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- -+(*- PRESENT -*)+-
-
- Air Support from Psygnosis - Complete Docs
-
-
- Introduction.
- ~~~~~~~~~~~~~
- The aim of this introduction is twofold: To provide SimTech
- trainees with an informed account of the reasons and methods
- by which Military SimTech Command was establishe, and to
- ensure that they are fully aware of the importance of the
- post to which they aspire.
-
- THE NORTH-SOUTH DIVIDE
- ----------------------
- The Twentieth century was a catalog of major conflict in the
- Northern Hemisphere; was between the non-unified European
- states, was between Europeans and Asia, the standoff between
- the United States and the Soviet Union, and struggles for
- power in the old Middle Eastern Countries. Southern
- Hemisphere battles were largely localised; mostly civil
- wars or pockets of violence between poorly armed nations.
-
- The termination of the cold war at the end of the last
- century coupled with the establishment of the Sino-American
- Alliance (1998), the Federal European Alliance (1999) and
- the Asian accord (2002), all paved the way for the Northern
- Defence treaty in 2004. This treaty effectively allied the
- military strength of all the First World nations in the
- North to those of Australia in the South. A Southern
- Alliance was hard to follow - but it did so in 2011,
- alledgedly as a response to commercial, social and political
- exploitation by the North. The North`s response was to halt
- the increasing flow of economic and other migrants from the
- South, to freeze financial aid, and to ban all trade with the
- Third World countries. The resulting inflation, poverty and
- decline in variety of goods in the North is recorded
- elsewhere - suffice it to say that the state of the Cold
- War which now exists between the two hemispheres began at
- that time.
-
- Nonetheless, because of the impossibility of preventing the
- secret trading of arms and information, the South has ben able
- to equip itself with an unknown quantity and quality of
- weapons. Considering the frequency of their assaults against
- the Northern territories in the first half of this century,
- it can be safely assumed that their military equipment is
- consistently able to keep pace with our own.
-
- THE C-CORP SIMULATOR
- ~~~~~~~~~~~~~~~~~~~~
- Weapons testing was always a heavy financial burden on any
- nation`s resources. Aside from the cost of design, construction
- and transportation, a site was needed to test the weapons
- and manpower to record the results - which were not always
- as successful as had first been hoped. The solution which seems
- so obvious to us now - designing, building and simulating the
- performance of hardware and the explosion of weapons wholly
- on computer - was not feasible then. Simulators were used for
- training purposes in the late twenthieth century, but they
- were expensive to build and couldnt match the random factors
- incorporated into todays equivalents.
-
- The Eurpoean based Chaos Corporation (C-Corp for short) changed
- all that. Their first Chaos computer, the C-Corp 2014
- (built in March, 2014), was a direct response to political,
- environmental and economic demands that weapons testing be
- scrapped. It provided the hardware for a new generation of
- simulation software, allowing unparalleled random factors
- to be introduced into training, and in effect freeing software
- engineers to create worlds and the military machines to battle
- in them.
-
- THE BATTLEFIELD SOFTWARE
- ~~~~~~~~~~~~~~~~~~~~~~~~
- The few minor skirmishes that did break out between North and
- South in the years from 2011-2028 provided a testing ground for
- a new breed of military simulation technicians (SimTechs). By
- the beginning of that period, ordinance was so powerful that
- it renedered the role of the soldier obsolete. Movement
- guided, long range himing shells launched from remotely
- operated defence posts wiped out platoons on the ground, and
- sophisticated seeker missiles annihilated those in the air
- and on the sea. The element of surprise had been lost, and
- this forced combatants to throw weapons at each other from
- inside heavily-fortified bunkers, using computers to plot
- tactics.
-
- These bunker-based fighters were the first SimTechs, planning
- and executing their strategy wholly on the C-Corp computers,
- using software designed originally by C-Corp employees, then
- by the military themselves. The system was successful enough
- to defeat all Southern Hemisphere attacks in those 17 years,
- and to deter them from launching major offensives since.
-
- It was a natural enough step to transfer the lessons learned
- in the bunker to the training school. By grooming a new
- generation of technicians who, because they had been
- intensively trained on simulators, were capable of directing
- the course of war at the front line, the North was able to
- maintain the integrity of its boundaries.
-
- The first of the simulation software to be produced was the
- Ground Battle System (GBS), designed in 2027 for use at
- West Point Military Academy. This unique program was able to
- create a faithful representation of the battle conditions,
- and was re-written eight times (between 2027 and its last
- use in 2064) to accomodate new designs, ideas and technology.
- Its replacement is the Air Support Battle Simulation (ASBS),
- detailed below, which for the moment is only available to
- graduates of the West Point Military Academy.
-
-
- THE MILITARY REVOLUTIONS.
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- Victories against the South and the success of the tactical
- software sparked off two revolutions in military circles;
- the wholesale switch to the use of C-Corp Chaos Computers,
- and the establishment of a new command structure - Military
- SimTech Command (MSC). During the years 2015-2030, MSC grew
- from a small part of warfare research employing a dozen
- people to the single largest wing of the Northern
- Hemisphere Armed Forces, now testing over 50,000 prospective
- technicians and Defence Complex commanders a year.
-
- It also created a whole new brand of pioneering professionals;
- apart from SimTechs, the branches that we are all familiar
- with today were begun as early as 2015. BattleField Architects,
- Enemy Tactics Editors, Hardware Designers and Defence System
- Advisors are now all under the direct control of the MSC of
- the MSC.
-
- The switch to C-Corp computers was more problematic, however,
- in 214 the C-Corp C-2014 was far in advance of anything else -
- with a price, unfortunately to match. This posed a problem
- for the MSCl vast numbers of computers were required to train
- Simulation Technicians to the required standard, but the
- military budget couldnt cope with the demand. The solution
- established the system which we still use today; networking the
- Chaos mainframes to 1000 slave computers. The `slaves` could
- be anything from from an ancient twentieth century Amiga or
- ST (Fuk u Sukkerz!) to an 886 PC ( A WHAT?!?!?). The advantage
- was that costs were dramatically reduced; the disadvantage
- was some loss of graphical and aural power, particularly on
- the less powerful slave machines.
-
- Because of the exacting standards required by the SimTech
- Command, there was, as there is now, a very low pass rate -
- approximately 0.02% of all candidates. This in turn, requires
- a huge number of prospective trainees to fill even the 1000
- new SimTech trainee posts at WestPoint Military Academy
- each year; 50,000 examinees in all worldwide. The requirements
- are strict because there is no room for error on the real
- battlefield; one operational mistake from a Simulation
- Technician could result in a breach of defences and the loss
- of a million lives.
-
-
- WEST POINT MILITARY ACADEMY
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- West Point was established in 2026 as a channel to focus the
- energies of all the finest SimTech trainees from the
- Northern Hemisphere. Its C-Corp system is the most powerful
- anywhere; the latest version (C-2050) can reproduce any
- landscape on Earth down to the last square decimetre; it can
- replicate the weather patterns of the entire globe up to three
- weeks in advance to an accuracy rate of 96%; it can be
- programmed to input any random factor; from a meteorite landing
- n China to the rise in Sea Level caused by a bucket of water
- thrown in the Atlantic.
-
- At West Point the top 10% of all candidates are networked to
- C-2050 and given the most rigourous examination of any SimTech
- trainee. The training is based on 20 introdcutory missions
- and, if you pass your training, 20 Full-Simulation Missions.
- Should you fail in the training missions you may then partake
- in the full simulation missions as Air Support only (ie - you
- have no control over ground vehicles). However, succeed in this
- and you may then undertake the 20 full simulation missions for
- real; these take in the whole range of options from designing
- you own Defence Complex to controlling 16 remote attack
- vehicles and annihilating the opposition as quickly as possible.
- Because of the need to maintain the realism of this chaotic
- environment, the slave computers are obliged to run 3d vector
- graphics and engine/firing noises only. Any candidate who passes
- this examination is then trained on the C-Corp 2050 itself
- for up to six months, before being given battlefield experience.
-
-
- SIMULATION AND REALITY.
- ~~~~~~~~~~~~~~~~~~~~~~~
- Wargaming is an old profession (hello Dave!) - strategy has
- played a part in battles for as long as ther have been wars -
- but its only in the 21st Century that is has had the fundamental
- impact on the nature of military thinking. In the last 50
- years the role of the wargame has switched from the tactical
- to the practical; whole systems are designed, used in simulated
- battle and then consigned to the waste bin without ever seeing
- a production line - the power on new weaponry can be demonstrated
- for free, and craft can be built and lost for nothing. This
- has reduced costs and improved operational efficiency at the same
- time. Without it the thousand mobile Defence Complexes which
- straddle the Tropic of Cancer would never have been built, and a
- whole generation of Offensive Weapons would never have been
- manufactured so quickly.
-
- The latest developments are currently being tested in the Air Support
- Battle Simulation (ASBS, detailed below). These include an
- articulated version of the Defence Complex: the theory is that all of the
- Complex's units, even down to relatively minute components such as
- individual Radar Stations and Missile Command Posts, can be moved
- independently, thanks to a novel system of flexible Connections' which
- transfer power from the generators and orders from the central HQ.
- Other developments include a new Command Module, from which a
- single pilot can program and operate up to 16 attack craft, each one
- loaded with different weapons systems and patrolling a course of up to
- 128 different waypoints.
-
- If successful, these systems could be implemented within five years,
- and could prove the most important deterrent to Southern Hemisphere
- aggression. The maintenance of peace is the primary objective of all
- Battlefield Simulations; Simulation Technicians are the new brokers of
- power.
-
-
-
- THE AIR SUPPORT BATTLE SIMULATION
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The ASBS is the first of a new generation of Battlefield Simulation
- Software, and the first to make full use of the Chaos Corporation C-
- 2050 mainframe. Like its predecessor (the Ground Battle Simulation),
- it is intended as part of a series, and will be subject to upgrades as and
- when demand dictates. Version 1.0 is intended for use solely by the
- West Point Military Academy staff; subsequent versions will be based
- on their criticisms and distributed freely around the Northern
- Hemisphere defence network.
-
- ASBS represents the latest in SimTech one-on-one wargame design
- and simulates an encounter between the commander of a Tropic of
- Cancer Defence Complex and his opposite number from the South.
- Battlefield Architects have managed to generate a new, variable 3D
- system - to add depth and realism to the vector graphic representation
- of the front line terrain - on the basic computers used by trainees. It is
- hoped that future versions, perhaps no more than a decade away, will
- be able to recreate a filled polygon battle ground.
-
- West Point Academy has no room for failures. The responsibility of
- each of the 1,000 SimTech trainees received here each year is a heavy
- one: learning the ability to maintain a defensive screen and the skills
- to design and implement new technology when required. Having
- already established yourselves as the pick of the candidates from
- around the Northern Hemisphere, your success rate here will be
- higher than that of other trainees around the world: on average, we
- pass one hundred candidates (100) per annum.
-
- The education process is intensive: you have a few hours to read this
- manual and keyguide before starting immediately on the first training
- mission. We advise that you familiarise yourself with the theoretical
- controls before switching on your computer and beginning. Demerits
- have, and will continue to be, given for slow or sloppy work. A
- consistently poor success rate will result in automatic expulsion from
- the Academy, and will oblige the trainee to retake his provisional
- exams and try again in two years time. However, the reverse is also
- true: great rewards are given to those who show they have the skill
- and application to become the best of the SimTech organisation -
- including a job secured for life, and the knowledge that they can
- become one of the 1,000 commanders based in the global Defence
- Complexes, with the responsibility for maintaining world peace.
- West Point Simulation Technicians are considered to be the elite in the
- military world. Read this manual and find out how you can join them.
-
-
-
- CONTENTS
-
- 1. LOADING THE SIMULATION
-
- 1.1 Atari ST Version .........................................14
- 1.2 Amiga Version.............................................14
- 1.3 Virus Warning.............................................14
-
- 2. BRIEFING
-
- 3. GETTING STARTED
-
- 3.1 Registration Screen.......................................18
- 3.2 Di_fficulty Level Screen..................................19
- 3.3 Mission Menu Screen ......................................19
- 3.4 Playin~ In 3D.............................................22
-
- 4. THE SIMULATION CONTROLS
-
- 4.1 Map Screen ...............................................23
- 4.1.1 Simulation Map .........................................25
- 4.1.2 Your Defence Complex....................................25
- 4.1.3 Enemy Base .............................................33
- 4.1.4 Vehicles ...............................................33
- 4.1.5 Waypoint Lists..........................................34
- 4.1.6 Waypoints...............................................34
- 4.1.7 Options Menu ...........................................35
- 4.1.8 Tnfn Panel ............................................ 35
- 4.1.9 Additional Controls.....................................36
- 4.2 0 Info Panel .............................................37
- 4.21 Command Ship Flight Screen ..............................38
- 4.2.2 Flight Screen ..........................................38
- 4.2.3 Status Bars.............................................40
- 4.2.4 Radars .................................................40
- 4.2.6 Menu ...................................................40
- 4.26 Flight Control...........................................40
-
- 4.3 VEHICLE CONTROL CENTRE
-
- 4.3.1 Flight Screen .,........................................46
- 4.3.2 Radars .................................................46
- 4.3.3 Stats ..................................................46
- 4.3.4 Weapons Boxes ..........................................47
- 4.3.5 Information Panel.......................................47
- 4.3.6 Other Controls..........................................48
- 4.3.7 Conclusion..............................................49
-
- 5. HINTS AND TIPS ............................................50
-
- 6. CONTROLS...................................................65
-
-
-
- 1. LOADING THE SIMULATION
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- Always switch off your machine for at least 30 seconds before loading
- the game. Failure to do so may result in virus contamination of the
- AIR SUPPORT disk. See the Virus Warning and the Warranty Notice
- in this manual for further information.
-
- 1.1 ATARI ST VERSION
- ~~~~~~~~~~~~~~~~~~~~
- Insert your AIR SUPPORT disk into the internal drive, switch on
- your monitor/tv, then your computer. Follow the on-screen
- instructions.
-
- 1.2 AMIGA VERSION
- ~~~~~~~~~~~~~~~~~
- Switch on your machine. Insert a Kickstart disk if required (for
- example, if you own an Amiga 1000). When the prompt appears for
- you to insert the Workbench disk, insert your AIR SUPPORT disk
- into the internal drive. Insert Disk 2 when prompted.
- Should you wish to skip the intro you may insert Disk 2 at the
- Workbench prompt.
-
- 1.3 VIRUS WARNING!
- ~~~~~~~~~~~~~~~~~~
- This product is guaranteed by Psygnosis to be virus free.
- Psygnosis Ltd accept no responsibility for damage caused
- to this product through virus infection. Please see page 67
- of this manual for details.
-
- To avoid virus infection always ensure that your machine is
- switched off for at least 30 seconds before loading this
- game. Please see page 67 for more information regarding
- viruses and Your warranty.
-
-
- 2. BRIEFING
- ===========
- Trainees are advised to read the main Introduction which precedes
- these pages. However, for those who are already familiar with the
- information it contains, the following will suffice:
-
- The Air Support Battlefield Simulation (ASBS) is the first in a series
- of theoretical battlefield scenarios designed by Military SimTech
- Command (MSC) using the C-Corp Chaos 2050 mainframe. As a
- candidate at the West Point Military Academy you represent the top
- 0.02% of trainees in the world. There are 1,000 of you competing for
- the 100 positions of Simulation Technician awarded each year.
- A qualified Simulation Technician (or SimTech) has two main
- responsibilities. The first is a ten-year period of service as Commander
- of one of the 1,000 Defence Complexes based on the Tropic of Cancer
- and designed to dissuade attacks from the allied Southern Hemisphere
- forces. The second, undertaken once the period of front-line service has
- ended, is responsibility for the development and testing of new
- weapons systems and simulations.
-
- The aim of the ASBS is to ensure that only the best candidates qualify
- for these vitally important posts. In it, you will be given command of a
- simulated Defence Complex at the forefront of current technology; and
- you will be asked to protect it at all costs, as well as successfully
- infiltrating the enemy's defences and nullifying his threat. This is
- most easily performed by knocking out his four generators.
- The hardware at your disposal includes radars and missile defences, a
- Command Ship, a quartet of basic ground and airborne fighters and
- reconnaissance vehicles, and the ability to program up to 16 of them to
- patrol your defences. This equipment will be used to a limited extent
- in 20 Training Missions. Following this, however, will be up to 40 Full
- Simulations, in which the complete range of hardware will be
- featured.
-
-
- THE TRAINING MISSIONS
- =====================
- The aim of the 20 Training Missions is for you to become familiar with
- the basic ideas and equipment at your disposal in Air Support.
- The missions begin with simple vehicle control and end with a scaled-
- down version of the Full Simulations. Complete instructions will be
- given to you on-screen. The tests grow progressively harder, and rank
- is be awarded to candidates who show a consistent rate of success;
- conversely, a permanent demerit will be awarded for failure of a
- mission. The West Point Academy does not condone graduation by
- perseverance or trial and error; occasional failures, however, can be
- tolerated.
-
-
- THE FULL SIMULATIONS
- ====================
- Once you have completed basic training, you are thrown into the Full
- Simulations. Naturally enough, candidates will not be expected to
- complete all the missions in one day, or even a week - and for this
- reason a Registration Screen, unique to the trainee, allows the use of
- ID codes to save performance details at any point during the
- simulation.
-
- The aim of the Full Simulations is equivalent to that of a real life
- battle: to disable the enemy's defence complex by eliminating the
- power generators and HQ. The examiners are not looking for rash
- displays of power, but for total battle resource management.
- Strategists make better commanders than conquering heroes.
- You decide the level of difficulty; there are three in all: Easy, Medium
- and Hard. Difficulty affects how early you get to see the enemy's
- movements - see Difficulty Level. You will soon learn the reasons
- why a relatively flat landscape with few tidal aquatic areas is much
- easier to negotiate than a mountainous region populated by lakes.
- Difficulty also affects your performance rating: on a Hard level you are
- allowed to fail in fewer mission before your rating dips below the Fail
- line - see Candidate Statistics.
- One thing you can be sure of: as you progress through the Full
- Simulations, life will become tougher than anything you have ever
- experienced before. Should your Statistics Line remain above the Fail
- area throughout the game you will be allowed to graduate.
- And when you do, the rewards are great.
-
- NOTE:
- Air Support is a simulation in which you determine the
- level of interaction. It is vital to establish key strategies
- from the beginning, but once you have programmed
- waypoints, built vehicles and designed your Defence
- Complex, you can do as much, or as little, as you like. For
- example, you can control all 16 craft and the Command
- Ship, or leave them on auto-pilot to follow the Vehicle
- Command Channels you program for them (see 4.1.5,
- below). Most of the systems run automatically and will
- only require maintenance; however, tactics should be
- reviewed constantly in response to enemy manoeuvres.
-
- 3. GETTING STARTED
- ~~~~~~~~~~~~~~~~~~
-
- 3.1 REGISTRATION SCREEN
-
- This is the first screen you will see after the game has loaded. If this is
- your first mission, it allows you to register with the C-2050 at West
- Point Military Academy; if you have already completed some part of
- the trainee programme, you can load up previously saved records
- using your name and ID number. Each mission or simulation you
- complete gives you a new ID number, which will contain details such
- as your success rate on previous missions.
-
- To enter your name, use the mouse in conjunction with the on-screen
- keyboard or simply type your input. Selecting the MENU option takes
- you to the DIFFICULTY LEVEL SCREEN.
-
- FOR SECURITY PURPOSES, WHEN ENTERING
- YOUR PERSONAL ID YOU MUST ENSURE THAT
- THE NAME YOU USE IS CONSISTENT FROM
- GAME TO GAME.
-
- This is because the name is cross-referenced to the ID
- number. For example, if you enter the name J. SMITH,
- the C-2050 computer will, in subsequent games, not accept
- JSMITH or J SMITH. If this rule is not complied with you
- will be unable to access the statistics detailed by your
- personal ID code, and you will be obliged to restart your
- training from the beginning.
-
- 3.2 DIFFICULTY LEVEL SCREEN
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Selecting Easy displays a full map including enemy complex and all
- enemy vehicles.
-
- Selecting Medium displays a full map with enemy complex but you
- will not be able to see enemy vehicles until they are in radar range.
- Selecting Hard displays only your squares of the map (blue dots), also,
- you cannot see the enemy complex nor his vehicles until they are
- within your radar range.
-
-
- 3.3 MISSION MENU SCREEN
- ~~~~~~~~~~~~~~~~~~~~~~~
- For the purposes of authenticity, no details about missions are given in
- this booklet. However, as a general rule, in the training Missions you
- may be asked to perform tasks such as piloting individual craft into
- enemy territory and then returning to base using waypoints or manual
- control; and in the Full Simulations you will be asked to adapt the full
- experience gained from your Training to a Full Simulation. It is
- therefore vital that you familiarise yourself with the contents of this
- manual.
-
- The Mission Menu screen allows you to utilise the following
- commands:
-
-
- START SIMULATION
- ~~~~~~~~~~~~~~~~~
- Starts the currently highlighted Training Mission or Full Simulation.
- At this stage you are required to enter a Craft Static - Printed in green
- in the Hardware Guide - be it a Fighter's weight or a Tank's length.
-
-
- RESET SIMULATION
- ~~~~~~~~~~~~~~~~
- Clears from your computer's memory any statistics on your
- performance to date, allowing you to restart the Air Support program
- from Training Mission 1. However, the C-2050 computer will still store
- your performance details for use at a later date, and you can access
- them again by inputting the corresponding name and ID number. You
- can drop out of the program - by pressing 'esc' - and restart at any
- time.
-
-
- CANDIDATE STATISTICS
- ~~~~~~~~~~~~~~~~~~~~
- Selecting this option leads you to your own personal statistics screen.
-
- This allows you to examine your progress to date. All Air Support
- statistics are mission-based, not career-oriented: the incentive for each
- candidate lies in promotion for a well executed mission or a demotion
- for a failed mission. Trainees who have not yet undertaken any
- missions will have no record here.
-
-
- DATA BASE
- ~~~~~~~~~
- The Data Base provides brief visual identification of the vehicles you
- will be able to control during the game. For more detailed information
- about these craft and those of the enemy, consult the OFFICIAL
- HARDWARE GUIDE which follows these instructions.
-
- REGISTRATION
- ~~~~~~~~~~~~
- Returns you to the REGISTRATION screen.
-
-
-
- 3.4 PLAYING IN 3D
- ~~~~~~~~~~~~~~~~~
- Some trainees may prefer to play their missions in 3D. If this is the
- case, follow these instructions. Once you have started the simulation,
- go to the COMMAND SHIP FLIGHT SCREEN and select the
- OPTIONS icon from the menu. Select the BACK icon four times to
- access the 3D menu. Select STEREO to activate the 3D then put on
- your 3D glasses. Use the DPTH INC, DPTH DEC, POS INC and POS
- DEC controls to optimise comfortable viewing. Finally, press EXIT to
- return to the main menu. For more information, see the OPTIONS
- category in Section 4.2.6, below.
-
- (Sorry guys, Couldnt type in the 3d glasses .. lame eh ?!?! )
-
-
-
- 4. THE SIMULATION CONTROLS
- ==========================
-
- NOTE:
- The following abbreviations are used throughout this
- manual and the accompanying Quick Reference Sheet.
- LMB = Left mouse button
- RMB = right mouse button
-
-
- 4.1 MAP SCREEN
- ~~~~~~~~~~~~~~
- The action in Air Support takes place on a simulated world,
- represented by this map. This is where you will make all your major
- tactical decisions.
-
-
- MAIN MAP SCREEN
- -=============-
-
- +----------+-----------------------------------+-------+
- | Craft | | |
- | Control | | |
- +----------+ | |
- | Waypnt | | |
- | Control | | |
- +----------+ | |
- | Complex | +-------+
- | Control | | |
- +----------+ | |
- | | | |
- | Options | | |
- | | +-------+
- +----------+ | Sortie|
- | ZOOM XO | +-------+
- +----------+ | Patrol|
- | PAN | +-------+
- +----------+ | Attack|
- | MAPLOCK | +-------+
- +----------+ | Halt |
- |Main Ship | +-------+
- +----------+ | |
- | Control | | |
- +----------+-----------------------------------+-------+
-
-
-
- The Map Screen serves two main purposes. Firstly, it provides an
- overall view of the landscape, detailing contours, vehicle positions and
- headings, and showing the layout of your Defence Complex, when
- applicable. Secondly, it permits you to manipulate that environment,
- allowing you to command up to 16 vehicles and set their paths,
- redesign your defences and launch strikes against the enemy (see
- sections 4.1.2 to 4.1.6, below). To make decisions easier, the map can
- be changed to show different viewpoints and magnifications, from a
- simple terrain without contours (which filters out unwanted detail) to
- an isometric 3D display (which shows the height and shape of the
- land).
-
-
- 4.1.1 SIMULATION MAP
- ~~~~~~~~~~~~~~~~~~~~
- When applicable, this initially shows an overhead view of the entire
- battlefield with your Defence Complex at the bottom left corner and
- your opponent's at the top right corner. Details about how to change
- the viewpoints, use the zoom feature and implement strategic options
- are given in sections 4.1.7 to 4.1.9, below.
-
- As games progress, an increasing amount of terrain will be laid waste
- and flattened, due to the use of weapons such as mines. This produces
- craters which are easily negotiated by land vehicles such as Main
- Battle Tanks and Reconnaissance Craft.
-
- You can scroll immediately to any area of the map by lowlighting the
- Maplock option on the left-hand panel and moving the cursor to the
- desired spot and clicking the LMB. You can then magnify the selected
- area by using the ZOOM function, described in section 4.1.8, below.
-
- 4.1.2 YOUR DEFENCE COMPLEX
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- Note:
- In order to access information about your Defence Complex, you
- must highlight the COMPLEX icon in the OPTION Panel.
-
- The Defence Complex is the core of your military operations. It is an
- entirely automated system capable of growth and change. (In reality,
- the 1,000 Complexes that mark the boundary between Northern and
- Southern Hemispheres are run by a C-2050 computer, and are manned
- by a SimTech Commander with four SimTech engineers). The
- simulated Complex enables you to build and replace offensive units
- and weapons, and can be moved around to suit the local terrain. It
- consists of six different units, as follows:
-
-
- HEADQUARTERS
- ~~~~~~~~~~~~
- The centre of your complex from which every other unit is constructed.
- To move your entire complex, simply move the Headquarters. Click on
- the HEADQUARTERS icon to glean information on vehicles available
- to you.
-
- GENERATORS
- ~~~~~~~~~~
- These units provide power to your factories, you should protect them
- at all costs. Once all four are destroyed you have nothing left with
- which to protect your Complex.
-
- Please note: Generators may only be destroyed when switched on and
- by a direct hit. When switched on they are independant of HQ as they
- supply their own power.
-
- FACTORY
- ~~~~~~~
- The twelve Factories in your Defence Complex are vital in creating
- supplies for your vehicles and replacing or repairing those vehicles
- when they are destroyed or damaged. There are four types of vehicle
- which a Factory can manufacture: the Airborne Attack Fighter
- (ATTF), the ground-based Reconnaissance Vehicle (RECO), the Main
- Battle Tank (MBT) and the Multiple Missile Launching Systems
- (MMLS).
- Please note that some factories are limited as to which
- vehicles/weapons they can manufacture.
-
- TO MAKE A NEW VEHICLE:
- ~~~~~~~~~~~~~~~~~~~~~~
- a. Select the COMPLEX icon from the OPTIONS display. (This
- displays your complex in blue and shows its major supply lines). Next,
- select any factory by clicking the LMB on it or b y hitting the F4 key -
- see accompanying keyboard layout.. A list of the craft and
- weapons/equipment available will then appear in the INFO box. (For
- more details about weapons, see the OFFICIAL HARDWARE GUIDE
- which follows this instruction manual).
-
- b. Use the mouse to select a craft. Once you have selected, choose a
- weapon from the list available - this will vary according to the vehicle.
- Note that you cannot select all the weapons that are available for the
- craft you have chosen - due to weight considerations you must decide
- which one(s) you want to take. Once you have selected the weapons,
- click the mouse button on OFF to start the construction process: a
- percentage rating will inform you of the progress.
-
- c. Once the vehicle and its weapons have been manufactured, the
- Defence Complex positions them on standby at the factory, awaiting
- further instructions. If you have not created a Waypoint List for a
- vehicle, do so (see 4.1.5 and 4.1.6t below). You may assign a Waypoint
- to a vehicle before it has been built. You can, if you wish, control the
- vehicle manually: All vehicles need to locate an exit at the nearest
- Radar Station or Missile Command Post. If a Waypoint is already in
- place, the computer will automatically install the newly-made craft on
- that route.
-
- You now have full control over the vehicle you have created, and can
- either leave it to run automatically or pilot it yourself from the
- VEHICLE CONTROL CENTRE (See 4.3, below). Once the vehicle has
- left the Factory, another one may be constructed in its place. Craft
- which run out of energy or become irreparably damaged are
- automatically replaced and replacement vehicles sent along their
- Waypoint Lists.
-
- NOTE:
- You can create up to 16 different vehicles by varying the
- hardware/weapons configuration. For example, you could
- create one Main Battle Tank with Track and Wire Missiles,
- and another MBT with Wire Guided Missiles and a Maser.
-
-
- MISSILE COMMAND POST
- ~~~~~~~~~~~~~~~~~~~~
- This fires a tracking missile at any enemy in its direction and range -
- but only if that vehicle has been detected by radar. You can set the
- missile rate (Off/Low/High) by clicking the LMB on the Missile
- Command Post, then highlighting your choice in the INFO BOX. To
- activate all Missile Command Posts, click on the ALL ON icon. To
- increase the missile rate, click on the ALL OFF icon and again on the
- ALL ON icon.
-
-
- RADAR STATION
- ~~~~~~~~~~~~~
- This is one of the most important parts of your defences, since it gives
- you advance warning of enemy approaches in the direction to which it
- is pointed. To see exactly how strong its signal is, click the mouse
- button on the DISPLAY icon. You can then set the radar range
- (Off/Low/High) by clicking the LMB on the RADAR icon and
- highlighting your choice in the INFO BOX. You may also select radar
- range by clicking LMB on ALL ON icon, this sets range to Low. To
- increase the range click on the ALL OFF icon and click on the ALL ON
- icon again, this sets all radar stations to High Range.
-
-
- CONNECTIONS
- ~~~~~~~~~~~
- Connections supply power and orders to the outlying Factories, Missile
- Command Posts and Radar Stations. The latest technology, currently
- being tested in this version of the Air Support Battle Simulation, has
- transformed them into flexible limbs', allowing the Defence Complex
- to be reshaped according to the terrain. The trainee has control over
- the length of the connectiuns between units, and can even input a 90
- degree turn into the connection at any point if desired (see ~Designing
- your Defence Complex', below). Connections link the whole Defence
- Complex in the following way:
-
- 4 Generators are connected to the central HQ
- 3 Factories are connected to each Generator
- 2 Radar Units and one Missile Command Post are connected to each
- factory
-
- At any point, damage to this system will stop the functioning of units
- further along the chain. For example, if you lose a Generator you will
- also lose the use of three factories, six Radar Units and three Missile
- Command Posts.
-
- DESIGNING YOUR DEFENCE COMPLEX
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The units which make up the Defence Complex are interdependent but
- can be moved around the map area *eely. By selecting a unit and
- manipulating the Connections, you can redesign your defensive wall.
-
- Size isn't important: units as small as a Radar Base or as large as the
- whole complex can be moved anywhere within its specified radius.
- The first thing you need to do is highlight the COMPLEX icon (your
- base will animate and turn blue). Next, decide what you want to move,
- and consult the following table to find out which unit you should select
- Choose the unit you require from the Complex Sub Menu (or from the
- Map Display - using the LMB). Activate that unit with the Select icon
- and the Select Sub Menu appears. Using the Up, Down, Left and Right
- icons, position the unit to the required location and lock its position
- using the Set icon.
-
-
- Unit Selected.................... Will Move
- Radar Station.................... Radar Station
- Missile Command Post............. Missile Command Post
- Factory ......................... Factory, and defence
- ................................. cluster comprising 2
- ................................. Radars and Missile
- ................................. Command Post
- Generator........................ Generator, 3 factories
- ................................. and 3 defence clusters
- HQ .............................. The whole base - HQ
- ................................. can only be moved once
-
-
- NOTE:
- There is a limit to the distance or direction in which
- you can move your Defence Complex Units.
-
-
- A step-by-step guide to building your defence complex.
- ------------------------------------------------------
- Click on COMPLEX CONTROL
- Click on HQ
- Click on SELECT
- Use UP,DOWN,LEFT RIGHT to move you whole complex to a more
- suitable site - if required.
- Select SET to establish it.
- Click on GENERATOR - Press F3 to toggle through your four
- generators, click on ON in the INFO BOX to switch the selected
- generator on. Or select ALL ON to switch them all on in one go.
- Click on FACTORY and build the required craft - see Factory (4.12
- DEFENCE COMPLEX),
- Select MISSILE and select ALL ON.
- Select RADAR and select ALL ON.
- You now have a fully functional Defence Complex.
-
-
- INSIDE THE DEFENCE COMPLEX
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- You can enter the Defence Complex by directing one of the vehicles
- under your control into it, or by taking command of a newly created
- vehicle. You can find your way around by using the radar - but only on
- magnification greater than 3.
-
- 4.1.3 ENEMY BASE
- ~~~~~~~~~~~~~~~~
- The enemy's base and vehicles are visible at all times on Easy
- Difficulty Level, although his activities and craft deployment remain
- secret until revealed by your radar on Medium and Hard Levels.
- Trainees can be confident that the enemy will be engaged in
- manoeuvres similar to his own.
-
- 4.1.4 VEHICLES
- ~~~~~~~~~~~~~~
- When you select the CRAFT icon from the OPTIONS MENU. If an
- enemy craft comes within range of one of your radars, it is
- momentarily expanded to indicate as such. Your vehicles are divided
- into Main Battle Tanks (MBTs), Multiple Missile Launchers (MMLSs),
- Reconnaissance Vehicles (RECO), Attack Fighters (ATTF) and your
- Command Ship. For more details about these, consult the OFFICIAL
- HARDWARE GUIDE. Passing the cursor over each craft will give you
- details about the number and type of each ship.
-
- DIRECTING
- ~~~~~~~~~
- You can take control of any vehicle at any time, just by accessing the
- VEHICLE COMMAND SCREEN (section 4.3, below). If you want your
- vehicle to follow a predetermined route and let the computer respond
- to enemy attacks by itself, create a WAYPOINT LISTS for the craft,
- select Sortie from the Craft Status Menu and watch the action. (see
- 4.1.5 Waypoint Lists, below).
-
- REFUELLING AND REARMING
- ~~~~~~~~~~~~~~~~~~~~~~~
- Losing craft in real battles is a waste of time and resources, so the Air
- Support simulation has been designed to instruct you in the skill of
- reusing vehicles. There are two ways in which craft can be disabled: if
- they run out of energy, or if they are damaged beyond repair. They can
- also be rendered useless if they run out of weapons or equipment. If
- possible, you must direct the craft to return to the Defence Complex
- before the problem arises. Once-you have reached the DC, the craft
- must be guided to the nearest Factory unit for refuelling, rearming or
- repairs. The time taken for this process will vary according to the type
- of craft and the weapons it was carrying. However, if craft are
- destroyed, your factories will, if able, build a replacement.
-
- Note: The number of craft that may be manufactured is limited.
- The Information Box (on the HQ Screen) displays the number
- currently available to you.
-
-
-
- 4.1.5 WAYPOINT LISTS
- ~~~~~~~~~~~~~~~~~~~~
- Setting up a Waypoint Lists is one of the most important tactical
- decisions in the simulation. Waypoint Lists are the routes between
- waypoints which a vehicle uses to patrol the landscape, attacking
- enemies when necessary. You must ensure that any Waypoint Lists
- you create pass over terrain which your craft can negotiate. For
- example, a Waypoint List for an MBT is useless if it runs over water
- and high mountains.
-
- 4.1.6 WAYPOINT
- ~~~~~~~~~~~~~~
- You can create up to a maximum of 128 waypoints for your vehicles to
- follow (see the information detailed under the WAYPNT icon in 4.1.7
- below).
-
- MSC trainees should aim to create effective patrol and attack routes
- for their vehicles. This is achieved by creating waypoints.
- First, highlight the WAYPNT icon to enable the display of waypoints
- on the map. These waypoints can then be manipulated as follows:
-
- a. The RMB creates a new waypoint. This is known as the current
- 'waypoint'.
-
- b. When the cursor is placed over a previously created waypoint,
- holding down the RMB allows that waypoint to be repositioned.
-
- c. The LMB deletes any waypoint under the cursor.
-
- d. Pressing and releasing the LMB while repositioning a new waypoint
- (as in B., above) will create a new point connected to the first.
-
-
- 4.1.7 OPTIONS SUB MENU 1
- ~~~~~~~~~~~~~~~~~~~~~~~~
- The OPTIONS menu gives you complete control over how information
- is displayed on the map screen.
-
-
- Show buildings, such as the Defence Complex.
-
- GRIDS : Toggles agridon/off.
-
- SETCON : Identifies which squares on the map belong to you -
- shown in blue - and which are the enemy's - shown in red
-
- INFO : Highlighting this icon removes all unnecessary terrain
- details from the map, showing only a flat landscape with
- basic contours. This is the clearest display for seeing
- what's happening to your craft, but not as effective as the
- relief maps when it comes to plotting waypoints.
-
- FASTMAP: Increases speed of your and enemy's activities.
-
- RELIEF : Relief map display. This toggles between a map showing
- land heights as a series of coloured contour bars (revealed
- as a relative display in the INFO panel) and one which
- depicts them as true' 3D, with a light source and
- shading.
-
- OPT 2 : takes you to:
-
- 4.1.8 OPTIONS SUB MENU 2
- -------------------------
-
- ISO : Toggle between the overhead view of the landscape and
- an isometric one. (In conjunction with HEIGHT icon this
- can be useful for plotting vehicle routes through valleys).
- You must click on this icon to gain access to the following:
-
- SCAPE : Angles the view of the Isometric map.
-
- HEIGHT : Toggles between a flat, colour contour isometric display in I
- which all the heights are proportional, and a ~true' 3D
- one. Only works with the ISO map.
-
- LOOK N : Click on Look N, E, S or W to view the map from these
- directions.
-
- EXIT : Exits to the MAP SCREEN.
-
- DEFENCE : Toggles between showing and masking the activity of your
- Radar Stations and Missile Command Posts. The radar
- strength is shown by an animated sequence of dotted
- arcs, and missile activity by a sequence of short lines.
- This icon is particularly useful for revealing weak spots
- once you have altered the shape of your Defence Complex.
-
-
- 4.1.9 ADDITIONAL CONTROLS
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- ZOOM : The zoom feature has four different magnifications. Use
- the LMB to select the area on the map you wish to
- magnify, then click on the ZOOM icon with the RMB. The
- next three clicks of the RMB magnify the area of map
- that you have chosen. Use the LMB to zoom out.
-
- PAN : This control allows you to scroll around the map. Holding
- down either mouse button on this icon and moving the
- mouse in the desired direction moves the map
- accordingly. It's best used for fine control: a more direct
- method is to move the cursor to the required position on
- the map and click the LMB.
-
- MAPLOCK : Used in conjunction with the ZOOM function, this icon
- allows you to skip from a magnified position to a default
- position (using the LMB) or reset the position totally
- using the RMB. When this icon is highlighted the map is
- locked to the default position.
-
- COMMAND SHIP: Puts you in the cockpit of your Command Ship - see
- Command Ship Flight Screen 4.21.
-
- CONTROL CENTRE: Puts you in the cockpit of the currently selected vehicle.
-
-
- 4.2.0 INFO PANEL
- ~~~~~~~~~~~~~~~~
- If an icon is activated in the OPTIONS menu, this panel will reveal
- information about the type and number of vehicles (with the CRAFT
- icon), or the status of your Defence Complex units (with the
- COMPLEX icon). Details such as power levels, radar range, missile
- rate, and Factory output are all shown here. To change these details
- (for example, to increase the range of a radar from Low to High), click
- the LMB on the selected unit, then make the alteration in the Info
- Panel using the mouse. When no icon is activated, the Info Panel will
- usually show a vertical bar of colours: this displays the relative height
- of the terrain.
-
- The Command box is the control centre for directing your 16 vehicles.
- As you construct craft in your Factories, they appear in this box in
- order. For example, the first vehicle in the top row is number 1, the
- last one in the bottom row is number 16 - and these numbers
- correspond to the craft highlighted on the map. For ease-of-use the
- different vehicles have been translated into simple symbols.
- Select a Waypoint or Target then highlight a craft in the box by
- clicking on it with the LMB, it will then follow that course at a preset
- speed. MSC advises that you set up a bank of patrol craft before
- launching an attack.
-
- The following is a list of commands given to selected craft:
- When highlighted:
- Sortie - Follow WAYPOINT LIST and engage enemy when in range
- Patrol - Follow WAYPOINT LIST
- Attack - Attack specified when in range
- Halt - Skips between Sortie/Patrol/Halt
- Patrol or Sortie will be automatically selected when you designate a
- WAYPOINT LIST to a craft. Attack is automatically selected when a
- craft is selected - with the RMB.
-
-
- 4.2.1 COMMAND SHIP FLIGHT SCREEN
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- This screen gives you direct control over the Command Ship, as well as
- allowing you to set up the game to your liking, turn on the 3D display
- and alter a host of other options.
-
-
- 4.2.2 FLIGHT SCRREEN
- ~~~~~~~~~~~~~~~~~~~~
- This shows the view from your Command Ship (CS). Its default mode
- is auto-pilot, but you can take control of it at any time, as follows:
- press the LMB on the Flight Screen itself, and this will eliminate the
- menus and allow you to enter flight mode. By holding down the LMB
- and moving the mouse forwards or backwards you can accelerate and
- decelerate. To fire the currently selected weapon (see 4.2.4, below),
- press the RMB. Once fired, you can control a Wire Guided or Waypoint
- Guided missile to its target by keeping the RMB held down. To exit
- flight mode and return to the menus, hold down the LMB and click the
- RMB.
-
- 4.2.3 STATUS BARS
- ~~~~~~~~~~~~~~~~~
- These bars detail your altitude, speed and fuel. If your craft is in
- Hugging mode (see below), you don't need to worry too much about
- altitude. However, keep an eye on the fuel level - if you run out, your
- Command Ship will crash and be lost.
-
- 4.2.4 RADARS
- ~~~~~~~~~~~~
- The radars reveal information about craft in the surrounding terrain.
- You can position them anywhere on screen by holding down the RMB
- and sliding the radar display with the mouse to the required position.
- The magnification is changed by clicking on the box marked MAG x4'.
- The LMB reduces magnification, the-RMB increases it. Click on the
- RADAR box to open Radar Window.
-
- 4.2.5 MENU
- ~~~~~~~~~~
- You can only use the menu if you are not in Flight Mode. To select a
- menu icon, move the cursor to the icon you wish to select and click
- either mouse button.
-
-
- 4.2.6 FLIGHT CONTROLS
- ~~~~~~~~~~~~~~~~~~~~~
-
-
- HUGGING
- -------
- Activates the Command Ship's anti-gravity drive
- mechanism, allowing it to follow the contours of the
- landscape. In rugged terrain, SimTech Command advises
- that trainees do not fly at excessive speeds: the anti-
- gravity sensors work on a quick, but not immediate,
- response time, and it is all too easy to crash into a steep
- hillside. Even when this system is activated, you can
- override it by entering Flight Mode and piloting the CS, as
- described above: once you have finished controlling the
- CS, return to the menus and let the craft fly itself- it will
- automatically return to Hugging mode.
-
-
- TRACKING
- --------
- When activated, this guides the Command Ship
- automatically towards the currently selected waypoint
- or target.
-
- AUTO
- ----
- Automatically engages enemy while protecting itself.
-
-
- WEAPONS:
- ~~~~~~~~
- The Command Ship is the most heavily armed of all your craft, and
- also the most heavily armoured. For more details about the above
- weapons, consult the OFFICIAL HARDWARE GUIDE which follows
- this manual.
-
-
- OPTIONS:
- ~~~~~~~~
- The options listed below allow you to customise the game to your
- liking, and are accessed by activating the OPTIONS icon on the menu.
-
- BACK : Takes you to the previous list of options.
-
- NEXT : Takes you to the next list of options.
-
- EXIT : Takes you back to the MENU, above.
-
- STATUS : Shows/hides the status bars (altitude, fuel and speed).
-
- HEADUP : Allows you to make use of a Headup display (effecti~
- when the enemy is in view).
-
- STARS :Turns the background stars on and off. In conjunction
- with other options (such as turning off the Horizon,
- water and filled radar display), turning these off
- increases the update speed and provides a more reali~t -
- flight.
-
- HORIZON: Removes/replaces the horizon.
-
- SOLID : Fills in all the dotted vector lines to create solid vectol,
- (this gives a poorer impression of distance, but some
- trainees have expressed a preference for it).
-
- WATER : Toggles the water animation on/off- in wire-frame mode~
- only.
-
- RADARS : Shows hides the radars at the top of the Flight Screen
-
- RAD SOL : Toggles between a radar display with a transparent
- background (the stars can be seen through it, but it
- speeds up the simulation), and one in which the
- background is filled-in black.
-
- JOYSTICK : Allows you to use a joystick for flight control.
-
- INT LACE :Interlace on/off.
-
- COMP : Toggles the compass on/off.
- ON/OFF
-
- COMP BIG : Toggles the size of the compass between normal and
- large.
-
- STEREO : Activates the 3D viewing display, in conjunction with
- the 3D glasses provided.
-
- RGB : Maintains Stereo view but with limited on-screen
- colours.
-
- DPTH INC : This quartet of icons allows you to customise the 3D
- DPTH DE : effect to suit your eyesight. The DPTH icons control the
- POS INC : 3D, and the POS icons compensate for your position in
- front of the screen. Put on the 3D glasses, then try out
- POS DEC : these commands until you're happy with the movement
- of the landscape.
-
- TUNNEL 1 : Camouflages Complexes - wire-frame view only.
-
- TUNNEL 2 : Shows wire-frame complexes in greater detail.
-
- OBJ SIMP : Simplifies objects to increase speed of game.
-
- LINE FAT : Increase thickness of all lines shown in wire-frame
- mode.
-
- LANDFIL : Fill sections of the wire-frame display and shows Grid
- lines.
-
- LANDTYPE : Works in conjunction with LANDFILL; and alters wire-
- frame display to a filled display.
-
- MAP SFX : Toggle sound effects on/off on map screen
-
- MAP SPE : Toggle speech on/off on map screen (Amiga only)
-
- MAIN SFX : Toggle sound effects on/off
-
- MAIN SPE : Toggle speech on/off (Amiga only)
-
- GIVE UP : The easy way out of a mission, however you will
- rewarded with a double demotion
-
- FILLBOX : Toggles between see-through and non see-through
- command icons
-
- BUTTONS : Swaps mouse buttons.
-
- FLICKCOL : Changes colour of on-screen text
-
- FLICKOFF : Toggles between screen flickering or being steady
-
- BCKGRND : Changes dark blue background to black
-
-
- Other menu controls:
- --------------------
-
- CONTROL : Selecting this icon leads you to the VEHICLE
- CONTROL CENTRE (see over).
-
- MAP : Takes you back to the MAP SCREEN.
-
- EXIT : Takes you back to the MISSION MENU SCREEN anu
- allows you to restart the game if desired.
-
-
-
- 4.3.0 VEHICLE CONTROL CENTRE
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- The Vehicle Command Centre is based inside your Command Module
- at the Defence Complex HQ. It gives you information about all the
- vehicles in your armoury, and allows you to access the Command Ship
- Flight Screen. The first time you access the Command Centre, all
- vehicles that you have built in the Factories will be operating on auto-
- pilot; however, you can take direct control of up to 16 vehicles by
- deselecting the AUTO function and entering Flight Mode by pressing
- the LMB on the FLIGHT SCREEN and controlling the vehicle as
- detailed below.
-
-
- NOTE:
- Air Support can be played without once taking direct
- control of any of your craft: everything can be put on auto-
- pilot (see 4.3.6, below), leaving you to get on with the
- strategic side of the simulation. Trainees will not be
- demerited for playing a simulation entirely on auto.
-
-
- 4.3.1 FLIGHT SCREEN
- ~~~~~~~~~~~~~~~~~~~
- To control one of your vehicles, first select it from the Informatio]
- Panel (click the mouse button on your choice). Pressing the LM]
- anywhere on the Flight Screen itself eliminates the menus and allows
- you to enter Flight Mode. 13y holding the LMB down and moving the
- mouse forwards or backwards you can accelerate and decelerate. To
- fire, press the RMB. Once fired, you can track a Wire Guided missile
- its target by keeping the RMB held down. To return to the menus, hold
- down the LMB and click the RMB.
-
- 4.3.2 RADARS
- ~~~~~~~~~~~~
- As with the radars on the Command Ship, these reveal informatior
- about the craft in the surrounding terrain. You can position them
- anywhere on screen by holding down the RMB and sliding the radar
- display with the mouse to the required position. The magnification is
- changed by clicking on the box marked 'MAG x 4'. The LMB reduces
- magnification, the RMB increases it.
-
- 4.3.3 STATS
- ~~~~~~~~~~~
- These menus display information similar to that on the Command
- Ship Flight Screen.
-
- STATUS : The C-2050 computer is authorised to send you basic
- messages, giving simple information, such as what your
- vehicles are doing. These messages are a word-for-word
- match with those from a real-life Defence Complex.
-
- SPEED : The speed of the craft currently selected. Some vehicles
- can travel more quickly than others, so the speed meter
- is relative. If you do not wish to enter Flight Mode, you
- can increase/decrease the speed of the vehicle by holding
- down either mouse button on this bar and dragging it
- left or right.
-
- DAMAGE : Some craft have better defences than others, so it's vital
- that you keep an eye on the damage levels. If repairs are
- needed, get the vehicle back to base! Losing all your
- shields results in machine failure, and means that your
- Factories will have to produce a replacement.
-
- THRUST : Thrust is proportional to Speed.
-
- ENERGY : As with the Damage meter, keep an eye on your Energy
- levels as often as you can: if your energy runs out, the
- vehicle will self destruct.
-
-
- 4.3.4 WEAPONS BOXES
- ~~~~~~~~~~~~~~~~~~~
- The three boxes on the right hand side of the menu display reveal the
- weapons available for the craft under control, and the remaining stock
- of those weapons. These items will vary from craft to craft - some
- vehicles may only be carrying one weapon, others will carry as many
- as three. (For more information, consult the OFFICIAL HARDWARE
- GUIDE which follows this manual).
-
- 4.3.5 INFORMATION PANEL
- ~~~~~~~~~~~~~~~~~~~~~~~
- This panel allows you to access individually each of the 16 craft
- (maximum) under your control. Standard notation is the same as that
- used elsewhere in this manual (see 4.1.9 Command Box', above).
- By holding down either mouse button and moving the mouse up and
- down you can scroll through the list of available craft. This action also
- accesses the corresponding vehicle on the Flight Screen, along with its
- statistics and remaining weapons.
-
- If you choose to control one of your craft, click the LMB on the Flight
- Screen to access the flight controls. To discontinue control, hold down
- the LMB and click the RMB to return you to the menus.
-
- 4.3.6 OTHER CONTROLS
- ~~~~~~~~~~~~~~~~~~~~
- AUTO : Toggles between putting the currently selected craft on
- auto pilot (default mode) or giving you manual control.
- You can override auto-pilot at any time by selecting the
- vehicle you wish to control, and entering flight mode as
- described above. Craft on auto-pilot will automatically
- engage the enemy when appropriate. These are the
- advantages and disadvantages:
-
-
- AUTO CONTROL
-
- All vehicles default to Auto if not specifically selected for manual
- control. When AUTO is enabled you can control the strategic aspect of
- the battle and leave the actual combat to the computer. The only
- involvement the trainee has is instructing the vehicle to follow a series
- of waypoints on a Waypoint Lists (WAYPOINT LIST). Each vehicle will
- then carry out predefined instructions, as detailed below:
-
-
-
- Vehicle Instructions
-
- MMLS Attack a ground installation
- RECO Drop a radar module or mine
- MBT/ATTF Attack an enemy vehicle in range
-
-
- Once it has completed its task, the vehicle will await a new command.
- If no such command is forthcoming, the vehicle will retrace its steps
- along the waypoint, and then repeat its actions.
-
- MANUAL CONTROL
- ~~~~~~~~~~~~~~~~
- Manual control is engaged by the trainee when they think they can
- take better advantage of a situation than the computer. For example,
- there will be occasions when the outcome of a simple one-on-one
- dogfight between the computer and its opponent would be
- inconclusive. In addition, manual control is useful where mines or
- radar modules need to be placed in unsurveyed territory.
-
-
- MAP : Takes you to the MAP SCREEN. Pressing EXIT on the
- Map Screen returns you to this screen.
-
- COMM : Takes you back to the COMMAND SHIP FLIGHT
- SCREEN.
-
-
-
- 4.3.7 CONCLUSION
- ~~~~~~~~~~~~~~~~~
- Before reading the Hints and Tips which follow this section, trainees
- are reminded that the above instructions are only a list of suggestions.
- You may find better ways to defeat the simulation, and you may be
- able to create your own defensive techniques. ASBS Vl.0 is an
- experimental system, and as such is flexible enough to cater for a
- varietY of tactical stYles.
-
-
- 5. HINTS AND TIPS
- ~~~~~~~~~~~~~~~~~
- * Use your Command Ship for primary defence until you have built
- more craft.
- * Use your Command Ship's Wire Guided Missiles to destroy enemy
- generators.
- * Disabling all enemy generators will cause them severe dama~e and
- win the game in the Full Simulations.
- * Organise an efficient Defence Complex design and defence patrol
- system as soon as you can - but make sure it is appropriate for the
- terrain.
- * Advice on structuring your defence complex: some terrains will
- provide natural barriers against enemy land vehicles, such as
- mountains or water. Where there are gaps, fill them with your radar
- and missile defence systems. Be careful not to abuse this ability, since
- it could leave your defences very weak, and you could see your power
- lines being sabotaged.
- * Protect your weakest units! Usually these will be the MMLSs, so
- don't just send them into enemy territory alone - it's too easy for them
- to be destroyed by the enemy Defence Complex' automatic missile
- launchers.
- * Guard your Generators! Destruction of one will severely limit yo
- ability to maintain your defences and manufacture new vehicles.
- Generators can only be destroyed when they are switched on.
-
-
-
-
- AIR SUPPORT BATTLE SIMULATION
- OFFICLAL HARDWARE GUIDE v1.0
- (March, 2064)
-
- INTRODUCTION
- ~~~~~~~~~~~~
- This first version of the Hardware Guide supports ASBS V1.0 for use
- with the C-Corp Chaos 2050 mainframe, networked to your personal
- computer. ASBS hardware is a development of the Ground Battle
- Simulation (GBS) hardware designed by MSC in the late 2020s, which
- was the standard SimTech trainee simulation for over two decades.
- However, users familiar with that system will notice the following
- major changes:
-
- 1) All of the GBS Airborne and Ground Attack and Reconnaissance
- Vehicles have been replaced by quicker, more manoeuvrable and better
- armed equivalents. Candidates are asked to note in particular that the
- GBS Mobile Command System has been replaced by the experimental
- Command Module.
-
- 2) Manual control is now possible on all the craft.
-
- 3) There are now 16 craft available, with up to 128 programmable
- waypoints.
- 4) ASBS allows you to redesign your Defence Complex to establish
- stronger defence positions.
-
- 5) The use of C-Corp's C-2050 means that the Enemy's ability is fully
- equal to that of the Defending Forces.
- Simulation Technicians and Trainees may like to note that all the GBS
- software/hardware is compatible with the Air Support Battle
- Simulation, and may be used to add variety at the discretion of the
- MSC. For 3D visual identification of all the craft listed below, trainees
- are advised to consult the simulation database.
-
-
- YOUR HARDWARE
- ~~~~~~~~~~~~~
- All the strategic and flight options which prospective Technicians
- could face on a real battlefield are available here. Your four craft have
- the ability to automatically patrol up to 128 waypoints, and can be
- customised with a variety of weapons to create up to 16 unique
- hardware configurations. Thanks to a centrally-controlled hover
- system all aircraft have landscape-hugging capability. Damage and
- energy levels are the most critical aspects of keeping a unit
- operational, so trainees are advised that at all times they must take
- care of their hardware - excessive loss of equipment will result in poor
- performance statistics, which can lead to failure. Note: in practice your
- vehicles can only be armed with some of the weapons which they are
- capable of carrying, NOT all of them. (For more details about weapons
- and their abbreviations, see the WEAPONRY section below).
-
-
-
-
- TRANSPORT AND ATTACK CRAFT
- ==========================
-
- (Dunno why but none of the length, wingspan etc.. values are included
- in the original docs. Please dont think im just too lazt to enter em hehe)
-
-
- COMMAND MODULE (CM)
- ~~~~~~~~~~~~~~~~~~~
- Length:
- Wingspan:
- Height:
- Weight:
- Weapons: Ta/A-M/VVG/Ma/Mi
-
- History:
-
- The CM is a replacement for the GBS Mobile Command System. Both
- aircraft are based on the Airborne Warning and Control Centre
- (AWAC), built by Boeing for the United States of America in 1977. It is
- intended that the version for use in real battle scenarios will carry a
- crew of ten SimTech operators
-
- Comments:
-
- The Command Module is used to carry out airborne surveillance,
- control and command simultaneously. A pair of nuclear-powered retro-
- thrusters allow it to achieve great speeds, and it is kept airborne by a
- computer-controlled anti-gravity hovering system. Its short wingspan
- and huge bulk (three times the size of other vehicles) make it an
- unwieldy craft to fly. In order to increase its radar vision (five times
- greater than that of any other vehicle in this simulation), it has of
- necessity a reduced armour coating. This makes it vulnerable to
- enemy attack, and so it is equipped with a full complement of
- defensive and offensive weapons - even so, protection in the form of
- additional air support is advised. In effect, all communications and
- information go through the Command Ship, which makes it the most
- important vehicle in the simulation: if it is destroyed, your training
- mission/full simulation is immediately terminated.
-
- The CM is based at the Head Quarters of your Defence Complex, and
- its main uses are as follows:
-
- 1) As an information/command link to the game world: you are able to
- control all of your 16 additional craft from here.
-
- 2) As a refuelling/rearming ship: it can gather supplies from a factory
- unit and place them on the landscape (ready to be picke~ up by
- another vehicle).
-
- 3) As a large mobile radar station: when placed in an advanced
- position on the simulation map, it allows you to view a large number
- the enemy's advancing craft.
-
-
- ATTACK FIGHTER (ATTF)
- ~~~~~~~~~~~~~~~~~~~~~
- Length:
- Wingspan:
- Height:
- Weight:
- Weapons: Tr/AM/Ma
-
- History:
-
- The history of the airborne attack fighter dates back to balloons and
- blimps, but the most direct link the ATTF has with the past is the jet
- fighter, created by Heinkel in 1939. This Air Support model is a more
- powerful and manoeuvrable version of the GBS Attack Fighter. The
- real aircraft currently under development will either be able to carry
- two operators - a navigator and pilot - or feature remote control.
-
- Comments:
-
- A lightweight aircraft with excellent response and sharp (one
- kilometre) turning circle, made possible by its novel articulated rear
- wings and a pair of tail rudders. It is powered by a single retro-
- thruster and has medium strength armour-plating - however, its most
- useful form of defence will be in avoiding attacks altogether and
- striking before the enemy strikes it. As you would expect, this is the
- fastest vehicle in the fleet and therefore the most useful in
- emergencies - for example, when your key installations or equipment
- are under attack. It is capable of carrying up to eight missiles
- (Tracking or Wire Guided) and a single Maser unit. Special attention
- must be paid to refuelling: because it can travel great distances at
- high speeds, it needs to collect fuel on its waypoint course. This makes
- the positioning of factory modules by the Command Ship critical.
-
-
- MAIN BATTLE TANK (MBT)
- ~~~~~~~~~~~~~~~~~~~~~~
- Length:
- Width:
- Height:
- Weight:
- Weapons: Tr/Wg/Ma
-
- History:
-
- Armoured vehicles have been with us for millennia, but the first
- recognisable tank' was built during the First World War, back in the
- Twentieth Century. This Main Battle Tank is a development of the
- MSC's early Armoured Battle Tanks, with stronger armour plating
- and (more importantly) increased manoeuvrability.
-
- Comments:
-
- This is one of your most important attack craft, a slow-moving but
- highly accurate ground vehicle able to defend against invadRrs,
- provide support for your Multiple Missile Launchers and launch
- attacks of its own against all ground targets. It features twin 120mm
- Rifled gun turrets for extra firepower, excellent armour plating, a low,
- trim body shape and a T-101 hover-track for increased speed and
- manoeuvrability. Weapons and defence systems include an anti-missile
- missile launching bay, Track and Wire Guided Missile bays, a gunner's
- sight, wind sensors and advanced radar. Up to four missiles and 40
- shells can be carried. The MBT cannot pass over excessively
- mountainous landscapes or large areas of water.
-
-
- RECONNAISSANCE VEHICLE (RECO)
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Length:
- Width:
- Height:
- Weight:
- Weapons: Ma, Mines
-
- History:
-
- Spy vehicles are crucial to the success of any campaign, and are one of
- the oldest components of any armoury. Their history is too long and
- complicated to explain here - you are advised to consult MSC's The
- Origin of Military Hardware (latest edition, 2059).
-
- Comments:
-
- This vehicle is the fastest of the ground-based attack craft, with
- lightweight (but poor) armour and an excellent radar. Like the MBT it
- cannot pass over mountainous landscapes (unless you provide a breach
- in the mountain for it), but unlike the MBT it is perfectly able to travel
- over water at high speeds when not fully laden. Its function is a
- combination of advanced warning of enemy approaches and the short,
- sharp elimination of radar modules and mines. Its only defence is a
- Maser unit, so great care is needed when controlling this vehicle.
-
-
- MULTIPLE MISSILE LAUNCH SYSTEMS (MMLS)
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Length:
- Width :
- Height:
- Weight:
- Weapons: WG
-
- History:
-
- Missile Launchers were first successfuily used in the late 1900s, but
- none of them were capable of the accuracy or flexibility of today's
- models. This MMLS is an experimental version, currently under
- development at the MSC HQ in Eastern Europe. As such, there is
- little information or advice we can give you, except that you try the
- system for yourself.
-
- Comments:
-
- The most striking feature of the MMLS is its extremely poor armour. A
- more adequately defended version is under development for ASBS
- V2.0, but in the mean time current technology only allows MSC to
- send out a virtually undefended system. Its launching tubes are
- mounted on the back of an armoured vehicle and are capable of
- releasing up to 20 long-range missiles at once. Its Tracking missiles
- will home in on any designated target and should provide the best
- options for occasions when swift, multiple strikes are required. Like
- the MBT, it cannot pass over mountainous terrain or water, so a path
- must be carved (using other vehicles) through heavily defended or
- awkward terrain. In automatic mode it will fire missiles at the last
- two waypoints you select from the Main Map Screen; after which, if
- still intact, it will turn around and return to the Defence Complex for
- rearming and refuelling.
-
-
- WEAPONRY
- ~~~~~~~~~
- As explained above, weapons are limited in use to certain types of
- craft, and even then those vehicles will only be able to take a selection
- of arms from those available, due to weight, fuel and manoeuvrability
- considerations. All weapons can be manufactured at short notice in the
- Defence Complex.
-
- MISSILES:
- ~~~~~~~~~
- All missiles are provided with a bank of sensors which allow them to
- hug the landscape until a line of sight is established with the target.
-
- TRACK (Tr)
- ~~~~~~~~~~
- Standard tracking missiles: if they see an enemy vehicle they will
- head straight for it.
-
- WIRE GUIDED (WG)
- ~~~~~~~~~~~~~~~~
- Simulation Technicians please note: the GBS HM-117 Homing Missile
- has been replaced by the WG-1 Wire Guided Missile. This can be
- piloted from the Command Module control screens: it features a video
- unit mounted in the nose cone and a relay/tracking computer guidance
- system.
-
- ANTI-MISSILE (A-M)
- ~~~~~~~~~~~~~~~~~~
- Use this to defend particularly against the enemy's MMLS units and
- their own Defence Complex Missile Command Posts.
-
- OTHERS:
- ~~~~~~~
- Missiles apart, the trainee is able to access a trio of other weapons and
- equipment, all of which represent the latest in MSC technology. A
- more advanced version of the Mine is currently under development - it
- will feature increased range for sensing enemy craft, radar invisibility
- and localised (directional) explosions.
-
- MASER (Ma)
- ~~~~~~~~~~
- Rapid firing but relatively weak: many direct hits are required to
- destroy an enemy vehicle. However, a single direct hit will destroy
- missile.
-
- MINES (Mi)
- ~~~~~~~~~~
- These small, explosive devices can be placed anywhere on this
- landscape by the Command Module (CM). Use them to form an
- effective wall of defence around your Complex, or scatter them
- randomly to create havoc in enemy ranks. Mines automatically self
- destruct when opposing vehicles come within range.
-
-
-
- II. ENEMY HARDWARE
- ==================
-
- Enemy capabilities have been designed to simulate the variety of real
- engagements. According to the difficulty level selected (at random) by
- the mainframe, your opponent can vary from a slow-moving, poorly
- defended and reasonably intelligent commander to the kind of enemy
- that a trainee should pray he/she will never face in a real life
- situation. On a practical level, the quality of your adversary's
- hardware in this simulation is roughly equivalent to your own
- (although not exactly the same). The purpose of this is to ensure
- flexibility: a real-life battle will offer the kind of unquantifiable and
- unanticipated opposition you will face in the Air Support Battle
- Simulation. The real enemy - whether it be from the Northern or
- Southern Hemisphere - will undoubtedly possess sophisticated
- weapons systems.
-
- For this reason information on your opponent in the simulation has
- been deliberately suppressed: it is the responsibility of every trainee to
- discover the quality of the enemy for themselves, and to infiltrate his
- defences as quickly as possible.
-
- One final point: the only constant factor in the Full Simulations is that
- everything from the terrain to enemy strength is variable. You will
- face everything from relatively flat plains to huge mountain ranges. It
- is therefore vital that you establish visual contact as soon as possible,
- so that you know what you are up against. The following list will give
- some clues, but the rest is up to you.
-
-
- TRANSPORT AND ATTACK CRAFT
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- COMMAND SHIP
-
- Little is known about the enemy's airborne control centre, except that
- its size is equivalent to the trainee's own Command Module.
-
- Length:
- Width:
- Height:
- Weight:
-
- You can be certain, however, that eliminating this craft will have
- severely debilitating effect on your opponent.
-
- FIGHTER
- ~~~~~~~~
- The enemy equivalent to your ATTF is reputedly as manoeuvrable, but
- its shape is fundamentally different from your own: Reports indicate a
- shorter body length and extended wingspan.
-
- Length:
- Width :
- Height:
- Weight:
-
-
- TANK
- ~~~~
- All military commanders take armoured land vehicle warfare very
- seriously indeed: your opponents' tanks are modelled on twentieth
- century equivalents, with a heavier and less streamlined shape than
- the MBT, and with a single forward-mounted turret.
-
- Length:
- Width :
- Height:
- Weight:
-
-
- SCOUT CRAFT
- ~~~~~~~~~~~
- Nothing is known about the technical specifications, but you may
- assume that it has similar qualities of lightness and speed as your own
- RECO vehicle.
-
- Length:
- Width :
- Height:
- Weight:
-
-
- MISSILE LAUNCHER
- ~~~~~~~~~~~~~~~~
- No information available except for the following dimensions:
-
- Length:
- Width :
- Height:
- Weight:
-
-
- WEAPONRY
- ~~~~~~~~
- As with the enemy's field equipment, weaponry is a largely unknown
- quantity. However, you can be certain that your opponents in all the
- Full Simulations will possess missiles capable of locking onto your
- vehicles, anti-missile missiles, lasers and (possibly) mines, as well as
- the usual radar pods - the strength and accuracy of these will be
- determined by the skill of the enemy commander. It is wise to treat all
- enemy threats as potentially dangerous, whatever the level of the
- opposition - ignorance of any invader could be fatal.
-
-
- CONCLUSION
- ~~~~~~~~~~
- Our aim is to keep Military SimTech Command at the forefront of
- battlefield simulation technology, whilst making such technology
- available to all at an affordable price. However, such realism does not
- incorporate compensation schemes: trainee SimTech employees are
- reminded that MSC disclaims responsibility for any personal physical
- or mental injury or loss of status resulting *om the use of the ASBS.
-
-
-
-
- Air Support Keyboard Controls
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ESC - Exit to Map Screen.
- F1 - Low Detail.
- F2 - Head up Display.
- F3 - High Detail.
- F4 - 3D Low Detail.
- F5 - 3D High Detail.
- F6 - Inside/Outside View.
- F7 - Camera Pan Back.
- F8 - Camera Pan In.
- F9 - Camera Pan Left.
- F10 - Camera Pan right.
-
- - - Decrease Craft Speed.
- + - Increase Craft Speed.
-
- W - Weapon Select.
- P - Pause.
-
- Enter - Mouse Control Toggle.
- Left ALT - Target Cycle Forwards.
- Left Ami - Target Cycle Backwards.
- SPACE - Fire Current Weapon.
- Right Ami - Target Cycle Forwards.
- Right ALT - Target Cycle Backwards.
-
-
- Alternative Values for Function Keys.
-
-
-
- +----------+----------+----------+----------+----------+
- | F1 | F2 | F3 | F4 | F5 |
- +----------+----------+----------+----------+----------+
- Main map Screen | Craft | Waypoint | Complex | Options | |
- | Control | Control | Control | | |
- +----------+----------+----------+----------+----------+
- Option Panel 1 | | Build | Grids | Section | Info |
- | | | | Cons | |
- +----------+----------+----------+----------+----------+
- Option Panel 2 | | ISO | Scape | Height | N |
- +----------+----------+----------+----------+----------+
- Panel 2 - Low | | | | | NW |
- +----------+----------+----------+----------+----------+
- Complex Panel | | HQ | GEN | Factory | Missile |
- +----------+----------+----------+----------+----------+
-
-
-
- +----------+----------+----------+----------+----------+
- | F6 | F7 | F8 | F9 | F10 |
- +----------+----------+----------+----------+----------+
- Main map Screen | | | | | |
- +----------+----------+----------+----------+----------+
- Option Panel 1 | Fast Map | Relief | |Options 2 | EXIT |
- +----------+----------+----------+----------+----------+
- Option Panel 2 | E | S | W |Options 1 | EXIT |
- +----------+----------+----------+----------+----------+
- Panel 2 - Low | NE | SE | SW | | EXIT |
- +----------+----------+----------+----------+----------+
- Complex Panel | Radar | Select | | Display | EXIT |
- +----------+----------+----------+----------+----------+
-
-
-
-
- Greets To : 2tuff, Rygar, Scooter, Brynn Rogers, Baser Evil, Deadbeat,
- Loons, Pazza and everyone else that ever did a DOC!!.
-
-