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readme2.txt
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1997-11-10
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[Note: This file is the same as readme.txt, but has been reformatted as most
people had dificulty loading and reading the original version]
I-WAR
=====
A Particle Systems Gamepublished by Ocean Software Ltd.
Playable demo
16th September 1997
Welcome to the I-War Demo
INTRODUCTION
============
I-WAR is a space simulator title. We have endeavoured to make this
program as realistic as possible. This demo is limited to one
workstation (NAV) where the pilot would sit, it is also limited to 5
minutes of play.Watch the included AVI movie to see some of the amazing
features in the full version, available soon on PC CD-ROM.
- Use any of the four bridge stations
- Commander, Navigator, Gunner or Engineer.
- Uncompromisingly realistic simulation, using real physics but still
amazingly playable.
- Use combat skills, puzzle solving, imagination, and bravery to play
through over 40 handcrafted and gameplay-honed missions.
- Each mission illustrated and enhanced by movie-quality cinematic
sequences.
UNIQUE FEATURES
===============
Fully modelled spacecraft, with every system simulated.
- Large variety of enemy ships; from vast cruisers to one man fighter
ships.
- Our solar system planets and moons authentically mapped in detail
- Diverse set of missions; from exploration to fleet combat.
- Orbital space stations rotate to provide internal gravity
- All spaceships move using physically correct simulation modelling
- Collisions and interactions modelled realistically
- Non-player ships have sophisticated artificial intelligence
systems.
They can:
- follow general orders
- group in formation to achieve the best tactical configuration
- react to unforeseen events
- retreat in order to repair and regroup if required
- take advantage of opportunities
- dock to complex moving targets
THE SHIP
========
- The ship and its systems are based on future technology, this has
been extrapolated from present day development and thinking on the
future of space travel.
- Control of the player's ship is achieved by a fly-by-wire system
which makes Newtonian-based space combat and manoeuvring as easy as
dogfighting in an aircraft.
- The player's ship is modelled in exacting detail. 34 separate systems
are simulated in real-time.
- The systems interact with each other. Damage in one system will
affect systems further down the chain. Player can adjust system
parameters to affect entire ship's performance
.
GRAPHICS
========
- Real-time light-sourced 3D graphics of the highest quality
- Specularity mapping
- Multiple light sources
- Texture mapped planets - both real astronomical maps and fractally
generated
- Pre-rendered movie sequences comparable with the best that Hollywood
science fiction can offer
SOUND
=====
- Real-time 3D sound to provide player with audible cues to aid in
combat and navigation
----------------------------------------------------------------
INSTALLING THE DEMO
===================
The demo does not require installation, and can be run directly off the
CD. It does however require Windows 95 with DirectX5 installed. A copy
of DirectX5 is on the CD.
KEYS
====
The key list is built into the game. Press pause (P) to bring up the
key list.
YOUR MISSION
============
This demo shows a simple combat mission. You must attempt to destroy
the Arcturus Base, an Independent military outpost. You will meet stiff
opposition from a variety of ships. You can get help by releasing some
trapped Navy vessels docked to a Transporter. Score as many points in
the 5 minutes as you can.
PLAYGUIDE
=========
NAV Workstation Overview
------------------------
If you are running the demo the NAV workstation view will appear. This
is the most general-purpose bridge workstation and allows you to both
fly the ship and engage in combat. The main part of the display is the
forward view - showing the pilot's view out into space. This is
over-laid by the head-up display HUD which adds additional important
information into the pilot's field of view.
Bottom Right is the Orb -this display acts as a 3 dimensional radar.The
remainder of the bottom portion of the screen is given over to
instruments. The main one is the contacts screen. This is a tabular
display showing all the ships in the area,In this section we will
cover:
- Flying the Ship
- Pilot Head-Up Display
- Using Weapons from the NAV workstation
- The Contacts Display
- The Orb
- Using Auto-pilots
NAV: Flying the ship
--------------------
We would recommend that you use a joystick to play I-War.Moving the
joystick or control yoke from side to side produces a yaw manoeuvre in
the ship. Pushing the stick forwards and back produces a pitch
manoeuvre.If you have rudder-pedals or a stick with built-in twist such
as a Microsoft (R) Sidewinder(TM) PRO then this will allow the ship to
ro craft - a spacecraft does not need to be moving forwards to perform
turns. You might want to practice turning the ship before starting your
run.The Dreadnaught is a heavy warship. She will not turn like a
fighter! In turning her you will have to fight against momentum. If
your attitude thrusters are damaged, she will not turn at all!
NAV: Using thrusters
--------------------
The most straightforward flight mode allows the pilot to control the
spaceship in a manner very similar to a conventional aircraft: In this
mode, the ship will usually be moving forwards (in the direction it is
pointing). This is the most useful flight mode and allows tremendous
control during combat. If you are using a joystick throttle: Zero the
throttle to activate it, then push up the throttle forwards to set the
desired forward speed.If you are using keys, press and hold the + key
to increase the set speed and use the - key to reduce it
.
NAV: Thruster: Speed Override
-----------------------------
Experienced pilots may find the 0-1000 metres per second set-speed
limits to be too restrictive.Using over-ride keys, higher rates of
forward and reverse z-axis motion can be attained.The A key, while held
down, selects maximum forward thrust.The Z key, while held down,
selects maximum reverse thrust
.
NAV: Nav Console & Head-up display
-----------------------------------
The head-up display presents the pilot with the most vital information
needed to fly the ship. These are the main concepts you'll need to
understand -The head-up is perhaps the most important source of
information available to the pilot. It presents:* An at-a-glance
tactical summary of every vessel* An indicator, showing the direction
of the primary target.* The current piloting mode and speed settings* A
3D reference grid - allowing the judgement of speed and distance.*
Cannon aiming points* Historical contrails showing the trajectory of
vessels and missiles.
Speed indicator
---------------
This shows two speeds:First, your actual forward (z-axis) rate of
motion in metres-per-second.And second, it shows the set-speed selected
from the throttle or keys.Reference
Grid
---------------
The head-up display projects a regular grid of lines into the pilot's
field of view allowing the pilot to actually see space. These virtual
points present a visual reference of static points allowing the pilot
to visually judge speed and distance. In deep space - with no other
visual reference features - this system is essential.
Contact Boxes & Headup Centre Indicator.
----------------------------------------
The onboard computer logs all space ships, weapons and other objects as
contacts.To aid navigation the head-up tracks all contacts, and will
mark a contact on screen with a box.One contact is called the
current-contact. The current-contact is marked with a double box. The
head-up display makes it easy to find the current-contact.In the centre
of the screen is the centre-indicator. A small stalk points from the
circle to the current-contact. This lets you rapidly find the current
contact even if the vessel is off-screen.
Head Up: Understanding the Current Contact Info box
----------------------------------------------------
See the section on contact registry (below) for more information on
selecting targets and contacts.
NAV: Using Weapons (Basic)
--------------------------
The NAV workstation allows the pilot to directly operate the ships
weapon systems, albeit with some restrictions
Pickling targets
------------------------------
Before using either cannon or missiles, you will need to select or
pickle your potential target.To Pickle a target - use Joystick button 2
or the T Key to lock onto the enemy ship.You should see the double line
contact box lock onto your selected target. The crosshair around this
double box denotes that this contact is the selected target.The
targeting computer will lock onto the ship closest to the centre
indicator.
Selecting Cannon
----------------
Select cannon by typing Enter or Joystick button 3. Tap the button
again to select Rapid Fire. To use Rapid Fire mode you must aim the
ship manually at the target as the computer will not assist you in
aiming.
Firing Cannon
-------------
The ship's cannon are mounted on gimbals and swivel. The computer will
assist you in aiming at the selected target. Fire the cannon using the
Space Bar or the Joystick main trigger
Selecting Missiles
------------------
To fire a missile at a target, select missiles, by tapping the
Backspace key or Joystick button 4
Firing Missiles
---------------
Now the main fire button will launch homing missiles at the target.The
status of missiles in-flight will be displayed on your head-up display.
This will show the target the missile is locked onto, along with the
range from the target.
Contacts Registry
-----------------
The contacts registry screen is useful in presenting a tabular display
of multiple ships.Each line in the display represents a single ship,
and that line summarises the name and status of that ship as well as
what side it is on.The registry can be set to operate in different
modes of operation depending on what you need it to show.Type M to
switch between the VESSELS, WEAPONS, INERTS, and WAYPOINT modes.
NAV: The ORB
------------
The orb is a 3D radar device - able to show the position of contacts
both in front - behind and above the player ship. In concept the orb is
simple. The display represents the three dimensional space surrounding
the player's ship as a sphere. The player's ship is at the centre of
this sphere. The sphere is 1 kilometre in radius.Each contact in range
is then shown as a point and a stalk connected to the sphere. The
further away a ship is the further out from the sphere is its point
(and the longer the stalk).The current contact is marked out as a
fatter-flashing point.
NAV: Using Auto-pilots
----------------------
The ship-board computer can assist with many basic piloting operations,
and there are several pre-set auto-pilot functions which can be called
up with a single key-press:Auto pilot functions are particularly useful
in the following circumstances:
* Bringing the ship to a rapid halt.
* Approaching a distant point (especially when using LDS)
* Docking with a space station or another ship.
* In combat, matching velocity with an enemy ship while bringing
weapons to bear.
Autopilot Functions:
F5 - Halt - Brings the ship to a halt. Program terminates when ship
halts.
F6 - Approach - Get closer to the target. Program terminates when near
target.
F7 - Formate - Maintain fixed position with respect to target.
Continues to hold position until cancel
F8 - Auto Dock - Docks onto the target. The program terminates when
docked
F9 - Match Velocity - Tries to match the velocity of the target. Never
terminates - continues to velocity match. In match velocity the control
yoke continues to function.
ESCAPE - Cancel Autopilot
===========================================================================
A Particle Systems Game(c) Particle Systems 1997 Ocean Software Ltd.