GRAVITY Typed in by THE MIGHTY CLOG. Edited by PARASITE. (LDS version cracked by SHAGRATT. KEYBOARD CONTROLS. F1 - Open DRIVE window F2 - Open DEFENCE window F3 - Open FOUR-SPACE display & Toggle Solid/Wire frame contours F4 - View DAMAGE control F5 - Open WEAPONS window F6 - Open HOLOTANK F7 - Toggle RADAR On/Off F8 - Open TOOLS window F9 - Access COMPUTER HELP - Toggle Mouse control of Scoutcraft On/Off Default settings of the re-definable keys: RIGHT SHIFT - 'UP'/Activate Scoutcraft drive (Thrust) CAPS LOCK - 'DOWN' Z - 'LEFT'/Rotate left (Anti-clockwise) X - 'RIGHT'/Rotate right (Clockwise) D - Activate defense R - Recall drones T - Activate tool S - Swap drive SPACE BAR - Activate weapon slot one M - Activate weapon slot two P - Pause (Press any key to unpause) INTRODUCTION You had all the time in the universe with a mission to colonise it. But your time's just run out. Now the Outies are out to play it's got serious. It's become a mission of... GRAVITY In 2320, interstellar travel has become as commonplace as Intercity, and man's mission to colonise the universe is well underway. But then the Outies appeared. No-one Knew where they came from, but it was obvious what they were after... energy. And they's stop at nothing to get it. They favour charged Black Holes. And they just turned your latest colony into one.... It's pay-back time. A spiral arm wrestle. But this galaxy's not big enough for the both of you. Something's got to give. Just make sure that it's the Outies on the receiving end. NB! For the purpose of saving your progress in the event of being unable to continue play, we recommend you have a Save Game Disk to hand. Please ensure that it is blank and has been formatted. YOUR OBJECTIVE Eradicate the entire Outie fleet... or die trying. The only way of permanently removing the Outies from the galaxy is to turn their system's Black Hole back into a sun and destroy their home base. Preferably before they turn your sun into a Black Hole.... GAME OVER When all your forces are lost at the hands of the Outies or your home system's sun is turned into a Black Hole and your home base is destroyed... That's Game over. THE ENVIRONMENT Gravity concerns a small fragment of the Milky Way Galaxy: a Spiral arm comprising 128 randomly generated Solar Systems from 65536 permutations. This vast system is yours to explore - and you'd better. Get out and colonise as many planets as possible, then use your technologically developing colonies to keep track of Outie activity and ultimately trace its source. The Dateline is January 01, 2321. With the United Nations Scout ship Hawking under your direct control, and 15 other scoutcraft at your disposal, your mission begins. CONTROL The mouse is used extensively, so plug it into port 0. The keyboard also has it's uses, mainly as an alternative to the mouse (See Keyboard Summary). LET YOUR FINGER DO THE POINTING The mouse moves the 'handy' pointer around the screen. Use the pointer's finge as a point of reference. Two quick preses of the left-hand mouse button (ie. a double click) more often than not selects a function. WHAT'S WHAT (Where And Why) The gravity environment is primarily icon-driven through windows. Open a window by moving the pointer to the relevant icon and double-clicking the left-hand mouse button. Close a window by double clicking on the close box (like GEM). This is often found in the top left-hand corner of a window, o failing that in the centre of the panel at the bottom of the screen. Alternatively, don't bother to close windows - just select another function to close the one in action. Should you need to move the window elsewhere on screen, simply touch a 'clean' are of its border with the pointer and press and hold down the left-habd mouse button. MODULES This bit is pretty hard for me to describe, 'cause it's all refering to a screen shot of the main game screen, so I'll just say 'Top-left' or 'Bottom-right' etc. Each module can also be called up by hitting a function key, so I'll mention the appropriate key in brackets after each module name: Long range radar - Top left Status display - Top middle Short range radar - Top right Shipboard computer - Keyboards at left & right - (F9) The following modules are found from left to right at the bottom of the screen Drives - (F1) Defences - (F2) The grid - (F3) Damage control - (F4) Weapons - (F5) The cube - (F6) Radar selection - (F7) Tools - (F8) SCOUTCRAFT The United Nations Scout ship featured in Gravity first entered service in 211 There have been improvements made since, but all have been minor and not worth of mention. The 16 scoutcraft at your disposal all come identically equipped - it's up to you to improve them where necessary. FLEET ROLL BELL COLUMBUS EINSTEIN EUCLID HAWKING GAGARIN HERSCHEL LOVELACE MAGELLAN MINKOWSKI NEWTON PODOLSKI RIEMANN ROSEN SALLY RIDE TERESHKOVA DIMENSIONS Length : 1800m Height : 500m Width : 100m DRIVE Three drive slots are available. Initial configuration: Slot one : Ion Drive Slot two : Orion system Slot three : Empty WEAPONS Four weapons slots are available - the top usually contains an energy weapon, with missiles often stored in the other three. The contents automatically shuffle 'down' to slot one when a weapon is either exhausted or damaged. Eight spare missiles are provided as standard. INITIAL CONFIGURATION: Slot one : Nova gun Slot two : Missile Slot three : Missile Slot four : Missile DEFENCES Four defence slots are available. As with the weapons, the contents shuffle 'down' to slot one when a defence system is either exhausted or damaged. Initial configuration: Slot one : Drone Slot two : Drone Slot three : Drone Slot four : Drone COMPUTER Five key systems are housed here: COMMUNICATIONS Prepares and receives jump sond (That might be meant to be 'sound', but it says 'sond' in the manual... so 'sond' it is !!!) transmissions and messages. NAVIGATION Calculates Collapsar jumps and planetary orbits. DISPLAY Responsible for creating the strategic and tactical displays. PROGRAMMING For drones, tools and missiles. DAMAGE CONTROL Provides limited repair to other computer sub-systems. POWER UNITS Powered by Nuclear fusion. FUEL TANK Refuel with hydrogen, either by calling at a colony, or skimming a gas giant. CONTROLLING A SCOUTCRAFT Move the mouse in the direction you wish the scoutcraft to face. Depressing the left-hand button activates the scoutcraft's drive (ie. Applies thrust). Pressing the right-hand button activates Weapon slot one, with slot two activated via the keyboard. Just be careful not to shoot other Terran scoutcraft, drones or even your own missiles. Alternatively, use the keybaord. STATUS DISPLAY Shows ship time, real time, current location, battle data, nominal status, elapsed time, plus any other information regarding the scoutcraft currently under your control. A single click of the left-hand mouse button with the pointer on either of the computer display keyboards cycles through this information. SHIP TIME Shown in hours, minutes, month and year. REAL TIME Not real time, as in the real world, but time relative to Starcom. CURRENT LOCATION The position of the scoutcraft under your direct control. BATTLE DATA Any information regarding damage to the scoutcraft currently under control. NOMINAL STATUS The current status of the scoutcraft you control shown as a percentage of full capacity. Remaining fuel is also displayed in lbs. ELAPSED TIME This is the real time. Just to let you know how long play's been in progress. DAMAGE CONTROL This rotating 3D view of the scoutcraft currently under control allows you to see at a glance any damage incurred. All damaged functions flash red. Non-modular damage is self repairing - the replacement of lost drives, defences, weapons and tools on the other hand, is not. The top slots of these modules are filled by any available back-up systems, but when they run out, it's time for you to visit your nearest stockist - ie. a colony. RADARS Both radars cannot be opened at once, which is why one closes as the other opens. LONG RANGE RADAR The shades of colour represent differing depths of gravity well. To help you find your way around, lines emmited from the craft point to stella or planetary boundaries. GREY - Sun GREEN - Planet BLUE - Black Hole SHORT RANGE RADAR Used primarily for combat. The grey plateau reresents the immediate vicinity o Four-Space around the scoutcraft you currently control. DRIVES Decide how to drive your scoutcraft. A choice of five systems are available. A single click on the drive of your choice puts it in the top (active) slot. SHORT RANGE ION DRIVE - Preferred by many pilots as a back-up drive. LIGHTSAIL - Requires no internal power, as it's motive force is pressure of the solar wind against a giant reflective Myla sail. BUSSARD RAMJET - Can be found more or less anywhere, which is an indication of it's quality. ORION SYSTEM - Looks very impressive !! GRAVITIC WARPER - Only available from the more technologically advanced systems. LONG RANGE COLLAPSAR JUMP - The craft falls into a Black Hole and continues in a straight line in zero time until another Black Hole is reached, whereupon the ship reappears with the same velocit it originally had. Your ship's on-board computer can calculate the Collapsar of origin of any craft seen emergin from the jump, and you can thus track the Outies to their home system. WEAPONRY Four types available from two general categories... ENERGY WEAPONS LASERS - The least powerful weapon system - Useful for close action. NOVA GUN - Similar to a laser, only after a short period of time the energy in the beam forms a Quantum Black Hole (Q. What the fuck is a Quantum Black Hole ???) which immediatley evaporates and results in an enormous release of energy in a very short period of time. MESON CANNON - Creates high energy Mesons and directs them at targets. The nature the Meson is that it passes through all shields and matter without resistance. MISSILES To pick up a missile and place it into an empty weapoms slot, simply point to the missile icon at the bottom of the window (the quantity available is shown at the right) and drag the missile. A single click with the pointer positioned on the missile slot calls up the missile diagram, allowing you to alter the specification of the missile. NB! Not all missile parts work together, which is why you sometimes can't select certain items. WARHEAD FUSION BOMB - Standard high explosive. SHAFTER - Any matter within the very steep gravity well produced is torn apart by tidal forces. DRIVES SHORT BURN - Limited thrust CONSTANT ACCELERATION - The missile thrusts 'til it 'busts GUIDANCE FREE FLIGHT - The missile travels in the direction it was launched. HOMING - The missile chases the nearest available target. DETONATOR CONTACT - For touch-sensitive missiles. TIMED - Detonates after a period of time. (I'll make no comment on the possibility of a 'Touch-sensitive, Limited-Thrust Shafter' Missile !!!!) DEFENCE DRONES Small robot craft intended to harass and confuse the enemy. Their behaviour is pre-programmed with the Combat-Oriented-Language (COL). Drive : Ion Weaponary : Laser To view and select a Drone's available Drone control programs, firstly pick up and place the required drone icon on the top (active) slot. A single-click on the left-hand mouse button calls up the Drone's four program slots, allowing you to point to the desired DCP and 'activate' it with a further single click. BLACK GLOBE GENERATOR Projects a barrier which absorbs all energy and transfers it to on-board capacitors for storage. Ships with Black globe active may not move, fire or communicate. A single click toggles the Globe on and off. TOOLS Intelligent machines constructed for the purposes of Terraforming and gravitic engineering. In order to colonise, you need to launch a colony module, for which this module is required. The display shows three hatch covers of launch tubes, with (above) windows displaying the tube's contents. A single click on 'I' - a list of tools available. Top left corner shows how many modules are available. Drag the tool to the required window. Tools shuffle down to the next tube when a tube is launched or damaged. To replace a tool, simply pick up the replacement and place it in the tube. The old tool is then placed in stores. COLONY MODULE Lauch one in the vicinity of a suitable planet to create a colony. Each scoutcraft comes initially equipped with four. CYGNUS Forms a Collapsar from any sun or gas giant. Only one supplied as standard. REMOTE ENGINEERING DEVICE (RED) The Black Hole in the Outie's home system is evaporated by using an appropriately programmed RED. Six are supplied as standard. GENESIS Remote Terraforming device which Terraforms and rocky planet. It's the only tool actually capable of creating a planet, which is why at first you only hav one to play with. EXAMINING TOOLS Open a tube and call up Tool Data Form by double-clicking the left mouse butto ove a hatch cover. Only the RED data can be changed, using the appropriate arrows or 'No change'. BUYING EQUIPMENT Extra equipment is only available from colonies. But to purchase equipment you need cash, and seeing as you start with none you have to earn it. Money is only aquired through damage - a œ1 for every hit given or taken. WELCOME TO STARCOM STAR COMmand is your home base - lose it and you lose the game. It's also the main centre of strategy, acting as a form of computer aid by offering advice i the form of missions. Starcom Activity is initially set at 50%, but if you fee the need you can alter it anywhere between 0% and 99% via the ships computer. With StarCom activity at maximum, the computer gives orders to your scoutcraft fleet. Minimum activity means that all orders are given by you and you alone. Any values in between determine the ratio of computer and player orders. Whatever the vale of StarCom activity, you are free to over-ride any computer- given orders. MISSIONS No sooner has the game begun then mission details arrive courtesy of StarCom. To accept the mission, simply get out there and do your stuff (the destination is automatically set in your ships computer). If, on the other hand, you want to embark on an alternative mission, access the ship-board computer and simply discard it. StarCom missions include.... EXPLARATION Discover information about a system, such as size and types of planetary bodies. TERRAFORMING To prepare the way for colinisation by firther expeditions, you need to tidy u the planetary system beforehand - by removing problems such as asteroid belts. MILITARY ACTION Visit an Outie occupied system, either to hassle them or to remove them for good. COLONY PROTECTION Protect a convoy of colonists on its journey to the colony worlds, and maintai interdiction for a time while the colony sets up its defences. ROUTE CONSTRUCTION Some areas of the Spire Arm are unreachable with the Black Holes available, which means sending a scoutcraft through normal space to establish another Black Hole, which may then be used for transport. These missions take time and you are advised not to take personal charge. YOUR SHIP-BOARD COMPUTER A single-click of the left mouse button while pointing the either keyboard cycles through the status display information. A double-click opens the window for options. DISC Load or Save your position. This is only available at colonies of Tech Level 4 or higher. A single click on the top name allows you to enter the name of your saved game via the keyboard. PROGRAM Determine your drones behaviour with the Combat Oriented Language. COMMS Review orders or re-stock equipment. To discard current orders, double-click this icon and new orders will be requested. OPTIONS BINDINGS - Allows you to re-defines the keyboard controls. STARCOM - Alter the degree of autonomy of StarCom. ABORT - Restart the game, with all settings cleared to default. NEW GAME - Leave settings alone, and start a new game. COLONISING The only place you but supplies is at a colony. Colonies are also used for receipt of information and missions. CREATING A COLONY Should you come across a colony that fails to meet your requirements, simply transform it. Tools are used to change the three variable characteristics of stellar and planetary bodies. The greater the change, the more energy is required and hance more tools. Genesis and Cygnus devices perform their respective functions irrespective of the values detailed below, but neither item is widely available. The abundant REDs on the other hand are limited to five units of energy for the purpose of change, which means in some instances you may need more than one. DIAMETER Altered at a cost of 3 energy units for every 1000Km difference. BIOSPHERE Takes 1 unit to effect a change. COMPOSITION HYDROGEN - Suns and gas giants ROCKY - Earth, Venus, Mars Asteroids etc. NEUTRONIUM - Neutron stars. SINGULARITY - Black Holes (So dense it doesn't actually exist) Hydrogen to rocky - 2 units Rock to hydrogen - 2 units Rocky to neutronium - 10 units Neutronium to rocky - 10 units Neutronium to singularity - 35 units Singularity to neutronium - 35 units Once a colony has been established, it's Technological level develops independantly. The greater the number of Terran planets in a sector, the faster their Tech level (Represented by 'T') advances. Successful Outie attacks reduce a colonies Tech level. TECHNOLOGICAL DEVELOPMENT A colonies Tech level develops as follows: T3 Drives : None Defences : Drones Weapons Energy : None Missile : Drives Tools : None T4 Drives : Orion system Defences : Drones Weapons Energy : Lasers Missile : Drives Guidance Tools : Colony T5 Drives : Orion system Bussard Ramjet Defences : Drones Weapons Energy : Lasers Nova gun Missile : Drives Guidance Detonators Tools : Colony T6 Drives : Orion system Bussard ramjet Light sail Defences : Drones Weapons Energy : Lasers Nova gun Meson cannon Missile : Drives Guidance Detonators Warheads Tools : Colony T7 Drives : Orion system Bussard ramjet Light sail Ion drive Defences : Drones Weapons Energy : Lasers Nova gun Meson cannon Missile : Drives Guidance Detonators Warheads Tools : Colony Cygnus T8 Drives : Orion system Bussard Ramjet Light Sail Ion drive Gravitic warper Defences : Drones Weapons Energy : Lasers Nova gun Meson cannon Missile : Drives Guidance Detonators Warheads Tools : Colony Cygnus Genesis T9 Drives : Orion system Bussard ramjet Light sail Ion drive Gravitic warper Defences : Drones Weapons Energy : Lasers Nova gun Meson cannon Missile : Drives Guidance Detonators Warheads Tools : Colony Cygnus Genesis T10 Drives : Orion system Bussard ramjet Light sail Ion drive Gravitic warper Defences : Drones Black globe Weapons Energy : Lasers Nova gun Messon cannon Missile : Drives Guidance Detonators Warheads Tools : Colony Cygnus Genesis THE GRID The active gridwork (or solid contoured plan at the press of F3) in the centre is Einstein-Minkowski Four-Space. All subns, planets, Black holes and the like impose their gravity wells on the web of Four-Space, while spacecraft and other smaller objects react to gravity wells and other gravimetric phenomena in terms of Newtonian mechanics. NB! Due to memory limitations, the starfielsd does not appear on machines with less then 1MB. WHAT THE COLOURED GRID MEANS Green Four-Space represents Deep Space, but this and colours of Four-Space represent the presence of stellar or planetary bodies. GREEN SUN Surrounding Four-Space is Green in colour. RED SUN Surrounding Four-Space is Red in colour. TERRAN PLANET Surrounding Four-Space is Cyan in colour. ROCKY PLANET Surrounding Four-Space is Brown in colour. BLUE STAR Surrounding Four-Space is Dark-Blue in colour. GAS GIANT Surrounding Four-Space is Magenta in colour. Run through a Gas giant for approx. 1000 lbs of fuel. THE HOLOTANK Also known as The Cube. A strategic display of the Spiral Arm of the galaxy yo occupy ie. a form of 3D map. Click the boxes around the edge of the Cube for the following functions: Roll : Top left Magnify : Left Yaw : Bottom left Pitch : Bottom right Close : Top right All functions except Close are blue in colour, representing one direction of operation, and orange the other. A single-click of the left mouse button while pointing at the respective icon changes it's colour and reverses the direction of operation. Depress and hold down the left mouse button to perform the operation. When the contents of the Cube are magnified, you may still wish to view your immediate surroundings. Point to the coloured bars at the edges of the cube and press and hold down the left-hand mouse button. You can now slide the bar held and view the surrounding star field. STAR SYSTEMS GREEN Terran occupied RED Outie occupied YELLOW Unknown or Unoccupied CYAN BLIP (Top left of Star) Singularity & Black Hole present SYSTEM DATA Call up information on a system by pointing to one in the cube and double- clicking the left mouse button. SHOW SYSTEM A single click while pointing here calls up further information about the system. FLEET DATA FORM Point to either a Terran or Outie fleet to call up this form. FLAGSHIP Transfer direct control to the selected scoutcraft by single-clicking on the 'Flagship' icon. The scoutcraft then becomes the Flagship, with you as Flag admiral. A single-click on the left mouse button while pointing here reveals any other fleets at this location - either Terran or Outie. Four colours of marker are used for reference. The first star selected is highlighted with a red marker - choose a second, different star and it's given a green marker. Select a third star and an amber marker is displayed. Should a fourth star be selected, then the (now) amber marked on the first star disappears, and the priorities of the other two markers change accordingly. A cyan marker shows your home system, while a flashing marker shows that the Outie home base has been discovered. CONTROL PANEL The two pairs of coloured buttons to the left of this panel correspond to the colours of the markers in the cube. Point to the desired colour of buttons and double-click the left mouse button to view the names of the selected stars and the distance between them. STATUS Double-click the left mouse button while pointing here for information concerning the percentage and Tech level of Terran and Outie occupation, along with the number of remaining scoutcraft. ORDERS Double-click the left mouse button while pointing here to call up the order form and send orders to StarCom. CARRIAGE RETURN Send a completed order to StarCom by pointing to this icon and single-clicking the left mouse button. Recognition of the message being sent is displayed in the window at the bottom of the scrren. DELETE Point here and single-click the left mouse button to remove the last word selected. PROBE Order StarCom to send a small Probe craft to check for Outie occupation in a sector. Single-click the left mouse button with the pointer on 'Probe' to call up the 27 sector names. Now point to the desired system and single-click the left mouse button to select it. Don't forget to select Carriage Return to send the order. EXPLORE Select as above, but orders StarCom to send a Scoutcraft (which gives more detailed information than the probe) to the designated sector. MOVE Orders StarCom to move a Scoutcraft to a newly selected sector and act on further orders when it gets there. With MOVE selected, the scoutcraft is then directed by using the three buttons either side of the form which are coloured red, amber and green to correspond with the previously positioned markers in the cube. Point to the desired colour of box and single-click the left mouse button to select the destination. Six further actions are now displayed - point to the one desired and single-click the left mouse button to select it. COLONISE Colonise any Terran planet in the selected system. FORM HOLE Some stars do not have Black Holes, which are needed for Faster-than-light travel. A complete move: Form Hole orders a Scoutcraft to travel at sub-light speeds to designated star and create a singularity. Unfortunately, sub-light travel takes years of real-time. TERRAFORM Creates a Terran planet in the designated system. SKIRMISH Orders attacks on Outie craft at the selected location. Fortunately scoutcraft have the sense to run away when threatened with total destruction. CONQUER Similar in effect to skirmish, only the scoutcraft attempt to return the syste to an unoccupied state, or die trying. CONVOY The only action which requires that at least two stars are selected in the Cube beforehand. The convoy command orders StarCom to send a scoutcraft to collect colonists from the first named star and transfer them to the second, in order to colonise, skirmish etc. NB! A colonisation as a result of a convoy order results in a higher Tech leve than as a result of a straightforward Move: Colonise. COMMUNICATION All radio communication is limited to travelling at the speed of light, so the only practical means of passing information is via multiple collapsar jumps. Small, missile-like craft called jump sonds are programmed to perform a series of Collapsar jumps, broadcasting messages in specified systems for reception by any colonies or spacecraft present. But even faster than light communicatio takes time, which means that it is possible for the data displayed in the Holo Tank to be out-of-date. Your ship-board computer attempts to extrapolate information held in the Holo Tank, but even so, you may find that seemingly safe missions turn out to be a little less safe than they look. THE OUTIES Outie technology, particularly in the fields of gravitic engineering and travel, isn't as advanced as humanity - for example: they don't possess the Warper. It takes the Outies considerably longer then you to engineer their systems to suit them. On entering a new system, the Outies first build a deep space platform from which further activities within the system take place. They then set about turning the system's sun into a black hole. This entire process takes in excess of a year depending on the stellar type with which they deal. COMBAT ORIENTED LANGUAGE COL is an icon-driven programming language used to determine the behaviour of drones. It takes time to master, but it isn't too difficult to learn. PROGRAMMING DRONES Having selected the programming icon with a double-click of the left mouse button, insert your game save disc and press any key. Four drone control programs are supplied as standard - FlyFree, Interdict, Local and KamiKaze. Studying them will gave you an idea of how a DCP works. To call up a DCP into the program window, simply point to the relevant slot, (except the red one) in the storage window and double-click the left mouse button. STORAGE WINDOW Displays a directory of your save game disc and is used to load and save. PROGRAM WINDOW This is where programs are created. ICON WINDOW All command icons are stored here. DCP Transfer the program shown in the red slot in the storage window to the drone number displayed to the right. Move the program window around the DCP to view it. Alternatively, use the cursor keys. CLR Clear the program window of the DCP to allow input of the new program. CREATING A PROGRAM A DCP is constructed via two windows: Icon and Program. The icons in the lower window are COL's fundamental commands - by picking them up and placing them in the program window, a program is created. An icon is picked up by pointing to it and pressing and holding down the left mouse button. As icons are added to the program window, they are connected to the previous icons by a green line to signify the course of program control. However, when an icon is placed on a previously existing line and the new icon is inserted on that line, dragging conditional icons (eg. IF) sets up the course of program control if the condition is fulfilled. Single-clicking the left mouse button, and holding down the right mouse button while pointing to an icon on the program window allows you to remove and delete that icon from the window. A double-click on the left mouse button while pointing to an icon allows you to set it's parameters. Point to either pair of arrows to the right of the parameters and single-click the left mouse button to cycle through them NB! Although up to four DCP's may be held in the ship-board computer's memory, only one may be used at any time for each drone. ICONS There are 14 commands in the form of icons. A green spot in the top-right corner of an icon shows that it has variable parameters. ORBIT ORBIT The drone orbits an object at the chosen radius. IF IF The drone acts accordingly if an event occurs. FIRE FIRE Having locked onto an object, the drone fires at it. HOLD HOLD Holds the position [x,y] relative to the lock. APPROACH APPROACH Approach a craft, planetary or stellar body or the subject of a Lock. Whatever the object, the Approach is relative to MODE. LOCK LOCK Lock onto an alien, a planetary or stellar body, or a piece of equipment. FLEE FLEE Order the drone to flee from a craft, planetary or stellar object or the subject of a LOCK. MODE MODE Determine the flight mode as used by APPROACH. The flight patterns are: LINE - The standard mode of lfight RT ANGLE - Forces the drone to move at right angles to the course set by APPROACH. REVERSE - Reverses the drones course. DO DO Denotes the beginning of a loop. ENDDO ENDDO Denotes the end of a loop. EXIT EXIT Exit a loop. NOP NOP Stands for NO oPeration, used to waste time. GOTO GOTO Go to a section of DCP. To determine the destination, simply point to the GOTO icon and click and hold down the left mouse button to move the blue line around the DCP. When the blue line touches the desired position in the DCP, release the left mouse button. LAND LAND Land on a stellar or planetary body.