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Text File | 1991-11-05 | 1.5 KB | 38 lines | [TEXT/ttxt] |
- QUICK-START instructions:
-
- 1. In this demo you can play the two scenarios that are included.
- You may see how the full program helps you set up your own scenarios,
- but you cannot actually play them.
-
- 2. Remember that to "point" at an enemy you must line up both horizontally
- and vertically (for example, if you want to shoot at someone who is
- high above you, you'll probably have to "climb" to point at him).
-
- 3. IMPORTANT: High-G turns (turning 90 degrees during one game turn)
- bleeds off a LOT of airspeed. Use your afterburners and lose a little
- altitude in a shallow dive to counterbalance this.
-
- 4. Don't forget about the popup menus in the system panel! They are for
- radar lock-ons, lock breaks, and missile targeting.
-
- 5. In order to lock-on, you must specify a target to lock onto in the
- system panel. Note that you can fire a heat-seeker with a visual
- contact and no lock on if desired.
-
- 6. Bandit codes:
- X: you're locked on to him
- R: you have radar contact to him (less than lock-on)
- r: _he_ has radar contact/lockon to _you_
- V: you see him (visual)
-
- 7: "MP" stands for movement points and is a measure of how far you can
- move.
-
- 8. Changing your altitude one level eats up one MP.
-
- 9. Throttle affects your ACCELERATION (i.e. how fast you'll be
- going on the *NEXT* turn). Some players might think that setting
- throttle to 100% means that the airplane will then move at its
- maximum speed in the immediately following maneuver phase - this isn't
- the case! Rather, it will accelerate as much as it can.
-