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- Preliminary Corncob 3d documentation
- ------------------------------------
-
- Copyright (c) Kevin Stokes, Pie in the Sky Software 1991
-
- Welcome to Corncob, the shareware air combat flight simulator.
- --------------------------------------------------------------
-
- Table of Contents
- -----------------
-
- 1.) What is Corncob,and What is different about Corncob?
- 2.) Getting Started
- 3.) Hardware Requirements
- 4.) What to try if Corncob crashes your computer
- 5.) Inflight keys
- 6.) Keyboard Play and how to handle the rudder
- 7.) Why try to become general?
- 8.) Combat Missions: Theaters-of-Operation
- 9.) Training Missions: Design-your-own
- 10.) Friendly structures
- 11.) Enemy structures
- 12.) How to take off, fly level, and land
- 13.) How to use your missiles, bombs, and guns
- 14.) Defensive Flying, making it home with a shot-up plane
- 15.) Running Around - Welcome the Assassin
- 16.) Scoring/promotion rules
- 17.) Why is it doing that? (Commonly asked questions and answers)
- 18.) The Scenario
- 19.) About the program itself
- 20.) Notes about the mission builder
- 21.) Contacting Pie in the Sky
-
-
-
-
- What is Corncob 3-D?
- --------------------
- Corncob 3-D is an air combat game where you fly a piston engine (non-jet)
- plane against alien invaders. This shareware program has a projected release
- date of Dec 91, and has an economy registration fee of $15. (More
- information about registration at the end of this file.) There are many
- differences between Corncob and the commercial combat simulators currently
- available.
-
-
- What's different about Corncob?
- -------------------------------
- 1.) Corncob has a wide variety of active objects which make the combat vary
- widely from mission to mission. Many of these objects make it possible to
- have missions that require planning and precise flying ability. Examples of
- enemy devices include: Force Fields, Missile Sites, Mind Benders, Gravity
- Orbs, Mortars, AAA, Mobile Ground Vehicles...
-
- 2.) Corncob has some elements of 'Virtual Reality'. It is possible to hop
- out of your plane and run around on the ground. You may then get in other
- planes, or walk into your control tower for information. Some missions
- require a landing in enemy territory to accomplish a special forces mission
- on foot. When on foot you have a hand gun, and can plant bombs to destroy
- targets unreachable from the air.
-
- 3.) Your pilot's history is preserved from mission to mission. IE if you
- happen to fly over a structure which you had bombed in a previous mission,
- the destruction is evident as you fly over it on your way to your new
- mission. You select your mission merely by flying to wherever you want to
- go.
-
- 4.) Corncob was designed with fun as a first priority. Corncob lacks some
- of the more no-fun constraints such as limited fuel or ammo. You may use
- your weapons as much as desired, and there are no time limits.
-
- 5.) Realistic Flight Aerodynamics. Corncob's flight dynamics are all
- based on 3-d vector mathematics, and rotation matrices. The behavior of
- the plane is modeled from the physics of air flowing over the wings and
- fuselage. Examples: High speed stall, Sideslips, rudder control, backwards
- flight.
-
- 6.) Hi-res graphics. Corncob uses a graphics mode of the VGA which contains
- 640x350 pixels, which is almost four times the number of dots in the action
- graphics of other popular combat sims. Corncob also has a large rear view
- in the instrument panel which makes avoiding missiles and making bombing runs
- much more visual.
-
- 7.) Corncob uses a minimum of disk space. While some commercial games take
- over 5 megabytes of disk space, Corncob will easily fit on a 1.2 Meg floppy
- disk. Corncob can be run from a floppy drive with no disk swapping, provided
- you copy your COMMAND.COM file to the Corncob floppy disk.
-
-
-
-
-
- Getting Started
- ---------------
-
- Welcome to Corncob-3d!
-
- Corncob-3d is an easy game to use.
-
- When you exit this introduction, you will be viewing the "main menu".
- From this menu, you can select various sub-menus in order to take ad-
- vantage of the many features of Corncob-3d.
-
- If you just want to get in the cockpit and fly, then type <CR> at the
- main menu. Doing so will bring up the Training Missions menu. Just
- type <CR> again, and you will receive the pre-flight report, which gives
- information about the missions you fly. You can exit the pre-flight
- report with <CR>, and you will be "in-the-cockpit".
-
- The viewscreen of you plane will show some information about how to
- operate your plane. This information will only appear the first time
- you fly (although you can still access it later if you want), so pay
- attention. This information will disappear after you press SPACE-BAR,
- and you will be looking out of the cockpit at your runway.
-
- As your first mission proceeds, several more help screens will appear
- telling you what to do. These help screens only appear automatically
- on your first flight.
-
-
- Please note the following:
-
- You may get help for the various submenu's by pressing I. You may
- get help while in flight by pressing p and then <spacebar>.
-
-
-
-
- Hardware Requirements
- ---------------------
- Corncob requires an IBM PC/AT-type computer with a speed of 12Mhz or
- higher which is running the DOS operating system. Although the game
- will run on slower machines, the animation will be too chunky to be
- enjoyable.
- The memory required is about 500k of DOS ram. Use CHKDSK to see how
- much memory is available in your computer.
- Corncob absolutely requires a VGA adapter. A mono-VGA system may or
- may not work.
- A joystick is badly needed, but not required for the successful playing
- of the game.
- A hard disk is NOT required. The game may be run from a high-density
- floppy drive with no disk swapping.
-
-
-
-
- What to do if Corncob crashes your computer.
- -------------------------------------------
-
- Corncob has been tested on a variety of systems and has run reliably
- with no crashes for weeks of game play. However, Corncob 3D does do some
- rather unorthodox things which may cause problems with certain TSR
- programs.
- Corncob traps the keyboard hardware interrupt, and runs the system
- timer up to 1kHz.
- To make a long story short, the easiest thing to try is to reboot with
- no TSR programs loaded into memory, and no 'MENU' programs including
- the DOSSHELL.
- We do know of at least one user who has complained of a 'molasses mode'
- problem, where every thirty to sixty seconds the game would slow down to
- a snail's pace for about 5-8 seconds. This has to do with a system timer
- reset failure. If this happens on your computer, we would like to know
- about it!
-
-
-
- Inflight Key Definitions
- ------------------------
-
- NOTE: You can get key help during flight with by typing 'p' to pause
- the game, and then using the spacebar to cycle through help screens.
-
- F1 - Boss Screen (Customize your own boss screen by editing BOSS.TXT file )
- F2 - Intelligence Info ( get mission info from radio )
- F3 - Check current score ( gives your current mission score if you land now )
- escape - end mission now ( for best score, use near your airstrip tower )
- cntl-c - abort mission ( end mission, pretend mission never happened )
-
- Keypad arrow keys ( NEVER use cursor keys, use KEYPAD arrow keys only! )
- 7,9 - left, right rudder control ( Must use these for taxiing on ground )
- 8,2 - nose down, nose up
- 4,6 - roll counterclockwise, roll clockwise
-
- numlock - toggle between {keypad arrows = views} or {keypad arrows = controls}
- left cntl key - use with keypad arrow keys for views
- left shift key - hold down to switch gun mode to cannons
- left shift key - apply brakes
-
- a - autopilot toggle on/off
- b - drop bomb now
- c - fire missiles ( Keyboard control only )
- e - eject (must press space bar to pull ripcord) ALSO: (step out of plane)
- f - flaps toggle
- g - ground detail dots toggle on/off
- i - ignite rocket booster (15 second burn, 120 seconds recharge)
- m - map mode (arrows, pgup=move down, pgup=move up, shft arrows=change angle)
- p - pause toggle, (use spacebar to go through help screens when paused)
- r - toggle reverse window on/off
- t - hold down for accelerated time
- x - rudder right
- z - rudder left
- keypad +/- increase/decrease throttle
-
- joystick button 1: fire guns
- joystick button 2: fire missiles
-
- Standing on the Ground Key Definitions
- --------------------------------------
-
- d - detonate your planted assassin bomb
- m - go to map mode
- p - pause (same as inflight)
- t - hold down for advanced time
- v - radio for a rescue van
- j - hold down, release to jump. The longer held down, the higher the jump.
- keypad 2,8,4,6 - turn your head down, up, left, right
- keypad 5,0 - run forward, backward in direction you are facing.
- left cntl - changes function of keypad arrow keys to operate views
- caps lock - toggles remote control mode: fly plane from ground
- space bar - fire handgun ( Keyboard control only )
- joystick button - fire handgun
-
-
-
-
- Keyboard Play and how to handle the rudder
- ------------------------------------------
-
- A great deal of effort was put into Corncob in order to make keyboard
- play work well. The keyboard is interrupt driven, and your key presses
- are timed to within 1/1000 th of a second. Also, Corncob has no problem
- detecting keystrokes even when 3 keys are held down at once.
-
- The keys that even joystick players have to contend with are the rudder
- keys. The problem is how do you command just a little rudder? If you
- hold the key down the plane will go into a heavy sideslip, and eventually
- stall. The method of varying the amount of rudder desired is by rapidly
- pressing and releasing the key. The average amount of time in which the
- key is down communicates to the game how much rudder is desired.
-
- This will take some getting used to, but when you get used to it, it
- becomes second nature. To operate the rudder, the best finger position
- leaves the left hand middle finger on the 'z' key for left rudder. This
- leaves the right index finger on the 'x' key for right rudder. Now your
- 3rd finger is well positioned for pressing the left shift key down for
- cannons/brakes. For lefties, the rudder controls are 7,9 on the keypad.
-
- For the keyboard player, the plane must be controlled from the keypad.
- Put your middle finger permanently on the '5' key. Use this middle finger
- for both the 2,8 nose up/down keys, and use the index and 3rd finger for
- your left/right roll keys. It's very important to always use the above
- fingers for best performance. The reason is that in Corncob, you
- frequently must use more than one arrow key at once to perform a
- maneuver. If you peck the keys with just one finger, your ability
- to react quickly and use combinations will be limited. It's best to
- force yourself to do it the above mentioned way, or else you will be
- stuck at the harder missions that require more precise flying.
-
- Remember that to apply gentle tweaks to the control, you must press
- keys on and off rapidly, with the average time spent down being the
- desired roll/pitch rate. You have three displays on the front panel
- which show you what you are presently sending to the control stick.
- These meters are just to the right of the ALT light.
-
- Don't forget to use the rudder with the left hand. Using the rudder
- can really help you pick off targets without having to bank and pull
- back on the stick.
-
- NOTE: if the arrow keys suddenly appear to be not functioning properly,
- perhaps you have bumped the numlock key. Numlock chooses the mode
- in which your keypad keys operate between control/views. Note that
- the numlock light will not change state as you switch between views,
- and control.
-
-
-
-
-
-
- Why become general?
- -------------------
- The end goal of Corncob is to attain the rank of general. To attain
- the rank of general, you must have completed all the mission objectives
- in every relevant theater of operation, whereupon you will be given a
- special assignment. Upon completion of the special assignment, you
- may attain the rank of general. When you have attained the rank of
- general, you have mastered the game and the pilot is retired.
-
- Completing your special assignment involves flying an experimental
- plane (max speed >1000 mph), and experiencing a beautiful graphic
- effect which you can only see during the special assignment. This
- 3D graphic effect is unlike anything else in Corncob.
-
- Of course if your general has any resurrections then you have sort of
- cheated, and if you are man enough you should start over and make general
- with a pure pilot.
-
-
-
- Combat Missions: Theaters-of-Operation
- ---------------------------------------
- To fly a mission a pilot first chooses which theater of operations he
- wishes to fly in. A theater of operations is a terrain filled with airports
- and areas of enemy concentrations. A pilot selects his mission by taking
- off from an airbase, and flying to one of the enemy areas to engage in
- combat. ( IE the mission is NOT selected from a menu ). For example,
- in the milkrun theater of operations, there is a mission called 'Devil's
- Aquarium'. The intelligence report reports that this gathering of enemy
- forces is located 3 miles west of Dulles International Airport. Therefore,
- starting from Dulles airport, take off and turn your plane West, and fly
- for three miles. After you have completed your mission, you can fly
- back to Dulles, or any other airfield, or you can fly to another enemy
- concentration to try to up your score for this flight.
-
- Most theaters of operation have 9 airbases from which the pilot
- can take off and land in. Each airbase has intelligence information about
- the enemy forces in the vicinity. Intelligence info can be gotten from
- entering the control tower on foot, or by using your radio (F2 key) when
- in the air. The information you receive will always be from the last
- airport you were in.
-
- One of the most important things about theaters is that they have a
- history capability. This means that anything a pilot has destroyed will
- stay destroyed forever. For example, say that yesterday a mission was
- flown in which the Devil's Aquarium was demolished. If that same theater
- is flown in today, the wreckage will still remain. This applies to
- friendly objects as well as enemy objects. Which brings us to the topic
- of plane conservation.
-
- Planes are a precious resource which should not be wasted. Each theater
- has only so many planes parked at the various airstrips. If pilots are
- not careful and lose too many planes via ejection, then the unfortunate
- pilot will find himself with no airplanes left in the whole theater.
- The method to get the most points, and the way to get through a theater
- is by nearly always nursing planes back to the nearest airstrip.
-
- Even a heavily damaged plane can be repaired simply by landing and
- strolling over to the control tower on foot. If the pilot cannot land,
- then ending the mission with a low flyby will assume a safe landing with
- plane intact, and the next time the game is played the plane will be
- repaired.
-
- If desired, some older model planes can be brought out of storage, but
- this should be used only when desperate. These planes have reduced
- performance specs, and are a brown color.
-
- Of course, if a pilot runs out of planes in a theater, or would like a
- fresh start, there is always the option of reopening a fresh theater. A
- pilot can have up to 15 theaters open at one time, so he may fly one mission
- in MILKRUN theater, then fly a mission in FLATLAND, and so on.
- Closing an undesirable theater does not affect the pilot's record. In fact
- even if a pilot is killed in action, he can be resurrected. The only cost
- of resurrection is the fact that the computer keeps track of how many
- resurrections you did, and places this number by your name in all records.
-
- Each pilot has records kept both for his total career, and his
- performance in each theater which he has flown in.
-
- Examples of Theaters of Operation:
-
- Milkrun: Easy missions for the beginning pilot.
- Flatland: Medium hard missions, most enemy concentrations spread out on
- ground.
- Midnight: Night missions.
- Quari: Desert missions with distributed enemy forces
- Iceworld: Winter white landscape with lots of suspended force fields
- corridors.
-
-
-
-
-
- Training Missions
- ---------------
- If you don't want to fight in an actual theater, IE you just want
- to hop in a plane and shoot at aliens, then the Training Missions are
- for you. Use the menu to specify the number of enemy KLA sites, AAA
- batteries, and ground vehicle sites, and you are ready to engage in
- combat.
-
- You will be placed in a universe which is empty except for your
- airstrip and the enemy field of operations. The basic setup of the
- enemy territory will always be the same. There will always be an orb
- protected by forcefields, and 15 fuel storage facilities. The fuel
- storage canisters (or Ticks, as the pilots call them.) are always the
- primary mission objective.
-
- This Training Missions are NOT just trivial practice. Your pilot
- scores will be affected by your performance on your flight, and your
- pilot can be just as easily killed or captured as when you are flying
- in a theater.
-
- This is why it is important to remember to fly the training mission
- as a trainee, if you just want to bomb around.
-
-
-
-
- Friendly Objects
- ----------------
-
- Airplanes
- ---------
- On every airstrip is one or more airplanes which you may fly. To
- get into a plane, simply walk up to it and enter. To get out of a plane,
- use the 'e' key. There are three different plane types in the game.
-
- The blue-winged planes are the standard front-line ground attack planes.
- The brown-winged planes are older planes which have been brought out of
- storage in the case of an emergency. These planes have less engine power.
-
- Lastly, there are experimental black flying-wing planes. No information
- is available about these aircraft. A pilot must have achieved Combat Master
- status before he may fly these planes.
-
-
- Control Tower
- -------------
- Every airstrip has a control tower. This tower contains the radio
- equipment and intelligence officers. If a pilot enters the door of the
- control tower on foot, his plane will be repaired if close enough.
-
- If a control tower is destroyed, it may be impossible to get intelligence
- info on future missions.
-
- Radar Unit
- ----------
- The radar tower watches for your safe return to home base. If you want
- to have your plane on the next mission, you must make sure the radar tower
- is flashing before ending the mission with the escape key. The radar tower
- begins flashing when you get to within a certain distance of the control
- tower.
-
- Ending the mission with the radar tower flashing makes a big difference
- in the computed pilot score.
-
-
- Runways
- -------
- Runways are the ideal location for taking off and landing. Your plane
- can do both on the grass also, but the risk of crashlanding is much higher
- when not landing on the runway. Taxiing on the grass bounces the plane
- about, and can cause a crashlanding even at low speeds.
-
- Rescue Van
- ----------
- When a pilot is downed behind enemy lines, he can be rescued by the rescue
- van. He must first eject from the plane, and then use his handheld portable
- radio to call for assistance ( Press the 'v' key. ) A rescue van will be
- dispatched and will appear shortly. The van will approach you and stop when
- within a few steps of the pilot. When the pilot enters the van, the mission
- is over, and the pilot is considered home safe.
-
- The rescue van is not indestructible. The van will be destroyed if it
- collides with another object on its way to pick you up. It is up to the
- pilot to maneuver himself so that there are no obstructions between the
- approaching van and himself.
-
-
-
-
- Enemy Defenses
- --------------
-
-
- 1.) Force Fields
- ------------------------------------------------------------------------
- Force Fields are a passive defense system used to protect resources
- by shielding them from firepower, and preventing our aircraft from
- flying through. Some forcefields shimmer, some are solid colors.
- Some fields appear as a rectangular frame which may or may not
- vary in size with the passage of time.
-
- The solid and shimmering force fields require the most power, and
- therefore only click on when needed. When a bullet or missile, or
- a plane itself comes near a solid forcefield, it will pop into existence.
- Almost all bullets and missiles are stopped by the forcefields, as well
- as bombs. Do not use missiles when your plane is too close to field,
- as they will explode in your face when launched. A forcefield will
- cause damage to a plane at a certain rate during the time in which
- the airplane is flying too close. If a forcefield must be flown through,
- then to minimize damage, fly through perpendicular to the surface, and
- the higher the airspeed, the better.
-
- Note that the shimmering solid fields are in fact opaque, even though
- the optical illusion makes them look translucent.
-
- The force fields which vary their size and shape with time stay on
- at all times. The boundary of deadliness of these fields moves with
- the field's image. You can use this fact to eek in a few shots at
- protected targets.
-
- In almost all cases, forcefields are powered by a local generator
- orb. Therefore when you take out the orb, all the local ff's will
- drop.
-
- Note that the enemy's fire can be stopped by forcefields also. A
- favorite technique of our pilots is to lure KLA's into a nearby
- field. Also AAA shells are stopped by FF's, so sometimes they can
- work to our advantage.
-
-
- Barrage Balloons
- ----------------------------------------------------------------------
- Barrage balloons are huge membranes filled with a lighter-than-air
- gas. They float up and down randomly. Their purpose is simply to
- be in the way. They are organic and self-regenerating, so although
- they stop all our firepower, they themselves are indestructible.
-
- Your plane can fly through them, but at a cost of many damage hits.
- BB's never go higher than a couple thousand feet. Their colors show
- something about the speed at which they rise and fall.
-
- Bee Swarms
- ----------------------------------------------------------------------
- Bee swarms are very similar to the barrage balloons discussed above.
- They float up and down, but they are much harder to see, and are
- more difficult to determine their exact position due to their
- indistinct appearance.
-
- AAA Batteries
- ----------------------------------------------------------------------
- These are one of the most threatening of the enemy's active defenses.
- AAA sites track your plane and send up volleys of explosive shells
- which burst in the air around you. You do not have to be hit directly
- to take damage from an AA shell. The shells are designed to explode
- into fragments which tear through your plane, even if you are hundreds
- of feet from the explosion.
-
- The AAA batteries vary wildly from site to site. We have found that
- there is a correlation between muzzle color and deadliness. Usually
- the brown AAA is the least threatening, while the white AAA is
- devastating.
-
- The AAA quality value affects several capabilities. The lower
- quality sites cannot turn fast enough to track your plane if you are
- flying past. Also, quality affects the maximum firing rate, the
- accuracy of the shells, and whether or not the AAA has the
- intelligence to `lead` the target.
-
- Note that AAA shells can explode KLA's. In the early days before
- the leading technology AAA sites were developed, the classic method
- of defense against deathballs was to fly past AAA sites at a certain
- range. All the shells would fall behind your plane to where the
- chasing missiles were.
-
- Note also that ground-mounted AAA sites cannot fire
- horizontally. If they did, the AAA batteries would be destroying
- their own forces. You can use this to your advantage, if you have
- the ability to fly extremely low. The closer you are to an AAA
- site, the lower you must fly.
-
- KLA's Deathballs Spitballs
- ----------------------------------------------------------------------
- These are enemy missiles which lock on to your plane, and attempt to
- explode when close enough. They are launched either from missile sites
- or from saucers. These missiles have varying abilities which you can
- determine from their color.
-
- When a KLA becomes active, it will show up as a green dot on your
- radar screen. When you see one visually you will notice that when
- it is pointed at you it begins to flash. At this point the KLA has a
- lock on you. Most KLAs will accelerate forward when they get a lock.
-
- Note that deathballs always head directly towards you, and do not
- lead your plane, like AAA batteries do.
-
-
- Generator Orbs
- --------------
- Generator orbs produce power for force fields, and act as a central
- (usually) structure to each concentration of enemy activity. The
- process used by the aliens to generate power has a strange disorienting
- effect on humans when close to the orb. Usually this effect decreases
- with distance, but under certain circumstances can become independent of
- position.
-
- The triangular base of the orb is indestructible, but the ball on the
- top is not. When attempting to destroy it, aim for the center of the
- flashing ball. These structures are tough. It takes maybe ten missiles
- or two bombs and a few missiles to destroy one.
-
- When an orb is destroyed all the force fields in the immediate vicinity
- drop. This makes them of extreme strategic importance on some missions.
- In some situations it is wise NOT to destroy the orbs, since sometimes
- the alien's force fields can be used to our advantage.
-
- There is a special kind of orb which has an attractive tractor beam which
- exerts a pulling force on your plane. This force is so strong that your
- plane can be pulled backwards through the air in some cases. This effect
- decreases with distance, so be careful about flying too close to this type
- of orb.
-
- Some orbs have been designed to be invincible to normal weapons,
- and the only effective way to take them out is via suiciding the
- plane into them. Make sure you bail out before contact, or else
- you will be killed in the ensuing explosion. If you must bail a
- good way away from the target, hit caps lock to control your plane
- remotely.
-
-
-
- TRFRU
- -----
- Tetrahedral Radio Frequency receiving units, or TRFRU, are antenna
- systems used for spying on all human military communications. They look
- like small black tetrahedrons spinning in the air. Guns are the weapon
- of choice for taking out tofu (tofu is the unofficial name).
- Be especially careful when attacking suspended tofu. They are so small
- that many pilots wait too long before peeling off to the left or right.
- This can result in a disastrous collision.
-
-
- Mortars
- -------
- Mortars are simple devices which are mounted on the ground and spew
- incendiaries when any human is near. They are used to deny low altitude
- flying.
-
-
- Mind Benders
- ------------
- Mind benders are small tofu-like structures which have a hallucinatory
- affect on the human nervous system. These devices blaze with flashing
- colors, and spin slowly about the ball in their centers. They are
- extremely tough, and can only be taken out with a bomb. In many
- missions, they are unreachable from the air. In this case a volunteer
- must land his plane in enemy territory and proceed on foot to plant an
- assassin bomb on the device, then blow it up remotely from a distance.
-
-
- Aliens
- ------
- Aliens are very light, and like to be in constant motion. They rarely
- are seen on open ground, and must be approached on foot most of the time.
- The hand gun is the weapon of choice for assassinating aliens. Upon
- death, chemical reactions take place which may cause the body to float up
- into the sky.
-
- If an alien touches you while you are not in your plane, you are
- captured.
-
- Ground Transports
- -----------------
- These ground vehicles look like three wheeled radio controlled cars.
- They are no threat to the airborne pilot, however it is a different story
- for the pilot on foot. These shopping carts (unofficial name) can capture
- an ambulatory pilot. Some of the higher quality carts are very persistent.
- There are two ways to avoid capture while on the ground. One is to use
- your handgun to destroy approaching carts. The other method is to lead
- them into some wreckage or other structure which will cause the cart to
- turn onto it's side and die. Ground vehicles are notoriously stupid,
- and do not appear to be capable of avoiding obstacles.
-
- When a shopping cart comes near, a human on foot feels a force inexorably
- pulling him towards the cart. At the same time the vision begins to
- darken. The human must escape this cart or the vision will sink into
- blackness, and he will be captured.
-
- Ground transports are exuded from triangular sites which appear to be
- nothing but simple triangles lying on the ground. The color indicates
- the quality of the cart produced. At any one time the number of carts in
- the area should be roughly equal to the number of sites in the area.
-
-
- Flying Saucers
- --------------
- Saucers are the primary vehicle for alien airborne transportation.
- They vary widely in self-defense capability. Some have AAA built in,
- some have missile launchers (KLA) aboard. All but the dumbest have
- the ability to execute evasive maneuvers. All saucers have the ability
- to make bombing runs against airfields. The color of the top ball
- on the saucer indicates its intent.
-
- Saucers emanate from saucer sites. These sites look like large
- square cookie tins with an 'x' in the bottom.
-
- Portals
- -------
- The aliens have developed a means of instantaneous travel. Portals are
- small force fields which look like rectangles with the corners clipped.
- There are a number of different types of portals. Some are used by
- saucers to appear directly over the home airstrip. These can be used by
- the clever pilot as a means of getting home when his plane is not serviceable
- enough to fly back.
-
- Other kinds take you to a random place in the theater, depending on
- whatever the aliens used it for last. Others are placed as traps which
- result in a destroyed plane, or worse, instant death.
-
- Flying through one of these tiny portals can be difficult. Do not point
- your gunsight directly at it, especially at a low airspeed. If you do so,
- you will surely fly under it. Remember that to keep a constant altitude,
- you must keep your nose above the horizon in order to produce lift.
-
- Fences
- ------
- Fences are harmless objects which appear to be a means to keep idiot
- shopping carts from accidentally destroying other enemy structures. They
- have no effect on us except that a collision with one will destroy a plane.
-
-
-
-
- How to take off, land, and fly level
- ------------------------------------
- The key to success in Corncob is to become a good flyer. Only when a pilot
- learns the abilities and limitations of his plane can he make the complex
- maneuvers required to make it to the rank of General.
-
- Takeoffs
- --------
- Pulling your plane up into the air is the easiest part of flying. Merely
- put the throttle to the maximum, and pull up on the stick when you reach
- over 150 mph.
-
- However, there are some details to be aware of. If your plane is not lined
- up on the runway, you will have to maneuver on the ground. To steer your
- plane while taxiing, the joystick is useless. The joystick controls the
- tilt of the plane, it cannot turn the plane. Therefore, use the rudder
- controls to steer while on the ground. The keys to control the rudder are
- the 'x' and 'z' keys, as well as the '7' and '9' keys on the keypad.
-
- To bring the plane to a stop, you must use the brakes. These are the
- left shift key, the '.' key, or the '0' key on the keypad. The brakes must
- be used to bring the plane to a complete stop. ( The plane must be brought
- to a complete stop to qualify as a landing.)
-
- Once you are lined up, bring the throttle up to max. When you reach 100
- mph, the tail of your plane will rise off the ground. Keep the plane on
- the runway by tapping the rudder keys if needed. When you surpass 150 mph,
- pull back gently on the stick. If you pull back too hard, the tail will
- swing down so quickly that it will slam back down onto the runway, thus
- kicking down your nose due to the bounce. This can cause a crash, so
- be careful.
-
- Level Flight
- ------------
- When in the air the most important thing is to avoid crashing into the
- ground. In order to achieve level flight, you must keep your gunsight
- above the horizon. How high you must keep your nose depends on your
- airspeed. Near the stall speed of 100 mph, the nose must be kept much
- higher above the horizon than when you are flying at 350 mph.
-
- There is an altimeter and a climb rate meter to help you fly level.
- A warning light will flash if your altitude drops below 150 feet.
-
- When climbing, keep an eye on your airspeed. If this drops below 100
- mph, then you may not have enough airspeed to fly. This makes a stall
- possible.
-
- Stalls and advanced aerodynamics
- --------------------------------
- A stall occurs when the air traveling over the wings becomes turbulent.
- This results in a dramatic loss of lift, and unless corrected, the plane
- will invariably fall to the ground. Stalling can be brought about by
- letting your airspeed drop below stall speed, or it can also occur as a
- result of an imprudent aerobatic maneuver.
-
- Ordinarily one thinks of the wind striking a plane from directly head
- on. However in real flight the wind must be coming from a direction slightly
- below the nose. This is required because the wind must hit the wings on the
- bottom surface in order to push the plane up to counteract the downward
- pull of gravity. The variation of the wind direction from the directly
- head on direction is called the angle of attack. The greater the angle
- of attack is, the more the wind direction appears to be coming up from
- below the nose.
-
- The greater the angle of attack, the more lift your plane feels. When
- you pull back hard on the stick, you are lifting the nose of your plane.
- As the nose lifts, you are increasing the angle of attack, thereby
- increasing the lift, and the plane will begin to rise. Once the plane
- has accelerated in the upward direction, then the apparent wind angle
- lessens. This is because the upward speed of the plane has changed the
- apparent wind direction. ( Sailors are familiar with this effect, the
- apparent wind direction depends on what direction and how fast their
- boat is moving. )
-
- Stalls occur when the angle of attack is too great. At this point, the
- air no longer travels smoothly over the wing. This determines the lowest
- flying speed of a plane. The lower the airspeed of the plane, the greater
- the angle of attack must be in order to maintain level flight. If the
- airspeed is too low, the plane begins to lose altitude, thus increasing
- the angle of attack. (just as the upward motion of the plane decreased the
- angle of attack) If the pilot then raises the joystick in an attempt to
- stop losing altitude, then that angle of attack may go beyond the stall
- angle, thus causing the stall.
-
- In a real plane, a pilot can use his senses to judge when he is close to
- the stall speed, but in Corncob there are just the instruments. In a real
- plane, the pilot knows how much force he can put safely on the stick.
-
- However, in a computer sim, the joystick tension does not reflect the
- flight situation. Therefore, Corncob has in it an automatic stall preventer
- which limits the stick travel to the maximum attainable without causing
- a stall. This does not mean that it is impossible to stall. The stall
- preventer simply limits the control stick from causing a stall which would
- be the result of pulling back too hard.
-
- The most common cause of a stall is simply that the airspeed dropped
- too low to sustain flight. Another common cause is excessive sideslipping.
- The aerodynamic model that Corncob uses includes sideways motion of the
- plane through the air. When the rudder is used, it kicks the nose of the
- plane to the right or left, without necessarily changing the direction of
- motion of the plane. This changes the apparent wind direction to be
- either to the left or right of head on. This sideslipping can also result
- from turning the plane on its side, and letting gravity pull the plane
- downward. ( You obviously cannot fly level with the plane on its side, since
- then the wing's lift is not pulling against gravity.)
-
- If the plane is in a fast sideslip, and then the plane is quickly righted,
- and the stick is pulled, the momentum of the plane can result in the effects
- of left-right wind angle being added to the up-down angle of attack, thereby
- pushing your angle of attack over the stall angle.
-
- Also, a damaged plane can be much more likely to stall. Wing damage will
- lower the lift of the wings, and control damage can make the stick jitter
- beyond what the automatic stall preventer can handle. Of course engine
- damage will lower airspeed, and rudder damage will increase level flight
- sideslip.
-
- How to get out of a stall
- -------------------------
- To get out of stall means getting your forward airspeed up. Since your
- direction of motion is invariably down when stalled, the best idea is to
- get the nose pointed down. Of course your throttle should be place to
- maximum also.
-
- Getting out of a stall can depend on interpreting the airspeed direction
- indicator. The red ball tells which direction the apparent wind is coming
- from. In level flight it should be riding in the center, but below center.
- When you yank back on the stick, you will see the red ball drop as the angle
- of attack increases, and the opposite when you slam the stick forward.
-
- When you are slipping sideways, the ball will go to the left or right. Try
- hitting the rudder keys to watch as the apparent wind direction moves to the
- left or right, then snaps back. It snaps back because all stable planes are
- balanced to have the plane automatically turn into the sidewinds. How
- fast it snaps back depends on your airspeed.
-
- So now that we understand the red ball, here is how it can help you. When
- the red ball is somewhere near the center, you are OK. When stalled the
- wind direction can be so far off center, that it disappears from the display
- altogether. To become unstalled involves getting that red ball back on the
- screen. If you were doing a hairy maneuver at the time, try just reversing
- the stick to try to undo whatever aerodynamic motion you did last. If you
- are below 1000 ft, consider ejecting. It takes time and altitude to recover
- from a stall.
-
- Note that when the stall is so bad that your airspeed is nil, then you have
- lost the ability to control the plane with the control surfaces. In fact,
- it is even possible for your plane to fly backwards with the controls
- operating in a reversed fashion. Even backwards airspeed is better than
- zero. If you are falling backwards, pull the stick back to push the nose
- down. Once the nose is down, hold her there until you get some forward
- airspeed.
-
- Landing
- -------
- This is one of the hardest parts of learning to fly. This requires
- much patience, but in time you will be able to swoop down from the vertical
- direction, and pop the plane down in seconds.
-
- The biggest problem for beginners is to get lined up properly. One point
- to remember is that you must not fly toward the middle of the runway. Fly
- towards the close end of the runway, or a point on an imaginary line running
- the length of the runway and beyond. Once you are over that imaginary line,
- then turn your nose to point towards the end of the runway. Getting lined
- up is especially difficult in Corncob, due to fact that the plane may be
- slipping sideways.
-
- When you get close enough to the runway where it starts to switch
- from being drawn as lines, to being drawn with filled black rectangles,
- engage the flaps, and drop your throttle to zero. ( But don't let your
- airspeed drop below 100 mph, you may need to bump it up again.)
- At this point you should be no higher that 1000 ft.
-
- In Corncob your plane has automatic landing gear which pops down as
- required. (Its actually a force field gear using stolen technology) The
- pilot does not need to explicitly engage the gear.
-
- Now let the plane drop, shedding that altitude before you reach the end
- of the runway. When you get to 100 or 200 feet, level the plane out for the
- final drop to the runway. If you are not lined up well, be ready to punch
- the throttle and take off for another pass. This is very important, because
- with your throttle dropped, once you have leveled out, the plane begins to
- decelerate. As the airspeed drops below 100 mph, your plane becomes very
- unresponsive to the stick.
-
- If you are not perfectly lined up, but are low and over the runway, then
- drop and steer with the rudder once your wheels touch. The gear of your
- plane is quite tough, and on the runway surface you can have your rate of
- climb meter almost pegged negative and still survive. Landing on the
- grass can be done, but requires a much more sensitive touch down.
-
- It is a good idea to be holding down the brake key throughout the whole
- landing process. The left shift key is situated conveniently for the
- left hand to operate the brakes and rudder controls. For those that use
- the left hand on the joystick, use the keypad rudder and brake controls.
-
- Once you have solidly touched down you make taxi about using your rudder.
- Be careful to keep your speed down while taxiing (especially if your flaps
- are down.) because it may cause you to lift into the air inadvertently, and
- then cause a crashlanding. Please remember than on the ground, the stick
- is useless, and you must steer with the rudder keys. Pulling the stick over
- on the ground may cause your plane to flip and cause death.
-
- There are two different types of crashes. One is a fatal wreck, and the
- other type is a crashlanding. A crashlanding is where your plane is brought
- down too hard, and the landing gear fails. The plane then spins to a stop
- on the ground. When it stops, your plane is dead and will not fly again
- until repaired. If you were close to your airstrip, the repair crew can fix
- it. (Do this by entering the control tower through the door on foot.)
-
- The other type of crash is the fatal crash. This happens if you slam into
- the ground too hard, or if your plane is so tilted during landing that your
- wing tip hits. ( Or if you try to land upsidedown - Sorry, George)
-
- Midair collisions
- ------------------
- There many types of objects which will destroy your plane if you collide
- with them. When this happens your plane bounces, and the damage indicators
- immediately max out. The screen border turns dark red, and the eject light
- begins to flash. At this point you should bail out, since it is likely that
- you will die if you try to land the plane. Don't bother trying to make it
- back to base. (Although landing such a plane has been done on occasion,
- it most often proves to be a fatal mistake.)
-
- Some of the objects which will destroy your plane in a collision are:
- Saucers, fuel dumps, TRFRU, generator orb
-
-
-
-
- How to use your missiles, bombs, and guns
- -----------------------------------------
-
- Aiming
- ------
- The main goal of Corncob is to destroy alien forces. You accomplish this
- by using your guns, missiles, and bombs against enemy targets. In addition,
- you must sometimes use your offensive weapons for self-defense. (IE your
- guns can explode approaching AAA shells, and enemy missiles).
-
- The most obviously important requirement for successful gunnery is aiming.
- Your gunsight shows where the bullets will strike a non-moving target.
- There is much technique involved with holding the gunsight on target, since
- your plane has to follow the rules of aerodynamics. This technique will
- have to be developed over time, and cannot be learned by any other way but
- experience. However, don't be afraid to use the rudder. The rudder is
- an excellent way of turning your nose fast for a quick shot to the side.
- An experienced pilot who uses the rudder can destroy twice as many targets
- as the pilot who uses the stick alone.
-
- As far as shooting moving targets, don't forget to lead your target
- properly. By the time your bullets reach the target, most likely the target
- will be somewhere else. When attacking a KLA for example, try to judge
- where it will be when the bullets get there, and fire ahead of it.
-
- When shooting at ground targets the most important thing to remember is to
- watch your altitude. Remember that you must keep your nose above the
- horizon to maintain altitude, so that means you can only shoot at the ground
- for a limited time before breaking off to regain altitude.
-
- Both your guns and missiles can be used continuously, but after an initial
- burst, the firing rate will drop to a slow plodding beat. If you want a
- better chance of taking out something quickly, wait until you are on target,
- and release a volley.
-
- An important consideration when attacking fixed targets is rate of closure.
- To destroy something in the least amount of time, you would like to make as
- few passes over it as possible. If you come screaming in over the target at
- 350 mph, then chances are you will get in only a few shots before you must
- pull up and around for another pass. That's why it is sometimes a good idea
- to cut the throttle, and throw down the flaps when engaging a ground target.
- With an airspeed of 150 mph you have twice the amount of time to pound the
- target. Many times this gives you enough time to take out the mission
- objective in one pass. If you do this, however, be sure keep an eye on your
- airspeed. As soon as you level out or start to climb, your airspeed will
- quickly fall below stall speed unless you remember to slap the throttle
- back up.
-
- Guns VS. Missiles
- -----------------
- When should you use guns, and when should you use missiles? Guns are fast,
- delivering a stream of destruction. Missiles take time to accelerate, and
- deliver isolated punches of firepower.
-
- Although missiles have more punch, they have a tendency to blow up in your
- face if used at the wrong time. Missiles explode when any object is within
- their proximity. This makes them less sensitive to aiming errors, but
- also dangerous to use. Never use missiles when close to a forcefield. The
- fields will often blow your missiles up us soon as they leave their
- launch tubes, thus causing brutal damage to your plane. This can happen
- even though your plane is well away from the forcefields. Never use missiles
- alone to engage AAA sites. The shells from the AAA will be flying so near
- you that the missiles may explode directly in front of you as they encounter
- AAA shells. The combination of guns and missiles works well, though, since
- the guns explode the shells long before they come near your plane. Be sure
- to open up with guns first, then start the missiles. Never use missiles
- when you are too close to the target. The explosion will damage your plane.
-
- Your guns are almost always safe to use. Although the bullets may also
- explode when they contact forcefields, they are safer to use. Most
- explosions caused by gunfire are safe to fly through, so it is the weapon
- of choice for close engagements. They are particularly good for taking out
- KLAs, since they are easier to aim when leading the target, and send a
- stream of firepower, rather than discrete charges. If a KLA is charging
- down your throat, use guns, not missiles.
-
- Most of the time, a combination works well. On tough targets, use the guns
- first, and when you start getting hits on the target, send a volley of
- missiles.
-
- Bombs
- -----
- Although your plane can create unlimited bombs, they regenerate at a slow
- pace. Your bomb display shows how many you have available to you. The
- maximum number of bombs which you can have available to you is 3.
-
- These bombs cause an initial impact, and then release clusters of bomblets
- which cause damage in and of themselves. As you watch your bomb explode
- in the rear view, you can see the yellow bomblets take to the air, then fall
- back to earth. So although you need a direct hit to cause serious damage,
- the bomblets can damage neighboring targets. If the bomb detonates near
- the ground, a crater is formed. This crater is very hot, and will continue
- to damage targets in contact with the crater at a constant rate until the
- crater disappears. (The craters disappear because they soak up too much
- cpu time to draw many of them)
-
- The bombs are very light for their volume and decelerate quickly once
- they leave the plane. There is a lot of technique for making successful
- bombing runs. In Corncob, most of the bombing is divebombing, since there
- is no bomb sight for high altitude bombing. ( Although it can be done)
- Most of the time your plane is at about 200-300 feet, and just as your
- target disappears from your view as you pass over it, release your bombs.
- Then pull up fast to get away from the blast, and to watch the bombs
- hit in the rear view. The craters will tell how close you were to target.
-
- Note that exactly when to release depends heavily on your airspeed and
- altitude, as well as your direction of flight during the drop. This will
- simply have to be learned via trial and error.
-
- As with missiles, bombs are proximity devices. This means you should be
- careful in the presence of forcefields or AAA shells. Bombing high-quality
- AAA sites is not always such a good idea, since the AAA shells can explode
- the bomb in your belly, and also because you are a perfect target as you
- fly away.
-
- Be careful when dropping bombs at low altitude, especially when your
- airspeed is low. The bomblets reach hundreds of feet into the air.
-
- Bombs have been successfully used against KLA's which are right up the
- tail, and against saucers, but this sort of bombing is very tricky. Bombing
- shopping carts is great sport, because you can take advantage of the fact
- that some kinds of them follow your plane fairly well.
-
- Bombs can be dropped from any position, even while inverted. The bomb
- delivery mechanism is very flexible.
-
-
-
-
- Defensive Flying
- ----------------
- Bringing your plane back to base is necessary in order to bring in a
- good score. Although any clown can make effective suicide runs into
- enemy targets, it takes a seasoned pilot to weather the enemy storm, and
- still make it back to base.
-
- The two most important air threats are deathballs and AAA sites. To
- avoid being shot out of the sky by AAA requires some facts about AAA.
- In Corncob, the alien's AAA shells glide slowly up from the AAA sites,
- without gravity effects. The shells can be seen as brown dot or spheres
- fly upwards towards you. Coming near anything will set off the AAA shells,
- and bullets will certainly do the job. If you are attacking a lone AAA, or
- a close bunch of AAA, your best defense is a good offense. Blowing those
- approaching shells with gunfire is the most effect defense. This technique
- is limited in the presence of KLA's however, since you cannot stay flying
- a in straight line when deathballs are charging up on your tail. This method
- will also fail for widely dispersed AAA, since the shells coming from the
- side will be pounding you as you stay locked on its brother.
-
- These shells are equally capable of destroying alien targets as well. As
- result of that fact, ground based AAA will only fire so low. Anything on
- the ground should be safe from AAA. It is possible to fly under their range
- of fire. This means flying under 150 ft. This method is also limited in
- the presence of enemy KLA's, since you will need room to do evasive
- maneuvers.
-
- AAA sites have the same problem as any other gunner does when the target
- is moving. This is the problem of leading the motion of the target, so that
- you are actually firing at where the target will be, not where it is now.
- The aliens have 8 different qualities of AAA. The lower 4 qualities do not
- have to ability to lead targets. Therefore, if you can always be flying
- with the AAA on your side, you will not be hit if you keep your airspeed up.
- The higher qualities can lead, so to avoid them you must change your
- flight path often in such a way as to make them anticipate incorrectly.
- The target leading assumes you will fly in a straight line at your
- present speed. If the AAA is on your side, and you fly up and down, you
- may lessen the hits. In the case of high quality AAA, however, the only
- techniques which work well are the first two.
-
- KLA's are not hard to evade no matter what their quality is, provided there
- is only one of them in the area. Deathballs are enemy missiles which always
- try to fly directly at you. Since they do not lead their target, they will
- invariably end up chasing you from behind. When a KLA has a lock on you,
- it will flash. In addition to flashing, it will also turn on its maximum
- thrust, and try to come screaming in to finish itself in a blaze of glory
- against your hapless plane.
-
- Although this death charge can be very effective, it can also be used
- as a defense for you. If you wait until the last second before impact, and
- then pull up as hard as you can, the KLA cannot turn fast enough to follow
- due its high speed. The spitball will then pass under you, enabling you to
- snap your nose down and blow it up with your guns. If there are a number of
- foes forming a train behind you, this technique will lead to disaster.
- Although you will have evaded the first in the train, his friends will
- surely eat you alive when you punch your nose back down.
-
- The solution is to pull up, but continue the loop in the hopes of shaking
- the whole train. In a sky full of missiles, this works for a while, but
- you must be busy eliminating their sites, because eventually you will become
- toast unless you can dwindle their numbers. Knife fighting like this with
- deathballs is very dangerous in the presence of AAA sites. Your airspeed
- will drop quickly with this much maneuvering, and a fumbling plane in the
- air is an easy low-deflection target for even the stupidest of AAA.
-
- Making it back with a shot up plane
- -----------------------------------
- When you plane has been trashed miles from the nearest friendly,
- airstrip, don't despair, plenty of pilots have made back to base with
- planes that were just about as flyable as big stone. ( Landing a plane
- that has collided with a saucer has even been done, but landing a plane
- which has more than 100 hits depends a lot on luck.)
- The two most important factors when you are trying to make it home
- are airspeed and altitude. The worst possible situation is to be
- very far from your base flying 100Mph at 500 ft. Usually, there will
- also be more KLA's in the area, and evading them with a damaged plane
- can be impossible.
- But even in the worst situation, hope is not lost. The clever
- designers of your modern plane have installed a rocket motor, which can
- give you the altitude and airspeed which you need to make it back.
- Look at your turbo boost gauge. The needle should be green, indicating
- the rocket is charged and ready. Hit the 'i' button, and start climbing.
- If your flaps are engaged, tap them off, but only after engaging the
- rocket motor, since it is possible you could stall just by pulling
- back the flaps.
- Your rocket motor will burn for 15 seconds. The turbo boost gauge
- needle will be red during the boost, and go to blue when the charge
- is spent. It will take about 120 seconds to recharge the booster.
- Now concentrate on keeping the slowest decent possible while
- maintaining airspeed. If KLA's are screaming up on your tail, it
- may be best to let them hit you, if you think you will certainly
- stall.
- When the turbo boost gauge needle goes back to green, you may want
- to go for another rocket thrust. Never use the rocket thrust while
- on the landing approach, since you cannot stop it once you have
- started a burn. Unless of course you wish to abort the landing
- attempt, and need airspeed quickly to avoid stall.
-
-
-
-
-
-
-
-
-
-
- Running Around - Welcome the Assassin
- -------------------------------------
- Part of your job as a pilot will be special forces missions. In these
- missions you may have to land your plane in enemy territory and engage
- the enemy on foot.
-
- When you leave your parked plane, and venture into enemy territory on
- foot, you are taking the risk of being captured or killed. You can be
- killed by AAA shells or KLA's. You can be captured by shopping carts
- or aliens themselves.
-
- To defend yourself, you take a handgun with 20 rounds of ammo, and one
- assassin bomb. The plane has an inexhaustible supply of these, so you
- may always go back to the plane to resupply yourself. You can even retrieve
- handgun ammo and bombs from crashed planes.
-
- To move around when standing, turn yourself with the keypad arrow keys,
- and move the '5' key and walk in reverse with the '0' key on the keypad.
- If you want to go far, hold down the advance time key 't' simultaneously.
-
- You also have the capability to jump. Hold down the 'j' key, and you will
- see a magenta bar on the side of your screen. The longer you hold down the
- 'j' key, the higher you will jump when you release the key. Jumping is
- a capability which is necessary for some mission which take place on air-
- based structures, and you have to jump from one pad to another at 20000 ft.
- You have the unique capability of changing direction or stopping and
- starting horizontal movement while in the air. When jumping off something
- down to the ground, be careful not to jump too high, or else you may be
- killed.
-
- Some objects will support your weight, and others won't. Horizontal
- forcefields, fuel dumps, platforms, and control towers will support your
- weight.
-
- Enemy ground transports seek you out, and when they are close, will start
- to drag you towards them. You can evade them by defensive gunfire, hopping
- to safety, or by luring them into your crashed plane or perhaps one or their
- own structures.
-
-
- Aliens just bumble about randomly and are not much of a threat, but
- watch your back.
-
- Your assassin bomb is planted with the ';' key. When you plant a bomb it
- will remain where you planted it until it is time to detonate with the 'd'
- key. The bomb will stay suspended in the air if that is where you have
- placed it. The 'd' key will not directly detonate the bomb, however it
- will be armed, and it will begin to drop when the 'd' key is pressed.
-
- The most common use for assassin bombs is against mindbenders. These
- devices are vulnerable only to bombs. Adjust your position until you are
- standing in the center of the device. Then plant the bomb, and walk away.
- When you are satisfied that you are far enough away, detonate the bomb
- with the 'd' key.
-
-
-
- Scoring and medals/promotion details
- ------------------------------------
-
- Scoring algorithm
- -----------------
- Your score for a mission is determined by a formula outlined below.
- Your raw score which depends on how much stuff you killed is multiplied
- by 3 factors. These three factors depend on what happened during your
- mission. For example say your raw score for a mission was 1000.
- Further suppose that you returned from your mission, and landed your plane
- safely at an airstrip. Then your final mission score would be:
-
- 5 * 5 * 1 * 1000 = 25000
-
- But say you ejected in combat, and had to be rescued by the rescue van.
-
- 4 * 1 * 1/2 * 1000 = 2000
-
- Here you can see that bringing your plane home increased your score by
- 10 times.
-
- Now let's say you brought your plane back, but didn't have the guts to
- try and land it.
-
- 5 * 1 * 1 * 1000 = 5000
-
- So you can see it is worth it to learn how to land the plane. It may be
- impossible to get a Stellar Cluster without landing your plane.
-
- If you make multiple flights during your mission, the multiplier reflects
- the worst thing which you did. For example, if you crashland a plane, but
- then take another into the air,( without quitting the mission) and do a
- great job, and even land beautifully, your multiplier will reflect the
- fact that you crashlanded; The fact that you also landed will not affect
- your score.
-
- Therefore you can see that flying against multiply mission objectives may
- raise up your score, but you are jeopardizing the points you have already
- earned by flying more without ending the mission. Of course you'll never top
- the high score list without taking some chances...
-
-
- Technical Score calculation
- ---------------------------
-
- The score is a product of four factors.
-
- score = PMSF * MSF * NPLF * MOBF
-
- PMSF Present mission status factor (KIA, MIA, HOME, RESCUE)
- MSF Mission Status Factor (unhome-crshlnd,eject inflt,crsh-home,land-home)
- NPLF Number of Planes lost factor =1/(# planes lost + 1)
- MOBF Mission Objective factor ( Raw score which include #kills )
-
-
- PMSF is calculated by examining the flags below from left to right, if
- any of these is found set, take the value, and ignore the other flags.
-
- Killed Captured Homesafe Rescued (No Flags Found)
- --------------------------------------------------------------------
- 2 1 5 4 1
-
- MSF is calculated similarly to above.
-
- crshlnd-nohome eject-in-flight crshlnd-home landed-home
- -----------------------------------------------------------
- 1 1 3 5
-
-
- NPLF is simply equal to 1/(#plns lost + 1)
- Example: if nplanes lost=0, then NPLF= 1/(0+1) = 1
- if nplanes lost=2, then NPLF= 1/(2+1) = 1/3
-
-
- MOBF is the raw score. It is equal to:
- (#KLA * quality + #AAA * quality + 1)*(Base score)
-
- Where #KLA and #AAA are the number of KLA and AAA which were threatening you.
-
- The base score is just a sum of the number of kills, each weighted by how
- important they are. Mission objectives is of course the most important, and
- therefore has the highest multiplier.
-
- More specific breakdown of MOBF
- -------------------------------
-
- Let
- obj = # of mission objectives accomplished
- ticks = # of ticks/tets destroyed
- aaa[w] = # of aaa sites destroyed of wickedness w
- sites[w] = # of other sites " " " "
- orbs[w] = # of orbs " " " "
- db[w] = # of death-balls " " " "
- shc[w] = # of shopping carts " " " "
-
- DB[w] = max # of death-balls of wickedness w on you at any time
- AAA[w] = max # of AAA " " " " " " "
-
- Also let { } represent a sum over w = [0,7]
-
-
- Then,
-
- mobf = 5 * [ 15*obj + ticks + { aaa[w] + sites[w] + orbs[w] } ]
-
- * [ 10 + { (DB[w] + AAA[w])*(w+1) } ] / 10
-
- + { (db[w] + shc[w])*(w+1) }
-
-
-
- PROMOTIONS
- ----------
-
- One of the most exciting aspects of CORNCOB-3D is the possi-
- bility of promotions and medals. Once you have started a character,
- he can progress up the ranks, with the ultimate goal of achieving
- general. Making general with a "pure" character (i.e. one which has
- not been killed and resurrected) is the ultimate challenge in the game,
- and will rank you at the absolute top in bragging rights.
-
-
-
- Promotions in CORNCOB-3D are based on the number of completed
- mission objectives (MO), and go as follows:
-
- 2nd Lieutenant: 0 MO. (You start at this rank.)
- 1st Lieutenant: 1 MO.
- Captain: 8 MO.
- Major: 20 MO.
- Lt. Colonel: 20 MO in at least 2 different Theaters-of-Operation.
- Colonel: 20 MO in at least 3 different Theaters-of-Operation.
- General: ALL MO in ALL required Theaters-of-Operation, plus
- successful completion of the Secret-Mission.
-
- Note: Required Theaters-of-Operation are marked by a Yellow Block
- in the list at the upper-right hand side of the Theaters-of-Operations
- menu.
-
-
- MEDALS
-
- Medals are based on a variety of criteria. Medals are listed
- in the pilot summary shown in the roster, and T-of-O menus when a pilot
- or theater is "viewed". In this case, the Medal is listed as a short
- abbreviation, such as "BS" for Bronze-Star. If the pilot has more than
- one of the medal, the abbreviation is followed by a suffix indicating
- how many such awards the pilot has, such as BS:2 for 2 Bronze-Stars.
-
- A complete list of all the medals and their abbreviation follows:
-
- Purple Heart, "PH" Awarded for ending a mission with more
- than 27 units of damage to your plane,
- without losing your plane, and without
- crashing unless at home.
-
- Service Award, "SA" Awarded for surviving 10 or more missions.
- (Actually awarded every 10 missions.)
-
- Bronze Star, "BS" Awarded for achieving a score of
- 10,000-19,999 points in a mission.
-
- Silver Star, "SS" Awarded for achieving a score of
- 20,000-49,999 points in a mission.
-
- Gold Star, "GS" Awarded for achieving a score of
- 50,000-99,999 points in a mission.
-
- Stellar Cluster, "SC" Awarded for achieving a score of
- 100,000 points or more in a mission.
- (This is REALLY Exceptional!).
-
- Distinguished Service Cross, "DSC"
- Awarded for accomplishing 5 or more
- mission objectives in a single mission.
-
- Theater Combat Medal, "TCM"
- Awarded for completing ALL mission
- objectives in a single Theater-of-
- Operation.
-
- Distinguished Flying Cross, "DFC"
- Awarded for completing ALL mission
- objectives in a single Theater-of-
- Operation without losing a plane. This
- takes a REAL hot pilot, as well as
- some consistent luck.
-
- Combat Master, "CM" Awarded for completing ALL mission
- objectives in ALL of the required
- theaters. This is a prerequisite for
- making general.
-
-
-
- Why is it doing that? (Commonly asked questions, and their answers)
- --------------------------------------------------------------------
-
- >Why do you claim it is a VGA game, when it runs in an EGA graphics mode?
-
- Corncob uses an EGA graphics mode because it has a nice high resolution,
- but yet does not have too much information to convey to the screen.
- Obviously, we could have made the game run in the 256 color VGA graphics
- mode, but this would contain less than 1/3 the number of pixels, thus
- reducing far object identification. We could have also chosen the
- 640x400 256 color mode, but there is so much more info to convey to the
- screen per frame that the animation would become too chunky for all but
- 33Mhz 386's and above.
- Corncob requires VGA because is uses write mode 3, an advanced hardware
- feature for writing to the screen which is available only on VGA boards.
- Also, in order to create the mindbender color-cycling, and the
- blackout effect, Corncob uses color options only available on VGA
- adapters.
-
-
- > When first lifting off the ground, why does the nose lift for a second,
- >and then seem to knock back down?
-
- If you pull back too hard on the stick while lifting off, your tail
- wheel will be slammed back down onto the pavement, and when it bounces
- upward, your nose appears to bounce downward. It is possible to crash
- and burn as a result of this, so pull back on the stick gently.
-
-
- > Why does the stall light go on sometimes when I'm taxiing on the runway?
-
- The stall detector is looking at the airflow over the wings. It is
- calibrated to detect stalls when the plane is flying. When on the ground,
- the weight of the plane is held by the landing gear, thus making the stall
- detector give incorrect readings. Just ignore it.
-
-
- > Why doesn't the plane steer worth a bean when I'm on the runway?
-
- Don't try to use the joystick to steer a grounded plane. The control
- stick left/right controls mostly only the roll (left/right tilt) of the
- plane. You must use the rudder controls to steer on the ground. These
- are the 'x' and 'z' keys, or the '7' and '9' keys on the keypad.
-
-
- > Why don't the brakes appear to work?
-
- In Corncob, the brakes do NOT toggle on/off. To stop you must hold
- down the brake key until the plane comes to a complete stop. For
- joystick play, this is the left shift key, or keypad '0'. For keypad
- play, it is '.' or keypad '0'.
-
-
- > Why doesn't the 't' key appear to work?
-
- In Corncob, the advanced time mode does NOT toggle on/off. To fly in
- advanced time, hold down 't', and release it to return to normal flight.
- Note that the time compression is directly related to your computer speed.
- To advance time to the fastest, increase the frame rate by using 'r'
- `and 'g' to turn off ground detail and the rear view.
-
-
- > Why does using the rudder in flight just make me stall?
-
- Unlike other flight sims, Corncob's flight model includes the
- capability of your plane sliding sideways through the air. The rudder
- causes your nose to flip to the side, without necessarily changing the
- direction of motion of the plane. Using too much rudder (by holding the
- key down too long), will cause the plane to turn to the point where it
- is hurling sideways through the air. Note that as soon as you release
- the rudder, the sidewind makes the nose tend to flip back into the
- sidewind, thus restoring the original orientation of the plane. The
- rudder is useful for flipping the nose a little to the side for a
- quick shot at a side target without the need of negotiating the slow
- process of turning the plane.
-
-
- > How do I know when to end the mission?
-
- A large part of Corncob is bringing your plane back to the base.
- Therefore you must bring your plane to a friendly airstrip, or else
- when you go to fly again, you will have one less plane in that
- theater.
- In order to exit without losing a plane, exit the program with
- escape when you are flying low over your airfield (with the radar
- tower flashing white), or else land on the air strip. Landing
- on the airstrip will give you a much higher score multiplier, so
- it is worth an attempt if you think you can do it without crashing.
- To find an airfield, use the map which is brought up with the 'm'
- key.
-
-
- > How do I zoom down closer when in map mode?
-
- When in map mode, the KEYPAD 9 key will zoom down, and the KEYPAD 3
- key will zoom up. Use the joystick or keypad arrow keys to move
- around. To make the map jump back to your present position, hit the
- KEYPAD 7 key.
-
-
- > Why do I die every time I eject, regardless of altitude?
-
- Ejecting successfully from a flying plane requires two keys. 'E'
- to eject, and <space bar> to pull your ripcord. If you don't pull
- your ripcord, you will die when you strike the ground.
- If you bail out at 20000 feet, wait until you get closer to the
- ground before pulling your ripcord, otherwise you will be stuck in
- the air for a long time.
-
-
- > Why are some generator orbs seemingly indestructible?
-
- Some orbs have been designed to be invincible to normal weapons,
- and the only effective way to take them out is via suiciding the
- plane into them. Make sure you bail out before contact, or else
- you will be killed in the ensuing explosion. If you must bail a
- good way away from the target, hit caps lock to control your plane
- remotely.
- The indestructable orbs are a light shade of blue/green.
-
-
- > Why does the complete light refuse to go on, even though I know
- > the mission is completed?
-
- The mission objectives have to be given some geometric scope
- via the mission builder when the mission is created. Almost all
- mission complete sensing is done via the generator orbs. IE, if
- you have completed a mission, but the complete light doesn't go,
- make a flyby of the mission's generator orb, (or it's remains)
- and many times the complete light will belatedly light up. Note
- that if your complete light never lights, you will not get credit
- for accomplishing an objective.
-
-
- > Sometimes my plane goes into a weird mode where my keypad arrow
- > keys stop working, and something weird happens.
-
- Numlock toggles the keypad arrow keys between views, and control
- of the plane. Note that the numlock light on the keyboard will
- not change. If you would like to use the views without changing
- the mode of the arrow keys, hold down the left control key to
- temporarily change the function of the arrow keys to view, the
- normal function of the keys returns when you release the left
- control key.
-
-
- > I can't find any way to put down the landing gear!
-
- The plane has landing gear that comes down automatically. From
- a game standpoint, it seemed unnecessary to have something which doesn't
- add to the fun of the game, and can cause pilots to be killed. We
- all get punished in life enough for being absent-minded, why be
- punished when playing a computer game?
-
-
- > Why can this Corsair do a loop directly after take off?
-
- Because the number one priority in this game was to
- have fun. That meant increasing the thrust of the engine by a
- factor of four. For those sim buffs who will criticize that,
- how many flight games keep the realistic figure of 10-15 minutes
- just to climb to 10000 feet? Who wants to spend 1/4 hour of their
- life just sitting there watching your computer plane climb?
-
-
- > I have completed all the mission objectives in a theater, but the
- > computer insists there is still one more.
-
- Many times you really have forgotten a mission. Use the map to make
- sure all the targets are destroyed. Remember that many missions don't
- show up unless you have zoomed down for a close up with the pgup key.
- Most things should show up when 1 grid is about the size of the screen.
- Another possibility is that a mission-objective type saucer has
- wandered away during the melee, and is now somewhere unexpected, perhaps
- 10's of miles away from the original mission site. Track it down with
- the map feature. The 'new tower' screen from the fly mission menu
- should tell you which airstrip the saucer is closest to.
- Also, many times a 'secondary' mission objective is mentioned in the
- mission briefing. This secondary mission also must be completed before
- a theater is complete. Many times this is a generator orb. All orbs
- with a black base must be destroyed to finish a theater, whether the
- mission information directs you to do this, or not.
-
-
- > What is the point of the White Sands theater?
-
- When you have successfully completed all of the required theaters
- of operation, you will attain the Combat Master medal, and receive
- special orders which involve a mission in white sands. In that
- mission you will be able to fly the experimental plane, and
- experience the interesting visual effect upon completing your
- mission.
-
-
- The scenario
- ------------
- The date is August, 1949. This is not the 1949 that we remember, though.
- In this 1949, WWII never happened ( this is because among other factors,
- Adolf Hitler was killed at the age of 19 when hit in the head by a thrown
- beer bottle ), but all was not peace in this alternate age.
-
- In 1939, aliens swept down out of the skies, and began to set up struc-
- tures. Although many attempts were made to communicate, the aliens did not
- respond. It soon became obvious that these creatures simply were not
- interested in us, or any other life on the planet. When human dwellings
- or cites were in their way, the aliens simply destroyed them and continued
- their seemingly random construction plans.
-
- So in 1941, the world governments agreed to band together in an alliance
- for humanity. No attacks were launched until November, 1941. The plan was
- a simultaneous all out blitz against the extraterrestrials in every part of
- the globe.
-
- The results were devastating. The aliens suffered enormous losses, and
- could put up almost no defenses against our onslaught. It seemed that in
- a few months, the planet would be ours once again.
-
- But as of today, in Aug 1949, the fighting continues. Our enemy learned
- the lessons of combat quickly. At first they were forced to use their
- construction equipment as weapons; Burning our ground forces with their
- earth sterilizers, and ramming our aircraft with forcefield protected
- saucers. (Yes, saucers. After all, everybody knows aliens fly around
- in saucers! )
-
- As of now our enemy has constructed defensive weapons such as
- antiaircraft artillery, surface-to-air missiles, and mortars. They have
- also begun using their forcefields as protective structures.
-
- But our technology has grown exponentially in the past decade. In part
- from the cooperation of the world and captured alien technology we have
- made amazing progress in the technology of warfare.
-
- Our latest aircraft is powered by a 6000 hp Rolls Royce Powerplant,
- running on synthetic high-explosive fuel. The fuel, as well as the bombs
- and ammo shells are generated onboard the aircraft by an alien-technology
- monopole flash system, so the plane never requires refueling or ammo
- loading.
-
- The basic airframe is the Vought F4U Corsair. Built with a high-tensile
- mono-alloy, the Corsair is capable of pulling 15 g's with no trouble.
- The high output internal combustion engine gives the possibility of
- climbing almost vertically, and this plane can reach almost 600 mph in a
- dive.
-
- The instrument panel includes a rear-view optical system ( necessary
- for avoidance of enemy missiles), and also a radar screen for alerting
- the pilot to the presence of enemy aircraft.
-
- Our high-explosive kinetic shells have devastating effects on enemy
- installations. The high-v Brownings can lay out a swath of destructive
- power which reaches targets 3-5 miles distant. The avenger missiles
- carry proximity detonators which can destroy targets even when
- the aim is not terribly accurate.
-
-
-
-
- The Corncob program itself
- --------------------------
- Corncob was written by Kevin Stokes, with a lot of additional programming
- done by George Welch. It has taken about one year to write, and this
- process is still continuing. Most of the program is written in assembler
- for compactness and speed. The game is somewhat modular, as the advanced
- user can tell from the directory listing. 3.exe, srats.exe and Rimg.exe
- are written in assembler, with some use of an assembler library called
- Spontaneous Assembly. The rest are written in Power C.
-
- Here is a listing of the modules and their function:
- Corncob.bat: Batch file which calls 3.exe, and moag.exe.
- 3.exe: Main code. This is the program which is running during
- flight.
- moag.exe: Menu/pilot scorekeeper/theater accounting is done from moag.
- tower.exe: All intelligence information is reported via tower.exe
- rimg.exe: This reads dashboard files and help screens during flight.
- srats.exe: Certain special effects are handled by srats.
-
-
-
-
- Notes about the mission builder
- -------------------------------
-
- All 130 of Corncob's missions were created with the mission builder.
- The mission builder allows you to create new theaters of operation
- complete with mission intelligence reports. With the mission builder
- you have the same tools the author of Corncob used to make all the
- theaters.
- When you register Corncob for $25, you get the mission builder along
- with your registered copy of Corncob. ( The $15 registration does not
- include a mission builder ). Of course photocopied documentation will
- accompany the mission builder so that you will know how to use it.
- Please note however, that the mission builder is a programmer's
- tool. It was never intended to be offered to customers. You can
- place any object you please wherever in the universe you like. You
- can modify the runways, or add extra radar towers, build a latrine
- out of small colored walls in addition to obvious ability to create
- enemy strongholds. Along with this flexibility comes the difficulty
- of use. The MB is difficult to master, and its implementation is
- very hard to get used to. This mission builder is not recommended for
- use by any but the most enthusiastic user who has DOS expertise and
- the patience to learn a non-user friendly setup.
-
-
-
-
- To contact Pie in the Sky Software: ( Email Preferred )
- -----------------------------------
-
- Pie in the Sky Software BBS ( This is the best method until July, 1992 )
- ---------------------------
- Call our 24-hour BBS (2400,n,8,1) and download the latest version of
- Corncob on the first call. Also this is the best way to get technical help
- etc.
-
- (919)489-6900 Type full name at the name prompt!
-
-
- Internet:
- ---------
- kds@phy.duke.edu ( Valid only until June, 1992 )
-
- Prodigy:
- --------
- DWHC72A
-
- COMPUSERVE:
- -----------
- 74040,3526
-
- GENIE
- -----
- K.STOKES1
-
- US Mail: ( Address valid through Aug 1992 )
- --------
- (Only letters with a self-address stamped envelope enclosed will be
- answered! We will not pay postage or label envelopes for anything but
- full registration $25 requests. )
-
- Pie in the Sky Software
- PO Box 4742
- Durham, NC
- 27707
-
-