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- : ¦ . _________ ________ _____________
- _____¦ | · __ / : ___________/ _ \ \ __ _ /
- | \ ____ : \_/ -A : \______ \ | \___ \_/ \_/
- | \ ¦ | ¦ \_ ··D_ / / _/ | / ___/ \_
- | : : | _______/ `N· _/ \ \_________/ | \________/
- ¦ _____ ¦ | : \__________/ \ ¦ \_
- : : \__________ R \___________/
- . · 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
-
-
-
-