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- THE COMPLETE WING COMMANDER DOCUMENTATION
- or, at least, all you really need to know.
- Fairly complete and only a bit abridged.
-
-
- WING COMMANDER
- The 3-D Space Combat Simulator
- IBM-PC and 100% Compatibles --- REFERENCE CARD
-
- -BEGINNING PLAY-
- To start, change to your Wing Commander directory, and type:
- WC<ENTER>
-
- -USING THE INTERFACE-
-
- WING COMMANDER uses no menus or commands when you're aboard the
- Tiger's Claw. Select game functions by moving the pointer around
- the on-screen picture. The pointer's shape and colour indicate
- whether a function is available.
- o Blue Arrow Pointer - Nothing for you to do in this area.
- o Green Crosshairs - A game function is assigned to this area.
- Select functions with the joystick, mouse or keyboard.
- o Keyboard: Use the arrow keys or numeric keypad to move the
- pointer. <enter> or <space> selects game function.
- o Joystick: Controls pointer movement. Button #1 selects game
- functions. If your joystick has auto-fire, turn it off.
- o Mouse: Controls pointer movement. Left button selects game
- functions.
-
- <ESCAPE> ("Esc" on keyboard) usually aborts your current activity.
-
- -SIGNING ON-
-
- After loading, the credits will play until you press a key. Some
- or all of the options appear:
- o Start Vega Campaign - Select to begin your fist game, or to
- create a new character and campaign.
- o Continue Campaign -- Select if you have already played and wish
- to continue with a saved character.
- o Start Secret Missions -- Select if you have installed the "Secret
- Missions Disk" [buy from Origin -Ed.] and wish to begin the Secret
- campaign.
-
- To choose an option, move the pointer to that option and press the
- select key. (see using the interface). Follow the prompts and
- press <ENTER> after you type in the required information. Then
- press any key to cut to a view of the carrier's bar.
-
- -IN THE BAR-
-
- o Talking to people: Move the pointer to the character you want to
- talk to. When the green crosshairs appear, press select to learn
- what they have to say. Press any key to advance the conversation.
- o The Pilot's Chalkboard: Displays each pilot's record. Move the
- pointer over the blackboard and press select. Click again to
- return to the main view.
-
- o Flying the TrainSim: Select the TrainSim. Move the pointer over
- the ship you want to fight and press select to begin. The less
- time you take to destroy the enemy ships, the higher your score.
- If you are destroyed or press <ESCAPE>, the simulation ends.
-
- o Enter Barracks: Select the door on your right to enter the
- barracks.
-
- -THE BARRACKS-
-
- Saving the Game: You can only save a game in the Barracks. Save
- your current campaign frequently.
- 1. Move the pointer over one of the eight bunks. If it's
- unoccupied, "Save this Campaign" appears.
- 2. Press select, and type in a name for the saved game. Press
- <ENTER>.
- 3. If necessary, you are prompted to insert a disk. A sleeping
- pilot appears in the bunk when the game is saved.
- (Note. You can also replace a save game by the above process. The
- game will make sure you want to save over the old game -Ed).
-
- Loading a Saved Game:
- 1. Move the pointer over to the head of a sleeping pilot. The
- words "Awaken <name>." appear.
- 2. Confirm your selection by entering "Y" if the name matches the
- game you want to load, or "N" if it's the wrong name and you want
- to cancel.
-
- Exit to DOS:
- Move the pointer over the airlock door (next to the lockers) and
- press the select button. Choose Y to the "Exit to DOS (Y/N)"
- prompt.
-
- Return to the Bar:
-
- Move the pointer to the passageway on the left and press select to
- return to the Tiger's Claw bar.
-
- Mission Hanger:
- Select the door on the far right to go on to a new mission.
-
- View Medals:
- Select the lockers to see your medals and rank.
-
- -MISSION HANGER-
- This is where mission briefings take place. You learn where you're
- supposed to fly and what you're supposed to do.
- -VIEWSCREEN-
- The viewscreen looks out ahead of your ship while flying. A green
- circle with crosshairs shows where your guns are aimed. Brackets
- indicate the position of the targeted ship. (red brackets=enemy;
- blue-friendly). When another vessel communicates with you, yellow
- brackets appear around it.
-
- Switching Camera Views: Use the function keys:
- F1 - Cockpit view
- F2 - Left, F3 - Right, F4: Rear.
- F5 - Chase plane view - view from behind your plane.
- F6 - Battle view - shows a large scale view of the battle.
- F7 - Tactical view - Always keeps you and the ship you have
- targeted (or the most significant threat) in view.
- F8 - Missile view - Gives you a missile's eye view of the action.
- Select this option and the camera tracks the next missile you fire
- to its target. Pressing F8 again deactivates this option.
- F9 - Tailing Views: Positions the camera behind any ship in the
- area. Press repeatedly to change ships.
-
- -THE RADAR DISPLAY-
- The radar screen is divided into six sections: It doesn't work
- like a conventional radar in that it does not represent distances,
- only the how to find the target in three dimensional space.
- o Outer Ring = Space behind you
- o Centre Ring = Space ahead of you
- o Middle Quadrants:
- Front - Space above your ship
- Rear - Space below your ship
- Right - Space right of your ship
- Left - Space left of your ship
- Contacts are displayed as coloured dots:
- o Tiger's Claw - White
- o Terran Capital Ships - Dark Grey
- o Kilrathi Capital Ships - Orange
- o Terran Fighters - Blue
- o Kilrathi Fighters - Red
- o Missiles targeted on you - Yellow
- Your current target is represented on the radar as a flashing dot.
-
- -SHIP'S STATUS DISPLAY-
- The ship's status display (Left VDU) displays a green profile of
- your ship, with weapons in brighter green.
- o Press "D" to cycle through all internal damage your ship has
- taken. Damaged systems appear in red. To view all damage quickly,
- press "D" repeatedly.
- o Press "G" to change your ship's active gun. The selected gun is
- highlighted in bright green. Press repeatedly to cycle through all
- available guns.
- o Press "W" to change your active weapon delivery system (Missiles
- or mines). The selected system is highlighted in light green.
-
- -TARGETING DISPLAY-
- The Ship's Targeting Display (Right VDU) shows the outline,
- current damage, and weapons or your current targeted ship, using
- three colours.
- o Green - Undamaged, shields full.
- o Yellow - Light component/Shield damage
- o Red - Weapon positions, shield damage, ship damage. (Note: Red
- weapons are not damaged.)
- To target a ship, position it in the centre of your screen and
- press "T" until brackets surround the ship. Normally you lose the
- lock on a target you are no longer facing.
- If you want to keep a target locked even when you're not facing it,
- press "L". The targeting brackets become a full rectangle and
- maintain your lock on that ship. You can still use "T" to target
- new ships. Press "L" again to disengage the lock.
- You can't target friendly ships if enemy ships are visible.
-
- -NAVIGATION SYSTEM-
- The navigation options appear on the right VDU.
- o Press "N" to show navigation information and to display white
- crosshairs on the viewscreen and radar screen. Keep the crosshairs
- centred to fly to your next Nav point manually, or activate the
- autopilot to shorten the trip.
-
- o The Navigation Map: Pressing "N" a second time brings up the
- full-screen navigation map. This allows you to select Nav points
- manually or view mission notes. Move the pointer to any Nav point
- in your current mission (or cycle through the Nav points by
- pressing "N"). The selected Nav point is highlighted in yellow.
- Press select to leave the Nav map and return to the cockpit view.
- The last Nav point you selected becomes your new destination
- automatically. If you don't want to change your destination,
- leave the nav map by pressing <ESCAPE>.
-
- o Autopilot: To fly automatically near your selected Nav point,
- wait until the autopilot light comes on and press the "A" key. If
- there are no enemies or hazards nearby, and you are far enough away
- from your destination, the autopilot takes control.
-
- -COMMUNICATION SYSTEM-
- Communications are displayed in the right VDU.
-
- o Press the "C" key and a list of people you can talk to appears.
- Press the number next to the name of the pilot or ship you want to
- contact. A list of messages appears. Send by pressing the number
- next to the desired message.
-
- o The list of available messages changes, based on the situation.
- Your on-board computer knows which messages are valid.
-
- o When other pilots send messages, a yellow box appears around
- their ship and message shows in you viewscreen. If you have
- expanded memory, the face of the pilot appears on the right VDU.
- The "V" key toggles the comm video on/off.
- o Message duration: In space, press the "M" key to change the
- duration of messages. Duration ranges from 1 (fastest) to 5
- (slowest).
-
- -OTHER INDICATORS-
- o Armour and shield indicator: When the armour and/or shields are
- damaged, the coloured bars in the indicator shrink; when destroyed
- the bars vanish and warning lights flash.
- o Fuel indicator: As your fuel supply decreases, the indicator
- shrinks. Using afterburners drains your fuel supply quickly.
- o Speed Indicator: "Set" indicates the speed your ship tries to
- maintain under normal conditions. "KPS" indicates your actual
- speed in kilometres per second.
- o Blaster indicator: The blaster indicator shows the power level or
- your ship's active guns. If the blaster indicator is completely
- gone, your guns don't fire. Power is restored gradually over time.
- o Eject warning: This light flashes when your ship is badly
- damaged, you have no shields, and you are in danger of being
- destroyed. You don't have to eject when the light begins flashing.
-
- -CONTROLLING YOUR SHIP-
-
- NB: For a mouse, the same commands apply as a joystick, except the
- left button is button #1 and the right button is button #2:
-
- JOYSTICK ONLY: JOYSTICK and BUTTON #2:
-
- Dive/Nose down Increase Speed
- | |
- Steer---|----Steer Roll---------------Roll
- Left | Right Left | Right
- | |
- Climb/Nose up Decrease Speed
-
- KEYBOARD:
- Both the Numeric Keypad (with Num Lock off) and arrow keys are
- active for controlling flight:
- o Gradual turns are initiated by pressing a directional key alone.
- Let up on the key and you continue straight ahead in the direction
- of your last key press.
- o Sharp turns are initiated by pressing <SHIFT> and a directional
- key simultaneously. Let up and you continue in a straight line.
- o Fire selected guns by pressing <SPACE>. Fires selected missiles
- or drop mines by pressing <ENTER>. You can maneuver at the same
- time.
- o Fire your afterburners in a short burst by pressing <TAB> or <*>
- (numeric keypad). Hold down the key to keep your afterburners lit.
-
- OTHER KEYS:
-
- - - Decrease speed
- + - Increase speed
- < - Roll left
- > - Roll right
- TAB - Fire afterburner
- Arrow keys - Left, right, up, down.
-
- NUMERIC KEYPAD
- 8 - Dive
- 2 - Climb
- 6 - Right
- 4 - Left
- 7 - Left and Dive
- 1 - Left and Climb
- 9 - Right and Dive
- 3 - Right and Climb
- + - Increase speed
- - - Decrease speed
- * - Fire Afterburners
- 0 - Roll ship left
- . - Roll ship right
- BACKSPACE - Kill engines completely.
- ENTER - Fire missile or mine
- SPACE - Fire gun.
-
- GAME COMMANDS SUMMARY:
-
- General Commands:
-
- A - Engage autopilot
- C - Communications
- D - Display ship damage
- CTRL-E - Eject from ship
- G - Select ship's gun type
- L - Lock targeting computer
- M - Change message duration
- CTRL-M - Toggle music on/off
- N (once) - Select Navigation
- N (twice) - Select full navigation screen.
- P - Pause Game
- CTRL-S - Sound off (in space only)
- T - Select targeting computer/Active target
- V - Video Comm on/off (Expanded memory users only)
- W - Select missile type
- ALT-X - Exit to DOS
- Escape - Tiger's Claw: Skip Animation
- Cockpit: Leave Comm mode or nav map.
-
- SWITCHING CAMERA VIEWS:
-
- F1 - Cockpit view
- F2 - Left, F3 - Right, F4: Rear.
- F5 - Chase plane view
- F6 - Battle view
- F7 - Tactical view
- F8 - Missile view
- F9 - Tailing Views
-
-
- ---- CLAW MARKS - The onboard magazine of TCS Tiger's Claw ----
- Excerpts on flight and copy protection answers!!
-
- From: Taggart's Tactics: Flight techniques:
- BASIC TACTICS: A REVIEW:
- Let's go over the basic, Academy standard tactics you're
- supposed to follow in the field.
-
- INDIVIDUAL OBJECTIVES;
- Here is the simplest thing in the world to remember, if you're
- WILLING to remember.
- Wingleader objective: Accomplish the mission objective
- Wingman Objective: Protect your wingleader. If he is eliminated,
- you must accomplish the mission objective yourself.
- There's not much variation here. Oh, a seasoned wingleader may
- decide to trade roles with his trainee wingman, or he might decide
- to send his wingman to protect a buddy who's being swarmed, while
- he, the wingleader, goes after another swarm. But in all these
- cases, nobody is solo. If the two trade roles, we still have a
- wingleader and a wingman. If the two split up to help friends
- under siege, the two are acting temporarily as wingmen to temporary
- wingleaders. The buddy system is still intact.
- Obviously, the important thing here is to maintain the buddy
- system. We live by that system. Without it, we die.
-
- MISSION OBJECTIVES:
- Mission objectives vary with the different flight mission types.
-
- On Tiger's Claw, 98% of our flight missions fall into these five
- categories:
- DEFEND: You are assigned to guard a stationary position -- a
- capital ship, base, or jump point. Orbit that position at a
- distance of 2500 meters. Do not, repeat do not break to engage
- incoming enemies until they reach a distance of 5000 metres from
- the target you're protecting. That's NOT 5000 metres from you.
- ESCORT: You are assigned to guard larger ships on rendezvous
- assignments. fly parallel to the ship you're escorting at a
- maximum distance of 2500 meters, and keep your eyes open. In the
- face of oncoming hostiles, don't break and engage too soon. The
- best time to break formation is when the hostiles have penetrated
- within 5000 metres of the ship you're protecting.
- INTERCEPT: You are assigned to seek out and engage enemy vessels
- in a particular area -- an anticipated Kilrathi jump point, or a
- halfway point between oncoming enemies and ship you're protecting.
- No particular tactics are called for, except the standard tactics
- for keeping yourself and your wingmate alive.
- PATROL: You are assigned to a flight pattern through unsecured
- territory. You can decide whether to engage the enemy or to head
- on in to base. This is where a lot of novice (and some experienced)
- pilots make lethal errors. Nobody likes to back down. Well,
- tough. Nobody wants to talk to your widow or widower either.
- Consider the situation carefully before engaging the enemy.
- STRIKE: You are assigned to destroy an enemy target, usually a
- capital ship. Obviously, the idea is to get in quick, launch
- missiles, blow the thing up, and get out quicker. Unfortunately,
- the enemy usually decides to defend any target worth destroying.
- This is where the wingleader/wingman relationship becomes
- especially critical: the wingleader MUST et his missiles placed, and
- the wingman MUST keep him alive so he can do it. This means that,
- at the cost of his own personal objectives, the wingman must stick
- to his wingleader like glue, take out oncoming fighters before they
- can take out his wingleader, and only drop his own missiles if he
- has a clear opportunity.
-
- FIRST CONTACT: When you first encounter a flight of enemy
- craft, they will almost always be flying in formation. Once
- initial contact has been made, they will break formation in pairs
- at roughly four second intervals. Generally, you should likewise
- break formation to engage them.
- All of this leads to the question of what to do once you've
- engaged the Kilrathi. The Book has something to say about that, as
- we discuss immediately below.
- MANEUVERING: Twenty years of fighting the Kilrathi have shown
- us some basic maneuvering tactics which improve your chances of
- survival. In other words, until your personal flying instincts
- give you a tactic for every situation, go with these "by-the-book"
- maneuvers and you'll have a better chance of making it home in one
- piece. All the Book can do is tip the odds a bit in your favour,
- but the record shows that this slight improvement in your chances
- is worth the embarrassment you may feel about doing something the
- way you were taught at the academy.
- STANDARD MANEUVERS:
- You learned all these in basic flight training, but let's review
- them here. In addition to standard turns, rolls, climbs and dives
- you became familiar with these:
-
- BURNOUT: Hit the afterburners and increase speed until your
- pursuer is no longer gaining on you or the afterburners finish
- their burn. Then perform as tight a 180° turn as you can handle;
- if your target is within your cone of fire, open up on him.
-
- FISHHOOK: Calculate the new heading you want. Turn to a heading
- which is a 180° angle off that figure, then almost immediately make
- a 180° turn to your course of choice. For instance, if you are on
- a 0° course and want to make a 90° left turn, you first make a 90°
- right turn, then follow up immediately with a 180° turn.
-
- HARD BRAKE: Reduce forward velocity as quickly as you can. If you
- brake sooner, harder and better than your pursuer, he will
- overshoot you and enter your cone of fire. Open up on him.
-
- KICKSTOP: Make a hard 90° turn in any direction and hold your new
- course for a moment. If your pursuer overshoots and doesn't turn
- in your wake, do a 180° spin back and open fire.
-
- ROLL: Close on your target while performing a corkscrew roll.
-
- SHAKE: Also called Zig-Zag. Perform a back and forth 45° evasive
- maneuvers while closing on a target. Varying between shake and
- roll tactics while closing is usually termed a Shake, Rattle, and
- Roll.
-
- SIT-'N'-KICK: An evasive maneuver especially useful against large
- ships. Make a 90° turn ni any direction. Shut off engines and
- spin to face your target; open fire. Then, make another random 90°
- turn and hit your afterburners.
-
- SIT-'N'-SPIN: Kill your engines and perform a 360° spin, firing on
- any targets that enter your cone of fire. Once you've spun to your
- original course, re-engage engines and continue.
-
- TAIL: You all know how to tail a target ship. But don't forget:
- Until you're sure of your most effective tailing range, try to
- maintain a range of 1000 metres, the "by-the-book" range.
-
- TIGHT LOOP: Perform a minimum radius turn in any direction until
- you resume the course you held at the beginning of the maneuver.
- Properly performed, this will put you behind your pursuer, or at
- least shake him off your tail for a moment.
-
- TURN-'N'-SPIN: This is like the Kickstop, except that you also
- kill engine power.
-
- EVASION TACTICS:
- With that review of maneuvers fresh in our mind, let's review
- evasion tactics for combat situations. Yes, aggressive tactics
- will let you rack up the kills... but evasive tactics will keep you
- alive so that you CAN rack up the kills.
- Here's the situation: You have an enemy to your rear, and you're
- in his sights. What now?
- If you have a critical target in your sights and you KNOW that
- your pursuers guns are not going to crack your shell with one hit,
- then it's permissable--barely--for you to take that hit, drop your
- load, and then come around to deal with your attacker. In any
- case, don't do this unless you're within 2500 metres of your
- target.
- If you don't have that critical target in your sights, or you
- don't know that you can take a direct hit, then EVADE.
- Evading involves a pretty complex series of decisions you have to
- learn to make by reflex. If you have better maneuverability than
- your pursuer, try a Tight-Loop, Kickstop, or Fishhook. If you're
- hurt, though, and prefer not to mix it up, you can try to evade
- with a Turn-'n'-Kick or any hard turn... IF your acceleration is
- better than the enemy's. If it isn't, try any number of hard turns
- and rolls and hope for the best.
- If your pursuer has better manueverability AND acceleration than
- you, you have a problem. If you want to make it a slugging match,
- try a Sit-'n'-Spin or Turn-'n'-Spin. If you're already hurt, try
- any sort of evasive maneuver you can--zig zags, hard turns, and
- rolls in a succession of different directions... and pray, because
- you're going to need some divine intervention.
-
- EXCERPT FROM Joan's Fighting Spacecraft
- CONFEDERATION SHIPS:
-
- HORNET:
- Class: Light Fighter Mass: 12.5 tonnes
- Length: 20 metres Cruise Velocity: 300 kps
- Max. Velocity: 420 kps Max. Yaw: 8 dps
- Acceleration: Good Max Roll: 8 dps
- Maximum Pitch: 9 dps
- Ship's Weapons: Laser Cannon (2), Dumb-Fire missiles (2), Heat-
- seeking missile.
- Ship's Armour: fore Shield 3 cm equivalent; Aft shield 3 cm
- equivalent. Front: 3 cm; Right: 3 cm; Left: 3 cm; Rear: 3 cm.
-
- RAPIER
- Class: Medium Fighter
- Length: 24 meters Mass: 13.5 tonnes
- Max. Velocity: 450 kps Cruise Velocity: 250 kps
- Acceleration: Excellent Max Yaw: 10 dps
- Max. Pitch: 10 dps Max Roll: 10 dps
- Ship's Weapons: Laser Cannon(2), Neutron Guns(2), Dumb-Fire
- Missiles(2),Spiculum IR (Image-Recognition) Missile, Pilum
- FF(Friend
- or Foe) Missiles(2).
- Ship's Armour: Fore 7 cm; Aft 7 cm; Front 5 cm; Right 3 cm; Left 3
- cm; Rear 4 cm.
-
- SCIMITAR
- Class: Medium Fighter
- Length: 25 meters Mass: 16 tonnes
- Max. Velocity: 360 kps Cruise Velocity: 150 kps
- Acceleration: Good Max Yaw: 6 dps
- Max. Pitch: 6 dps Max Roll: 7 dps
- Ship's Weapons: Gatling Mass Driver Cannon(2), Dumb-Fire
- Missiles(2), Heat-seeking missiles(3).
- Ship's Armour: Fore 4 cm; Aft 4 cm; Front 6 cm; Right 5 cm; Left 5
- cm; Rear 6 cm.
-
- RAPTOR
- Class: Heavy Fighter
- Length: 36 meters Mass: 20 tonnes
- Max. Velocity: 400 kps Cruise Velocity: 250 kps
- Acceleration: Good Max Yaw: 6 dps
- Max. Pitch: 5 dps Max Roll: 6 dps
- Ship's Weapons: Neutron Guns(2), Gatling Mass Driver Cannon(2),
- Heat Seeking Missiles(2), Spiculum IR Missiles(2), Pilum FF
- Missile,
- Porcupine Space Mine.
- Ship's Armour: Fore 7 cm; Aft 7 cm; Front 8 cm; Right 6 cm; Left 6
- cm; Rear 8 cm.
-
- VENTURE
- Class: Corvette
- Length: 80 meters Mass: 1000 tonnes
- Max. Velocity: 200 kps Cruise Velocity: 150 kps
- Acceleration: Poor Max Yaw: 3 dps
- Max. Pitch: 3 dps Max Roll: 3 dps
- Ship's Weapons: Laser Cannon(2), Pilum FF Missile, Heat Seeking
- Missiles(2).
- Ship's Armour: Fore 10 cm; Aft 10 cm; Front 9 cm; Right 8 cm; Left
- 8 cm; Rear 8 cm.
-
- DRAYMAN
- Class: Transport (configurable as either Freighter or Tanker)
- Length: 96 meters Mass: 2000 tonnes
- Max. Velocity: 150 kps Cruise Velocity: 100 kps
- Acceleration: Bad Max Yaw: 2 dps
- Max. Pitch: 2 dps Max Roll: 2 dps
- Ship's Weapons: Classified
- Ship's Armour: Fore 9 cm; Aft 9 cm; Front 8 cm; Right 6 cm; Left 6
- cm; Rear 8 cm.
-
- EXETER
- Class: Destroyer
- Length: 360 meters Mass: 8000 tonnes
- Max. Velocity: 150 kps Cruise Velocity: 100 kps
- Acceleration: Poor Max Yaw: 2 dps
- Max. Pitch: 2 dps Max Roll: 2 dps
- Ship's Weapons: Classified
- Ship's Armour: Fore 25 cm; Aft 25 cm; Front 22 cm; Right 20 cm;
- Left
- 20 cm; Rear 20 cm.
-
- TIGER'S CLAW
- Class: Bengal - Strike Carrier
- Length: 700 meters Mass: 80 000 tonnes
- Max. Velocity: 130 kps Cruise Velocity: 100 kps
- Acceleration: Poor Max Yaw: 1 dps
- Max. Pitch: 1 dps Max Roll: 1 dps
- Ship's Weapons: Dual Laser Turrets (8)
- Ship's Armour: Fore 21 cm; Aft 21 cm; Front 24 cm; Right 25 cm;
- Left
- 25 cm; Rear 20 cm.
- Fighter Complement: 104.
-
- KILRATHI SHIPS
- SALTHI
- Class: Light Fighter
- Length: 24 meters Mass: 12 tonnes
- Max. Velocity: 480 kps Cruise Velocity: 300 kps
- Acceleration: Excellent Max Yaw: 14 dps
- Max. Pitch: 12 dps Max Roll: 12 dps
- Ship's Weapons: Laser Cannon(2), Dumb-fire missile.
- Ship's Armour: Fore 3.5 cm; Aft 3.5 cm; Front 3 cm; Right 15 cm;
- Left 1.5 cm; Rear 2 cm.
-
- DRALTHI
- Class: Medium Fighter
- Length: 28 meters Mass: 14 tonnes
- Max. Velocity: 400 kps Cruise Velocity: 230 kps
- Acceleration: Good Max Yaw: 10 dps
- Max. Pitch: 14 dps Max Roll: 10 dps
- Ship's Weapons: Laser Cannon(2), Porcupine Mines(3), Heat-Seeking
- missiles(2).
- Ship's Armour: Fore 5 cm; Aft 5 cm; Front 4.5 cm; Right 3 cm; Left
- 3 cm; Rear 3.5 cm.
-
- KRANT
- Class: Medium Fighter
- Length: 32 meters Mass: 16.6 tonnes
- Max. Velocity: 360 kps Cruise Velocity: 200 kps
- Acceleration: Good Max Yaw: 7 dps
- Max. Pitch: 10 dps Max Roll: 7 dps
- Ship;s Weapons: Laser Cannon(2), Friend or Foe Missile, Heat-
- Seeking Missiles(3).
- Ship's Armour: Fore 8 cm; Aft 8 cm; Front 9 cm; Right 8 cm; Left 8
- cm; Rear 10 cm.
-
- GRATHA
- Class: Heavy Fighter
- Length: 36 meters Mass: 18 tonnes
- Max. Velocity: 320 kps Cruise Velocity: 200 kps
- Acceleration: Average Max Yaw: 6 dps
- Max. Pitch: 6 dps Max Roll: 6 dps
- Ship's Weapons: Laser Cannon(2); Mass Driver Cannon(2); Image
- Recognition Missile, Heat-Seeking Missiles(3), Porcupine Mines(2).
- Ship's Armour: Fore 11 cm; Aft 10 cm; Front 15 cm; Right 10 cm;
- Left
- 10 cm; Rear 14 cm.
-
- JALTHI
- Class: Heavy Fighter
- Length: 32 meters Mass: 22 tonnes
- Max. Velocity: 280 kps Cruise Velocity: 200 kps
- Acceleration: Average Max Yaw: 5 dps
- Max. Pitch: 5 dps Max Roll: 5 dps
- Ship's Weapons: Neutron Guns(3), Friend or Foe Missiles(2), Heat-
- Seeking Missile, Laser Cannon(3)
- Ship's Armour: Fore 16 cm; Aft 16 cm; Front 20 cm; Right 17 cm;
- Left
- 17 cm; Rear 10 cm.
-
- DORKIR
- Class: Transport (configurable as either Freighter or Tanker)
- Length: 104 meters Mass: 2000 tonnes
- Max. Velocity: 150 kps Cruise Velocity: 100 kps
- Acceleration: Bad Max Yaw: 2 dps
- Max. Pitch: 2 dps Max Roll:2 dps
- Ship's Weapons: Turreted Laser, Porcupine Mines(3).
- Ship's Armour: Fore 17 cm; Aft 10 cm; Front 9 c;m Right 9 cm; Left
- 9 cm; Rear 6 cm.
-
- RALARI
- Class: Destroyer
- Length: 344 meters Mass: 18000 tonnes
- Max. Velocity: 150 kps Cruise Velocity: 100 kps
- Acceleration: Poor Max Yaw: 2 dps
- Max. Pitch: 2 dps Max Roll: 2 dps
- Ship's Weapons: Turreted Lasers(6), Porcupine Mine
- Ship's Armour: Fore 20 cm; Aft 12 cm; Front 20 cm; Left 18 cm;
- Right
- 18 cm; Rear 9 cm.
-
- FRALTHI
- Class: Cruiser (configurable as cruiser or light carrier)
- Length: 500 meters Mass: 20000 tonnes
- Max. Velocity: 180 kps Cruise Velocity: 120 kps
- Acceleration: Poor Max Yaw: 2 dps
- Max. Pitch: 2 dps Max Roll: 2 dps
- Ship's Weapons: Turreted Lasers(6).
- Ship's Armour: Fore 27 cm; Aft 17 cm; Front 28 cm; Right 26 cm;
- Left
- 26 cm; Rear 14 cm.
- Fighter Complement: 20.
-
- WEAPONS of the Terran and Kilrathi Fleets
-
- Dumb Fire Missile - The dumb-fire missile is a point-and-shoot
- weapon - just aim it at a target and hope the target can't get out
- of the way. With no homing capability, the Dumb-Fire is the most
- effective in the hands of a pilot who can anticipate the target's
- reactions. When possible it should be reserved for use in close
- quarters or against slow moving targets.
-
- Heat Seeking Missile - The engines of a modern space fighter or
- capital ship generate a lot of heat, a fact the heat-seeking
- missile
- uses to great advantage. All a pilot has to do it park himself on
- an enemy's tail, wait for the heat-seeker to lock, and then fire.
- (NOTE: If the target shakes a heat-seeker the missile locks onto
- the
- nearest heat-source, perhaps even the ship that originally fired
- it!)
-
- Image Recognition Missile - To fire an image recognition missile,
- the pilot must keep the target in view for several seconds, after
- which the missile memorizes the ship type in the pilot's sights.
- Once the image recognition missile locks it doesn't let go--it
- tracks the targeted ship like a very lethal bloodhound.
-
- Friend or Foe Missile - The friend or foe missile locks onto the
- nearest enemy ship. Capable of identifying the distinctive signal
- broadcast by all terran ships, the friend or foe makes as beeline
- for the nearest ship that isn't broadcasting. (NOTE: This
- weapon will target friendly ships whose communications systems are
- damaged. Even the firing ship is not safe!)
-
- Laser Cannon - Lasers don't do a lot of damage. Still, nearly all
- pilots have at least on story in which the long range of the laser
- allowed them to get first strike on a foe. Despite their low damage
- potential, lasers are reliable, versatile and effective--they have
- probably accounted for more enemy kills than any other weapon.
-
- Neutron Guns - Neutron guns do heavy damage, but only at close
- range. No other projectile weapon provides an equivalent level of
- destructive capability. The down side is that neutron guns heat up
- rapidly and eat up power at an alarming rate. Also the neutron
- gun's lack of rance has led many fool-hardy or underskilled pilots
- into close-quarter combat for which they were ill-prepared. Some of
- these pilots never made it home.
-
- Mass Driver Cannon - The basic fighter weapon - medium range,
- medium damage, nothing special. The mass driver cannon is reliable
- and accurate. heat build-up and power drain are minimal. Though
- lasers and neuron guns are more effective in certain situations,
- no pilot ever went wrong activating a mass driver.
-
- Porcupine Mines - These deadly devices have limited homing
- capability and built in proximity-sensors. Detonation doesn't
- require contact. If there's a Kilrathi on your tail, just open
- your rear doors and drop a porcupine in his path. He'll be off
- your tail in no time, or he'll be dead... if you ever see one of
- these irregular spheres tumbling your way, punch the throttle and
- steer clear.
-
- Flak Guns - Fighters provide the bulk of a capital ship's defense,
- but the largest ships in the Terran and Kilrathi fleets lay down
- heavy flak barrages which can bring down any ship in space.
-
- Turreted Lasers - Terran and Kilrathi destroyers, cruisers,
- dreadnoughts, carriers and bases are equipped with heavy, turreted
- lasers linked to advanced targeting systems. Only the most
- maneuvarable ships have any chance of surviving concentrated fire
- from these weapons.
-
-
-
- PILOT PROFILES:
-
- CONFEDERATION PILOTS:
-
- 1st Lt. Tanaka Mariko goes by the tag of Spirit--a rough
- translation of Kami, as she's called by the Japanese pilot
- instructors responsible for her initial training. In the cockpit,
- Spirit is known for her deceptive, defensive piloting, her ability
- to sense and avoid incoming fire, and her habit of creeping in as
- close as possible to a target before cutting loose with ship's
- weaponry.
-
- Captain Ian St. John, or Hunter to the spacecrews, is one of the
- best pilots on the service, and has racked up an impressive number
- of kills in the years he has been stationed on the Tiger's Claw.
- He's known as a seat-of-the-pants flier, and Kilrathi opponents
- tend to be baffled by in unpredictable, spontaneous style.
- Major Chen Kien is known as Bossman to the spacecrews, but that
- wasn't always the case. "When I was young--er, younger--they
- called me Ripper; my old friends still do. I was a lot like
- Hunter, pushing everything to the limit. But I might have been a
- little too good, or at least lucky at it. Replacement crews coming
- in, bright young rookies took my lead... and got themselves shot to
- hell. When I started burying young pilots who had been killed for
- behaving like me, I started to give them an example that would not
- get them blown out of space. It is sort of a vicious cycle: You
- try to act as an example, and young pilots start coming to you for
- advice. That's when they started calling me Bossman. I do not
- regret all these changes... but there are times I miss the old
- days."
-
- Major Michael Casey, or Iceman to the crews, has racked up more
- confirmed kills while serving on the Tiger's Claw than any other
- pilot in the carrier's history. In the cockpit, he is known for
- calm under fire, letter-perfect flying technique, and deadly aim
- with a ship's weapons, a combination which guarantees disaster for
- Kilrathi opponents.
-
- Captain Jeannette Deveraux, who goes by the cockpit moniker of
- Angel, is known for her flying which is absolutely by the book, or
- else.
-
- Fresh from the academy is 2nd Lt. Todd Marshall, known as Maniac by
- his graduating class. Marshall, 23, tries hard to live up to his
- moniker. "Plodding along with your joystick in one hand and a copy
- of the naval regs in the other is not going to impress the
- Kilrathi" he says. "They know our regs. They know the book, they
- know how we do things. If we're going to put them on the ropes, we
- have to adapt our rules, tactics and flying styles. We have to
- outfly them, outfight them... we've got to want it more, and I want
- it."
-
- Major James Taggart, Paladin, is known for his wingman skills. He
- has a reputation for protectiveness when flying wing. On an
- average of three times a year, pranksters get into his spacecraft,
- scrape the name Paladin from his cockpit, and replace it with
- "Mother Hen".
-
- Captain Joseph Khumalo, known to the crews as Knight, admits that
- his piloting accomplishments don't dot the record books. "I'm not
- a cockpit genius like Hunter or a Marksman like Angel. I'm an
- ordinary man. I'm a pilot, it's my job."
- Yet wingleaders tend to breathe a sigh of relief when they draw
- Khumalo as wingman. Knight has a reputation for reliability in
- combat.
-
- KILRATHI ACES:
-
- Best known among the Kilrathi aces is Bhurak, called Bhurak
- Starkiller. He is regarded as the best living pilot among the
- Kilrathi in this sector. He flies a Salthi-class light fighter.
- Strengths: Bhurak's an excellent pilot and shot. he has optimal
- reflexes and there are no serious weaknesses to be detected in his
- flying style.
-
- Weaknesses: Psych profiles indicate that Bhurak is addicted to
- speed, thrills and sport. Though a courageous pilot, he is not
- without a survival instinct: A sufficient number of opponents or
- a sudden turn in fortune could panic him into a retreat.
-
- Tactics: Bhurak prefers the dogfight. He prefers a maneuvarble
- foe and standard dogfight tactics. He almost always uses his
- ship's laser cannon, reserving his standard dumb-fire missile for
- stationary targets.
-
- Recommendation: If possible, put several pilots on him at once;
- deny him a fair fight or anything he would consider fun. he might
- become disgruntled and choose another target, or rout. If you're
- forced into single combat with him, don't try to outfly him: You
- might do best by going stationary, spinning to keep him in your
- sights, and trading licks. He doesn't appear to consider that fun
- and may choose a new objective.
-
-
-
- Khajja the Fang is not-so-affectionately called "the Machine" by
- Terran intelligence. He is the most efficient, mission-oriented
- pilot the Kilrathi have. He pilots a Krant-class Medium fighter.
-
- Strengths: Khajja's greatest asset is his clear thinking. He
- never panics or falters and appears to have utter confidence in his
- wingmen. He is not vulnerable to taunts, goads, or insults.
-
- Weaknesses: Khajja's faith in his wingmen may be misplaced.
- Analysis indicates that some Kilrathi pilots may be afraid of him.
- He will singlemindedly ignore incoming ships to concentrate on a
- strike objective, meaning that he might ignore you.
-
- Tactics: Khajja prefers straight-in, straight-out strafing
- approaches. He uses his laser cannon for most encounters, saves
- his heat-seekers for mission objectives or particularly troublesome
- enemies, and saves his friend or foe missile for emergencies.
-
- Recommendation: If he's approaching a mission objective, you might
- get a free shot by eluding his wingmen. If he's moving in on you,
- utilize classic dogfight tactics: Try to outfly and outshoot him,
- or lead him towards unengaged friendlies. He doesn't like bad
- odds.
-
-
- Dakhath, whose name translates literally as Deathstroke, is one of
- the most dangerous pilots alive. According to our (incomplete)
- records, he has 55+ confirmed kills on file. He pilots a Dralthi
- class medium fighter.
-
- Strengths: Dakhath appears to be utterly without fear. He never
- retreats from an engagement until every enemy within 1000 clicks is
- destroyed and will not abandon a wounded enemy until that enemy is
- destroyed. This courage and lack of self-preservation instincts
- make him particularly dangerous. So does his apparent affection
- for inflicting pain.
-
- Weaknesses: Dhakhath lives only to kill and will not retreat or
- change targets until his first target is dead. If at all possible,
- use his single-mindedness against him... if only by leading him
- away from a strategically important target so that he can
- concentrate on you.
-
- Tactics: Dakhath launches his missiles at maximum range (he
- appears to like explosions), then closes for the kill on the
- target. He will cling to that target until he destroys it, then
- choose another, as methodical as clock circuits.
-
- Recommendation: It might be possible to lead him into the path of
- friendly fire, and it is equally possible that he won't notice new
- pursuit on him until it's too late. IMPORTANT NOTE: If you ship
- takes a lot of damage and looks shaky, do not eject if you're in
- the vicinity of Dakhath. One of his hobbies is target practice
- against ejecting pilots.
-
-
- Bakhtosh Redclaw is a rash on the comm units; he is best known for
- extremely sarcastic gloating during combat engagements. It appears
- that he belongs to an aristocratic Kilrathi family and has been
- trained in the politics of superiority from birth. He flies a
- Jalthi-class heavy fighter.
-
- Strengths: Bakhtosh is the best Kilrathi shot in Vega sector, bar
- none. His accuracy with ship's guns is becoming legendary even
- among Terran pilots, which is another strength. Some Terrans feel
- intimidated when confronting the legendary Bakhtosh, and
- consequently their flying suffers. Additionally, he is a master of
- the crowning insult, the patronizing remark,, and the racial slur.
- he often goads Terran fliers into bad tactical errors.
-
- Weaknesses: Bakhtosh's piloting is nothing special. Like on
- legendary figure of Terran combat aviation, the Red Baron, he is an
- excellent marksman but a mediocre flier. Additionally, his insults
- and better-than-thou attitude are not a pose; he believes himself
- to be superior to all Kilrathi as well as humans.
-
- Tactics: Bakhtosh prefers to fire at a distance. He will get at
- the maximum effective range for his weapons and chew his target to
- pieces. The extra distance allows him a little time to cope with
- the maneuvers of superior fliers. If forced to close with a foe,
- he will launch one of his missiles.
-
- Recommendation: Close, firing continuously, then try to outfly him
- in standard fashion. Do NOT be daunted by his substantial
- reputation.
-
-
- ---COPY PROTECTION---
-
- The copy protection is simple look-a-word-up-in-the-manual....
- It appears to regulate the questions by the date of your computer,
- so if you would like to only have the same three or four questions
- at one time, just keep the date set to one thing. Here are all of
- the questions I have come across in about a month of playing:
-
-
- How old is Maniac? 23
- What is the ESK rating of the Dart Dumb-Fire missile? 11000
- What is the safest speed in an asteroid field? 250
- What is the weight of the Ralari? 18000
- What is the maximum range of the Mass Driver Cannon? 3000
- What is the velocity of the Dart Dumb-Fire missile? 900
- What is the ESK rating of the Pilum FF Missile? 9500
- When was the Tiger's Claw Launched? 2644
- What is the Maximum range of the Laser Cannon? 4800
- How many cm of front armour are on the Fralthi? 28
-
-
- ---COPY PROTECTION REMOVAL---
-
- If you have PCTOOLS or Norton Utilities, you can remove the copy
- protection from Wing Commander altogether.
- Select the file WC.EXE, and search for the Hex 75 14 B8 .
- When you find this, change it to read EB 14 B8. Now you can just
- enter any number when asked for the copy protection question.
- Note that the four .ZIP files with which this documentation was
- originally distributed contained an already cracked version of WC.EXE on
- disk 1, so see if it is cracked before you try this, or you may not be
- able to find the original search string!
-
- -EOF- REVISED 007 25/03/91
-