try to jump from near to a planet or space station.
|
||
|
||
A valid destination is not selected.
|
||
|
||
You do not have enough fuel for a jump to the selected destination.
|
||
|
||
Engine is damaged or destroyed.
|
||
|
||
You don't have a Hyperdrive engine!
|
||
|
||
MIS-JUMPS
|
||
|
||
Hyperdrives almost never go wrong, but if you are unfortunate enough to
|
||
suffer a spontaneous misjump, you can get into serious trouble. You will
|
||
emerge somewhere other than your planned destination, which may be out of
|
||
range for your remaining fuel. It is even possible to mis-jump beyond the
|
||
maximum range of your drive. If indeed your fuel reserves are too low or
|
||
the Hyperdrive is broken, your only hope is to call for help (Communication
|
||
icon F4) and risk pirates responding. It is not entirely understood why
|
||
mis-jumps happen but an unserviced Hyperdrive is a likely culprit. There
|
||
are no reliable statistics available on the occurrences of mis-jumps as
|
||
most ships are never found. A missing ship could just as easily be the
|
||
result of piracy.
|
||
|
||
FORCED MIS-JUMPS
|
||
|
||
Faulcon De Lacey do not condone this practice as it has an unpredictable
|
||
effect on the Hyperdrive. It is the equivalent of blindly jamming a
|
||
screwdriver into the works. We feel that it needs to be mentioned as a
|
||
warning because foolish pilots do use it as a last resort to escape
|
||
pirates. If they are being pursued by a larger pirate ship with a
|
||
Hyperspace Cloud Analyser they force a mis-jump by pressing the Alt key
|
||
while activating the Hyperspace icon or the F8 key. The pirates follow
|
||
them into hyperspace only to find that their quarry is nowhere to be seen
|
||
and is in fact somewhere else, frantically trying to work out exactly where
|
||
they are. The Hyperspace Cloud Analyser cannot distinguish a mis-jump from
|
||
a normal jump.
|
||
|
||
WASTE PRODUCTS
|
||
|
||
Unfortunately, the convenience of hyperspace travel is blighted with the
|
||
problem of waste products if you use military fuel. Due to the processes
|
||
in the Hyperdrive, every tonne of military fuel is converted to one tonne
|
||
of radioactives which you will need to dispose of on the stockmarket. See
|
||
APPENDIX TWO: TRADE ITEMS on page 77 for more information. Standard
|
||
Hyperdrive engines powered by hydrogen fuel do not produce problematic
|
||
waste products.
|
||
|
||
USING MANUAL CONTROL
|
||
--------------------
|
||
|
||
Due to the marked improvement of engineering technology the engines of the
|
||
craft are not controlled by the pilot directly, but by the on-board
|
||
computer in response to the pilot This fly by wire facility has enabled
|
||
many to take to the cockpit who would not have had the skill to do so.
|
||
|
||
The main problem for beginners is that they are usually accustomed to
|
||
driving surface based vehicles in reasonable gravity, or have only used
|
||
poor quality space flight simulators. What needs to be borne in mind is
|
||
that when direction is changed, the experience is rather like skidding. If
|
||
your ship is travelling in one direction changing course will mean that the
|
||
nose will turn but you still have momentum in the direction you were
|
||
originally going. The engines will compensate for this but there is a lag,
|
||
the duration of which will depend on the type of ship. For example the
|
||
response rate of a fighter will be faster than that of a heavy cargo ship.
|
||
This must be borne in mind at all times.
|
||
|
||
FUEL CONSUMPTION
|
||
|
||
Normal flight consumes much less fuel than hyperspace jumps and for that
|
||
reason fuel for this purpose is kept separately in an engine tank from the
|
||
hyperspace fuel (kept in the hold). Class 1 Engines hold one tonne, and
|
||
Class 2 Engines hold two tonnes. You do not need to refill very often and
|
||
the current level can be seen on the green gauge (left most of three) in
|
||
the dials area, to the right of the scanner. See INVENTORY ICONS in the
|
||
ICON section on page 8, and THE SHIP`S INVENTORY in the TRADING section on
|
||
page 60.
|
||
|
||
REFILLING THE ENGINE FUEL TANK
|
||
|
||
Spare fuel for refilling the engine tank is carried in the hold in one
|
||
tonne units.
|
||
|
||
To refuel the engine tank, select the Inventory icon F3 until the Ship
|
||
Equipment page is displayed. (Refuelling is done automatically with the
|
||
Auto Refueller fitted.)
|
||
|
||
Click on the Refuel button to transfer the fuel into the engine tank from
|
||
the hold.
|
||
|
||
If the engine tank only needs one third of a tonne, two thirds will be
|
||
wasted as the hold tank transfers units of one tonne only.
|
||
|
||
CONTROLS IN FLIGHT
|
||
|
||
TO MAKE THE SHIP DIVE Use the A key, push the joystick shaft forward or
|
||
move the mouse forwards while holding down the right-hand mouse button.
|
||
|
||
TO MAKE THE SHIP CLIMB Use the Z key, pull the joystick shaft back or move
|
||
the mouse backwards while holding down the right-hand mouse button.
|
||
|
||
TO GO LEFT Use the < key, move the joystick left or move the mouse to the
|
||
left while holding down the right hand mouse button.
|
||
|
||
TO GO RIGHT Use the > key move the joystick right or move the mouse to the
|
||
right while holding down the right hand mouse button.
|
||
|
||
Note that when flying with your engines off, the front and rear engines may
|
||
be controlled using the Enter and Shift keys respectively.
|
||
|
||
THE FRONT SCREEN
|
||
|
||
In Front View mode (see page 3 for a reminder) you will see two crosses on
|
||
your screen, One is a gun sight cross (Fig 47) which shows which way you
|
||
are facing, and the other is a diagonal cross, the velocity sight (Fig 48)
|
||
which indicates the direction in which you are travelling. When the two
|
||
are in line (Fig 49) it means that you are moving in the direction you are
|
||
pointing. If they are separate, it means that your velocity is in the
|
||
direction of the diagonal cross and you are pointing in the direction of
|
||
the gun sight because, for example, you have suddenly changed course. you
|
||
will hear the engines fire until alignment is achieved, You may see the
|
||
velocity sight disappear when your direction of travel is not within the
|
||
area of the screen if, for example, you veer wildly and the engines have
|
||
not yet compensated enough.
|
||
|
||
To summarise, the gun sight shows the orientotion of the ship and is
|
||
controlled by the pilot, the velocity sight indicates the direction of
|
||
travel and is controlled by the on- board computer.
|
||
|
||
Your ship's internal gyros enable it to rotate, much like those in the
|
||
ancient Earth satellites, good examples of which are now in the space
|
||
museum in Apollonius City on the Moon. While greatly superior now, the
|
||
gyros still have a limit to the rate at which you can turn, so don't expect
|
||
to spin 'on a sixpence' (small coin used in Britain on Earth, about 1,200
|
||
years ago).
|
||
|
||
SPEED
|
||
|
||
Speed is controlled with the Return key to accelerate and the right-hand
|
||
Shift key to decelerate. Two speed values are displayed on the screen:
|
||
Set speed and Actual speed (Fig 50). The first is the requested speed, set
|
||
by the keys above and the second is the speed relative to the most
|
||
important body in your vicinity. This important body can be a planet, star
|
||
or a space station or very large spaceship, and is selected by the on board
|
||
computer. If you fly away from it and the computer then designates
|
||
another, the actual speed will change, as will the velocity.
|
||
|
||
You will notice that the velocity sight will move as the on-board computer
|
||
adjusts your speed relative to the new body. For those who are happy to
|
||
point your ship at something and go, this is all you need to know. Pilots
|
||
wishing to be accomplished in flight theory should refer to APPENDlX FOUR:
|
||
THE MECHANlCS OF SPACE FLIGHT on page 91.
|
||
|
||
ALTITUDE
|
||
|
||
An altitude reading in metres will be displayed on the screen when in close
|
||
proximity to a planet or star. It will give your distance above the
|
||
average ground height of the body (Fig 50).
|
||
|
||
LAUNCHING
|
||
---------
|
||
|
||
SURFACE TAKE OFF
|
||
|
||
A warning sign is shown over the Take Off icon if permission to launch has
|
||
not been granted. If you are landed anywhere other than a starport (Landed
|
||
Rough) you do not need to ask for clearance. If you are in a starport
|
||
select the Communication icon F4 followed by Launch Request.
|
||
|
||
In View mode, activate the Right Control icon F7 for take off. This gives
|
||
you vertical thrust. The console will display Take Off.
|
||
|
||
This can seem quite slow so a faster ascent can be made if you tilt the
|
||
nose up once you have left the ground and increase your Set speed with the
|
||
Enter key. Using the rear view will display a pleasing panorama.
|
||
|
||
Once you have used forward thrust, the vertical thrust is turned off and
|
||
the console will display Manual Control.
|
||
|
||
Bear in mind that gravity will always pull you back down. If you wish to
|
||
fly in the atmosphere you must give the ship some lift by pointing the nose
|
||
up slightly thereby providing a small vertical component to the thrust.
|
||
|
||
LAUNCH FROM A DOCK
|
||
|
||
Activate the Commuication icon F4 and select Launch Request.
|
||
|
||
Accelerate forwards using the Enter key.
|
||
|
||
You must leave the area promptly because your clearance expires.
|
||
|
||
RUNNING WITH ENGINES OFF
|
||
|
||
If you are economising, turning off the engines has obvious advantages and
|
||
your engine flares wil not be visible to your enemies. It can make
|
||
manoeuvring easier when strafing a target. For example you can aim to fly
|
||
across a target and turning off the engines means you can point at it, go
|
||
sideways and shoot without the engines firing to propel you forward into
|
||
it. Experienced pilots often use this mode in combat, using the forward
|
||
and reverse thrusters (Enter and Shift).
|
||
|
||
SLING SHOT ORBITS
|
||
|
||
This technique for gaining speed was important in the early days of space
|
||
flight, but now it is unecessary due to advances in space technology. The
|
||
only reasons to do this are because it can be visually pleasing to sweep
|
||
past a planet or sun so that you can say you`ve done it. A sling shot uses
|
||
to your benefit the gravity of large bodies to 'sling` your ship in the
|
||
direction of its travel. Your engines need to be turned off otherwise they
|
||
will compensate for any effect and it saves fuel as well.
|
||
|
||
LOSS OF ENGINES
|
||
|
||
If an engine is disabled, the Autopilot will not function properly and only
|
||
very experienced pilots will be able to fly the ship manually.
|
||
|
||
LANDING AND DOCKING
|
||
-------------------
|
||
|
||
LANDING MANUALLY AT A CITY WITH A BREATHABLE ATMOSPHERE (AN OUTDOOR CITY)
|
||
|
||
Executing a manual landing will require practice, so try it in a relatively
|
||
safe area. You may find it easier to use External View to align the ship.
|
||
Remember though that the ship will appear to be stationary and the ground
|
||
will seem to move. You may also find it helpful to use the targeting
|
||
squares, obtained by setting your destination as a target (see THE
|
||
AUTOPILOT section on page 20 or the TARGETlNG section on page 36).
|
||
|
||
Normally the Autopilot flies to an area 20km above the target and descends
|
||
vertically. You can set the controls to Manual flight using the Flight
|
||
Control icon F7 at any point in this operation. Alternatively you can fly
|
||
the entire approach and land manually (Fig 41).
|
||
|
||
The easiest method is to make a pass over the port while waiting for
|
||
clearance (Communication icon F4) and lowering the undercarriage
|
||
(Undercarriage icon F9). If the undercarriage has not been lowered you
|
||
will crash land. When you have been told which landing pad to use, aim to
|
||
be more or less at zero speed when you come to rest above it. If you
|
||
select Engines Off, gravity will take you down, with the on board computer
|
||
stabilising the ship. If there is little or no gravity, you may have to
|
||
thrust slightly with the nose down to start with, but be careful.
|
||
|
||
LANDING AT A CITY WITH NO BREATHABLE ATMOSPHERE
|
||
|
||
Follow the same guide lines as for an outdoor city with a breathable
|
||
atmosphere. The only difference is the appearance of the landing area,
|
||
covered with a hexagonal airlock door (Fig 42). When clearance is granted,
|
||
the aperture will open to reveal the landing pad. Don`t ask for permission
|
||
too early or you will find that the clearance will be withdrawn and the
|
||
airlock shut. Again, the targeting squares may be helpful by providing a
|
||
'tunnel' through which you can fly (see THE AUTOPILOT section on page 20 or
|
||
the TARGETlNG section on page 36).
|
||
|
||
DOCKING AT A SPACE STATION
|
||
|
||
Request permission for docking (Communication icon F4) and wait until the
|
||
red flashing light turns white and orange homing lights are visible it is
|
||
illegal to approach prematurely. The on board computer matches your roll
|
||
with that of the station so you do not have to make difficult calculations
|
||
in order to dock. Position the ship immediatly in front of the docking
|
||
entrance and proceeding slowly (Fig 43). The dock`s vechicle arrest
|
||
mechanisnm will halt the craft provided your speed is not excessive.
|
||
|
||
|
||
SECTION THREE COMBAT
|
||
====================
|
||
|
||
|
||
USING YOUR WEAPONS
|
||
------------------
|
||
|
||
Welcome to the manual! (in case this is the first page you have turned
|
||
to).
|
||
|
||
While Faulcon de Lacy do not condone offensive combat, it is often
|
||
unavoidable. The best defence is always to run away if at all possible
|
||
(though many cultures reject this as cowardly). Combat is very dangerous,
|
||
and rarely ends up without expensive repairs being necessary.
|
||
|
||
Weapons (like missiles) may be controlled via the Weapon Control Panel of
|
||
your ship (Fig 52) which may be selected by clicking on the scanner area
|
||
with the left hand mouse button, or pressing the F5 key.
|
||
|
||
This display replaces the scanner display (if fitted). The scanner may be
|
||
restored by clicking on the area again (away from any icons) or by pressing
|
||
the F5 key. It should be borne in mind that keyboard shortcuts to the
|
||
Weapon Control Panel icons can still be used even if the Control Panel is
|
||
not currently selected.
|
||
|
||
As additional weapons and equipment are fitted to your ship, their icons
|
||
appear along the bottom of the panel. The icon boxes will remain blank
|
||
until you have obtained the equipment. As you buy missiles and mines, they
|
||
will be illustrated next to the icon boxes as shown above. It is
|
||
recommended that you read APPENDIX ONE: SHIPYARD EQUIPMENT on page 69 for
|
||
more technical information before buying anything.
|
||
|
||
TARGETING
|
||
Targeting is used for both long range navigation (see the NAVlGATION FLIGHT
|
||
section on page 11) and combat. One target can be set at a time.
|
||
|
||
Using the screen in Front, Rear, External or Turret View mode F1, click on
|
||
the centre of the ship to be targeted.
|
||
|
||
If you are in external or Turret View a sight on the target will appear
|
||
together with the range (Fig 53).
|
||
|
||
If you are in Front or Rear View you will be presented with the Targeting
|
||
Tunnel on your headup display (Fig 54). This is displayed as a series of
|
||
contracting squares along the path to the target, and looks like a tunnel.
|
||
The range of the target is given in Astronomical Units AU or kilometres km.
|
||
Targeting Tunnels are not normally shown for ships as they can be
|
||
confusing. They may be enabled by using the 'Preferences'.
|
||
|
||
In order to pursue the ship you fly down the tunnel. As you get closer to
|
||
the target the squares will be shown closer together, thus the squares will
|
||
come towards you faster. If you are approaching a stationary target then
|
||
ideally the squares should pass at a constant rate, as you slow down on the
|
||
final approach.
|
||
|
||
If the target goes off screen an arrow will indicate the direction in which
|
||
it lies, or, if it is behind your ship, Target Behind will show.
|
||
|
||
To deselect the target, click on a blank area that is not a potential
|
||
target.
|
||
|
||
You may also select another target at any time by clicking on another
|
||
object
|
||
|
||
Some pilots may find the 'tunnel' an annoyance. If you are one of these
|
||
refer to the Preferences sheet supplied separately from this manual.
|
||
|
||
OFFENSIVE WEAPONS
|
||
-----------------
|
||
|
||
Quite often, the best form of defence is attack, hence Faulcon de Lacy do
|
||
provide what may be considered offensive weapons. It should be made clear
|
||
that they should only be used in a defensive capacity against an attacker -
|
||
Faulcon de Lacy in no way condone any other use.
|
||
|
||
PULSE LASERS AND BEAM LASERS
|
||
One laser (or other gun) can be mounted at the front of your ship and, for
|
||
ships with a rear mounting, one at the rear. Some larger ships are fitted
|
||
with turret, which can each take a single weapon. There is a wide range to
|
||
choose from (see APPENDIX ONE: SHIPYARD EQUIPMENT section on page 69),
|
||
though the full range will only be available at the biggest shipyards. It
|
||
is rumoured that the military of both sides have developed additional
|
||
weapons for their own use, but this is usually denied.
|
||
|
||
A Pulse Laser fires a single high energy pulse about once every 5/8 of a
|
||
second, while a Beam Laser fires a continuous beam, so is far more
|
||
devastating. Even small lasers are reasonably effective up to 8km range,
|
||
but their effectiveness decreases with distance, as the beam spreads
|
||
slightly. It is recommended that you get your shots in at as short a range
|
||
as possible, for maximum efficiency.
|
||
|
||
Beware of laser reflections from certain types of surface, especially when
|
||
at a glancing angle, Though the beam may have lost much of its energy it
|
||
can still cause serious damage. There are also words that the Imperial
|
||
Navy are developing reflective armour, which reflects much of a laser's
|
||
energy back along the incoming path, though this is strongly denied.
|
||
|
||
OPERATING PULSE OR BEAM LASERS
|
||
|
||
Lasers are fired by pressing both mouse buttons together, the Spacebar on
|
||
the keyboard or the fire button on the joystick. The front mounted laser
|
||
will fire if you are in Front View mode F1, the rear laser if in Rear View
|
||
mode, and the appropriate turret laser if in a Turret View mode. If you
|
||
are in External View, then the front laser will be used irrespective of any
|
||
other lasers fitted.
|
||
|
||
It is quite common for lasers to overheat, particularly with more excitable
|
||
pilots and with the higher power beam lasers. It is unlikely you will do
|
||
your laser any damage by this as it is protected by an automatic cut out to
|
||
prevent it burning out, but it may stop working for a few seconds.
|
||
|
||
LASER COOLING BOOSTER
|
||
|
||
This reduces the problem of lasers overheating at that vital moment. It
|
||
supplements the built in cooling system of your currently selected laser,
|
||
causing it to cool more rapidly. It does not affect Plasma Accelerators.
|
||
|
||
USING MISSILES
|
||
|
||
If you want a quiet life, be careful who or what you use as target
|
||
practice. When the time comes to use one of these devices, proceed as
|
||
follows:
|
||
|
||
Arm the missile of your choice by clicking on one of the missile icons.
|
||
The console will show the type of missile or mine you have armed. You can
|
||
arm only one missile at a time so if you click again on a different
|
||
missile, you will be arming that one and disarming the previous one.
|
||
|
||
A Fire icon also appears. Clicking on this or pressing the M key on the
|
||
keyboard fire the armed missile at your target, but it is important to
|
||
remember that you can only firew if a target has been selected.
|
||
|
||
Disarming is simply achieved by clicking on the missile in question or
|
||
clicking on an another weapon.
|
||
|
||
All types of missile will home in on their selected target as rapidly as
|
||
their incredible 65g acceleration ZX34 Short Burn engine will allow.
|
||
Nevertheless they have limited fuel (enough for about one minute of flight)
|
||
so pilots do sometimes evade them. It is best to fire the missile from as
|
||
close to the target as you dare. Ideally while facing it. If the target
|
||
is behind, the missile will turn around, but this will waste precious
|
||
flight time, and give the target ship more time to use ECM if it has it.
|
||
|
||
The missile will detonate on hitting any solid object (including the ship
|
||
that fired it) but will attempt to avoid such non target objects if
|
||
possible. It does not need to hit the target in order to detonate - it may
|
||
detonate in close proximity and do almost as much damage. Due to an
|
||
international treaty it will also detonate when it runs out of fuel. A
|
||
small village was once destroyed by a missile which had been flying through
|
||
space for months, following the battle in which it was fired.
|
||
|
||
USING MINES
|
||
|
||
Mines operate just like missiles, but without drive systems. They need to
|
||
have an assigned target since they also will detonate in the proximity of
|
||
that target without necessarily hitting it. Mines are also susceptible to
|
||
detonation by ECM. Dummy Mines are a relatively recent innovation, and
|
||
still contain machinery internally in order to fool radar scans, hence
|
||
their weight. They are also visually indistinguishable from normal mines
|
||
so, although they are safe to scoop back up again, beware of accidentally
|
||
scooping a live mine instead, as the scoop mechanism will cause it to
|
||
detonate.
|
||
|
||
ENERGY BOMB
|
||
Generally only of use against smaller ships. This causes the main reactor
|
||
of all small ships' drive systems (within a range of about 100km) to
|
||
resonate and overload. it is linked to the drive of the ship using it, so
|
||
will not cause that to detonate. Operated with the Energy Bomb icon (Fig
|
||
56) on the Weapon Control Panel, or from the keyboard with the B key.
|
||
|
||
LARGE AND SMALL PLASMA ACCELERATOR
|
||
|
||
These are very large weapons, usually carried by large naval cruisers and
|
||
battlestations, and are sometinmes carried by large trading ships and
|
||
passenger liners in the more dangerous regions of space. They are used in
|
||
the same way as lasers and take up a gun mounting. After firing, they take
|
||
a few seconds to recharge. Two sizes are commonly available, imaginatively
|
||
named 'Large' and 'Small'. Even a Small Plasma Accelerator will destroy a
|
||
well armed hundred tonne ship with a single shot. The large version has
|
||
been known to be used as a planetary assault weapon, destroying selected
|
||
areas of cities from orbit. This has a devastating effect on the local
|
||
population, because the terrifying noise of the beam cutting through the
|
||
atmosphere can be heard for hundreds of kilometres, and will deafen anyone
|
||
unprotected in the vicinity.
|
||
|
||
DEFENSIVE AND OTHER EOUIPMENT
|
||
-----------------------------
|
||
|
||
ECM SYSTEM
|
||
|
||
This destroys all active Mines and Homing Missiles in the vicinity (within
|
||
about 100km) It is operated with the ECM icon from the Weapon Control
|
||
Panel, or with the E key from the keyboard. Do not be alarmed if it causes
|
||
interference on your main display.
|
||
|
||
NAVAL ECM SYSTEM
|
||
|
||
A superior version of the standard ECM system, which can also destroy Smart
|
||
Missiles and has a greater range (about 200km). This may also cause
|
||
interference on your main display. This is operated with the Naval ECM
|
||
icon from the Weapon Control Panel, or with the E key. If both ECM systems
|
||
are fitted, then Naval ECM is used in preference. The only slight
|
||
advantage in having both systems fitted is that if the Naval ECM breaks
|
||
down or is destroyed, then you can use the standard unit.
|
||
|
||
AUTOMATIC HULL SEALING
|
||
|
||
All hulls have an automatic sealing system, fitted as standard, thanks to
|
||
Faulcon Hermeseal. It is comprised of two separate layers of resin under
|
||
high pressure in the hull. When the layers are breached the substances
|
||
expand and mix to form a very durable foam likepatch. This prevents the
|
||
whole hull being explosively decompressed from a single shot.
|
||
|
||
HULL AUTOMATIC REPAIR SYSTEM
|
||
|
||
This gradually completely reverses hull damage, but it is so big that only
|
||
larger ships can have one fitted. See APPENDIX ONE: SHIPYARD EQUIPMENT
|
||
section on page 73.
|
||
|
||
SHIELD GENERATOR
|
||
|
||
This will protect against energetic weapons like lasers and missiles. It
|
||
is not much good with collisions. If a ship that has a Shield Generator is
|
||
hit by a weapon, the field will glow in a colour depending on the strength
|
||
of the shield. At full charge, the field will glow a bluish white but will
|
||
progress through to yellow, orange and finally red as it is discharged.
|
||
While the shield is active, no damage will get through to the hull. If
|
||
your ship has shields, they work automatically and the percentage of the
|
||
charge remaining if not 100 per cent, will be indicated on the top left of
|
||
the screen. More than one shield Generator may be fitted to a ship at
|
||
once, and their shielding effect is additive.
|
||
|
||
ENERGY BOOSTER UNIT
|
||
|
||
This large unit increases the rate that all Shield Generators currently
|
||
fitted to your ship recharge. Only recommended for larger ships with a
|
||
large number of Shield Generators because of its size.
|
||
|
||
TACTICS AND PLANNING
|
||
--------------------
|
||
|
||
It is vital to know what your enemy is up to, so you can avoid getting into
|
||
combat with them. There are several different ways of doing this.
|
||
|
||
CHECKING UP ON THE COMPETITION
|
||
|
||
USING THE SCANNER
|
||
This device, usually provided as standard by Faulcon de Lacey, shows the
|
||
relative positions of ships and other objects in your vicinity. The
|
||
holographic display shows the other objects as coloured blobs above or
|
||
below the plane of your ship, with a coloured line drawn to that plane.
|
||
The plane of your ship is shown as a red circle with a grid on it (seen in
|
||
perspective when viewed from the pilot's seat), with two lines drawn on it
|
||
to show the extremity of your front view. The colour of the blob reflects
|
||
the mass of the ship or object.
|
||
|
||
BLUE 1- 15t
|
||
GREEN 16- 31t
|
||
MAGENTA 32- 63t
|
||
RED 64-111t
|
||
ORANGE 112-159t
|
||
YELLOW 160-207t
|
||
GREY 208-299t
|
||
WHITE 300t+
|
||
|
||
USING THE RADAR MAPPER
|
||
This provides you with additional information about your current target,
|
||
such as the number of Shield Generators it has fitted, their current charge
|
||
level, the ship's maximum hyperspace range and any important equipment such
|
||
as Energy Bombs and Hyperspace Cloud Analyser. It will also check if the
|
||
ship matches any on the Wanted Criminals list, and if so will show any
|
||
bounty that is offered. This bounty will be paid into your account
|
||
automatically, when the destruction of the ship is recorded by your
|
||
on-board computer. No bounty will be paid for a ship if the Radar Mapper
|
||
has not first identified it, since proof of identity is needed
|
||
|
||
To operate the Radar Mapper:
|
||
|
||
Make sure you are in View mode by using the View icon F1.
|
||
|
||
Target a ship by clicking on it using the left hand mouse button. If the
|
||
selected target is not a ship then no information will be shown.
|
||
|
||
Select the Radar Mapper icon (Fig 60) on the Weapons Control Panel and
|
||
information will be displayed at the top right of the headup display (Fig
|
||
61) on your target until the Radar Mapper is deselected.
|
||
|
||
To deselect this facilicy, use the icon again.
|
||
|
||
To deselect the target, click away from the ship where there is no
|
||
potential target.
|
||
|
||
USING THE HYPERSPACE CLOUD ANALYSER
|
||
This device is commonly used by pirates to identify the destination of
|
||
their quarry, and also by police forces and bounty hunters. If your ship
|
||
has a greater hyperspace range than the one you are chasing (use the Radar
|
||
Mapper and your Ship Equipment Inventory page to determine this), then you
|
||
will arrive at the destination before them if you left at the same time.
|
||
|
||
It gives their hyperspace destination, the ship's mass is also shown and
|
||
the exact Galactic Mean Time and date at which they will arrive.
|
||
|
||
Make sure you are in View mode by using the View icon F1.
|
||
|
||
Target a hyperspace remnant by clicking on it using the left hand mouse
|
||
button. If the selected target is not a hyperspace remnant then no
|
||
information will be shown.
|
||
|
||
Select the Hyperspace Cloud Analyser icon (Fig 62) on the Weapons Control
|
||
Panel and information will be displayed at the top right hand corner of the
|
||
headup display until the Hyperspace Cloud Analyser is deselected.
|
||
|
||
To deselect this facility, use the icon again.
|
||
|
||
To deselect the target, click away from the ship where there is no
|
||
potential target.
|
||
|
||
To follow the ship, use the Galactic Map icon F2 to jump to the same
|
||
destination (see the NAVIGATION AND FLIGHT section on page 11), As long as
|
||
you enter hyperspace not too long after your quarry then you will leave
|
||
hyperspace at a similar position.
|
||
|
||
Once out of hyperspace, use the Stardreamer Time Control (see the
|
||
NAVIGATION AND FLlGHT section on page 22) to wait until the likely time of
|
||
arrival of your quarry. The Hyperspace Cloud Analyser information is quite
|
||
accurate, so if the predicted time has been exceeded by about a minute,
|
||
then your quarry will not arrive. They must have mis-jumped (whether
|
||
intentionally or not) and there is no way you can find them.
|
||
|
||
BROADCASTING MESSAGES
|
||
|
||
While in flight you can hail other ships using the Communication icon F4.
|
||
A range of messages for broadcasting will be presented on your headup
|
||
display (Fig 64). For example you can demand surrender if you are
|
||
fortunate enough to be in such a position. If your ship is on the
|
||
receiving end of aggression you can call for assistance, but there is a
|
||
risk some pirates listen for a call of distress and will home in on it like
|
||
a spider to a fly. If you have broken down the dilemma is the same, but
|
||
calling for help may be the only option open to you.
|
||
|
||
MAKING A RUN FOR IT
|
||
|
||
You will discover that there are many bigger and more heavily armed ships
|
||
than yours and a ship to ship fight may be foolish. Faulcon De Lacey do
|
||
not advocate illegal evasive measures and feel that going down in a blaze
|
||
of glory is more memorable for your loved one than a prison sentence. If
|
||
posthumous praise is not appealing, an escape capsule could be your answer.
|
||
|
||
ESCAPE CAPSULES
|
||
An escape capsule is not fitted as standard and needs to be obtained from
|
||
the shipyard. It is not a capsule as such but is a modification that
|
||
allows your cockpit section to break off as a separate craft.
|
||
Unfortunately leaving any crew members passengers and cargo behind. It
|
||
flies to the nearest starport under a cut down Autopilot, and can be used
|
||
only once. For this reason, it comes with an insurance policy which is
|
||
automatically cashed in for a basic Eagle Long Range Fighter to replace
|
||
your abandoned ship.
|
||
|
||
The capsule has no weapons or hyperspace facility. You may ask why your
|
||
enemy isn`t going to shoot at you. It is considered to be extremely bad
|
||
form to shoot at escape capsules because they are much too easy a target,
|
||
and most pilots realise that some day they may need to use one. It has
|
||
been known though, that some pilots are not bothered by image and will pick
|
||
you off anyway. Another problem is ships scooping up escape capsules and
|
||
selling the occupant into slavery. This is severely frowned upon by both
|
||
the Elite Federation of Pilots and the Federation itself. To release the
|
||
capsule, you select the Escape Capsule icon on the Weapons Control Panel,
|
||
or use the X key on the keyboard.
|
||
|
||
HYPERSPACE
|
||
Jumping into hyperpace is often sufficient to evade pirates, but a pirate
|
||
with a fast ship may use their Hyperspace Cloud Analyser to chase you into
|
||
hyperspace and, if they have a faster ship, may even arrive at your
|
||
destination before you do.
|
||
|
||
ILLEGAL AND RISKY PRACTICES
|
||
You may notice others committing offences in order to remain alive and we
|
||
feel compelled to explain their erroneous behaviour in order to discourage
|
||
you from copying them. One tactic is the highly risky Hyperspace Mis-jump
|
||
and this can be found in the NAVIGATION AND FLIGHT section on page 25.
|
||
Another is to jettison cargo in the hope that any ship following will give
|
||
up the chase in order to scoop it up. This is explained in the TRADE
|
||
section on page 59. Remember it is illegal to jettison any cargo.
|
||
|
||
COMBAT AND SERVICE RATINGS
|
||
--------------------------
|
||
|
||
ELITE RATING
|
||
|
||
Your rating as a pilot is displayed if you use the Inventory icon F3, and
|
||
cycle through to Commander Profile (Fig 66).
|
||
|
||
You are given a rating by the Elite Federation of Pilots which is
|
||
calculated from the number and type of kills recorded by the on board
|
||
computer. For example, shooting up a heavily armed ship will a mass a
|
||
large number of points. Many have disapproved of using kills in order to
|
||
calculate this rating as it can lead to illegality. In older times much
|
||
store was set by this as you had to be able to fight to survive, so
|
||
shooting down others was seen as a mark of skill and bravery. Great
|
||
respect is still held for the rating in the outer systems, where the way of
|
||
life still reflects that of the past of the inner, now more civilised,
|
||
systems. For historical reasons therefore, the method of rating has been
|
||
preserved. The categories are as follows, in order of merit:
|
||
|
||
ELITE RATINGS
|
||
|
||
Harmless Above Average
|
||
Mostly Harmless Competent
|
||
Poor Dangerous
|
||
Below Average Deadly
|
||
Average ELITE
|
||
|
||
MEDALS
|
||
|
||
If homicide is not your scene, medals are awarded by the Federation or the
|
||
Empire for particularly heroic deeds. Medals include the humble
|
||
Certificate of Valour and the highly respected Imperial Celestial Warrior
|
||
medal. These are also shown on the Commander Profile page of the
|
||
Inventory.
|
||
|
||
MILITARY RANK
|
||
|
||
Both the Federation and the Empire give military ranks for services
|
||
rendered although these are known as titles in the Empire. An individual
|
||
can gradually progress up the ranks even from purely mercenary missions,
|
||
receiving promotions after sustained loyal service. Usually these ranks
|
||
are mutually exclusive as each of the superpowers does not tolerate its
|
||
officers working for the other power (though work for the independant
|
||
worlds is usually allowed).
|
||
|
||
FEDERAL RANKS IMPERIAL TITLES
|
||
None Lieutenant Outsider Viscount
|
||
Private Lieutenant Commander Serf Count
|
||
Corporal Captain Master Earl
|
||
Sergeant Commodore Sir Marquis
|
||
Sergeant Major Rear Admiral Squire Duke
|
||
Major Admiral Lord Prince
|
||
Colonel Baron
|
||
|
||
LEGAL RATING
|
||
|
||
Before you start shooting at everything that moves in order to improve your
|
||
rating consider your legal status. Data is collected by the three police
|
||
forces: The Federal Security Service (of the Federation), the Imperial
|
||
Guard (of the Empire) and interpol (that of the Independent Systems). The
|
||
latter was set up after the Federation and Empire became established as
|
||
superpowers, and the world leaders that wished to remain free of both got
|
||
together and decided to set up their own police force. This was largely to
|
||
avoid the independent worlds becoming a dumping ground for criminals.
|
||
Remember what you do and who you work for will almost certainly be noticed
|
||
by someone.
|
||
|
||
|
||
SECTION FOUR THE SHIPYARD
|
||
=========================
|
||
|
||
|
||
SHOPPING FOR SHIPS AND PARTS
|
||
----------------------------
|
||
|
||
The shipyard on any planet or station is where you can contact the police
|
||
to pay any outstanding fines or buy equipment for your ship, have parts
|
||
fitted and removed, repairs made or even part exchange your ship. The
|
||
range on offer depends where you are, so you may have to shop around. For
|
||
example a low population area is not going to have a vast selection of
|
||
hardware for your ship. Having used the Communications icon F4, select
|
||
Shipyard and you will be presented with a list of services (Fig 67).
|
||
|
||
UPGRADING THE SHIP OR REMOVING PARTS FOR CASH
|
||
|
||
Click on Upgrades. The screen will show items for sale with options to Fit
|
||
or Remove them and the prices for doing so (Fig 68).
|
||
|
||
Select Fit or Remove buttons for the item of interest, and your cash total
|
||
at the bottom left of the screen will change accordingly.
|
||
|
||
If the complete list of available items is too long to be shown in its
|
||
entirety, use the More... arrows to look through it.
|
||
|
||
Use of the Go Back... button will return you to the Shipyard and the
|
||
Communications icon F4 will return you to the Services list. Equipment is
|
||
fitted or removed while you wait and the process is fully automated.
|
||
|
||
NOTE FOR FITTING GUNS
|
||
|
||
For guns, if your ship has more than one mounting you will be asked where
|
||
you want the gun fitted. Old campaigners may recall that left and right
|
||
mounts were once available but this was outlawed after so many people found
|
||
that they were accidentally shooting their own their friends or, more
|
||
embarrassingly, the police, due to the impracticality of using them.
|
||
|
||
DECIDING WHAT TO BUY OR REMOVE
|
||
|
||
Each ship has only so much space in the hull and out of this, room has to
|
||
be made for the engine, guns, fuel, cabins, cargo and so on. The
|
||
proportion that these items take up depends on your needs, for example a
|
||
fast courier ship's engine will dominate the hull.
|
||
|
||
Alternatively, if you are interested in having a more deadly ship than a
|
||
fast one, engine size can be sacrificed for weapons. All items are rated
|
||
for weight which is equivalent to the space they occupy, any space left can
|
||
be used for cargo. If a particular shipyard does not sell a piece of
|
||
equipment, repairs or removal cannot be carried out because the tools
|
||
required will not be available either.
|
||
|
||
SHIPS EQUIPMENT INVENTORY
|
||
|
||
A list of equipment on board can be obtained by using the Inventory icons
|
||
F3. Cycle through the pages until you find Ship Equipment Status. The
|
||
picture of your craft will show any externally visible items.
|
||
|
||
REPAIRS, SERVICING AND BREAKDOWNS
|
||
|
||
Equipment is usually very reliable but will become more unreliable with
|
||
age, so servicing is important. It can be done at any time, and the longer
|
||
you leave it the more likely a problem is to occur, so delay at your peril.
|
||
Shipyards vary in the service they give, so you may find that your ship
|
||
suffers from poorly fitted parts and shoddy repairs. If an item of
|
||
equipment breaks down it will not function and will be shown on the Ship`s
|
||
inventory page (Inventory icon F3) in faded text until is has been
|
||
repaired. If a particular shipyard does not sell a piece of equipment,
|
||
repairs cannot be carried out because the tools required will not be
|
||
available either.
|
||
|
||
Having a piece of equipment repaired or serviced:
|
||
|
||
Select the Communications icon F4.
|
||
|
||
From the list choose Shipyard followed by Repairs and Servicing.
|
||
|
||
You will be presented with a list of servicing options.
|
||
|
||
NEW AND RECONDITIONED SHIP HULLS
|
||
|
||
This mode allows you to part exchange your ship for another. It is
|
||
standard procedure to strip a ship of its extras before selling it, as the
|
||
only optional item which affects your trade in value is the Hyperdrive.
|
||
New ships come with 1t of the appropriate fuel in the internal tank,
|
||
whatever the size of the tank.
|
||
|
||
Via the Comnmunications icon F4 select Shipyard followed by New and
|
||
Reconditioned Ship Hulls
|
||
|
||
The ships on offer will be listed with sale details.
|
||
|
||
You may elect to Buy or to View the ship first. Note that the types of
|
||
ship on offer in a system will differ according to political allegiance,
|
||
population and types of visitor.
|
||
|
||
Additional ship information is provided when selecting View including
|
||
mountings crew and hyperspace range.
|
||
|
||
TAKING ON CREW MEMBERS
|
||
|
||
When you buy a larger ship, it may require extra crew in order to fly it.
|
||
Without them it will not be able to take off. It is not necessary to buy
|
||
extra cabins because they come with the ship if it needs multiple
|
||
personnel. You must hire the crew members through the Bulletin Board using
|
||
the Communication icon F4 (see the TRADING section on page 61). When they
|
||
are hired, a page called Crew Roster appears in the inventory mode
|
||
(Inventory icon F3, see the ICONS section on page 8), and will list all
|
||
crew members You can also fire them using this page, but only when you are
|
||
in dock.
|
||
|
||
Crew members will cost you the fun of the ride isn't enongh. Wages will be
|
||
deducted by direct debit from your bank account. Wages are sometimes
|
||
negotiable but are generally quite high because there is a certain amount
|
||
of danger for crew members. For example, should you decide that you need
|
||
to use your escape capsule, the crew are left behind. Remember, you get
|
||
what you pay for.
|
||
|
||
|
||
SECTION FIVE TRADING
|
||
=====================
|
||
|
||
BUY! SELL!
|
||
|
||
Trading is a simple process thanks to an agreement between the Empire and
|
||
the Federation that allows free trade within all systems via the
|
||
stockmarkets. After all the cold war has to be supplied and fuelled by
|
||
something. There are also private markets which may be more lucrative, but
|
||
are sometimes risky. Each will be explained in turn.
|
||
|
||
TRADING ON THE STOCKMARKET
|
||
|
||
You need to go to a city or space station in order to trade on the
|
||
stockmarket. You cannot trade in flight but at least you will be safe
|
||
whilst trading.
|
||
|
||
Select the Communication icon F4 at the bottom of your console. and a list
|
||
of options will appear
|
||
|
||
Select Stockmarket from the menu, and you will be presented with a
|
||
selection of items (Fig 72). Click on the down More... arrow and any
|
||
remainder of the list will be given.
|
||
|
||
The screen displays Buy and Sell buttons, price per tonne, stock on the
|
||
market and the amount of cargo (in tonnes) that you have at present in your
|
||
hold
|
||
|
||
Before trading read the information on the items below. Note that only
|
||
legal items will be listed. For illegal goods you will have to use the
|
||
private market (see THE BULLETIN BOARD section on page 61).
|
||
|
||
BUYING
|
||
|
||
To buy one tonne of a chosen item, activate the button corresponding to the
|
||
item of your choice in the Buy column. Your console will show the item you
|
||
have selected. One click will auto load one tonne into your hold. Holding
|
||
down the button will buy multiple tonnes at an accelerating rate.
|
||
|
||
If you want to revise your transaction, the Sell button will subtract from
|
||
your stock. There is no charge for changing your mind during trade but you
|
||
must make a decision reasonably quickly.
|
||
|
||
UNSUCCESSFUL TRANSACTIONS
|
||
|
||
You will be unsuccessful if:
|
||
|
||
Your cargo hold is full (indicated at the bottom left of the screen under
|
||
Cargo Space). See also THE SHIPS INVENTORY section on page 60.
|
||
|
||
You have insufficient money (indicated at the bottom left of the screen
|
||
under Cash)
|
||
|
||
The stock is not available.
|
||
|
||
Information on all situations will be displayed on your console.
|
||
|
||
SELLING
|
||
|
||
This is a similar operation to buying, but using the Sell button. Your
|
||
stock level will be automatically decreased as you sell. A mistake can be
|
||
changed using the Buy button or which there is no charge but if you delay
|
||
too long, someone else may buy first.
|
||
|
||
You will be unsuccessful if your own stock runs out, which will be shown on
|
||
your console. See also THE SHIPS INVENTORY section on page 60.
|
||
|
||
STOCK AND PRICES
|
||
|
||
The stock level indicated on the console is that on the stockmarket, not
|
||
the private market which has its own separate holding. Prices are brought
|
||
to you by Zebulon Intergalactic Trading Corporation (ZITCO), and are
|
||
updated each midnight Galactic Mean Time (GMT). Galactic time was adopted
|
||
after the signing of the treaty between the Empire and the Federation.
|
||
Hostilities between them cannot be conducted if one party does not turn up
|
||
because they have calculated the time incorrectly. If the stock level
|
||
falls due to demand, the local price may rise. If a ship arrives with a
|
||
large cargo of grain say, when it sells this onto the market, the price of
|
||
grain may fall at the next midnight price adjustment.
|
||
|
||
TRADING AND THE STARDREAMER TIME CONTROL
|
||
|
||
Prices are changed every midnight which may be a bit frustrating if you are
|
||
in a hurry Use of the Time Control icons activates the Stardreamer which
|
||
will appear to speed up time. There is a description of this Device in the
|
||
NAVIGATION AND FLIGHT section on page 22. Remember that your enemies are
|
||
also going to be sped up so only use this when it is safe to do so, though
|
||
even on an open air station, you will be protected by the station's own
|
||
defences. Remember also that the station makes a small charge every
|
||
midnight for your stay.
|
||
|
||
CHOOSING WHAT TO TRADE
|
||
|
||
Systems all have their own production and consumption, imports and exports
|
||
Generally the price of imports will be higher than the Galactic average and
|
||
that of exports lower than average. For example a farming area will have
|
||
cheap grain, so it will be a good place to buy in order to sell to an area
|
||
that has no grain production;
|
||
|
||
A listing of imports and exports for a given system can be found by using
|
||
the Data icon F6 (see the NAVIGATION AND FLIGHT section on page 15).
|
||
Information on illegal goods will also be found there.
|
||
|
||
CHOOSING WHERE TO TRADE
|
||
|
||
The Galactic Map (Galactic Map icon F2) shows a number of recommended trade
|
||
routes (lined in pink) updated by ZITCO in 3195. Faulcon De Lacey take no
|
||
responsibilty for any inaccuracies for this reason. A map with the trade
|
||
routes has also been supplied with this manual,
|
||
|
||
It is always worth looking at the political and economical details of a
|
||
system before possibly wasting fuel (see the NAVIGATION AND FLIGHT section
|
||
on page 15) Items that are in abundance in a star system will be relatively
|
||
cheap to buy. Conversley items that are in short supply will be more
|
||
expensive and worth selling there.
|
||
|
||
CASH
|
||
|
||
Your funds are indicated under Cash at the bottom left hand corner of the
|
||
screen. They are safe if your ship is destroyed thanks to an automatic
|
||
banking system. if you run out of cash you could sell your ship for a
|
||
smaller one or sell off a piece of equipment. It may be worth looking for
|
||
offers of insurance from the Bulletin Board.
|
||
|
||
JETTISONING AND SALVAGING GOODS
|
||
|
||
This is an illegal practice but is occasionally necessary. Certain goods
|
||
are damaged by this act and this needs to be taken into consideration when
|
||
salvaging such cargo.
|
||
|
||
The following changes will occur:
|
||
|
||
Live animals will become animal meat
|
||
|
||
Slaves die and are officially used as fertilizer but rumour has it that the
|
||
bodies are finding their way onto the animal meat market.
|
||
|
||
Liquor, luxury goods, grain, fruit and vegetables are all turned into
|
||
rubbish.
|
||
|
||
Sometimes containers will explode unpredictably when released due to
|
||
irregularities introduced during their manufacture.
|
||
|
||
JETTISONING
|
||
|
||
Select the inventory icon F3 and cycle to the Cargo Inventory section,
|
||
which displays jettison buttons (Fig 73). Activate the button next to the
|
||
goods which will be ditched one tonne at a time.
|
||
|
||
SALVAGING
|
||
|
||
You cannot salvage jettisoned goods unless you have bought a Fuel Scoop and
|
||
a Cargo Scoop Conversion. If you have such equipment, manoevre so that the
|
||
cargo item is immediately in front of the scoop and move forwards slowly
|
||
relative to it.
|
||
|
||
SHIP'S INVENTORY
|
||
----------------
|
||
|
||
This gives a more detailed account of your cargo and passengers, and is
|
||
obtained by using the Inventory icon F3. Clicking on this icon cycles
|
||
through seven pages of information for your perusal including:
|
||
|
||
SHIP EQUIPMENT STATUS
|
||
Lists weapons and equipment currently fitted to the ship. See the SHIPYARD
|
||
section on page 51 for details of individual items. It also shows the
|
||
level of fuel in the engines which is distinct from the hyperspace fuel
|
||
(see FUEL CONSUMPTION in the NAVIGATION AND FLIGHT section on page 26).
|
||
|
||
COMMANDER PROFILE
|
||
Lists awards and grading. See the COMBAT section on page 47.
|
||
|
||
CREW ROSTER
|
||
Lists any crew members (on larger ships only). See the SHIPYARD section on
|
||
page 53.
|
||
|
||
CARGO INVENTORY
|
||
Your cargo is listed if you have any. Jettison on tonne of any item by
|
||
clicking on the relevant button.
|
||
|
||
PASSENGER AND SMALL ITEMS
|
||
This lists the names of your passengers or clients, the number of persons
|
||
on board, any small packages and the destination and how much money you are
|
||
still owed from the deal.
|
||
|
||
OUTSTANDING CONTRACTS LIST
|
||
This shows contracts taken on but not yet completed. Those which involve
|
||
carrying parcels and passengers are listed on the Passenger And Small Items
|
||
page.
|
||
|
||
MINING INSTALLATIONS
|
||
Lists the locations of all active mining installations owned, See the
|
||
MINING section on page 65.
|
||
|
||
Note: the pages will not be shown if there is nothing on them.
|
||
|
||
THE BULLETIN BOARD
|
||
------------------
|
||
|
||
This is a collection of small advertisements for trading, services and
|
||
requests for passage, amongst other things. You will find other types of
|
||
advertisements so it is worth a browse. It is also possible to contact the
|
||
military, its allegiance depending on the system you are in.
|
||
|
||
TRADE IN LEGAL ITEMS
|
||
|
||
Some individuals trade on the Bulletin Board in preference to the
|
||
Stockmarket, and taking a risk with them may benefit you. There may be ads
|
||
for specific items which a person needs urgently that cannot be bought on
|
||
the Stockmarket, so they are prepared to pay over the odds for them. You
|
||
may earn more money this way than simply selling directly on to the
|
||
Stockmarket.
|
||
|
||
Select the Communications icon F4
|
||
|
||
Select Bulletin Board and look for advertisements stating WANTED (Fig
|
||
74).
|
||
|
||
TRADE IN ILLEGAL ITEMS
|
||
|
||
Of course being a law abiding citizen you will not be engaging in this, but
|
||
in order to understand the criminal mind better you ought to know the
|
||
typical procedure.
|
||
|
||
Select the Communication icon F4.
|
||
|
||
Select Bulletin Board and took for advertisements stating Goods Bought and
|
||
Sold Though there may not be any in a particular place or that day, The
|
||
More... arrows will allow viewing of the ads which on a given day don't
|
||
fit on the screen.
|
||
|
||
Click on the button for the Goods Bought and Sold advertisement you are
|
||
interested in and a list will appear of all the illegal goods available.
|
||
|
||
Trade in a similar way to the stockmarket.
|
||
|
||
The police, although aware of this practice, will not shut it down. Not
|
||
only do they take a cut in profits but they often use it to their
|
||
advantage. Traps are laid in the form of advertisements and the astute
|
||
criminal will get to know their characteristics. once successful trading
|
||
has taken place, there is always the threat of customs officials, not that
|
||
you will ever have anything to hide of course.
|
||
|
||
CARRYING PASSENGERS
|
||
|
||
People may place ads asking for passage for themselves or a group to a
|
||
stated destination. If you want to do this, you need sufficient cabin
|
||
space on your ship, which may mean extra outlay for you. See THE SHIPYARD
|
||
section on page 50, where upgrading your ship is explained.
|
||
|
||
TAKING UP A REQUEST
|
||
|
||
On the bulletin board via the Communication icon F4, look for the
|
||
appropriate advert and select it (Fig 76).
|
||
|
||
Choose one of the responses presented to you, for example one response
|
||
might ask why they are prepared to pay so much.
|
||
|
||
The answer comes up on the console at the bottom.
|
||
|
||
If you want to make a deal, click on "OK- agreed" at the top of the list of
|
||
responses
|
||
|
||
The passengers will appear on your passenger list.
|
||
|
||
Payment is normally made on arrival at your clients' destination, although
|
||
some will pay half up front or even all!
|
||
|
||
CARRYING PACKAGES
|
||
|
||
To act as a courier, negotiate in the same way as for passengers after
|
||
finding adverts for transporting packages. A package is deemed to take up
|
||
negligible space in your cargo hold and of course does not need a life
|
||
support system.
|
||
|
||
TAKING ON CREW
|
||
|
||
If you ever buy a larger ship, it may require extra crew which are also
|
||
obtained through the Bulletin Board small advertisements. More details
|
||
about your contract with them can be found under TAKING ON CREW MEMBERS in
|
||
THE SHIPYARD section on page 53.
|
||
|
||
|
||
SECTION SIX MINING
|
||
===================
|
||
|
||
THERE'S GOLD IN THEM THAR HILLS
|
||
-------------------------------
|
||
|
||
If you prefer a solitary life, then mining is for you. This occupation
|
||
entails travelling from place to place collecting ore. There are two types
|
||
of mining: Asteroid Mining and Surface Mining, both have their merits and
|
||
drawbacks.
|
||
|
||
ASTEROID MINING
|
||
|
||
Asteroid mining is an old method but it is tried and tested. It is the
|
||
easiest and cheapest way of obtaining ore and requires you to have a 30 MW
|
||
Mining Laser, Fuel Scoop and a Cargo Scoop Conversion. You simply blast an
|
||
asteroid with the laser then fly over the bits of asteroid and the Scoop
|
||
collects as much ore as you can accommodate in the cargo bay. Not all
|
||
asteroids are mineral rich though, so you may end up with a bay full of
|
||
rubbish.
|
||
|
||
SURFACE MINING
|
||
|
||
Once you are established, this type of mining is a more predictable means
|
||
of getting ore. It does, however, demand a large initial outlay in order
|
||
to acquire the installations and possibly a larger ship (minimum of 30
|
||
tonnes of free cargo space) to transport them The only recommended device
|
||
is the MB4 Mining Machine which, alas is still not widely available. The
|
||
MB4 is impressive in that it not only mines but also refines the material,
|
||
so you put it in place, leave it and come back to pick up the results. The
|
||
MB4 can mine, separate and refine minerals, alloys and even on occasions
|
||
precious metals and gem stones.
|
||
|
||
The disadvantage is the risk of mining others' claims, resulting in an
|
||
aggresive response to your activities. In some areas it is illegal to mine
|
||
and police, depending their mood, may not be too interested in maintaining
|
||
a public image of fairness and understanding and may blast you to pieces.
|
||
|
||
SETTING UP YOUR WB4
|
||
|
||
Choose a mining site with a temperature below 200 degrees Centigrade. The
|
||
most likely suitable locations will be on systems' inner planets which are
|
||
more likely to be mineral rich. Ones which humans have hardly touched are
|
||
more likely to be mineral rich as machines like the MB4 and its
|
||
predecessors are very thorough, and will have scoured most of the surface
|
||
of core worlds by now. To test the composition of the crust, you need to
|
||
land.
|
||
|
||
Land at the chosen site and select the Weapons Control Panel by clicking on
|
||
the Scanner
|
||
|
||
Activate the Unload Rig icon (Fig 78) which will cause the mining rig to be
|
||
unloaded whereupon it will analyse a sample of the crust and relay the
|
||
results to your on board computer. If the prospects are good it will bed
|
||
itself in and begin drilling immediately. You may then take off and come
|
||
back later once it has mined the full capacitv of 10 tonnes.
|
||
|
||
FINDING THE MB4 AGAIN
|
||
|
||
All the mines have a beacon which has your own coded signal allowing the
|
||
computer to pin-point its position. If you pick up someone else's rig,
|
||
your computer will automatically register the code of the owner. All other
|
||
rigs belonging to them in this star system will then be shown on your
|
||
inventory page. This means that stealing ore is possible however the same
|
||
can be done to you. A safeguard is to avoid placing numerous rigs in one
|
||
system, so that they are not so easily found should one of your rigs be
|
||
purloined. Your beacons will use a different code in each system.
|
||
|
||
Select the Inventory icon F3 and cycle through until you come to the Mining
|
||
Installations page (Fig 79). It will list your rigs and their location.
|
||
|
||
Fly to the Star system in which a particular rig is situated.
|
||
|
||
Set up the Mining Installations page again and use the button next to the
|
||
rig you wish to find.
|
||
|
||
The on-board computer will then set it up as your current target. You may
|
||
then fly to it manually or with the Autopilot. You can deselect the target
|
||
as before by placing the pointer away from the target and using the left
|
||
hand mouse button.
|
||
|
||
COLLECTING THE ORE
|
||
|
||
Land near to the installation and select the Load Rig icon (Fig 80) with
|
||
one click. this will remotely instruct the machinery to off load ore into
|
||
your hold until it is full. It will be no more than 10 tonnes at a time
|
||
because that is the maximum capacity of the MB4's hopper.
|
||
|
||
If there is no ore to collect the first selection of the icon will load the
|
||
rig onto the ship if you have space.
|
||
|
||
Your cargo inventory (Inventory icon F3) will show the minerals on board
|
||
|
||
COLLECTING THE MB4 MINING MACHINE
|
||
|
||
Land next to the installation and click on the Load Rig icon twice so that
|
||
the rig and the contents of its hopper are taken on board.
|
||
|
||
As stated above, the rig will be loaded after the first click if there is
|
||
no ore in the hopper
|
||
|
||
The rig may be left for further mining. There is no need to bring it on
|
||
board if you intend to Deposit it in the same place.
|
||
|
||
If you want to move the MB4 to another location on the same surface because
|
||
a site is 'mined out', it is worth moving it a good distance. This is
|
||
because the MB4 probes quite a large area with its underground drills.
|
||
|
||
If your MB4 had found a rich seam of minerals, Do not move it as the seam
|
||
may be a long way below ground and the MB4 may not be able to find it
|
||
again.
|
||
|
||
|
||
APPENDIX ONE SHIPYARD EQUIPMENT
|
||
================================
|
||
|
||
MINES AND BOMBS
|
||
---------------
|
||
|
||
XB13 PROXIMITY MINE
|
||
Explodes when object is within range. They are carried on missile pylons
|
||
in place of a missile.
|
||
|
||
XB74 DUMMY PROXIMITY MINE
|
||
Exactly the same in appearance as the Proximity Mine, even on radar, but
|
||
they do not explode, in fact they do nothing except increase your foes
|
||
laundry bill. You can even recover them like cargo if you have a Fuel
|
||
Scoop and a Cargo Conversion, but beware of accidentally scooping a real
|
||
one!
|
||
|
||
ENERGY BOMB
|
||
Causes the drive system of smaller ships to overload and explode, but not
|
||
your own as it is very specific. It can be withstood if a ship has a
|
||
strong enough shield.
|
||
|
||
MISSILES
|
||
--------
|
||
|
||
The COMBAT section on page 38 gives additional information. Note that all
|
||
the missiles have the same flying characteristics.
|
||
|
||
KL760 HOMING MISSILE
|
||
For destroying small spaceships and damaging larger ones.
|
||
|
||
LV111 SMART MISSILE
|
||
Similar to the Homing Missile but has ECM protection (not effective against
|
||
Navy Grade ECM). Has a greater explosive power than the Homing Missile.
|
||
|
||
NN500 NAVY GRADE MISSILE
|
||
Even more bang for your money and immune to any known ECM system although
|
||
it is rumoured that technology is improving in this field
|
||
|
||
GUNS
|
||
----
|
||
|
||
The COMBAT scetion on page 38 provides furthur details.
|
||
|
||
30MW MINING LASER
|
||
Pulse laser set up to blast asteroids into recoverable portions if you see
|
||
your future in mining. Can be used as a weapon but its repeat rate is not
|
||
as fast as weapon lasers.
|
||
|
||
1MW PULSE LASER
|
||
The very same as the bottom of the range laser weapon as the Phlaschygt
|
||
that came with your ship. seasoned combatants consider it only of use for
|
||
tattooing numbers onto slaves. Better than nothing.
|
||
|
||
5MW PULSE LASER
|
||
Otherwise known as the Phlaschbugher. More powerful than the Phlaschgyt,
|
||
but less devastating than the Beam Laser.
|
||
|
||
BEAM LASER
|
||
Continuous laser beam which is more devastating than a Pulse Laser. the
|
||
1MW, 4MW, 20MW, and 100MW Beam Lasers are the same but more destructive
|
||
with increasing voltage.
|
||
|
||
LASER COOLING BOOSTER
|
||
Some busy pilots find their normal laser cooling equipment inadequate.
|
||
Since lasers cut out when they overheat, this Device is a bonus.
|
||
|
||
SMALL PLASMA ACCELERATOR
|
||
Very big and heavy and carried by larger ships and Naval ships only. It is
|
||
extremely potent and obliterates small to medium ships with one shot.
|
||
|
||
LARGE PLASMA ACCELERATOR
|
||
The ultimate weapon pilots aspire to owning.
|
||
|
||
ECM SYSTEMS
|
||
-----------
|
||
|
||
ECM SYSTEM
|
||
Short for Electronic Counter Measures. A clever device this, as it causes
|
||
detonation of all activated Homing Missiles in range (including your own).
|
||
|
||
NAVAL ECM SYSTEM
|
||
This higher specification system can also destroy the Smart Missile. Only
|
||
obtainable at larger Shipyards.
|
||
|
||
ENVIRONMENTAL CONTROL SYSTEMS
|
||
-----------------------------
|
||
|
||
CARGO BAY LIFE SUPPORT
|
||
Superb environment control, including deodoriser and choice of four fresh
|
||
air scents, Fomalhaut Harvest, Ma`s Cookies, Seashore and Solar Breeze.
|
||
Needed for transportation of live animals and slaves.
|
||
|
||
EXTRA PASSENGER CABIN
|
||
For one person it comes with life support, food dispenser and Holovid dream
|
||
inducer for long journeys. An extra facility is the automatic decor
|
||
control which changes in order to compliment the mood of the occupants. It
|
||
is activated by sensors of heat and pheromones. Takes up five tonnes of
|
||
cargo space.
|
||
|
||
ELECTRONIC EQUIPMENT
|
||
--------------------
|
||
|
||
FOR CONTROL AND SURVEILLANCE
|
||
|
||
AUTOMATIC PILOT
|
||
The Robocruise automatic navigation system has the capability to plot and
|
||
control travel to any destination within a system. For details of how to
|
||
use the Automatic Pilot see the NAVIGATION AND FLIGHT section on page 20.
|
||
|
||
AUTOREFUELLER DEVICE
|
||
This automatically tranfers 1t of fuel from the cargo bay to the internal
|
||
tank of a ship`s engine when it is needed, so preventing any wastage. It
|
||
also avoids any embarrassing moments when your engines fail during combat
|
||
or docking.
|
||
|
||
SCANNERS
|
||
The scanner section in the middle of the console is provided as standard on
|
||
most ships. Some hardened space travellers remove it in the belief that
|
||
demonstrates a certain amount of machismo, but others say this demonstrates
|
||
something else.
|
||
|
||
RADAR MAPPER
|
||
Scans for information on a targeted ship. For details of how to use the
|
||
Radar Mapper see the COMBAT section on page 43.
|
||
|
||
HYPERSPACE CLOUD ANALYSER
|
||
Determines the destination and the exact time and date of arrival of ships
|
||
by analysing the residual space time disturbance left behind after a
|
||
hyperspace jump. You will also be told the mass of the ship which has left
|
||
or is about to arrive. See HYPERSPACE in the NAVIGATION AND FLIGHT
|
||
section, and also Combat on page 43.
|
||
|
||
DEFENCE
|
||
-------
|
||
|
||
SHIELD GENERATOR
|
||
This device affords additional shielding to the normal damage resistance of
|
||
a hull. More than one can be fitted at once and the effect is cumulative.
|
||
They recharge from the ship`s power system, and each shield takes a fixed
|
||
amount of time to do so. For example a large ship with ten shield
|
||
generators will take the same time to recharge as a ship with one shield.
|
||
The ship with ten however, will achieve the same defense as the ship with
|
||
one shield in a tenth of the time because of the additive effect of shield
|
||
Generators. See the COMBAT section on page 35.
|
||
|
||
ENERGY BOOSTER UNIT
|
||
Boosts the recharging rate of all Shield Generators fitted. A good buy for
|
||
very large ships
|
||
|
||
ESCAPE CAPSULE
|
||
For those sticky moments when a fast exit is prudent. It has no weapons or
|
||
shields.
|
||
|
||
ATMOSPHERIC SHIELDING
|
||
Additional coating to the hull which enables a ship to enter an atmosphere
|
||
at high speed.
|
||
|
||
HULL AUTO REPAIR SYSTEM
|
||
A large piece of equipment which is generally only fitted to larger ships.
|
||
Exactly how this works is a trade secret, but it does entail placing many
|
||
microbots in the hull reinforcing channels. See the COMBAT section.
|
||
|
||
ENGINES AND MISCELLANEOUS
|
||
-------------------------
|
||
|
||
INTERPLANETARY DRIVE
|
||
An ordinary, lightweight engine that uses hydrogen fuel contained within
|
||
the drive. It is not capable of hyperspace jumps but is suitable for small
|
||
interplanetary Hops. It is equivalent to the Class 1 Hyperdrive but has no
|
||
hyperspace capability.
|
||
|
||
STANDARD HYPERDRIVES
|
||
Standard Hyperdrives are readily available and are used by most ships.
|
||
They use Hydrogen fuel which can be bought or scooped (see Fuel Scoop) and
|
||
all waste products are used as reaction mass by the thrusters. The range
|
||
of a Standard Hyperdrive engine depends on the size of ship it is fitted
|
||
to. For example, a Class 3 engine will have a greater range if fitted to a
|
||
200 tonne ship rather than a 300 tonne ship. Although the classes are
|
||
listed up to seven, higher classes exist but are only obtainable from
|
||
specialists.
|
||
|
||
MILITARY HYPERDRIVES
|
||
This is a different breed of engine to the Standard Hyperdrive in that it
|
||
has a greater range and is faster and lighter. This means that a small
|
||
ship can carry an engine of the military type that is equivalent to a
|
||
Standard Hyperdrive that would be too big to fit. All military ships are
|
||
driven by them. They run on Military Fuel which is much more expensive and
|
||
has drawbacks (see MILITARY FUEL in APPENDIX TWO: TRADE ITEMS Section on
|
||
page 79).
|
||
|
||
A Military Hyperdrive will give your ship advantages over the competition,
|
||
but it will cost you to run it. In the same way as Standard Hyperdrives,
|
||
the range is a function of the size of tHe ship and the maximum possible
|
||
range for the engine. Military Hyperdrives are not widely available and
|
||
there are only three classes for sale. The reason is thought to be
|
||
instability occurring in bigger engines, but rumours say that military
|
||
engineers are working on this problem. They are also reputed to be making
|
||
even lighter engines.
|
||
|
||
FUEL SCOOPS AND MINING EQUIPMENT
|
||
--------------------------------
|
||
|
||
FUEL SCOOP
|
||
Scoops fuel from the upper layers of gas giants or the photosphere of cool
|
||
stars when you fly at below about 30km altitude while travelling forwards
|
||
at speed. In order to scoop from a gas giant, Atmospheric Shielding is
|
||
needed. A star however, requires greater protection for your ship in the
|
||
form of an Atmospheric Shield and a Shield Generator. Even with these it
|
||
is still dangerous and only a desperate pilot would attempt it.
|
||
|
||
CARGO SCOOP CONVERSION
|
||
Allows the Fuel Scoop to be used to salvage jettisoned cargo and Dummy
|
||
Mines. It is also used to collect ore during asteroid mining, and
|
||
explosion debris from ships.
|
||
|
||
MB4 MINING MACHINE
|
||
This amazing machine prospects, mines and refines minerals for you (see the
|
||
MINING section on page 68) but is not readily available.
|
||
|
||
|
||
APPENDIX TWO TRADE ITEMS
|
||
=========================
|
||
|
||
AIR PROCESSORS
|
||
Devices used in life support systems to remove unwanted gasses from the
|
||
air. These are vital to many mining establishments, keeping the air in the
|
||
huge underground complexes breathable.
|
||
|
||
ANIMAL MEAT
|
||
Real meat from an animal. A delicacy, but the market for this is growing
|
||
as a revolt against synthetic meat. People have become unsettled by the
|
||
thought of their food growing in vats of seething, viscous fluid, the
|
||
stench of which is indescribable The idea that real animal meat once felt
|
||
the sun on its back and frolicked in a meadow feels more wholesome and
|
||
natural and such meat is claimed by many to taste better. Given that the
|
||
amount of meadow available is far exceeded by the hooves to roam it and
|
||
that factory farming is unfashionable, the meat is rare and widely sought
|
||
after. Trading in animal meat is illegal in some places.
|
||
|
||
ANIMAL SKINS
|
||
This covers the skins of all sorts of animals and parts of them. It seems
|
||
that the more that go into a garment, the more prized it is. A ridiculous
|
||
extreme is a coat woven from eyelashes of the Sweetums Scroblet, an ugly
|
||
animal with a bad temperament and no endearing qualities other than
|
||
colourful, luminescent eyelashes
|
||
|
||
BATTLE WEAPONS
|
||
The heavy weapons used on the battlefield and usually illegal
|
||
|
||
COMPUTERS
|
||
Mostly used for administration and as components for automated machines
|
||
like space craft, though some advanced cultures use them a great deal for
|
||
interactive entertainment systems.
|
||
|
||
FARM MACHINERY
|
||
Machinery used to, erm... farm.
|
||
|
||
FERTILIZER
|
||
Fertilizers are usually manufactured in vast chemical plants, but organic
|
||
waste is often used to supplement this.
|
||
|
||
FRUIT AND VEGETABLES
|
||
This can seem like a loose term looking at some of the produce that comes
|
||
under this classification. One could be forgiven for taking up a shovel
|
||
and disinfectant when faced for the first time with the Oosli from the
|
||
Formalhaut system.
|
||
|
||
GEM STONES
|
||
They come in all colours and different levels of sparkle. Fashions come
|
||
and go, but the current gem to be seen wearing is the Zublic, a colourless
|
||
stone that is totally reflective. It is very easily mimicked but only the
|
||
real stone is non irritant to body, so those who are status conscious have
|
||
them sewn into their skin.
|
||
|
||
GRAIN
|
||
One of few foodstuffs that is both traditionally grown and not too
|
||
expensive
|
||
|
||
HAND WEAPONS
|
||
Firearms. Many cultures regard them as a necessary accessory and feel
|
||
naked without one. Illegal in many systems.
|
||
|
||
HEAVY PLASTICS
|
||
Have a variety of uses especially in high temperature environments like the
|
||
rocket engines. Manufactured in large industrial complexes.
|
||
|
||
HYDROGEN FUEL
|
||
The nornmal four star fuel for spacecraft. All the waste products are used
|
||
as reaction mass in the thrusters. It can also be obtained by scooping it
|
||
from stars and gas giants (see FUEL SCOOPS in APPENDIX ONE: SHIPYARD
|
||
EQUIPMENT on page 75).
|
||
|
||
INDUSTRIAL PARTS
|
||
Everything from fusion motors to nuts and bolts.
|
||
|
||
LIQUID OXYGEN
|
||
Used mainly by settlements on airless worlds for life support systems
|
||
|
||
LIQUOR
|
||
Covers all intoxicating Drinks from interesting local hooches such as the
|
||
Bourbon from the system of Epsilon Indi to unexciting brews made by large
|
||
industrial companies. An example is Splag, which is akin to watery Old
|
||
Nova, but some have been less generous in their appraisal
|
||
|
||
LIVE ANIMALS
|
||
Used for meat, exhibition or recreation or just companionship. Your hold
|
||
must have a life support facility to carry them.
|
||
|
||
LUXURY GOODS
|
||
Many items are classed as luxury goods, for example perfumes jewellery,
|
||
artefacts and fabrics. The most treasured are generally produced on
|
||
esteemed worlds like Earth.
|
||
|
||
MEDICINES
|
||
Drugs are as always, big business as people would rather be reassured by a
|
||
drop of something that tastes foul, rather than examine their way of life
|
||
that more often than not causes the ill health. However, the most healthy
|
||
person can still fall foul of bugs such as black hole fever (well known but
|
||
seldom talked about except in jest with references to escape velocity
|
||
usually being made).
|
||
|
||
METAL ALLOYS
|
||
They have hundreds of uses, one example is the production of foam metal
|
||
valued for its lightness and use as electromagnetic shielding.
|
||
|
||
MILITARY FUEL
|
||
Very high energy per unit weight. It is manufactured and consists of an
|
||
engineered molecule with anti matter atoms suspended in it. It is not
|
||
always available and is expensive. You need to weigh up the advantages of
|
||
greater range and speed with the fact that it is converted to radioactives
|
||
when consumed.
|
||
|
||
MINERALS
|
||
There is little to say about minerals. Mined on rocky planets by machinery
|
||
except on planet Major (van Maanen's star) where the Guardians of the Free
|
||
Spirit exhume it with only a hammer and chisel. They believe in severe
|
||
hardship and live underground. It is thought that money (left over after
|
||
buying necessities like oxygen) is burned in ceremonies intended to purify
|
||
the soul. The worshippers think of all the luxuries, such as a salve for
|
||
their bleeding hands, that the money could have bought causing great
|
||
anguish which is thought to be cleansing.
|
||
|
||
NARCOTICS
|
||
The most common is Lyrae weed. Narcotics are readily available on some
|
||
large corporate manufacturing complexes to induce a sense of well being in
|
||
such appalling conditions. Occasionally a few workers are killed due to
|
||
insensibility or halllucinations but it is considered that they are better
|
||
off that way and there are plenty more where they came from. Illegal in
|
||
many places.
|
||
|
||
NERVE GAS
|
||
Expect the police in most places to take up a chase if you trade in this.
|
||
|
||
PRECIOUS METALS
|
||
Mainly used for adornment and trying to maintain stability in unstable
|
||
financial systems. Generally cheaper in the outer systems, where precious
|
||
metals have not yet been mined out.
|
||
|
||
RADIOACTIVES
|
||
Radioactive materials for example Plutonium and Tritium. Note that this
|
||
item has a negative trade value, in other words, you have to pay for
|
||
someone to take it off your hands. Some make a living out of being paid to
|
||
take this waste away and deliver it to reprocessing plants (ie, anywhere
|
||
that has Radioactives as a major import). More unscrupulous and
|
||
irresponsible characters will prefer to jettison it instead, risking
|
||
prosecution. This is a highly illegal practice and locals are usually
|
||
vehemently opposed to this act. Police often don't bother with questions
|
||
but deal with you there and then, as this not only saves on police time but
|
||
court fees as well.
|
||
|
||
ROBOTS
|
||
This covers a whole range of automata. Generally they are intricate
|
||
machines used to do everything from serving canapes to use as assault
|
||
troops. They are illegal in a few cultures, mainly because of the
|
||
violation of their work ethic, but also the extreme techno fear some people
|
||
experience.
|
||
|
||
RUBBISH
|
||
Again, this has a negative price, so you must pay to dispose of it. Some
|
||
cargo items when decompressed (by being jettisoned) will turn into rubbish.
|
||
|
||
SLAVES
|
||
Consider carefully where you are going to trade because slave trading is
|
||
illegal in many systems, where it is seen as unacceptable. Life support
|
||
needed.
|
||
|
||
SYNTHETIC MEAT
|
||
This is the most common form of protein to be found, so it is relatively
|
||
cheap. Grown in vats, this meat is in no way derived from animals, though
|
||
most would agreed that it tastes exactly the same as real meat. It is sold
|
||
in one flavour, called Original, which is fairly bland and unexciting.
|
||
Individual flavours are added by the user, for example Earth beef, Lava hog
|
||
from Biggs Colony or Brog buck from Homeland around Beta Hydri (for those
|
||
who like their meat to bite back).
|
||
|
||
WATER
|
||
H2O, usually needed by small industrial settlements and those with no
|
||
natural water supply.
|
||
|
||
|
||
APPENDIX THREE AN INTRODUCTORY JOURNEY
|
||
=======================================
|
||
|
||
TO BEGIN...
|
||
|
||
You are at Sirocco Starport, on Merlin, a planet orbiting a gas giant which
|
||
in turn orbits Ross 154, 9.35 light years away from Earth. What you can
|
||
see on the screen is the front view from your ship with the ringed gas
|
||
giant, Aster, looming in the sky. The time of day and the date are given
|
||
on the left hand side of the console.
|
||
|
||
1.First take a look at the system you are in.
|
||
|
||
(a) Select the Galactic Map icon F2 and you will see a map of all the stars
|
||
in your vicinity. Ross 154 is in the middle, highlighted in green.
|
||
|
||
2.Find out details about the system.
|
||
|
||
(a) Select the Data icon F6 and a diagram of your system will be shown
|
||
|
||
(b) Count two bodies from the star, Ross 154. This is Aster, Now click on
|
||
the planet below it and information on Merlin will come up.
|
||
|
||
(c) Select the Economy icon F7 to get trade details for the whole system.
|
||
Notice that major exports are animal meat (this is fish on Merlin) and
|
||
liquid oxygen so both should be relatively cheap.
|
||
|
||
(d) Select the Political icon F8 to get information on the social
|
||
structure. This system is under federation control so should be reasonably
|
||
safe.
|
||
|
||
3. Find a place to sell the goods you buy at a reasonable price.
|
||
|
||
(a) Go back to the grid by using the Galactic Map icon F6.
|
||
|
||
(b) Use the Arrow (Cursor) keys to move the map until Barnard's Star (look
|
||
up and then right) is in the middle of the screen and highlighted in green.
|
||
|
||
(c) Select the Data icon F6
|
||
|
||
(d) Click on the bodies until you find the space station orbiting
|
||
Birminghamworld, it is called Boston Base.
|
||
|
||
(e) In the same way as steps 2(c) and 2 (d), check the economy and social
|
||
structure. You will see that animal meat and liquid oxygen are imports.
|
||
the system is a corporate state and it should be reasonably safe, so you
|
||
could trade here.
|
||
|
||
(f) You can see the orbits of the systems bodies by using the Orbital Map
|
||
icon F10.
|
||
|
||
(g) If you want to take a closer look, you can use the Zoom In icon F7 and
|
||
the Zoom Out icon F8. Click on the body to place it into the centre of the
|
||
screen and then use the icons.
|
||
|
||
4. Buy one tonne of fish at Merlin. You can only trade while in dock so
|
||
now is the time to do it.
|
||
|
||
(a) Select the Communication icon F4, and you will be presented with a list
|
||
of options.
|
||
|
||
(b) Choose Stockmarket.
|
||
|
||
(c) A list of items with Buy and Sell buttons is now displayed so locate
|
||
Animal Meat. You can afford to buy one tonne of animal meat.
|
||
|
||
(d) Click on the Buy button for animal meat once so that one tonne of
|
||
animal meat will be autoloaded into your hull. (If you ever buy too much
|
||
by mistake, simply click on the Sell button until you have the right
|
||
amount). The console will display the amount of cash and cargo space you
|
||
have left.
|
||
|
||
5. See if there are any packages to take to Barnard's star. This sort of
|
||
thing is what makes money but there is some risk involved. The good thing
|
||
about packages is that they take up negligible cargo space and do not
|
||
require cabins or life support.
|
||
|
||
(a) Click on the Communications icon F4 again followed by Bulletin Board
|
||
|
||
(b) Scroll through the advertisements using the up and down More... arrows
|
||
|
||
(c) There may not be a suitable advertisement but if there is one, click on
|
||
it. If there isn't go to step 6.
|
||
|
||
(d) A list of replies will be presented to you from which you must choose
|
||
one to send by clicking on it. The brave will click on "OK- agreed". with
|
||
no questions asked.
|
||
|
||
(e) The package will be autoloaded into your ship.
|
||
|
||
(f) You can check that it is on board by clicking on the Inventory icon F3
|
||
until the page showing passengers and small packages is displayed.
|
||
|
||
6. Take off for Barnard's Star system
|
||
|
||
(a) Go back to the front view by using the View icon F1 and click on it
|
||
until Front View is displaved on the right of the console.
|
||
|
||
(b) Select the Communication icon F4 and you will be given a list of
|
||
options. Click on Launch Request.
|
||
|
||
(c) When clearance is indicated on the console, select the Right Control
|
||
icon F7. This will cause your vertical thrusters to engage, lifting you
|
||
slowly upwards.
|
||
|
||
(d) Tip the nose of the ship by moving the mouse backwards whilst holding
|
||
the right hand mouse button down.
|
||
|
||
(e) Activate the thrusters using the Enter key for a couple of seconds and
|
||
you will begin to fly out of the atmosphere. You now have manual control.
|
||
|
||
7. Make a hyperspace jump to Barnard`s Star.
|
||
|
||
(a) Use the Galactic Map icon F2 and make sure Barnard's Star is in the
|
||
middle of the screen where it will be highlighted in green.
|
||
|
||
(b) Return to View mode by using the View icon F1.
|
||
|
||
(c) Activate the hyperspace engine with the Hyperspace icon F8. After your
|
||
journey through hyperspace you can see the effects of the disturbance. Use
|
||
the View icon F1 to get a the rear view in order to see it. This
|
||
hyperspace cloud behind you is visible for an enormous distance and may
|
||
attract pirates, so it is wise to leave it as soon as possible by pressing
|
||
the Enter key to increase your Set speed. Click on the View icon again
|
||
until you get back to the front view.
|
||
|
||
(d) Select the Identification text icon F10 which will overlay names onto
|
||
the systems bodies which may not yet be visible to the naked eye.
|
||
|
||
(e) If you wish to look around then you can do so by holding down the right
|
||
mouse button to swing the ship round. This is not essential to get to your
|
||
destination.
|
||
|
||
8. Fly to Birminghamworld by using the Autopilot and Stardreamer Time
|
||
Control
|
||
|
||
(a) Take a look at the system structure by using the Galactic Map icon F2
|
||
and then the Current System Map icon F2 to obtain an orbital map of the
|
||
current system.
|
||
|
||
(b) Zoom in using the Zoom icon F7 until you can see Birminghamworld
|
||
clearly
|
||
|
||
(c) Put Birminghamworld in the middle of the screen by clicking on it then
|
||
zoom in until it is clearly defined and the orbital lines almost cover the
|
||
width of the screen.
|
||
|
||
(d) When you can see the space station name (Boston Base) move the mouse
|
||
while holding down the right hand mouse button so that you can see the
|
||
space station clearly.
|
||
|
||
(e) Set up the destination for the Autopilot by using the targeting icon
|
||
F10
|
||
|
||
(f) You will be instructed by the console to select a target so point at
|
||
the space station and click on it and a homing square will be displayed.
|
||
If you take too long doing this you may have to use the targeting icon
|
||
again.
|
||
|
||
(g) Return to View mode with the View icon F1.
|
||
|
||
(h) Engage the Autopilot with the Flight Control icon F7 by activating it
|
||
until Autopilot is shown on the console, the ship is no longer under manual
|
||
control
|
||
|
||
(i) You will see targeting squares looking like a tunnel leading to Boston
|
||
Base, Aa you get closer they will come towards you more rapidly, indicating
|
||
that you should slow down as you approach. Ideally, these should pass at a
|
||
constant rate.
|
||
|
||
(j) Even though you are relatively close to Boston Base it will still take
|
||
a long time to get there so use the Stardreamer time Control to make time
|
||
appear to pass more quickly. Further details of its function are given in
|
||
the NAVIGATION section on page 22.
|
||
|
||
(k) Locate the time Control icons. The single arrow sets normal time and
|
||
each icon to the right increases the apparent rate of passage of time by
|
||
ten times. Select 1000 times normal time (four arrows) or 10,000 times
|
||
normal time (the last icon on the right) as you wish. When you approach
|
||
the space station the on-board computer will return you to normal time for
|
||
docking.
|
||
|
||
(l) The docking process is handled by the Autopilot including obtaining
|
||
clearance from traffic Control, If you do not wish to watch the docking the
|
||
then you may operate the time control again.
|
||
|
||
9. Sell your goods.
|
||
|
||
(a) Once docked select the Communication icon F4 and choose Stockmarket
|
||
again
|
||
|
||
(b) Sell your goods by using the Sell buttons. ie. click on the Sell
|
||
button for Animal Meat once.
|
||
|
||
(c) The money shown under Cash at the bottom left of the console should now
|
||
be a greater sum than you started with, unless you have been very unlucky
|
||
with the stockmarket prices.
|
||
|
||
(d) Remember to refuel by buying at least one tonne of hydrogen fuel!
|
||
|
||
|
||
APPENDIX FOUR MECHANICS OF SPACE FLIGHT
|
||
========================================
|
||
|
||
FLY BY WIRE
|
||
|
||
As starship designers through the ages have found, space craft have so many
|
||
potential degrees of freedom they are impractical for a mere human to
|
||
control to the full unaided. Logically a free flying combat craft has at
|
||
least five independent directions (or vectors) to control, Those vectors
|
||
are:
|
||
|
||
1. Facing vector (unit magnitude) F
|
||
2. Velocity vector V
|
||
3. Thrust vector T
|
||
4. Camera viewing vector C
|
||
5. Weapon vector W
|
||
|
||
It is clearly logical to combine some of these, but the more they are
|
||
combined, the more functionality is lost, Faulcon de Lacy (and indeed most
|
||
ship manufacture) combine (1), (4) and (5) and control (2) and (3)
|
||
automatically, leaving the pilot to control only (1), with the option of
|
||
disabling the automatic control of (2) and (3) when necessary. Even this
|
||
seems a handful for a species evolved to move in only two and a half
|
||
dimensions (up and down are very much secondary to north, south, east and
|
||
weat).
|
||
|
||
The pilot is assumed to have a desired velocity vector D along his or her
|
||
facing vector, the magnitude of which is the desired speed S they have set.
|
||
|
||
Hence: D = sF
|
||
and thrust to achieve velocity D T = mf (D-V)
|
||
where f is a factor chosen for fuel efficiency
|
||
and m is the mass of your craft
|
||
|
||
A maximum value is given to f (about 1). to avoid wasteful thrusting and
|
||
possible oscillations. This is why your craft will slowly settle down over
|
||
the landing pad even with a zero set speed. At higher speeds the limits of
|
||
the power of the thrusters effectively restrict the value of f. The
|
||
desired thrust is resolved into components along each of the ships working
|
||
thrusters and if any of the these cannot provide sufficient thrust then the
|
||
value of f is reduced appropriately (preserving the direction of thrust is
|
||
more important than its magnitude).
|
||
|
||
FRAMES OF REFERENCE
|
||
|
||
The problems of the fly-by-wire technique are further complicated when
|
||
considering the frames of reference in which velocities are measured. When
|
||
a vehicle moves slowly along a street, say, the driver does not want to
|
||
know that both the street and the vehicle are moving sideways at many
|
||
thousands of kilometres per hour (due to the velocity of the planet around
|
||
the star, and the rotation of the planet). Indeed, if the vehicle were to
|
||
face the way it is travelling, then its motion along the road would be
|
||
almost irrelevant. What the driver wants is to face along the direction of
|
||
travel in the frame of reference of the planet, which is both moving and
|
||
rotating.
|
||
|
||
Hence D = sF + R
|
||
where R is the velocity of the frame of reference
|
||
and ideal thrust T = mf ( D-V )
|
||
T = mf ( sF + R-V )
|
||
|
||
Your on board computer automatically selects the body you are most likely
|
||
to want to define a frame of reference for your motion. This is usually a
|
||
planet or moon, but can also be a space station or large ship. It also
|
||
decides whether it would be more intuitive to use a rotating frame or not.
|
||
For space stations, it is only sensible to use a rotating frame in the
|
||
docking tunnel otherwise your ship continually thrusts to attempt to move
|
||
in a circle in time with a similar point on the station.
|
||
|
||
CHOICE OF FRAMES OF REFERENCE
|
||
|
||
The body is used to define your current frame of reference is shown on the
|
||
bottom right of your head up display this is chosen by a weighting
|
||
function. For planets and stars this is based on mass, thus a star's
|
||
sphere of influence generally extends way beyond its planets. For other
|
||
bodies it is based on their dimensions.
|
||
|
||
You may notice your ship's engines suddenly starting to thrust when a
|
||
different frame of reference is chosen. This is not a fault with your ship
|
||
but is because your set speed has suddenly appeared to change as it is now
|
||
measured relative to the new body.
|
||
|
||
|
||
APPENDIX FIVE SHIP IDENTIFICATION
|
||
==================================
|
||
|
||
ADDER
|
||
|
||
HULL MASS 15 TONNES
|
||
MASS (FULLY LADEN) 55 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 40 TONNES
|
||
RETRO THRUSTER ACCELERATION 8 EARTH G
|
||
MAIN THRUSTER ACCELERATION 18 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 1+F
|
||
MISSILE PYLONS 0
|
||
ALLEGIANCE INDEPENDENT, FEDERATION
|
||
|
||
|
||
ANACONDA
|
||
|
||
HULL MASS 150 TONNES
|
||
MASS (FULLY LADEN) 800 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 650 TONNES
|
||
RETRO THRUSTER ACCELERATION 3 EARTH G
|
||
MAIN THRUSTER ACCELERATION 6 EARTH G
|
||
CREW 10
|
||
GUN MOUNTINGS 2+F
|
||
MISSILE PYLONS 8
|
||
ALLEGIANCE INDEPENDENT
|
||
|
||
|
||
ASP EXPLORER
|
||
|
||
HULL MASS 30 TONNES
|
||
MASS (FULLY LADEN) 150 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 120 TONNES
|
||
RETRO THRUSTER ACCELERATION 7 EARTH G
|
||
MAIN THRUSTER ACCELERATION 22 EARTH G
|
||
CREW 2
|
||
GUN MOUNTINGS 2+F
|
||
MISSILE PYLONS 1
|
||
ALLEGIANCE INDEPENDENT, FEDERATION
|
||
|
||
|
||
BOA
|
||
|
||
HULL MASS 200 TONNES
|
||
MASS (FULLY LADEN) 1500 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 1300 TONNES
|
||
RETRO THRUSTER ACCELERATION 4 EARTH G
|
||
MAIN THRUSTER ACCELERATION 8 EARTH G
|
||
CREW 12
|
||
GUN MOUNTINGS 4+F
|
||
MISSILE PYLONS 6
|
||
ALLEGIANCE INDEPENDENT
|
||
|
||
|
||
COBRA MK1
|
||
|
||
HULL MASS 15 TONNES
|
||
MASS (FULLY LADEN) 75 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 60 TONNES
|
||
RETRO THRUSTER ACCELERATION 6 EARTH G
|
||
MAIN THRUSTER ACCELERATION 16 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 2+F
|
||
MISSILE PYLONS 2
|
||
ALLEGIANCE INDEPENDENT, FEDERATION
|
||
|
||
|
||
COBRA MKIII
|
||
|
||
HULL MASS 20 TONNES
|
||
MASS (FULLY LADEN) 100 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 80 TONNES
|
||
RETRO THRUSTER ACCELERATION 7 EARTH G
|
||
MAIN THRUSTER ACCELERATION 20 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 2+F
|
||
MISSILE PYLONS 4
|
||
ALLEGIANCE INDEPENDENT, FEDERATION
|
||
|
||
|
||
CONSTRICTOR
|
||
|
||
HULL MASS 30 TONNES
|
||
MASS (FULLY LADEN) 120 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 90 TONNES
|
||
RETRO THRUSTER ACCELERATION 10 EARTH G
|
||
MAIN THRUSTER ACCELERATION 22 EARTH G
|
||
CREW 2
|
||
GUN MOUNTINGS 2+F
|
||
MISSILE PYLONS 2
|
||
ALLEGIANCE INDEPENDENT, FEDERATION
|
||
|
||
|
||
EAGLE LONG RANGE FIGHTER MKI
|
||
|
||
HULL MASS 5 TONNES
|
||
MASS (FULLY LADEN) 25 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 20 TONNES
|
||
RETRO THRUSTER ACCELERATION 10 EARTH G
|
||
MAIN THRUSTER ACCELERATION 25 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 1
|
||
MISSILE PYLONS 2
|
||
ALLEGIANCE FEDERATION, EMPIRE
|
||
|
||
|
||
EAGLE LONG RANGE FIGHTER MKII
|
||
|
||
HULL MASS 6 TONNES
|
||
MASS (FULLY LADEN) 28 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 22 TONNES
|
||
RETRO THRUSTER ACCELERATION 4 EARTH G
|
||
MAIN THRUSTER ACCELERATION 28 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 1
|
||
MISSILE PYLONS 2
|
||
ALLEGIANCE FEDERATION
|
||
|
||
|
||
EAGLE LONG RANGE FIGHTER MKIII
|
||
|
||
HULL MASS 8 TONNES
|
||
MASS (FULLY LADEN) 30 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 22 TONNES
|
||
RETRO THRUSTER ACCELERATION 15 EARTH G
|
||
MAIN THRUSTER ACCELERATION 28 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 1
|
||
MISSILE PYLONS 2
|
||
ALLEGIANCE EMPIRE
|
||
|
||
|
||
FALCON
|
||
|
||
HULL MASS 5 TONNES
|
||
MASS (FULLY LADEN) 16 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 11 TONNES
|
||
RETRO THRUSTER ACCELERATION 9 EARTH G
|
||
MAIN THRUSTER ACCELERATION 30 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 1
|
||
MISSILE PYLONS 2
|
||
ALLEGIANCE FEDERATION
|
||
|
||
|
||
GECKO
|
||
|
||
HULL MASS 11 TONNES
|
||
MASS (FULLY LADEN) 45 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 34 TONNES
|
||
RETRO THRUSTER ACCELERATION 9 EARTH G
|
||
MAIN THRUSTER ACCELERATION 6 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 2
|
||
MISSILE PYLONS 1
|
||
ALLEGIANCE INDEPENDENT
|
||
|
||
|
||
IMP COURIER
|
||
|
||
HULL MASS 130 TONNES
|
||
MASS (FULLY LADEN) 480 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 350 TONNES
|
||
RETRO THRUSTER ACCELERATION 6 EARTH G
|
||
MAIN THRUSTER ACCELERATION 16 EARTH G
|
||
CREW 3
|
||
GUN MOUNTINGS 1
|
||
MISSILE PYLONS 6
|
||
ALLEGIANCE EMPIRE
|
||
|
||
|
||
IMP TRADER
|
||
|
||
HULL MASS 175 TONNES
|
||
MASS (FULLY LADEN) 700 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 525 TONNES
|
||
RETRO THRUSTER ACCELERATION 4 EARTH G
|
||
MAIN THRUSTER ACCELERATION 9 EARTH G
|
||
CREW 6
|
||
GUN MOUNTINGS 1
|
||
MISSILE PYLONS 6
|
||
ALLEGIANCE EMPIRE
|
||
|
||
|
||
INTERPLANETARY SHUTTLE
|
||
|
||
HULL MASS 4 TONNES
|
||
MASS (FULLY LADEN) 8 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 4 TONNES
|
||
RETRO THRUSTER ACCELERATION 3 EARTH G
|
||
MAIN THRUSTER ACCELERATION 5 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 0
|
||
MISSILE PYLONS 0
|
||
ALLEGIANCE INDEPENDENT, FEDERATION, EMPIRE
|
||
|
||
|
||
KRAIT
|
||
|
||
HULL MASS 8 TONNES
|
||
MASS (FULLY LADEN) 38 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 30 TONNES
|
||
RETRO THRUSTER ACCELERATION 10 EARTH G
|
||
MAIN THRUSTER ACCELERATION 20 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 1
|
||
MISSILE PYLONS 4
|
||
ALLEGIANCE INDEPENDENT
|
||
|
||
|
||
LIFTER
|
||
|
||
HULL MASS 3 TONNES
|
||
MASS (FULLY LADEN) 10 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 7 TONNES
|
||
RETRO THRUSTER ACCELERATION 2 EARTH G
|
||
MAIN THRUSTER ACCELERATION 4 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 0
|
||
MISSILE PYLONS 0
|
||
ALLEGIANCE FEDERATION
|
||
|
||
|
||
LION
|
||
|
||
HULL MASS 65 TONNES
|
||
MASS (FULLY LADEN) 300 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 235 TONNES
|
||
RETRO THRUSTER ACCELERATION 3 EARTH G
|
||
MAIN THRUSTER ACCELERATION 5 EARTH G
|
||
CREW 4
|
||
GUN MOUNTINGS 4+F
|
||
MISSILE PYLONS 6
|
||
ALLEGIANCE FEDERATION
|
||
|
||
|
||
MORAY
|
||
|
||
HULL MASS 17 TONNES
|
||
MASS (FULLY LADEN) 87 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 70 TONNES
|
||
RETRO THRUSTER ACCELERATION 6 EARTH G
|
||
MAIN THRUSTER ACCELERATION 14 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 1+F
|
||
MISSILE PYLONS 4
|
||
ALLEGIANCE INDEPENDENT, FEDERATION
|
||
|
||
|
||
OSPREY
|
||
|
||
HULL MASS 4 TONNES
|
||
MASS (FULLY LADEN) 15 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 11 TONNES
|
||
RETRO THRUSTER ACCELERATION 8 EARTH G
|
||
MAIN THRUSTER ACCELERATION 27 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 1
|
||
MISSILE PYLONS 2
|
||
ALLEGIANCE EMPIRE
|
||
|
||
|
||
PANTHER
|
||
|
||
HULL MASS 400 TONNES
|
||
MASS (FULLY LADEN) 2500 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 2100 TONNES
|
||
RETRO THRUSTER ACCELERATION 3 EARTH G
|
||
MAIN THRUSTER ACCELERATION 6 EARTH G
|
||
CREW 15
|
||
GUN MOUNTINGS 4
|
||
MISSILE PYLONS 8
|
||
ALLEGIANCE FEDERATION
|
||
|
||
|
||
PUMA SHUTTLE
|
||
|
||
HULL MASS 175 TONNES
|
||
MASS (FULLY LADEN) 1000 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 825 TONNES
|
||
RETRO THRUSTER ACCELERATION 3 EARTH G
|
||
MAIN THRUSTER ACCELERATION 6 EARTH G
|
||
CREW 11
|
||
GUN MOUNTINGS 4+F
|
||
MISSILE PYLONS 8
|
||
ALLEGIANCE FEDERATION
|
||
|
||
|
||
PYTHON
|
||
|
||
HULL MASS 100 TONNES
|
||
MASS (FULLY LADEN) 500 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 400 TONNES
|
||
RETRO THRUSTER ACCELERATION 4 EARTH G
|
||
MAIN THRUSTER ACCELERATION 10 EARTH G
|
||
CREW 7
|
||
GUN MOUNTINGS 2+F
|
||
MISSILE PYLONS 4
|
||
ALLEGIANCE INDEPENDENT
|
||
|
||
|
||
SIDEWINDER
|
||
|
||
HULL MASS 8 TONNES
|
||
MASS (FULLY LADEN) 33 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 25 TONNES
|
||
RETRO THRUSTER ACCELERATION 12 EARTH G
|
||
MAIN THRUSTER ACCELERATION 23 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 1+F
|
||
MISSILE PYLONS 0
|
||
ALLEGIANCE INDEPENDENT
|
||
|
||
|
||
TIGER TRADER
|
||
|
||
HULL MASS 80 TONNES
|
||
MASS (FULLY LADEN) 400 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 320 TONNES
|
||
RETRO THRUSTER ACCELERATION 5 EARTH G
|
||
MAIN THRUSTER ACCELERATION 12 EARTH G
|
||
CREW 5
|
||
GUN MOUNTINGS 1+F
|
||
MISSILE PYLONS 1
|
||
ALLEGIANCE FEDERATION
|
||
|
||
|
||
TRANSPORTER
|
||
|
||
HULL MASS 40 TONNES
|
||
MASS (FULLY LADEN) 200 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 160 TONNES
|
||
RETRO THRUSTER ACCELERATION 4 EARTH G
|
||
MAIN THRUSTER ACCELERATION 9 EARTH G
|
||
CREW 3
|
||
GUN MOUNTINGS 1
|
||
MISSILE PYLONS 2
|
||
ALLEGIANCE INDEPENDENT, FEDERATION
|
||
|
||
|
||
VIPER DEFENCE CRAFT
|
||
|
||
HULL MASS 15 TONNES
|
||
MASS (FULLY LADEN) 65 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 50 TONNES
|
||
RETRO THRUSTER ACCELERATION 10 EARTH G
|
||
MAIN THRUSTER ACCELERATION 24 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 1+F
|
||
MISSILE PYLONS 4
|
||
ALLEGIANCE INDEPENDENT, FEDERATION, EMPIRE
|
||
|
||
|
||
KESTREL AIRFIGHTER
|
||
|
||
HULL MASS 5 TONNES
|
||
MASS (FULLY LADEN) 20 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 15 TONNES
|
||
RETRO THRUSTER ACCELERATION 6 EARTH G
|
||
MAIN THRUSTER ACCELERATION 25 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 1
|
||
MISSILE PYLONS 2
|
||
ALLEGIANCE FEDERATION
|
||
|
||
|
||
HAWK AIRFIGHTER
|
||
|
||
HULL MASS 5 TONNES
|
||
MASS (FULLY LADEN) 18 TONNES
|
||
INTERNAL CAPACITY (NO DRIVE) 13 TONNES
|
||
RETRO THRUSTER ACCELERATION 6 EARTH G
|
||
MAIN THRUSTER ACCELERATION 27 EARTH G
|
||
CREW 1
|
||
GUN MOUNTINGS 1
|
||
MISSILE PYLONS 2
|
||
ALLEGIANCE FEDERATION
|
||
|
||
|
||
HAVE FUN GUYS AND REMEMBER ITS ALL FOR FUN
|
||
aLL DoCs DoNE By SHaRD/N&B
|
||
|
||
/\_ ____________ ______/\___________/\___
|
||
/ <20>\/ |<7C>\ __ / \____ / <20>\ |\ __ /
|
||
/ | \ | \/ <20>\/ & | _ \ | \ |_\/ <20>\/
|
||
\__|__/_____/\__/ |_____/____/____/\__/
|
||
+---------------------------------------------+
|
||
CaLL THe CRaZY GaNG BoARdS ToDaY
|
||
|
||
The Mansion.........+44-623825017
|
||
Off Shore...........+44-534856292
|
||
Worlds of Wonder....+1-4109691894
|
||
|
||
|
||
|
||
----------------------------------<2D><> ADDZ <20><>----------------------------------
|
||
|
||
|
||
.-------------------------------.
|
||
| aNOTHER fILE cOMING fROM |
|
||
<20> <20>
|
||
: oNE oF tHE fASTEST aROUND: :
|
||
_ _ ____ _ ____________________________________________________ __ ___ _ _
|
||
\_\\\\_______ /______ \ __ /___ / _________//_///
|
||
/ _/___/_/ ___ \ \ / \ /_____ \
|
||
\ \ | \ \ \__/ / / / \
|
||
\___. |\________/_____\\_________/__________/
|
||
`-----' <20>
|
||
_ _ ___ __ _________________________ :
|
||
\\\_\\_______ \_____ / <20>
|
||
<20> / / \ /______/ |
|
||
: \ / / ____/ <20>
|
||
: \________/_____|D! :
|
||
. .
|
||
_ ___ _ __________________________________________________________
|
||
\_\\\\_______ \ _______________ /_______ \______ /___ \
|
||
/ ___ \_____ \/ _/___/_/ ___ \ _/ __/ / \
|
||
/ \ \ / \ \ | \ \ \ \ / \
|
||
\_________/________/___. |\_________/___\ \_________/
|
||
<20> `-----' <20> \____/
|
||
: zENITH wHQ - rAZOR 1911 cHQ :
|
||
<20> <20>
|
||
`----( cLOSED eLITE sYSTEM )----'
|
||
|
||
|
||
----------------------------------<2D><> ADDZ <20><>----------------------------------
|
||
|
||
|
||
|
||
|
||
-=========================================================================-
|
||
14-Nov-93 >THIS FILE HAS BEEN UPLOADED TO ZENLANDIA BBS< 02:07:34
|
||
________ ___
|
||
\_____ \ _____________ /\ ___ _ _______ _______ ___ / /
|
||
/ /\\__________ \ / // /\ / \\____ \ / _____ \ / // \
|
||
/ / \_____ \ \ / // / / \ /\ \ / /___ /\ \ / // /\ \
|
||
/ / / __/\ /\ \/ // / / /\ \ /\ \/ // / / // // / \ \
|
||
/ /_____\ \____ / /\ // /___/ /__\ \ / /\ // /__/ // // /____\ \
|
||
\________\\_____// /\ \_/ \_____/\_//____// / \_//\______//\_//\_//______/
|
||
\ \\ \/ \\ \ \ \ | \/ / / / / / / /
|
||
\ \ / -dHM/
|
||
A BOARD OF /\/-> T R S I <-\/\
|
||
-=========================================================================-
|
||
|
||
<EFBFBD>
|