1 GEnie Page 871 Air Warrior Instructions 1. Read Manual 2. Version Notes Enter #,

revious, or elp?1 Air Warrior Version 1.4 November 1988 Copyright 1987 Kesmai Corporation 1. Preface Air Warrior is a multiplayer aerial combat simulation. Using sophisticated software on both the user's microproces- Press , or CROLL?S sor and the GEnie system, Air Warrior provides the level of graphical detail and responsiveness expected from a video game, yet at the same time the scope and large number of participants of an online game. Players of Air Warrior belong to one of three national- ities. These three small countries are continually at war, primarily waged in the air (though it is rumored they are building armies as well). Each country has several primary airfields and a number of secondary fields, including air- craft carriers in nearby bodies of water. Because these countries are so poor, the best they can afford is surplus World War II planes, which their highly skilled mechanics keep in excellent working order despite difficult condi- tions. They take whatever they can get, be it used Ameri- can, British, German, or even Soviet planes, stealing them from each other whenever possible. Thus a wide variety of planes are available to pilots of each country. Sometimes even World War I vintage planes show up. In addition to aircraft, Air Warrior also models ground support vehicles and ships. Players can drive around in a jeep with a .50 caliber machine gun mounted on the back to fend off low flying attackers. A half-track with a large anti-aircraft gun is in the planning stages. Players will also be able to control small ships such as PT boats. Air Warrior is currently supported for several popular microcomputers. Each version of Air Warrior is customized specifically for the hardware it is running on, to take full advantage of each machine's capabilities. For this reason, there are some minor differences in the user interface between the versions. Likewise, differences in the graphics hardware of the various machines mean that some versions of Air Warrior render the 3-D graphical images faster than oth- ers. Despite these differences in hardware capabilities, the aerodynamic and combat performance of the different ver- sions is identical. 2. Obtaining the Air Warrior Software To play Air Warrior, you will need to download several files that are specific to your particular brand of com- puter. The supported machines are limited currently to the Apple Macintosh (512KE and up, including the Macintosh II), the Commodore Amiga (with at least 512K of memory), and the Atari ST (Color Systems only). Your first step will be to obtain some sort of Xmodem file transfer program, so that you can download the Air War- rior software from GEnie. Most commercial communications packages have Xmodem capability, and many excellent free and shareware programs are also available. Macintosh users will need to have a program that supports the MacBinary transfer protocol, which is a superset of Xmodem used to transfer icon information as well as the data in the file. In addi- tion the StuffIt program, available as shareware, will enable you to download the compressed version, which will save somewhat on download charges. Amiga and Atari ST users will need the Arc program, which does compression and bun- dling of binary data. Once you are online on GEnie with your file transfer program, type AIR (or M 870) to go to the Air Warrior page. Select option 4, Download Software, to see the download menu. The first entry on this page will contain detailed up to date information on downloading the various versions of software available. You should read this information online before proceeding further. You should make sure you under- stand the licensing agreement under which you are download- ing the game software, which is also available online. The Air Warrior package consists of two or more files: the program, terrain data base, and possibly some additional aircraft customization files. You will have several down- loads to do, a long one to obtain the program (roughly half an hour at 1200 baud) and a relatively short one to obtain the terrain file. If the version for your computer has additional data files, they may need to be downloaded separately. Also, if your computer supports directories or folders, you should place both the Air Warrior program, the terrain file, and any data files into the same one. In the current versions, the terrain data base must be called terrain.dat, so if your file transfer method does not set the name properly, you will need to rename it. The reason you need to download a separate file for the terrain is that we are thus able to alter the map of the world periodically, and all that is required is a relatively short download to obtain the latest version of the data file. You should keep an eye on the banner going into the game for information on when you will need to do a download, although the program itself will inform you if you enter the game on GEnie without the latest file. If you encounter difficulties downloading the software, or getting the program to work after downloading it, you can get help by sending GE mail to KESMAI, using the Feedback option there on the main Air Warrior menu page. Also, if you encounter what you think is a bug in the program or one of the data files, do NOT just re-download it without check- ing with us first. If StuffIt or Arc do not give an error unpacking the file, the download was OK and the problem lies elsewhere. Before wasting money on another download, ask a question and we may be able to solve the problem. For further details on the downloading process see the Appendix for your machine. 3. Software Updates Every once in a while, we may find it necessary to make a change in the software, either to fix a bug or to add a new feature. Generally we will be able make sure that existing versions of the software will continue to work, but this is not always possible or desirable. If you are told your software is out of date when you try to enter the game on GEnie, this means a major change has been made that requires another download. When this happens there will always be an explanation of what has happened in the Version Notes, which can be found under the Instructions menu on page 870. In addition, changes will often be made to the GEnie end of the program to enhance performance or add new features. The date that the program displays on the banner when you enter page 870 can tell you whether the GEnie software has been changed recently. Again, details of any changes will be placed in the Version Notes. You should make it a practice to watch for changes in the host version date, and to read the version notes whenever it changes. Quite often important changes to the game will be explained there, and you will be at a significant disadvantage if you do not read about them. It is the nature of online games to evolve over time, continually improving in response to new ideas. 4. Operation in Single-Player Mode (Local) The microprocessor program starts up in practice mode. In this mode the Control, Planes and Options menus are enabled. You can practice flying a plane by selecting the one you want from the Planes menu. Everything works in practice mode except the guns, but there is nothing to shoot at anyway. You'll always start out at Airfield 1 of Country A (generally denoted as A:1), but the other airfields are all present if you want to fly to them (some versions may let you change your starting point with a menu option.). The practice mode is primarily designed for you to learn to fly the plane well, and hopefully to land it safely. Once you have the hang of flying, its time to get on GEnie and test your mettle against other pilots. Practice is the most important thing you can do to learn to fly and fight well. Use the Practice Mode of the program to master landing, as getting a landing or ditch is vastly superior to bailing out at the end of the mission. Aerobatic skills can also come in handy in eluding a plane on your tail, or making a fancy maneuver to get on someone else's. 5. The Display The graphical display on the computer screen contains all the information you need to fly your plane. The largest part of the display is taken up by the graphical picture, which shows what you can see from your plane. You will see runways, roads, buildings, mountains, other planes, and sometimes guns or vehicles on the ground. Part of the pic- ture will be obscured by your own plane, which may be represented by a silhouette, or may be drawn in detail depending on the plane and the version you have. If you do see another plane or ground target which is within 5000 yards (less for some small targets), the program will textu- ally display the id number or plane type of the target, the range to the target in yards, and a small unique icon used to identify the target. This small icon will also appear below the picture, directly below the corresponding target. The different icons can be used to distinguish small images of other planes on the screen, compensating for the small size of the computer screen. The country of the indicated aircraft is represented by the shape of the icon on the Macintosh and by the color of the icon on the Amiga and the Atari ST. Below the picture on the screen is a representation of the aircraft's instrument panel. The major instruments are the altimeter, rate-of-climb gauge, accelerometer, compass, fuel, oil, and ammo indicators, and the airspeed indicator. The altimeter has three needles, representing tens, hun- dreds, and thousands of feet, and a small knob that travels around the inside rim of the gauge to show tens of thousands. The following description applies to the stan- dard Macintosh instrument panel arrangement. Amiga and Atari ST control panels differ slightly, and it is possible to customize the arrangement for each plane, in some cases radically altering the appearance. The digital compass reads in degrees, with zero as north and ninety due east. Fuel, oil, and ammo indicate in percentages. The accelerometer measures how much force the airframe is being subjected to by the current maneuver. In straight and level flight the accelerometer will read 1 "g", meaning the wings are exactly supporting the weight of the plane. If the plane executes a level or climbing turn, the wings will have to provide more lift, and the accelerometer is used to monitor how much more is being produced. The velocity gauge displays airspeed, usually in knots, or nautical miles per hour.1 By default, the gauge indi- cates true airspeed (TAS). By selecting the appropriate option from the Options menu, Indicated Airspeed (IAS) can be displayed instead. Indicated airspeed is what the pilot of a real aircraft generally sees; it is measured by sam- pling the air pressure outside the plane with a Pitot tube. IAS will go down as the the plane climbs to higher altitude, because of decreasing air density. A plane that does 300 knots at sea level (where IAS and TAS are the same) may only do 250 knots IAS at 20,000 feet, whereas it's TAS may have in fact increased substantially with altitude. IAS is an accurate indication of how close the plane is to stalling, and how close it is to exceeding one of its maximum safe speeds, because IAS is a direct measure of the force being exerted on the plane by the air. Other indicators on the control panel are aircraft con- trol indicators. The large box in the center of the panel is the "stick box", or stick position indicator. Below it is the rudder position indicator (The rudder on an Amiga or Atari ST is located inside the stick box at its top.) The throttle indicator shows the current throttle setting. Small icons indicate whether the landing gear are up, down, or in motion, and the position of the flaps. A stall indi- cator shows whether the airflow over the wings is stalled or not. If this light comes on during flight, a audible stall horn will sound also. 5.1. Mouse Controls The basic controls of the plane are on the mouse. Pushing the mouse forward or backward lowers and raises the nose, respectively. Moving the mouse from side to side will bank the plane, which will turn it in that direction. The Amiga version will also support an analog joystick, and the Macintosh version has an option to configure the program for use with a joystick that can emulate a mouse. There are two basic modes of mouse control, expert mode and autopilot mode. Expert mode is designed to give realis- tic responses to mouse or joystick motions, whereas autopi- lot mode is designed to provide a simple and stable control system at the cost of some realism. In autopilot mode, the mouse controls the actual position of the plane rather than the positions of its control surfaces. Moving the mouse to the right banks the plane to the right, the farther to the right it goes the steeper the bank. To make a right turn, move the mouse to the right to bank the plane. When it reaches the desired course, move the mouse back to center to straighten the plane out. Unlike the expert mode, the mouse motions here bear little resemblance to the actual motions of the stick in a plane, but they are easy to understand and easy to fly with. The variety of maneuvers the plane can perform in this mode is basically limited to level flight, climbs, dives, and turns. Autopilot mode can only be engaged when the plane is in basically stable flight. Loops, rolls and more complex maneuvers require the use of expert mode. We do not recommend using the autopilot mode in combat, because of the serious limitations it imposes on aircraft tactics and maneuver. In expert mode, a mouse motion to the right causes the plane to bank to the right, the more the mouse is moved the faster the plane rolls to the right. If you move the mouse to the right and keep it there, the plane will execute a full roll, and keep rolling till you move the mouse back to center. Likewise pulling the mouse back and keeping it there will put the plane through a full vertical loop. To execute a controlled turn to the right, you would move the mouse to the right, causing the plane to roll to the right. Once it reaches an acceptable angle of bank, such as 45{ or so, move the mouse back to center to stop the roll. A plane can make a slow shallow turn merely by being banked in this manner, but if it attempts to make a steep bank, it will sideslip, that is slip in towards the center of the turn and lose altitude. In order to make a fast turn, a large force is needed to bend the flight path of the plane into a curve. This force is provided by increasing the angle at which the airflow is striking the wings (known as the angle of attack), causing them to generate additional lift. Thus, to make a fast turn in Air Warrior without losing altitude, you pull back on the stick (mouse) just the amount needed to balance the force of gravity pulling the plane down with the lift of the wings pulling the plane up along the angle at which the plane is banked. A glance at the accelerometer and rate-of-climb gauges can help you to judge the force required. Air Warrior always performs what is known as a coordinated turn, meaning that the program automatically provides the rudder force necessary to compensate for the stick deflection you make, so that the plane remains prop- erly aligned with the flight path. The rudder control in Air Warrior is used only for deflecting the plane away from this condition. On the Atari ST and Amiga (with appropriate option selected) the left mouse button activates a feature called roll lock, where the stick is constrained to move only for- ward and backward along its centerline, making it easy to push the stick forward or pull it back without introducing an inadvertent roll. This feature can be quite handy when executing a hard turn or a loop. Roll lock is activated from the keyboard on the Macintosh. On the Macintosh and Amiga (if the roll lock option is not activated), with the mouse button held down, moving the mouse forward or backward will adjust the throttle up and down (note the throttle gauge on the screen that tracks the motion of the mouse.) The throttle on the Atari ST is con- trolled by the keyboard. You'll want to use full throttle for take off and steep climbs, with maybe 70% throttle for level cruising, and will usually shut the engine down to 40% or so for a descent for landing. Double-clicking the mouse button will center the stick, extremely useful for trimming the plane to fly straight in expert mode, or leveling the plane out in autopilot mode. On the Amiga and Atari ST, the right mouse button can be used to fire the guns. 5.2. Keyboard Commands There are a number of keyboard commands. They fall into three categories, those that are pressed once to ini- tiate an action (immediate commands), those that are line- oriented commands (command-line commands), and those that you hold down to perform an action (hold-down commands). The following keys of the first type are the ones used by the Macintosh version. The Amiga and Atari ST versions uses some different keys on the keypad to achieve a more logical arrangement (since these machines have a standard keypad), although the Amiga version supports many of the Macintosh keys as well. In addition the Macintosh and Atari ST versions allow re-mapping of the immediate style keys. 5.2.1. Immediate Commands Starting the Engines The * key is used to start the engine(s). Hit the * once for each engine the plane has. With all the engines running, hitting * again will shut them off. On the Atari ST, F10 (function key 10) performs this operation. Braking On the Macintosh and Amiga, holding down the space bar will push down on the brake pedal, in order to stop a plane on the ground. On the Atari ST, the same function is accomplished by holding down the Alt key. On planes so equipped, the air brakes or dive brakes are also activated with this key. The Rudder The a, s, and d keys are used to control the plane's rudder. The rudder control is not needed for ordinary turns, because the program always assumes competence on the part of the pilot and adjusts the rudder automatically for properly coordinated flight. The rudder control is used in expert mode to push the plane away from the normal steady flight condition. Hitting the a key will move the rudder one position to the left, causing the plane to turn to the left. Hitting the d key will move the rudder to the right one posi- tion. Hitting the s key will immediately center the rudder. The rudder will move up to five positions to either side. On the Amiga, the rudder can also be con- trolled by the 0, 3, and - keys on the keypad, preform- ing equivalent functions to the a, s, and d keys men- tioned above. Emergency Power Pressing e on the Macintosh, 7 on the Amiga, or control c (c with the control key held down) on the Atari ST, will turn emergency power on and off. Generally This is limited to a total of 10 minutes in Air Warrior. You can turn Emergency Power off by hitting the key again or throttling back from 100%. The F4U-1D Corsair and Me 109 G-6 use water or water/methanol injection, the Fw 190 A-8 has nitrous oxide injection. For the other planes Emergency Power is just pushing the engine to its limits. Landing Gear Pressing ; (or F9 on the Atari) will raise or lower the landing gear. Make sure your gear are down before you try to land. Landing with the gear up can be dangerous. Note that leaving the landing gear down will generate excess drag, which may be good or bad depending on whether you want to slow down or speed up. On the F4U-1D Corsair, the landing gear key may be used for dive brakes by lowering them before a dive (the doors open and trail in the airflow, generating drag, but the gear themselves will not come down if the airspeed is too high.) Be sure to close the doors as soon as the dive is completed, or the gear themselves may come down and lock into place, where they can be damaged by the high speed. Flaps Pressing > will lower the flaps one notch. Lowering the flaps is used to increase the lift and the drag of the airplane, especially for landing or maneuvering in combat. Pressing the < will raise the flaps a notch. The w and e keys on the Atari ST and Keypad 7 and 1 on the Amiga perform the same functions. The flaps will often not operate above a certain plane specific airspeed. Guns Pressing the f key will fire the machine guns in a 1 second burst. If you are within 500 yards or so of the target you may see debris coming off as you hit. On the Amiga and Atari ST the right mouse button will also fire the guns. Dropping Bombs Hitting a b will drop a bomb or cluster of bombs. You should not do this while you are sitting on the ground! Multiple keypresses will release successive bombs for planes that can carry more than one. The bomb release must be armed prior to this command. Expert Mode Pressing x will toggle expert mode on and off. You can go into expert mode freely, as the situation war- rants, but can only go back to autopilot mode if the plane is close to level Picture Range The distance at which terrain items are displayed can be controlled to allow the user to get rid of distant objects during combat thereby reducing screen clutter and increasing frame rate. The keys 1 through 5 specifty the range with 1 being full picture display and 4 being combat display. Display mode 5 is an extreme mode which eliminates almost all terrain, requiring the pilot to keep a sharo lookout for dangerous objects! Text Buffer Pressing - on the Macintosh or F4 on the Atari ST will replace the graphics display on the screen with a text buffer, where radio messages and other text that has scrolled off the small in-flight text window can be reexamined. On the Macintosh, hit the - key again to return to the graphics display, on the Atari ST hit any of the other view function keys. On the Amiga, holding the p key will replace the control panel with an expanded text buffer. Releasing the key will put the control panel back. 5.2.2. Looking Around The keyboard commands that control the direction of view are hold-down style commands on the Macintosh and Amiga and immediate-style commands on the Atari ST. This largely due to a lack of vision on the part of the Atari OS designers. The Macintosh allows the user to select immediate-style view keys as an option (the Sticky Keys option). On the Macintosh and Amiga, holding down the h key will cause you to look out over the left wing of the plane. As long as the key is held down, you'll look to the left. The l key does the same thing, to the right. The m key is used to look directly behind you. The k key looks straight up, and the j key looks straight down.The g key is used as a forward key, although you do not need to hold that key down, as forward is the normal default view. Holding down the h and m or l,and m keys in combination will give you an over the shoulder and leaning to the side view, which can be use- ful in a plane with a high fuselage behind the pilot. There are a number of combination views, accessed by holding more than one key down at once. On the Amiga, a series of keys on the keypad will perform the same actions. On the Atari ST, pressing the desired view direction key will change the display until another view key is pressed. To use the com- bination views the keys are pressed in sequence instead of simultaneously. All the default view key definitions are summarized in the table below. Table of View Directions View Direction Macintosh Amiga Atari ST Left h 4 7 Right l 6 9 Rear m 2 5 Up k 8 * Down j 5 + Left Rear h and m 2 and 4 4 Right Rear l and m 2 and 6 6 Up and Rear k and m 2 and 8 * and 5 Down and Rear j and m 2 and 5 + and 5 Up and Forward g and k 7 and 8 * and ) Down and Forward g and j 7 and 5 + and ) Up and Left h and k 4 and 8 * and 7 Up and Right l and k 6 and 8 * and 9 Down and Left h and j 4 and 5 + and 7 Down and Right l and j 6 and 5 + and 9 Forward and Left h and g 4 and 8 ( Forward and Right l and g 6 and 8 / Amiga and Atari ST views are located on the Keypad. All the Macintosh view keys also work on the Amiga. 5.3. The Radar Screen Air Warrior has what may loosely be called a "radar" mode built into each plane. This is not radar in the usual sense, and is not intended to represent a realistic radar display. It is instead intended to provide the pilot with a quick overview of the area around his plane, so that he may most economically locate targets to attack or friends to aid. It compensates to some extent for the small size of the computer screen and the lack of depth perception and detail, which make it difficult to know whether the little dot on the horizon is worth chasing or not. During World War II, very few fighters were equipped with radar, but fighters were often guided to targets by a steady stream of radioed instructions. This is what the Air Warrior radar mode simulates. Radar may not be available at all times or in all areas, and usually if radar is available it will be centered on some building located in friendly territory. 5.3.1. The Macintosh Radar Screen Holding down the = key is used to request radar mode, to tell you whether any enemy planes are nearby. The map display, like the above illustration, shows several things. Your plane is represented by a small + in the center of the picture. North is always to the top of the screen. Gray lines represent map grids (see the discussion of the Map). Short horizontal or vertical lines show the positions of the various runways. Small x's represent nearby fighter planes, and small boxes bombers, within about 8 miles. Any plane you can see out the window, either with or without a range and tracking icon, will be displayed on the map, with a tracking icon enabling you to identify it. In addition to these true position indicators, each map sector within a radius of two sectors will have a set of small icons along its sides telling you how many friendly and enemy planes are within the sector. Up the left side, small black boxes represent enemy planes. Up the right side of the sector, small diamonds represent friendly planes. Note that these counters are only updated every 45 seconds or so, whereas the true position indicators are updated continuously. 5.3.2. The Amiga Radar Screen Holding down the Enter key on the keypad on the Amiga is used to request radar mode. The Amiga radar mode is similar to the Macintosh. The same information is presented but the format is slightly different. Your plane is indi- cated by a white dash which is always centered on the display. Nearby aircraft are indicated by either dashes (fighters) or t-shapes (bombers). The dashes and t-shapes are appropriately colored for the allegiance of the aircraft they represent. Grid lines, airfields, and tracking icons are essentially equivalent in nature to those available on the Macintosh. The information on the Macintosh which is indicated by the black boxes and diamonds on the Macintosh is represented on the Amiga with colored boxes occupying the upper portion of the grid box. Enemy aircraft are represented with light green boxes, friendly aircraft with dark green. 5.3.3. The Atari Radar Screen Pressing the F2 key on the Atari ST is used to request the radar display. .The display format is similar to the Macintosh. Small plane shapes depict fighters and larger ones represent bombers. The relative position of your plane is indicated with an X. Small black boxes at the top of each sector represent the number of enemy planes (all types) in that sector; and diamond shapes are friends. Press the F1 key to return to normal viewing. 6. Line Oriented Commands The line oriented keyboard commands are used primarily for things that require communicating to GEnie, such as talking to another plane. To enter one of these commands, hit the esc key (or the ` key on a Macintosh that does not have an esc key.) A > prompt will appear on your screen, and anything you type will be echoed back next to the prompt. All of the line oriented commands should be entered just by their first character. These commands are ter- minated with a return, and can be canceled by entering a control X (-X on the Macintosh). Ending The e (end) command is used to leave the plane and return to the conference area. You must be stationary on the ground to end, which implies a successful land- ing on or off the airfield. Bailing Out The p (parachute) command can also be used to leave the plane and return to the conference area. The p command can be entered anywhere, and will rapidly eject you from the plane (on most planes the pilot leaps to the right to use the propeller slipstream to aid in clear- ing the tail, on the P-38 Lightning the pilot goes out the door on the left hand side.) You will find yourself falling rapidly. A second p command will pull the rip- cord, allowing you to float gently down. The mouse may be used to steer. You may find it useful to free fall to within 1000 feet or so of the ground before pulling the ripcord. Tuning the Radio The t (tune) command is used to tune your in-flight radio. Just enter t, then a channel number from 1 to 999. Channel 1 is a public channel, the others are private to each country. Using the Radio To talk on the radio, hit a slash /. You'll see a : prompt, which means you can type your message. It'll be sent out over the radio channel you have tuned when you hit return. Using the Intercom To talk on the intercom privately to other players on your airplane, hit a single quote '. You'll see a ' prompt, which means you can type your message. It'll be sent out over the intercom when you hit return, and will be heard only by the players on the same plane. For fighter planes, the ' command is used to communi- cate to nearby friendly fighters. Where Am I? The w command will tell you roughly where you are. It will give the map grid sector where you currently are, the grid sector where you started, and the owner of the territory you are currently over. Who else is flying? The r command will display the number of players currently in flight on a country by country basis. Arm Bomb Release The a command is used to prepare a plane for dropping bombs. For a fighter plane, this command arms the bomb release, or disarms it again. In a bomber, it opens and closes the bomb bay doors. Keep in mind that leav- ing the doors open increases the wind drag! Bombsight Magnification The bombsight is telescopic. Pressing the ] key will increase the magnification by 1 (maximum 8x), and the [ key will decrease it. Switch to Bombsight The z command is used by the pilot of a bomber to enter or leave bombsight mode (hit the F3 key on the Atari ST). In this mode, the pilot sees a view somewhat below the plane. The crosshairs in the display indi- cate where a bomb released from the plane will hit the ground. If the plane's attitude or bank is too extreme, the crosshairs will vanish and the sight will display the view straight out the bottom of the plane. 7. In Memory View Cache The Macintosh, Amiga, and Atari ST versions of Air War- rior support the use of customized art files for each plane. Using these files, the image of your own plane will be ren- dered in detail rather than as a gray or black polygon. These art views can take quite a bit of time to load from disk and image, slowing down the process of looking around for enemy planes. For this reason, all three versions support the ability to keep a number of pictures in memory. If you select a cache size of 5, for instance, then the last 5 views you have used will be retained in memory, so that if you use them again they will be redrawn rapidly. If you only have the minimum memory required to run Air Warrior (generally 512K) then you will only be able to use 1 or 2 cache entries. In a megabyte there will be plenty of room for more views. On the Amiga, the higher the screen resolu- tion, the more memory the cache will take per view, so the fewer cache entries you will be able to afford. 8. Operation in Multi-Player Mode (Online) To put the program in Terminal Mode, select Choose Ter- minal Mode under the Control menu. The Setup menu now becomes enabled, so you can set your baud rate and other communications parameters correctly. If you need to select your communications port, you should do this first before choosing Terminal Mode. You can either use another program to dial into GEnie first, or use the Dial command in Air Warrior. Before you dial you should enter the correct dial command for your modem with Set Dial Command. The communi- cations parameters and dial string will be saved in a file called config. It is safe to delete the config file before running the program; if the file is not present then the program will default all the communications settings to rea- sonable values. If you are having trouble getting Air War- rior to dial, a good first step is to remove the config file and reset all the settings again. This often clears up the problem. It's important to be in the Air Warrior program, in Terminal Mode, before you select the GEnie menu option to Enter Air Warrior. The actions a normal terminal can per- form in Air Warrior are limited. GEnie will figure it out eventually if you switch to the Air Warrior front end in mid-run, but the process may be confusing both to you and the system. (Note: if you are using an Apple modem on a Macintosh, you may not be able to change programs in mid- stream, as the modem will hang up the phone when you exit the first program to go back to the desk top. You'll need to dial GEnie with Air Warrior in this case.) Once online running the Air Warrior program, type AIR or m870 to go to the Air Warrior menu area. The following menu will be displayed: GEnie AIR Page 870 Air Warrior by Kesmai 1. Instructions 2. Enter Air Warrior 3. Print Scores 4. Download Software 5. Send Feedback to KESMAI Enter #,

revious, or elp? The first menu entry, Instructions, contains informa- tion on playing the game that you can read or download. GEnie Page 871 Air Warrior Instructions 1. Read Manual 2. Version Notes Enter #,

revious, or elp? The Read Manual entry contains this document in plain text. The Version Notes is a list of revisions and changes to the game, both the microprocessor programs and the host software. You should read through the Version Notes period- ically to keep up with changes, information there can be very important. The second entry on the main menu, Enter Air Warrior, moves you into the Air Warrior conference area. When you enter the Air Warrior program on GEnie, the Planes and Com- mands menus will be enabled. The Commands menu provides a convenient way to perform common operations without having to remember commands. The Planes menu is used to select a plane once you reach your airfield. 9. The Conference Rooms Conference rooms are the staging areas for Air Warrior. When online on GEnie, players use the conference rooms to enter and exit the game, form up teams, select a plane, and load up passengers. Anything not done while in flight is done in a conference room somewhere. When you enter Air Warrior on GEnie, you'll be in gen- eral conference room one. Here you can talk with other players, look to see who is flying, or move to a different conference room to private conversations. There are a total of nine general conference rooms, open to anyone no matter which nationality (they're located in a neutral country). The general conference rooms are open to users with normal terminals as well, so you can come in and talk even if you don't have the right software. If you want to discuss some- thing with people of other countries, or taunt them for their poor flying, you do it there in the general conference rooms. Each country has a conference room located at its head- quarters. This conference room is open only to players who belong to that country, so it can be used for planning mis- sions or other sensitive discussions. The headquarters conference room is also open to users of normal terminals, so that they can participate in these discussions if need be. Each major airfield also has a briefing room, where pilots readying for take off or returning from missions may talk. These briefing rooms are open only for users of the Air Warrior terminal software, and of course only to members of that country. From the briefing room at the airfield, you can go into flight by selecting the plane you want from the Planes menu and then selecting the menu command to start flying, or entering the proper keyboard commands. The conference rooms provide a convenient way to talk to other pilots, all sitting around the same table, so to speak. If you want to talk to pilots at other airfields or in flight, you have to use the radio. To go into a radio room and put on a pair of headphones, you just enter the tune command to select a radio frequency. With headphones on, you can't hear the conversation going on back in the briefing room, but you'll hear anything said by others on your frequency. In flight, you can tune to any channel from 1 to 999, just as in the radio rooms. You should be sparing with chatter while in flight, everyone (including you) will be busy flying their planes. 10. General Commands The following keyboard commands are available in any of the general conference rooms, headquarters, or the briefing rooms at the airfields. To talk to the other people in the room, or to talk on the radio if you have headphones on, you just type what you want to say. All commands to the program begin with a slash /. All commands can be abbreviated to uniqueness, often a single character after the slash. /help This command will print a list of the available confer- ence room commands. /end or /exit This command is used to leave Air Warrior and return to GEnie. /tune number frequency This command is used to set the fre- quency of your radio. Frequencies run from 2 to 999, and each country uses a separate band. Frequency 1 is a special common channel that permits you to talk to planes of other countries, so long as they are also tuned to channel 1. /handle name This command is used to change the handle by which you are known in Air Warrior. Initially it will be New User. We suggest that you select a handle immediatly since the default makes you stand out as a novice pilot. You can also change your handle using the Change Handle entry on the Commands menu, this will ask you for your new handle, then transmit the appropriate command. /country letter This command allows you to change your country. The letter is a, b or c which corresponds to countries A, B or C. You may change countries once every 24 hours. /roster This command will print a listing of the others in Air Warrior, showing which room they are in if they are on the ground, and which type of plane they have selected if they are members of your country. /room List all the players in your current room in the same format as the roster command. /score number This command will print detailed records about the per- son you specify. The number you give is the number next to that person's name on a /roster command, e.g. /score 3046. These records will show that person's mission totals for the categories of successful mis- sions, missions ending by ditching the plane, missions ending by bailing out over friendly territory, and mis- sions ending in a crash or bailing out over enemy ter- ritory. If you do not specify a player number the com- mand display your score. See the discussion of Scoring for a precise definition of these categories. /who number This command will print an abbreviated listing of the score report, showing primarily the kill records. /resetrating This command will reset your Ace's rating, so if you get off to a bad start in a campaign you can reset and start over. You may use this command once a week. Resetrating cannot be abbreviated, you must spell it out. /status number This command will print out the status of another member of your country, such as the current plane being used, and whether or not any passengers or gunners are on board the plane. Use this command to determine which slots are open on a plane that can carry more than one person. /hq This command will move you to your national headquar- ters. /general room This command is used to move to one of the general conference rooms. e.g. /gen 1. If you omit the number, you'll go to general conference room 1. /airfields This command will display a list of active airfields, and pertinent information about each. /field number or /goto number This command is used to move to one of your country's airfields. You must do this before you can take off. You have to be running the Air Warrior software for this command to succeed. /plane number This command is used to select a plane. It is easier to use the Planes menu on the microcomputer to do this. You must be at an airfield to use this command, and of course you must be running the Air Warrior software. /bomb number This command is used to specify the number of bombs that you want loaded on your plane. Fighters that can carry bombs default to 0 and bombers default to their maximum capacity. /fly or /start This is the command to start a flight. This will place you and any passengers you have onto the plane. The graphics screen will appear, and the rest is up to you! 10.1. Squadron Commands Air Warrior supports the concept of squadrons. Any player may form a squadron, which will be a collection of up to sixteen players all on the same country. The goals and rewards of being on a squadron are left up to the players. /invite number This command is used to form a squadron. The squadron leader should be in a conference room with his prospec- tive squadron members. Each member is added to the squadron using the invite command. As each member is invited, the prospective member responds either posi- tively or negatively to the invitation. Upon receiving the invitation to join a squadron, the prospective member should issue either the /accept command or the /deny command. Accepting the invitation places the player officially on the squadron. Ignoring the invitation is equivalent to denying it, but is less polite. /ask number This command can be used to ask a squadron leader for an invitation. This command is purely informative, it does not require a response by the leader. /rename new name The squadron leader can give a name to the squadron with this command. /disband This command can be issued by a squadron leader to dis- solve the squadron. Unlike all the other commands, this one cannot be abbreviated, to guard against accidents. /withdraw This command will remove you from your current squa- dron. Squadron leaders cannot withdraw from their own squadrons, they must use the appoint command to relen- quish leadership first. Like disband this command can- not be abbreviated. /transfer number This command can be used by the squadron leader to transfer leadership of the squadron to another member. /expel number This command can be used by a squadron leader to remove a player from the squad. /squadron number The squadron command can be used to get a listing of the members of a squadron. Just specify the number of the squadron's leader. If no number is given the com- mand will default to listing your squadron. 10.2. Theaters of Operation The Air Warrior world is divided into several theaters of operation, in order to spread the action out a bit, and to provide additional variety in the choice of aircraft and the terrain being flown over. In order to take off from an airfield, you will have to select the appropriate theater of operations, and reserve a position for yourself in that theater. If a theater is full, you will have to chose a different one, and therefore from a different set of air- fields. You do not need to reserve a theater position in order to fly as a gunner or passenger on a bomber, or to chat with someone in a briefing room or at headquarters. /theaters This command will list the available theaters, how many people are currently in them, and any restrictions or special rules that apply to that theater. /reserve number The reserve command is used to obtain a position in the specified theater, so that you can fly a plane there. A reserve command without a parameter will release any position you have reserved; you should do this if you plan to spend a long time talking to someone in the conference rooms, for instance, so that someone else can fly if the theater is running at capacity. 10.3. Bomber Staffing Commands A bomber may require a large number of crew members to operate gun turrets and perform other vital functions. Air Warrior permits more than one player to fly on the same plane, with everyone other than the pilot operating a gun turret. Missions are formed up in the briefing room at the airfield, with the pilot selecting who loads onto the plane in each position. To prepare a multiplayer bombing mission, the pilot first selects the appropriate plane type. A /status command at this point will display a list of the available positions on the plane. Any of the prospective gunners also in the briefing room can do a /status on the pilot as well. To board the plane, the gunner issues the /join command, which will display a message to the pilot. The join command has two elements, the plane to be boarded, and the position. The format of the command is /join number position For example "/join 3046 tail" would ask player 3046 if you could occupy the position called "tail" on his/her plane. Use the status command to see the available posi- tions and their names. The pilot can then accept or deny the boarding request. /accept number will allow that player to board at the position requested. /deny number will refuse the request to board. Once everyone is positioned, the pilot gives the /fly command, and everyone goes into flight mode automatically. If instead, the pilot then selects a different plane type, all gunners currently on board will be unloaded. Likewise, if the pilot issues an End or Parachute command while in flight, all the passengers will do likewise. 11. Sample Command Sequence A typical flight sequence would go something like the following: You log into GEnie and go to the Air Warrior page. If you aren't already running it, you switch to the Air Warrior software on your computer. Select the GEnie menu entry to go into the game itself. You'll get a message of greetings from the program, and will be told that you are in General Conference Room 1. If you are on a Macintosh or Atari ST, you will also see the Planes and Commands menus become enabled in the menu bar. Most likely the first thing you'll do on entry to the game is to give the roster command, to see who's flying and where the action is. Once you've decided where to take off from, and what to fly (you might chat with the people in flight by giving a tune command and asking where the action is and where your compatriots need help) you'd give the fol- lowing series of commands: /goto 1 This would move you to airfield 1 of your current coun- try. /reserve 1 If airfield 1 is located in theater 1, then you'd give this command, in essence receiving flight clearance. /plane 4 You've chosen to fly a Spitfire Mk IX for this flight. /fly You take off! Note that all of the above commands can be accomplished with selections in the Commands menu or the Planes menu on your computer, so you do not need to remember and type these exact commands, although you may prefer to do so. Suppose after completing this mission, you've landed again at airfield 1, just as a B17 is being crewed up for a raid on an enemy airfield. Player 3046 is the pilot, and already has several gunners aboard when he asks you to join in. /sta 3046 This tells you who is already on the plane and what positions they have taken. /join 3046 tail No one has taken the tail gun yet, so you decide to. Player 3046 would then type an accept command with your number, to load you onto the plane. Another status command would now show you at the tail gun. When 3046 gives a /fly command, you'll automatically go into the tail gun mode. 12. The Scoring Systems There are several elements to scoring in Air Warrior. Some players care more about one type of score, and some more about others. The score command in the conference room will display the a count of the number of kills of other players, and the number of deaths for which credit was awarded to other players. The last ten kills scored by the player are also listed. Scores are generally split into two categories, those earned in fighter vs. fighter combat, and those earned either by attacking ground targets in a fighter, or from a bomber. Each of the point scores, mission counts, and kill records will thus have two values, one for fighter vs. fighter combat, and one for bombing. 12.1. Kills vs Deaths System Air Warrior keeps track of the number of times you kill an enemy fighter while flying a fighter plane, and the number of times someone scores such a kill off of you. In order to score a kill, you must put more damage on the enemy than anyone else, and the enemy must die within 10 minutes of your last hit. The kill will be awarded if the enemy plane crashes, bails out, or is forced to land in unfriendly territory. Shooting a parachutist floating down will not score you a kill. 12.2. Point System Air Warrior keeps track of points earned by various activities, generating a cumulative score useful in assess- ing how much a player has accomplished. You can earn points in basically only one way, by inflicting damage on an enemy country. You can shoot down enemy planes, or strafe and bomb enemy ground targets. Additional mission possibilities will be added later. You will earn some score for damaging a target, and additional score if you succeed in destroying it. Once you have earned points for your actions in the air, you will need to return your plane to base to get credit for your victories. Partial or full credit is awarded under four scoring categories depending on how your mission ends. The four scoring categories are: Completed Mission, Ditched, Bailed Out, and Crashed/Shot Down. These are defined as follows: Completed Missions are missions where you successfully land the plane at a friendly airfield, bring the plane to a complete stop, then hit the end command. This will record all points earned in the mission, and you'll receive full credit for the mission. Note that its all right for the plane to be on fire when you do this, all you have to do is bring it back! Ditched missions are missions that end with a success- ful soft landing in friendly territory, but not on a runway. You have to be more careful to touch down slowly than if you land on a runway. A mission ending in a ditching, followed by an end command, will only be worth half credit, but often getting back to the runway is not possible. Ditching in enemy territory is very bad (delivering an intact plane to the enemy is about the worst thing one can do), and counts as a crash rather than a successful landing. You can bail out of your plane at almost any time, and if you are over friendly territory, you'll receive one-third credit for the mission (if you make it safely to the ground.). Bailing out over enemy territory is tantamount to being shot down, because the pilot, if he survives, will be a prisoner of war. Thus, a bail out over enemy territory is treated the same as a crash. Note that when you bail out the kill will be awarded to the person who shot you. If you crash the plane or are shot down, your score will be recorded in the fourth category, which is worth one-fourth credit. There is an additional category, which is currently not shown on the score board. This is the system error category, for all missions terminated by a system shutdown or a crash of the Air Warrior host software (as unlikely as that is). Full credit will be awarded for any missions in progress if one of these unfortunate events occurs. In additions to points, the number of kills scored of enemy planes is displayed for each category (including robots if any), separated into kills as a pilot and kills as a gunner on a bomber. The criterion for being awarded a kill on an enemy plane consists of the following: you must inflict serious damage on the enemy, and the plane must crash or bail out within ten minutes. If more than one person hit the plane the kill will be awarded to the plane that fits the above criterion that did the most damage. Points are always awarded for inflicting damage, but Air Warrior will not divide the points for the kill itself among several pilots. Fractional kills are not given. 12.3. Pilot Ratings Air Warrior also has a scoring system used purely for rating long term performance in fighter versus fighter com- bat. This system works basically like the rating system used in Chess, where a certain number of points are awarded to the victor of a combat, and a certain number of points are taken away from the loser. The number of points gained and lost are proportional to the relative ratings of the two players; more points are earned for killing someone with a high rating than someone with a low rating. The rating may be reset using the resetrating command if you want to start over at the initial rating of 1000.0. Unlike the other scores, the pilot's rating is not reset at the start of each campaign, so it will show performance over the whole time the player last reset it.. 12.4. Squadron Scores The squadron scores is the total of the scores for all the members of the squad that they have accumulated while they were on the squad. 13. Displaying Scores The Print Scores menu is used to display a list of the scores of all of the players. GEnie Page 872 Print Scores 1. World War I Scores 2. World War I Aces 3. World War II Scores 4. World War II Aces 5. Squadrons Enter #,

revious, or elp?m 870;4 The complete score listing is updated daily at 5 A.M. Eastern time. Scores displayed in the conference rooms within the game are always current, so may differ slightly from the scores on the board. The Squadrons entry will list the team scores; the team score is com- puted as the sum of the cumulative scores of each of the members. All the scores (except the Pilot Ratings) will be periodically cleared, generally on a monthly basis, so that newcomers have a chance to compete on an even foot- ing. The final scores from each campaign will be posted in the Air Warrior software library. 14. The Planes The current versions of Air Warrior support thir- teen different kinds of aircraft. The following charts give a brief overview of the major planes. Aviation buffs may notice some divergence in the following charts from the performance of their favorite planes. The charts reflect the actual performance of the program rather than the exact realistic value. We are continu- ally striving to refine the accuracy of the aircraft simulation. The planes we model were chosen from the wide variety of planes built in World Wars I and II to be representative of their eras, and roughly competitive with each other. All the World War II era planes come from the 1943-1944 time period. More powerful planes and models were developed later in the war, and saw limited use, but these planes represent a fair cross section of the planes in wide scale use. Many notable planes have been left off the list, everyone has a favorite, and we do from time to time add new planes. The planes currently supported are: North American P-51D Mustang (United States) Lockheed P-38J Lightning (United States) Supermarine Spitfire Mark IX (Great Britain) Focke Wulf 190 A-8 (Germany) Mitsubishi A6M5a Zero (Japan) Messerschmitt Me 262A-1a (Germany) Messerschmitt Me 109 G-6 (Germany) Vought F4U-1D Corsair (United States) Boeing B-17G (United States) North American B25H (United States) Douglas A26B Invader (United States) Sopwith Camel (Great Britain) Spad S.XIII (France) Fokker Dr.1 Triplane (Germany) Fokker D.VII (Germany) 15. Weaponry The amount and power of ammunition each plane or vehicle carrys are accounted for on a gun by gun basis. For game playability reasons, all the planes are currently loaded with three times the amount of ammo they actually carried. We assume that at any given time the pilot would be firing all the guns available, i.e. a pilot would not choose not to fire some guns in order to conserve ammo. This seems to be a reasonable assumption, and is con- sistent from what we have read regarding the behaviour of actual pilots. (Zero pilots often wired the machine gun and cannon controls together so that both would fire simultaneously, for instance.) At any given time, kil- ling the bogey in front of you is paramount, and no pi- lot is so confident of his gunnery that he would fire only some of his guns. After all, if he hits well, he'll just fire a shorter burst. The more shots fired, the better the chances of a kill. When a plane runs out of ammo in a gun or set of guns, the firepower delivered to a target will drop correspondingly. All this data has been compiled from the actual ammo loads and rates of fire of the planes. The following table gives the ammunition loads, and the corresponding Air Warrior fire durations. The load is given in rounds of ammo per gun of that type. The fire duration is actually six times what the real plane would have had; the aformentioned factor of three for playa- bility and a factor of two to account for the half real time scale of Air Warrior. Plane Armament Load(Rounds) Duration(Seconds) P-51D Mustang 2 x 0.50 cal M2 mg 400 180 4 x 0.50 cal M2 mg 270 121 F4U-1D Corsair 4 x 0.50 cal M2 mg 400 180 2 x 0.50 cal M2 mg 375 168 Fw 190-A8 2 x 13 mm MG131 mg 400 156 2 x 20 mm MG151 cannon 250 123 2 x 20 mm MG151 cannon 125 63 Me 109 G-6 1 x 20 mm MG151 cannon 200 105 2 x 13 mm MG131 mg 300 117 Mit. A6M5a Zero 2 x 7.7 mm T 92 mg 125 75 2 x 20 mm T 99-2 cannon 125 81 Spitfire Mk IX 2 x 0.50 caliber mg 270 121 2 x 20 mm Mk V cannon 120 60 Me 262A-1a 2 x 30 mm Mk 108 cannon 200 156 2 x 30 mm Mk 108 cannon 160 129 Twin turret 2 x 0.50 caliber mg 300 135 Single turret 1 x 0.50 caliber mg 300 135 B-25J nose 6 x 0.50 caliber mg 400 60 A-26B nose 8 x 0.50 caliber mg 600 270 Twin WW1 guns 2 x .303 caliber mg 300 195 All of these numbers are accurate except the WW1 machine gun, which we haven't got precise data on yet. The awesome load carried by the A26 is a Vietnam War-era value, and probably is too high for World War II, we'll correct it as soon as we find a better number. The effectiveness of a gun can be encapsulated in a number known as lethality, which is a measure of the amount of kinetic energy being deposited in the target by the im- pact of the bullets. It is an accurate estimator of damage when comparing machine guns, but underestimates the power of cannons by neglecting the explosion of the shells. For Air Warrior's purposes, we add an additional lethality increment of 1200 KJ/s for 20 mm cannon and 1500 KJ/s for the 30mm cannon to account for this. Since lethality is a measure of kinetic energy, it depends on several factors, the mass of the bullet and the square of the impact velocity, which is approximated by the muzzle velocity of the gun, and the rate of fire. The fol- lowing chart shows what the lethalities of the guns would be: Gun Type Country Wt RoF WtF MVel 0.30 Caliber Machine Gun England 0.02 1200 24.0 2600.0 7.7mm Type 92 Machine Gun Japan 0.04 600 24.0 2810.0 7.9mm MG 17 Machine Gun Germany 0.04 600 24.0 2810.0 0.50 Caliber M2 Machine Gun U.S.A. 0.10 800 80.0 2810.0 0.50 Caliber M2HB Machine Gun U.S.A. 0.10 550 55.0 2900.0 13mm MG 131 Machine Gun Germany 0.10 930 93.0 2460.0 20mm Type 99-2 Cannon Japan 0.28 550 154.0 1968.0 20mm Hispano Mk V Cannon England 0.30 750 225.0 2850.0 20mm MG 151 Cannon Germany 0.30 700 210.0 2810.0 20mm MG FF Cannon Germany 0.30 450 135.0 2810.0 30mm MK 103 Cannon Germany 0.80 380 304.0 2950.0 30mm MK 108 Cannon Germany 0.80 450 360.0 1640.0 Wt : Weight of bullet in pounds RoF : Rate of Fire in rounds per minute WtF : Weight of Fire in pounds per minute MVel : Muzzle Velocity in feet per second Lethality : Kilo Joules per second (note the units conversion) Lethality at Percentage of Ammo Load Plane 100 90 80 70 60 50 40 30 20 10 0 P-51D Mustang ^4368..............................^1456............. F4U-1D Corsair ^4368...........................................^2912 Fw 190 A-8 ^13736..............^7516..............^1296......... Me 109 G-6 ^4404........................................^1296... A6M5a Zero ^4210...........................................^436. Spitfire Mk IX ^7360........................^748.................... Me 262A-1a ^10460....................................^5230...... There are a couple of important things to note in this table. Given that we know from films and books that a P51 could kill a fighter in a single three second blast from close range, the lethality numbers would in- dicate that all of the planes could probably do that. On the other hand, attacking bombers was a different matter, and you can plainly see which planes were built to attack B-17's. The German MG 151 cannon had a very high muzzle velocity and high rate of fire. Specifica- tions for the MK 108 cannon indicate that such guns could theoretically kill a B-17 with 95% certainty from 550 yards in about six seconds. That would extrapolate to about nine seconds for the 20 mm armed Fw190 A-8. The muzzle velocity of the 30 mm MK 108 cannon used in later models of the Me 109 and on the Me 262 was quite a bit lower, but anecdotal evidence indicates that the shells may have had a better explosive than the 20 mm. Lastly, the British Hispano-Suiza cannon was extremely effective (although it often had jamming problems which we're currently not modeling), which accounts for the Spitfire's very high lethality. Note the .303's don't count for much, the bullets were so small that even their very high rate of fire didn't help. Later models substituted two Browning 0.50's and achieved a better firepower. Remember Spitfires had to kill bombers too. Well, now that we've seen the real numbers, what are we going to do about them? Nobody wants to play a game where you can die from a few seconds burst from an opponent, unless its very hard for him to hit you! In reality, it WAS rather hard to hit, which is why all the books exhort the pilots to get as close as possible be- fore firing. Gunnery skill was a very important part of being an ace. Unfortunately, in the network environ- ment, and with the graphics resolutions and screen sizes our microcomputers have, we cannot simulate having to actually hit your target taking into account lead and wind and gravity and all the other factors a pilot had to contend with. What we are going to do instead of using the real numbers given above is to set up a double standard. Since all the fighters could kill the other fighters in a few seconds, the differences in lethality were a minor factor. Dead is dead, a Fw190 won't make the target any deader than a P51. Therefore in fighter vs. fighter combat we will cap the power of the guns at 170% the power of the P51 guns. Against bombers, we are going to use numbers that represent a compromise with reality. Bombers will be given about twice the life expectancy they had in reality against the cannon armed planes. Note that this implies a .50 caliber armed plane or a Zero is going to have a lot of trouble killing a bomber, whereas a Fw 190 or a Spitfire can do it relatively easily. In fact a Fw190 or a Me 262 can kill a bomber almost as quickly as it can kill a fighter. The last major change in the gunnery models the difficulty of hitting a target varying with the direc- tion of approach, and with the range of the shot. In the new model, the damage from a shot does not decrease with range as it did before, but the probability of hit- ting the target does, as follows: inside 400 yards the shot will always hit, barring other factors. The odds of hitting fall off outside yards, to a fairly low value at and beyond 800 (200 and 400 yards respectively in World War I.) Aircraft are attacked from the rear because its easiest to keep a steady aim (known as a tracking shot) and hold the fire on them. Shots from the front and sides are a lot harder. The odds of hitting are 100% from straight behind the plane, and 50% from the sides or top. Against a small fighter plane, the odds are 25% from the front. Against a bomber the odds from the front are 50%, because the larger slower target is easier to hit. These odds are compounded with the distance-based odds, making a head on shot from 800 yards very unlikely. In the World War I theater, the odds are 100% from the rear and 50% from any other angle. Head on attacks were more effective in World War I, as the planes were slow; Manfred Von Richtofen was nearly killed by such an attack (he was hit in the forehead but the bullet was apparently nearly spent and did not penetrate, or so I remember.) Targets on the ground, such as jeeps, have constant odds that depend on range but not on direction; it doesn't matter which way the jeep is parked. 16. World Geography The world consists of three countries, each occupy- ing a region about fifty miles on a side. Currently, the world is divided up into an eight by eight grid, with each grid sector being 65536 feet on a side, or about twelve and a half miles. The grid sectors are numbered from 0 to 7 in each direction, so that sector (0,0) is in the southwest corner of the occupied world, and grid sector (7,7) is located in the northeast corner. These grid sectors are used to give the general location of runways and other planes. There are four major theaters of operations in the World War II area. The central theater has one airfield for each country. The three outlying theaters each of several airfields for one of two countries. 17. Conclusion Air Warrior is still in its formative stages, many changes are being made to the game continuously. Keep on top of changes to the game by checking the Version Notes regularly! Also, there is a discussion of Air War- rior going on in Scorpia's Games RoundTable, we welcome more participants there. 18. Appendix 18.1. General Problems (1) I can fly fine in Practice Mode, but when I try to fly on GEnie I get dropped out of flight or discon- nected. There are several things that can cause this. a. Your modem is echoing characters back to the micro- computer. GEnie normally runs in Half Duplex, and it is common to instruct the modem to locally echo characters back so that you can see what you are typing. Air Warrior cannot run with a modem doing this. You should set the modem up for Full Duplex, i.e. NOT echoing, and use the Local Echo option within Air Warrior instead. Air Warrior will then echo what you are typing when it is appropriate. b. You are getting a lot of line noise. You can usu- ally tell this elsewhere on GEnie as well, if a lot of your commands fail. c. The host software on GEnie crashed. This does hap- pen sometimes, and occasionally the hardware itself will fail, dropping all the users. If this hap- pens, try getting back in. If it happens again, especially if it is happening only to you, and its not one of the four things above, let us know via Feedback. If its happening to other people too, its not your problem, its ours! (2) I get a box on the screen saying I bailed out, when I didn't. This is a failure of the network to pass the data back and forth fast enough. It shouldn't happen, and its been getting better as time goes by, but if this happens to you often let us know. 18.2. Macintosh Version Specific Information (1) StuffIt complained of errors in the file. There was probably line noise that snuck past XModem. Make sure you used a MacBinary transfer protocol. Also make sure you had enough space on your diskette for the file as you downloaded it (about 200K free will be adequate for the download.) (2) The program runs, but can't find the terrain file and exits right away. The terrain file must be named exactly terrain.dat, and must be in the same folder as the program. 18.3. Downloading the Macintosh Software Air Warrior will run on any Macintosh with at least 512K of memory. It might even run on a Macintosh XL, but very slowly! It will run on a Mac 512 with the old ROMs, but may encounter some problems. It is very im- portant to be running the most recent version of the system software for your model. If you have a Macintosh II, you have several op- tions. You can use the standard version, but you must set the monitor to monochrome (using the Control Panel). The standard Air Warrior version will run very smoothly on the Macintosh II, but will not use the full screen or any color. It will be able to use digitized sound without a performance penalty. If you use the Macintosh II-specific version, you will be able to use the full screen (up to a 1024x768 size) and color. Air Warrior is not recommended for use with Multi- Finder. To run Air Warrior on the Macintosh, you will need to download two main files. There are a number of op- tional files that give the program additional capabili- ties, at the cost of additional disk space and the time required to download them. All the essential files are located in the Macintiosh Air Warrior Software section, the optional files are located in Macintosh Air Warrior User Contributions. Use the Set Software Library menu option to see only the section you are interested in. The first file you should obtain is the shareware utility StuffIt. This program is very useful, because it compresses data files and applications, and performs error checking to eliminate the possibility of line noise glitching the data. A copy of the program has been placed in the Air Warrior library, but it can also be obtained from the Macintosh Round Table libraries. StuffIt is a good thing to have in general, as most software available for download, including official releases from Apple, is distributed in StuffIt format. The program itself is placed in a file called MAC.STARTER.SIT. Download the file (its a big one!) and run StuffIt on it. There will generally be three files in the StuffIt archive: the Air Warrior program, the terrain.dat terrain data base, and a text file document- ing changes in the program. Place both the program and the terrain data file in the same folder. That is all you have to have to run the program, you should be able to start up right away, and run the Air Warrior in Prac- tice mode. If you are unable to run the program, or it bombs out, send us some Feedback and we'll try to figure out what went wrong. Don't re-download unless you are absolutely certain the problem was in the download, StuffIt will detect noise and reject the file with an explanatory message if that's the case. The program and the terrain file are also generally available in separate StuffIt archives for those upgrading from pre- vious versions. There are a number of additional files available for download for the Macintosh. Each of these files has the name of one of the planes, and contains optional enhancements specific to that aircraft. Enhancements can be hand-drawn artwork of the aircraft to replace the program-generated silhouette of your own plane, a custom or enhanced control panel arrangement, and digitized sounds of that particular plane. All of these, if present in the file, will override the usual defaults. 18.4. Amiga Specific Version Information Air Warrior will run on any Amiga with at least 512K of memory. Some care may have to be taken in selecting options that use a lot of memory on a 512K system, as memory is pretty tight in that environment. You probably won't be able to use a high-resolution graphics mode or extensive add on artwork without addi- tional memory. Air Warrior does not crash multitasking on the Ami- ga, but its not very friendly and you will have problems if you try to switch applications while in flight. The program behaves properly while in terminal mode, except that multitasking with another program that also uses the serial port may cause problems. To run Air Warrior on the Amiga, you will need to download three main files. There are a number of op- tional files that give the program additional capabili- ties, at the cost of additional disk space and the time required to download them. The three essential files can be found in the Amiga Air Warrior Software section, and the optional files in the Amiga Air Warrior User Contributions section. Use the Set Software Library menu option to see only the section you are interested in. The first file you should obtain is the utility unarc. This program is very useful, because it decompresses data files and applications, and performs error checking to eliminate the possibility of line noise glitching the data. A copy of the program has been placed in the Air Warrior library, but it can also be obtained from the *Starship Amiga* Round Table li- braries, or from the Fred Fish disks. Arc (or unarc) is a very good thing to have in general, as most software available for download is distributed in Arc format. The program itself is placed in a file called airwarx.yz.arc, where x.yz is usually two numbers and a possibly a letter indicating the current version of the program (ex: 1.5). Download the file (its a big one!) and run unarc on it. Then download the file called terrain.arc from GEnie and run unarc on it. Last, down- load the file airdat.arc, and run unarc on that. Place all the output files in the same directory. That is all you need to have to run the program, you should be able to start up right away, and run the program in Practice mode. If you are unable to run the program, or it gurus, send us some Feedback and we'll try to figure out what went wrong. Don't re-download unless you are abso- lutely certain the problem was in the download, unarc will detect noise and reject the file with an explanato- ry message if that's the case. There are a number of additional files available for download for the Amiga. Some of these files have the name of one of the planes, and contains optional enhancements specific to that aircraft. Enhancements can be hand-drawn artwork of the aircraft to replace the program-generated silhouette of your own plane, a custom or enhanced control panel arrangement, and digitized sounds of that particular plane. All of these, if present in the file, will override the usual defaults. There are some additional data files that will add digi- tized sounds to all the planes. The Amiga version of Air Warrior supports varying resolutions in the picture portion of the display. Various modes allow selecting the tradeoff of speed, colors, resolution, and flicker that the user finds best. Most popular seems to be the low-resolution mode (the default), as it is colorful, the fastest, and doesn't flicker, although the lines are somewhat coarse. 18.5. Atari Specific Version Information To obtain Air Warrior for the first time you will need to download two files. First you must get a copy of the ARC utility since all Atari Air Warrior files are stored in ARC format. This utility is available in the Atari Section of the Air Warrior Library or in the Atari RoundTable. Next you need to download the program and the base set of files it uses. You will find a file named ST.STARTER.ARC. Download this file and name it STARTER.ARC. Next invoke ARC to unpack it via the com- mand ARC X STARTER.ARC. If ARC does not give you an er- ror message the file has been correctly downloaded. At this point you have all the files required to execute Air Warrior. All the essential files are located in the Atari ST Air Warrior Software section, the optional files are located in Atari ST Air Warrior User Contribu- tions. Use the Set Software Library menu option to see only the section you are interested in. There are additional files available to add digital sound and custom artwork. You can run Air Warrior from GEM or a command line interpreter. Air Warrior on the ST will run in either low-res (320x200 16 colors) or medium res (640x200 4 colors.) If you have trouble do NOT re-download, drop us a line and describe your problem. Memory is very tight for Air Warrior on a 520 ST. You may not be able to use digitized sounds with all the planes, and will need to keep your picture cache size small. GEnie Page 871 Air Warrior Instructions 1. Read Manual 2. Version Notes Enter #,

revious, or elp?2 Host Version 3/2/89 A major cause of warping was fixed. Host Version 3/1/89 We've made some protocol changes as well as aerodynamic fixes, so this new version is not compatible with the previous. We've also made some terrain modifications, so the downloads contain a new terrain file (Amiga users need to download the new TERRAIN.ARC separately). Beta testers with the latest versions do not need to redownload, no changes were made after the last beta versions. The three theater 1 cities have been moved around so that they are equally spaced, behind their airfields. Also, some new buildings have been added to the airfield 1 complexes (probably something similar will be done to the other fields later this week.) There is a control tower (containing the infamous radar) and several hangars. They will probably have some use in the future. The host and micro programs are now much more careful about destroying bridges and carriers, they will stay sunk or blown up for the proper time no matter how much other explosive activity there is. Antiaircraft guns have been installed on the roof of the three control Press , or CROLL?S towers. The capability has been added to give more points for buildings away from the central area. This will be put to use in the near future. Blowing up a fellow countryman with a bomb will count the same as shooting him towards loss of ammunition (i.e. PNG). A series of bombs dropped at the same time will now strike the ground in the proper order (they always hit in the right places, but it looked strange.) The MS-DOS version is now recognized upon entry. Micro Changes This new version has a number of changes in the aerodynamic modeling, primarily geared towards fixing some problems in previous versions. In particular, rudder and stall performance characteristics have been updated, and the power/velocity curve has been corrected. Several things will be immediately apparent with this version: the planes don't climb quite as fast as they used to, they don't turn as well at stall speed (i.e. stallfight), and rudder performance is significantly different. Extensive testing has borne out that the revised performance seems to better model the flight of these planes. Energy-conscious flying styles are now more important than ever: the dive performance of the planes hasn't changed, so diving, and hence altitude, is now by far the most important way of picking up speed for maneuvering. A number of bugs were located in various places, some arithmetic and some Ialgorithmic. A few of the proIIII GEnie Page 871 Air Warrior Instructions 1. Read Manual 2. Version Notes Enter #,

revious, or elp?M 870 16 Members in Flight GEnie AIR Page 870 Air Warrior by Kesmai 1. Instructions 2. Enter Air Warrior 3. Print Scores 4. Download Software 5. Air Warrior Convention Information 6. Air Warrior Training Area 7. Send Feedback to KESMAI 8. Games RoundTable Enter #,

revious, or elp?4 GEnie Page 873 Air Warrior Library Library: ALL Libraries 1. Description of this Library 2. Directory of files 3. Search File Directory 4. Browse through files 5. Upload a new file 6. Download a file 7. Delete a file you own 8. Set Software Library 9. Save Current Software Library 10. Instructions for Software Exchange 11. Directory of New Files 12. Join/Ignore Library Category Enter #,

revious, or elp?8 GEnie Page 874 Set Air Warrior Library Library: ALL Libraries 1. General/Documentation 2. Macintosh Air Warrior Software 3. IBM PC Air Warrior Software 4. Amiga Air Warrior Software 5. Atari ST Air Warrior Software 6. Macintosh User Contributions 7. IBM PC User Contributions 8. Amiga User Contributions 9. Atari ST User Contributions 10. Beta Test Software (P) 11. ALL Libraries Enter #,

revious, or elp?4 GEnie Page 873 Air Warrior Library Library: Amiga Air Warrior Software 1. Description of this Library 2. Directory of files 3. Search File Directory 4. Browse through files 5. Upload a new file 6. Download a file 7. Delete a file you own 8. Set Software Library 9. Save Current Software Library 10. Instructions for Software Exchange 11. Directory of New Files 12. Join/Ignore Library Category Enter #,

revious, or elp?2 Library: 4 - Amiga Air Warrior Software No. File Name Type Address YYMMDD Bytes Access Lib ----- ------------------------ - ------------ ------ ------- ------ --- 653 AIRDAT.ARC X KESMAI 890303 60480 258 4 Desc: Amiga Air Warrior Data file 652 AIRWARV1.6A.ARC X KESMAI 890302 128520 266 4 Desc: This is v1.6a of Amiga Air Warrior 617 TERRAIN.ARC X KESMAI 890204 18900 265 4 Desc: Amiga terrain file for Version 1.6 511 OAIRDAT.ARC X KESMAI 881110 60480 407 4 Desc: Amiga Airdat.arc for Version 1.5 384 AIRSNDV.ARC X KESMAI 880707 21420 381 4 Desc: Amiga Air Warrior vehicle sounds 190 UNARC.PAK X KESMAI 880219 13860 277 4 Desc: Executable unarc creator 129 AIRWARJ.ARC X KESMAI 871030 25200 438 4 Desc: Amiga Jet sound file. 128 AIRWARP.ARC X KESMAI 871030 27720 709 4 Desc: Amiga Prop sound file. End of Directory. GEnie Page 873 Air Warrior Library Library: Amiga Air Warrior Software 1. Description of this Library 2. Directory of files 3. Search File Directory 4. Browse through files 5. Upload a new file 6. Download a file 7. Delete a file you own 8. Set Software Library 9. Save Current Software Library 10. Instructions for Software Exchange 11. Directory of New Files 12. Join/Ignore Library Category Enter #,

revious, or elp?8 GEnie Page 874 Set Air Warrior Library Library: Amiga Air Warrior Software 1. General/Documentation 2. Macintosh Air Warrior Software 3. IBM PC Air Warrior Software 4. Amiga Air Warrior Software 5. Atari ST Air Warrior Software 6. Macintosh User Contributions 7. IBM PC User Contributions 8. Amiga User Contributions 9. Atari ST User Contributions 10. Beta Test Software (P) 11. ALL Libraries Enter #,

revious, or elp?4 GEnie Page 873 Air Warrior Library Library: Amiga Air Warrior Software 1. Description of this Library 2. Directory of files 3. Search File Directory 4. Browse through files 5. Upload a new file 6. Download a file 7. Delete a file you own 8. Set Software Library 9. Save Current Software Library 10. Instructions for Software Exchange 11. Directory of New Files 12. Join/Ignore Library Category Enter #,

revious, or elp?2 Library: 4 - Amiga Air Warrior Software No. File Name Type Address YYMMDD Bytes Access Lib ----- ------------------------ - ------------ ------ ------- ------ --- 653 AIRDAT.ARC X KESMAI 890303 60480 258 4 Desc: Amiga Air Warrior Data file 652 AIRWARV1.6A.ARC X KESMAI 890302 128520 266 4 Desc: This is v1.6a of Amiga Air Warrior 617 TERRAIN.ARC X KESMAI 890204 18900 265 4 Desc: Amiga terrain file for Version 1.6 511 OAIRDAT.ARC X KESMAI 881110 60480 407 4 Desc: Amiga Airdat.arc for Version 1.5 384 AIRSNDV.ARC X KESMAI 880707 21420 381 4 Desc: Amiga Air Warrior vehicle sounds 190 UNARC.PAK X KESMAI 880219 13860 277 4 Desc: Executable unarc creator 129 AIRWARJ.ARC X KESMAI 871030 25200 438 4 Desc: Amiga Jet sound file. 128 AIRWARP.ARC X KESMAI 871030 27720 709 4 Desc: Amiga Prop sound file. End of Directory. GEnie Page 873 Air Warrior Library Library: Amiga Air Wa rrior Software 1. Description of this Library 2. Directory of files 3. Search File Directory 4. Browse through files 5. Upload a new file 6. Download a file 7. Delete a file you own 8. Set Software Library 9. Save Current Software Library 10. Instructions for Software Exchange 11. Directory of New Files 12. Join/Ignore Library Category Enter #,

revious, or elp?4 Start browse backwards from what file number, or for ALL? Library: 4 - Amiga Air Warrior Software ********************************* Number: 653 Name: AIRDAT.ARC Address: KESMAI Date: 890303 Approximate # of Bytes: 60480 Number of Accesses: 258 Library: 4 Description: This is the data file for Air Warrior. Uploaded with version 1.6a. It corrects a mislabelling of the airspeed indicator on the dashboard. Keywords: Amiga,Air Warrior,data --------------------------------- File: AIRDAT.ARC is a BINARY File. Press to skip, ownload, ist, or uit. ?D Select Download Protocol 1. XMODEM 2. XMODEM (w/1K blocks) 3. YMODEM Which item, or to skip?1 450 XMODEM Blocks in file. File is ready. Start your XMODEM receive file. XMODEM: NORMAL TERMINATION  450 FRAMES PROCESSED 0 FRAMES RETRANSMITTED 0 TIMEOUTS Press ? Download Complete. rowse, epeat, or uit?B ********************************* Number: 652 Name: AIRWARV1.6A.ARC Address: KESMAI Date: 890302 Approximate # of Bytes: 128520 Number of Accesses: 266 Library: 4 Description: This is v1.6a of Amiga Air Warrior. Some bug fixes, etc. Mostly the same as v1.6. You will need the terrain file that was uploaded for v1.6 with this exe. A new airwar.dat was uploaded with this version which corrects the mislabelled airspeed indicator. As usual for a useful set you need this file, a terrain.arc, and a airdat.arc. Keywords: Amiga,Air Warrior,v1.6a --------------------------------- File: AIRWARV1.6A.ARC is a BINARY File. Press to skip, ownload, ist, or uit. ?DD Select Download Protocol 1. XMODEM 2. XMODEM (w/1K blocks) 3. YMODEM Which item, or to skip?1 967 XMODEM Blocks in file. File is ready. Start your XMODEM receive file. XMODEM: NORMAL TERMINATION  967 FRAMES PROCESSED 0 FRAMES RETRANSMITTED 0 TIMEOUTS Press ? Download Complete. rowse, epeat, or uit?B ********************************* Number: 617 Name: TERRAIN.ARC Address: KESMAI Date: 890204 Approximate # of Bytes: 18900 Number of Accesses: 265 Library: 4 Description: Here is the terrain file for Amiga version 1.6. This file is required to run Air Warrior, and has changed from the previous version. Keywords: Amiga,terrain --------------------------------- File: TERRAIN.ARC is a BINARY File. Press to skip, ownload, ist, or uit. ?D Select Download Protocol 1. XMODEM 2. XMODEM (w/1K blocks) 3. YMODEM Which item, or to skip?1 134 XMODEM Blocks in file. File is ready. Start your XMODEM receive file. XMODEM: NORMAL TERMINATION  134 FRAMES PROCESSED 0 FRAMES RETRANSMITTED 0 TIMEOUTS Press ? Download Complete. rowse, epeat, or uit?B ********************************* Number: 511 Name: OAIRDAT.ARC Address: KESMAI Date: 881110 Approximate # of Bytes: 60480 Number of Accesses: 407 Library: 4 Description: This is the data file for v1.5 of air warrior. It is a required download. Keywords: amiga,data,beta,test --------------------------------- File: OAIRDAT.ARC is a BINARY File. Press to skip, ownload, ist, or uit. ?D Select Download Protocol 1. XMODEM 2. XMODEM (w/1K blocks) 3. YMODEM Which item, or to skip?1 450 XMODEM Blocks in file. File is ready. Start your XMODEM receive file. XMODEM: NORMAL TERMINATION  450 FRAMES PROCESSED 0 FRAMES RETRANSMITTED 0 TIMEOUTS Press ? Download Complete. rowse, epeat, or uit?B ********************************* Number: 384 Name: AIRSNDV.ARC Address: KESMAI Date: 880707 Approximate # of Bytes: 21420 Number of Accesses: 381 Library: 4 Description: This is the Amiga sound file for vehicles. I haven't gotten a chance to do a decent version of this file yet but you will need this just for the skid sound which warns of imminent roll over. You can also copy your airwarP.snd to airwarV.snd to get vehicle noises but the engine will sound rather funny :-). Keywords: Amiga,Airwarrior,Sound,vehicle --------------------------------- File: AIRSNDV.ARC is a BINARY File. Press to skip, ownload, ist, or uit. ?D Select Download Protocol 1. XMODEM 2. XMODEM (w/1K blocks) 3. YMODEM Which item, or to skip?1 159 XMODEM Blocks in file. File is ready. Start your XMODEM receive file. XMODEM: NORMAL TERMINATION  159 FRAMES PROCESSED 0 FRAMES RETRANSMITTED 0 TIMEOUTS Press ? Download Complete. rowse, epeat, or uit?B ********************************* Number: 190 Name: UNARC.PAK Address: KESMAI Date: 880219 Approximate # of Bytes: 13860 Number of Accesses: 277 Library: 4 Description: This is a 'pak' which contains 'unarc' a program you can use to un-arc the various 'arc'ed files in the library. Simply download and run it and it will automatically unpack itself. Keywords: Amiga,unarc --------------------------------- File: UNARC.PAK is a BINARY File. Press to skip, ownload, ist, or uit. ?B File: UNARC.PAK is a BINARY File. Press to skip, ownload, ist, or uit. ? Skipping file ... ********************************* Number: 129 Name: AIRWARJ.ARC Address: KESMAI Date: 871030 Approximate # of Bytes: 25200 Number of Accesses: 438 Library: 4 Description: This is the Jet sound file for Amiga Air Warrior. The only difference in this file from the Prop file is the engine noise so you could just copy airwarP.snd to airwarJ.snd if you don't mind your jet making prop noises. This file, however, sounds relatively like a jet. Keywords: Amiga,Air Warrior,Sound --------------------------------- File: AIRWARJ.ARC is a BINARY File. Press to skip, ownload, ist, or uit. ?D Select Download Protocol 1. XMODEM 2. XMODEM (w/1K blocks) 3. YMODEM Which item, or to skip?1 188 XMODEM Blocks in file. File is ready. Start your XMODEM receive file. XMODEM: NORMAL TERMINATION  188 FRAMES PROCESSED 0 FRAMES RETRANSMITTED 0 TIMEOUTS Press ? Download Complete. rowse, epeat, or uit?B ********************************* Number: 128 Name: AIRWARP.ARC Address: KESMAI Date: 871030 Approximate # of Bytes: 27720 Number of Accesses: 709 Library: 4 Description: This file supplies the noises for the prop planes. You can: copy airwarP.snd to airwarB.snd and airwarW.snd to supply the sound files for the bombers and the WWI era planes. Keywords: Amiga,Air Warrior,Sound --------------------------------- File: AIRWARP.ARC is a BINARY File. Press to skip, ownload, ist, or uit. ?D Select Download Protocol 1. XMODEM 2. XMODEM (w/1K blocks) 3. YMODEM Which item, or to skip?1 202 XMODEM Blocks in file. File is ready. Start your XMODEM receive file. XMODEM: NORMAL TERMINATION  202 FRAMES PROCESSED 0 FRAMES RETRANSMITTED 0 TIMEOUTS Press ? Download Complete. rowse, epeat, or uit?B == End of Browse. GEnie Page 873 Air Warrior Library Library: Amiga Air Warrior Software 1. Description of this Library 2. Directory of files 3. Search File Directory 4. Browse through files 5. Upload a new file 6. Download a file 7. Delete a file you own 8. Set Software Library 9. Save Current Software Library 10. Instructions for Software Exchange 11. Directory of New Files 12. Join/Ignore Library Category Enter #,

revious, or elp?M 555 Welcome Mary M. Weimer Last visit at: 23:24 on: 890324 "Only Amiga Makes It Possible!" Welcome to the *StarShip*! ...pursuing excellence in personal computing Programmers: Don't Miss Pro/Am, the Amiga Programmer's RT, at page 670! Lots of new files this month in the Pro/Am Library! --> <-- --> The New *StarShip* Bulletin Board is here! <-- --> It is basically empty, except in category 2 <-- --> Enjoy it! <-- --> <-- --> See Files 5919 and 5932 for last 12 days of <-- --> Old Bulletin Board Messages. <-- --> <-- No Members in Conference GEnie AMIGA Page 555 *StarShip* Amiga RoundTable Library: ALL Libraries 1. Amiga RoundTable Bulletin Board 2. Amiga Real-Time Conference 3. Amiga Software Libraries 4. About the RoundTable 5. RoundTable News 890119 6. New Member Survival Kit 7. Send Feedback to StarShip Sysops Enter #,

revious, or elp?1 GEnie New Amiga Bulletin Board Hello Mary M. Weimer Last On: Fri Mar 24, 1989 at 23:26 PST Category 1 Welcome to the *StarShip* 1. CATegories 10. INDex of topics 2. NEW messages 11. SEArch topics 3. SET category 12. DELete message 4. DEScribe CAT 13. IGNore category 5. TOPic list 14. PROmpt setting 6. BROwse new msgs 15. SCRoll setting 7. REAd messages 16. NAMe used in BB 8. REPly to topic 17. EXIt the BB 9. STArt a topic 18. HELp on commands Enter #, or p 1 ?17 Exiting... GEnie AMIGA Page 555 *StarShip* Amiga RoundTable Library: ALL Libraries 1. Amiga RoundTable Bulletin Board 2. Amiga Real-Time Conference 3. Amiga Software Libraries 4. About the RoundTable 5. RoundTable News 890119 6. New Member Survival Kit 7. Send Feedback to StarShip Sysops Enter #,

revious, or elp?M 305 If you would like to be added to a Group Address to automatically receive all GEnie and GE Information Services Press Releases via GE Mail on GEnie, please send a note to that effect to STEVEPR. GEnie PRESS Page 305 Press Releases 1. GEnie 2. GE Information Services 3. General Electric 4. Feedback to Press Relations Enter #,

revious, or elp?M 341 GEnie QUIKNEWS Page 341 GEnie QuikNews 1. About QuikNews 2. QuikNews Instructions 3. Select Full-Text Search Terms 4. Select Standing Stories 5. View/Modify Profile 6. Download Stories in your Mailbox 7. Subscribe to QuikNews 8. Cancel your QuikNews Subscription 9. Feedback to QuikNews Enter #,

revious, or elp?M 340 GEnie NEWSGRID Page 340 NewsGrid Headline News 1. About NewsGrid 2. NewsGrid Instructions 3. Today's News 4. Enter the Livewire News Room 5. Send Feedback to NewsGrid Enter #,

revious, or elp?3 NewsGrid Headline News Saturday, March 25 1989 01:14PST 1. U.S. and World News Headlines 2. Business News Headlines 3. Sports 4. Features 5. Other News 6. Keyword Search Today's News Custom Clipping Service 7. Enter Clipping Keywords 8. Select Standing Stories Enter #,

revious, or elp?1 NEWS HEADLINES 1. U.S. LAUNCHES $140 MILLION STAR WARS PAYLOAD 2. POPE JOHN PAUL LEADS HOLY WEEK RITES AT VATICAN 3. FLIGHT ATTENDANTS END STRIKE AGAINST CONTINENTAL AIRLINES 4. ANOTHER TERRORIST WARNING REPORTEDLY ISSUED TO U.S. AIRLINE LAST DECEMBER 5. TRAVELERS FACE MASSIVE DELAYS AT AIRPORTS BECAUSE OF HEIGHTENED SECURITY 6. TIGHT SECURITY CAUSES HOLIDAY CHAOS AT BRITISH AIRPORTS 7. SEARCH UNDERWAY FOR MISSING U.S. FISHING BOAT IN ATLANTIC 8. ISRAELI SOLDIERS WOUND 18 PALESTINIANS IN WEST BANK VIOLENCE 9. HEAVY RAIN PELTS ATLANTIC, PACIFIC COASTS 10. TANKER RUNS AGROUND NEAR VALDEZ, ALASKA AND SPILLS 150,000 GALLONS OF OIL 11. JAPANESE OFFICIAL CRITICAL OF U.S. JET FIGHTER DEAL 12. POLLSTER SAYS MOST ISRAELIS OPPOSE TALKS WITH PLO 13. NATO REACHES COMPROMISE ON SHORT-RANGE MISSILES Enter #'s, ain News Menu, or

revious? is invalid, try again. NEWS HEADLINES 1. U.S. LAUNCHES $140 MILLION STAR WARS PAYLOAD 2. POPE JOHN PAUL LEADS HOLY WEEK RITES AT VATICAN 3. FLIGHT ATTENDANTS END STRIKE AGAINST CONTINENTAL AIRLINES 4. ANOTHER TERRORIST WARNING REPORTEDLY ISSUED TO U.S. AIRLINE LAST DECEMBER 5. TRAVELERS FACE MASSIVE DELAYS AT AIRPORTS BECAUSE OF HEIGHTENED SECURITY 6. TIGHT SECURITY CAUSES HOLIDAY CHAOS AT BRITISH AIRPORTS 7. SEARCH UNDERWAY FOR MISSING U.S. FISHING BOAT IN ATLANTIC 8. ISRAELI SOLDIERS WOUND 18 PALESTINIANS IN WEST BANK VIOLENCE 9. HEAVY RAIN PELTS ATLANTIC, PACIFIC COASTS 10. TANKER RUNS AGROUND NEAR VALDEZ, ALASKA AND SPILLS 150,000 GALLONS OF OIL 11. JAPANESE OFFICIAL CRITICAL OF U.S. JET FIGHTER DEAL 12. POLLSTER SAYS MOST ISRAELIS OPPOSE TALKS WITH PLO 13. NATO REACHES COMPROMISE ON SHORT-RANGE MISSILES Enter #'s, ain News Menu, or

revious?M NewsGrid Headline News Saturday, March 25 1989 01:15PST 1. U.S. and World News Headlines 2. Business News Headlines 3. Sports 4. Features 5. Other News 6. Keyword Search Today's News Custom Clipping Service 7. Enter Clipping Keywords 8. Select Standing Stories Enter #,

revious, or elp?M 390 Entering the Religion & Ethics RoundTable area. You are not a member of this RoundTable. Do you wish to join (Y/N)? ?Y NEW ON THE ROUNDTABLE ================================ Press CTRL-S to stop scrolling Press CTRL-Q to resume scrolling ================================ Discuss the Salman Rushdie issue. See CATegory 8, TOPic 3 in the BB Have you tried the quiz on World Religions? Who is a Jew? File #244 Religion & Apartheid, File #252 Gossip about church! File #260 Trashy Television, File #261 Roe v Wade (Abortion), File #262 Believe in Hell fire? See File #280 Religion & Health, File #291 The Ayatollah & 'Satanic Verses,' File #292 AIDS and Christianity, File #301 Family & Career, File #302 ------------------------------- Harrison W. John HJOHN RoundTable Manager Herman Griffith H.GRIFFITH1 Sunday Night RTC Host ------------------------------- ++++++++++++++++++++++++++++++++++ REAL TIME CONFERENCES 10 pm EST Sun. 3/26 - WHO is Easter!? Wed. 3/29 - Should Guns Be Banned? ++++++++++++++++++++++++++++++++++++ INVITE YOUR FRIENDS to use the Religion & Ethics RT. ++++++++++++++++++++++++++++++++++ Welcome to the Religion & Ethics RoundTable (RT)! Enjoy your first session on the RoundTable. Glad you joined us. What's the RT and who can use it? It's for anybody - no matter what your religion. We think of it as the electronic Hyde Park of Religions. To put it another way, we are a United Nations of World Religions. So welcome aboard! If you have comments or questions dealing with any of the categories of the Bulletin Board, please leave a message in CAT 1, TOPIC 3 called "Feedback." No Members in Conference GEnie RELIGION Page 390 Religion & Ethics RoundTable Library: ALL Libraries 1. Religion & Ethics Bulletin Board 2. Religion & Ethics RT Conference 3. Religion & Ethics Software Library 4. About the RoundTable 5. RoundTable News 890224 6. Religious News Summary 890317 7. Test Your Religious IQ Enter #,

revious, or elp?M 500 No Members in Conference GEnie RTC Page 500 National Real-Time Conference 1. RT Conferencing Instructions 2. RTC Command Summary 3. RTC Meeting Leader Commands 4. Join the RT Conference Enter #,

revious, or elp?BYE Thank you for choosing GEnie. Have a nice day! Online: 1 hour, 54 minutes, 41 seconds. OFF AT 01:17PST 03/25/89 ƹÍ•Púãó NO CARRIER