Fighter Duel From Jaeger Software QUICK DOCS by the JESTER/Quartex * Remember to enter "ENTIRE" as the password when requested * NOTE:DUE TO TIMING PROBLEMS WITH THE JOYSTICK ROUTINES THIS GAME IS *NTSC* ONLY! SO USE YOUR FAVORITE NTSC UTILITY TO PLAY IT! THE KEYBOARD IS NOT USED EXCEPT TO ENTER THE PASSWORD "ENTIRE" AT THE PROMPT To accelerate push mouse forward 4 or 5 times... To climb, pull joystick back (slowly at first) To arm guns, press left mouse and Joystick button together Pressing left mouse, then point at "landing gear" to raise or lower landing gear.. To change flaps, left mouse, then click on the number you want to change it to... Pressing right button, then moving mouse turns your head around (panorama view) While in combat mode, you need to enter the square around the large obstacle then you'll see the enemy plane appear as a small dot, as you fly closer he'll come towards you.. To install on your hard drive, run the file called hd.install on the first disk! QUICK DOCS TYPED BY THE JESTER/QUARTEX! And Remember, "Don't Always Believe the Bullshit You Hear..." Fighter Duel Pro ---------------- "Unofficial" docs by: Perpetual Demise First off, let's go through the setup. You have three options for PlayerMode, 1 Player, 2 Player, and RearView. Pretty obvious. The RearView option is a special feature that allows you (if you have two machines and a "special" parallel cable, which I will have a schematic for later) to have the front AND the rear view on monitors. Makes it easy to watch your six, as the method for the 360 degree view is a little clumsy while trying to fly one of these monsters. We'll assume you have left it on 1 Player mode. The next menu option is PlayerOptions. Theatre is self-explanatory. The difference between Training and Combat is that, in training, you are shooting (or knocking over, as I enjoy doing) a little target about 50 ft. of the ground, whereas in combat, you are shooting something that shoots back. Under Start, it will be a little easier at first to select the Airborne option, as you start at a few thousand feet, full throttle, with the gear up and heading toward your target. If you are playing 2 Player mode, you automatically start Airborne. I recommend this the first few times you play, as taking off is a tad tricky when you have that big ass mountain in your face or are trying to take off from that carrier. Also under Start is North and South. These are used primarily in 2 Player mode, as one opponent MUST start North and the other MUST start South. If you do not do this and you try to link, it will abort and you must change one of your starting positions (there is no advantage/disadvantage to which one, as the computer starts you at a random altitude each time, and as you know from fighter pilot school, altitude is a BIG advantage in combat). I havent't messed with the Standard and Tourney options yet so I will leave that to you. Next is Modem Type. If you are playing 1 Player you needn't worry about it. If you are playing 2 Player in the same vicinity (i.e. within cable reach) put this on NULL. I have not played via modem yet, so I can't help you on connecting via modem at this time. Locale gives you a choice of the (sparse) scenery, or obstacle if you will, your fight will take place near. Under Training this has no effect. The arch is just that (although a bit squarer than the one in St. Louis from what I can remember). Towers is similar to the World Trade Centers, and Isles is kind of like a mountain with a ridge just wide enough for two planes running directly through it. All these can be (and should be) used to your advantage during combat. See which one works best for you. Send Rear is if you have selected 1 Player (or 2 Player if you are fortunate enough to have 4 machines handy) and have the "special" parallel cable that enables you to have the front and rear views displayed simultaneously on two machines. For now, leave this OFF. Next, is Aircraft. I'm not going into detail about the advantages and disadvantages of each plane. Buy a book if you want that. You can choose any one of the 16 aircraft as your own or choose the Random option if you have some phobia about making up your mind. The first five are American (yeah) planes, the next 5 are British, the next 3 are Japanese, and the final 3 are German. That should help you pick your plane, as I know most of you will prefer to fly the plane from your own country. You may do the same for the enemies also. Foe 2 is optional, and if you don't think you're studly enough (like myself, hehe) to fight 2 planes at once, then select None for Foe 2. There are 4 levels of Foe Skill, which are self- explanatory, plus a random option to mix things up. Under configuration, you can temporarily or permanently change any of the options there. The colors are easy to change, (although the current colors are optimized for the least flicker on RGB monitors without a flicker-fixer) as the gadgets for this are set up similar to prefs. Joystick is simple, as you have a choice between analog and digital (most Amiga joysticks are digital, unless you have done a mod to accept the more responsive analog sticks that the IBMs use) and the sensitivity. Digital EZ gradually centers your elevator after a dive or climb, then you have Low, Med, and High. Pick which one suits you. Unless you have rudder pedals (and who does for the Amy), leave the Rudder setting on Mouse. This lets you control your rudder (for steering, and un- coordinated turns) by just moving the mouse during flight. Rudder pedals work much better since you also control your throttle and view with the mouse during the game, and I've more than once cut my throttle and moved my plane out of position when landing. I'd suggest leaving Surface Dots off. As when an enemy is far away, he appears as a dot and is hard to pick up with 50 other dots on the display. Use Save to save your configuration and Default to change it back to the Default setting if they are "Foxtrot Uniform" (fighter jocks know what I mean). After you have set up, you are ready to go. Just click on the big ass "Begin Flight" gadget to fly. If you are playing head-to-head, both players do this when ready. Now we're ready to fly. I'm not going to give you flying lessons (but would be happy to for a fee), so if you want to know the aerodynamics of flight, etc., buy a book. Assuming you started in the air, you will be flying balls out (full throttle) with your gear up and heading toward your target(s). So continue until you see a plane or your target on the horizon. Here's where we can use TURBO to get there quickly. Pull up the special menu by pressing both mouse buttons at the same time. Over your instrument panel, you will see the TURBO option on the right side, click ON, then click on RESUME TRAINING or COMBAT (depending on which mode you were in). The trick is, your crosshairs must be OFF to use this. To toggle your crosshairs (which appear brown with no numbers on the sides when you are near home, and black when you are closer to your target), press the left mouse button and your joystick button at the same time. When your crosshairs are off, you may hold your joystick button to zip along toward your target. I'd suggest flying somewhat level when you do this as you will gain or lose altitude VERY rapidly. When you are near your target (i.e. it's in visual), turn your crosshairs on, then you may use the joystick button to shoot. Your ammo is limited, so don't go Rambo. Let's now go over flight controls: Joystick up: Pitch down Joystick down: Pitch up (kind of counter-intuitive eh? Like backing up a car) Joystick left: Bank left Joystick right: Bank right Mouse up: Throttle up Mouse down: Throttle down Mouse left: Yaw left Mouse right: Yaw right LMB: Brings up pointer to toggle gear, hook, and change flaps. Point to gear (far left) then move mouse up or down to raise or lower. Same with hook and flaps. RMB: Controls view. Hold down the button and move the mouse to look around. Keep in mind your plane is still moving, so don't go nuts looking around and crash. LMB and RMB: Brings up control panel. In 2 Player mode shows Wins/Losses. (which sucks, I'd like to turbo around in 2 player mode myself) LMB and JB: Toggles crosshairs. JB: Shoot! The instrument panel is pretty standard. You have your gear and arrestor hook (where applicable) on the far left. The arrestor hook, if you don't know, is needed to land on carriers since they are so short. You need to put this down to land on a carrier. Next is airspeed, then throttle (watch it if you get shot or fly upside down for too long, these aren't jets), then your pitch indicator, and slip indicator directly below that, then you have your compass (fly due North or 0 upon takeoff to find your enemy), then your artificial horizon, vertical velocity indicator, your altimeter, flap setting (in degrees) and below that your fuel gauge (watch this dwindle if you get shot too much). Let's go through takeoff once. You're sitting on the runway, heading 70 degrees (as indicated by the compass and the runway marker). Give her full throttle by pushing the mouse up until your RPM gauge reads between 2700 and 3000 (depending on your plane, also notice the P38L has TWO needles, one for each engine, God I love POWER). Okay, make sure you didn't bump your rudder while doing this (the needle and dot on the slip indicator should be in the middle), otherwise you will slide off the runway. When you get near the end of the runway (proper speed depends on the plane, 125 to 150 knots U.S.), pull down on the joystick. Your pitch indicator should be between 8 and 12. MAKE SURE you don't pull up so hard yo go into the RED zone on the indicator, or your plane will stall and you will crash. Same goes for when you get in the air. If you hear the stall warning, you need to REDUCE your pitch, not INCREASE it as you would instinctively do. If you are heading down toward the ground in a stall, pitch DOWN and your plane will level when you gain airspeed. This is the most common mistake. Okay, assuming you haven't bounced your plane back on the ground or have crashed into the mountain or fallen off the carrier into the sea at this point, hold your left mouse button and move the pointer over to your gear. While still holding the button in, move your mouse up and the gear should go up. You may do this at about 500 feet. Now change your heading to 0 and you will be flying toward your enemy. You may use TURBO now if you wish or just fly around, don't forget to turn on your crosshairs or you won't be able to shoot. The numbers on the crosshairs indicate how many times you have been hit (the flashing number on the left) and the number of hits you have scored on the last enemy you tagged. GIVE 'EM HELL! That's about it. The Instant Replay feature is easy enough, just pull up the control panel during flight and play in reverse, forward or freeze. Then go back to 00 secs and click on resume training or combat when you are finished. I wish you could change views during this, but I know of no way to. You can change your foe's skill at any time (but apparently not the plane or the number of foes). Also, if you want a different plane or theatre, you may select them, but you must hit RESET for them to take effect (i.e. quit your current mission). Center stick is used for Analog joysticks only. This lets you select a positon of your stick as the "center". You will probably need to calibrate your stick if you are using an analog one. As far as landing goes, you shouldn't need to land, you either get blown up or not. If you do want to know how to land, you may contact me on most popular boards and I will be happy to help you out. Or buy a good book on flight dynamics and that should help you more than I can. That's it. Hope this helps. If you need to know anything else, let me know, but this should take care of it. I got so many requests for docs that I figured I'd oblige. Now for the credz: Hello to (in no particular order), Caddy, MetalliKat, Zelnik, XTC, Wolverine NightWind, Cat Man, Dr. Electron, Edotl, Librarian, The Show Doctor, Merlin, (everyone back home basically), The Panther (duh), The General, Mr. IRQ, ThunderCat, Lucky Lava, Baser Evil, Nosferatu, SpaZm, Mr. Rox, SCSI, Vertigo, Amok, Pioneer, Sorehead, Mercy, The Master, just fuckin' everybody, you know who you are! As Arnie says: I'll be BACK! Fighter Duel Short Docs Typed by: Perpetual Demise/ORACLE The Fighter Duel Menu The Fighter Duel menu follows the standard conventions for an Amiga menu. Hold down the right mouse button to display the menu headings along the menu bar at the top of the screen. Move the mouse pointer over a heading and the items belonging to that menu will appear in a column beneath the heading. Some items have a ">>" to their right indicating that these items have submenus associated with them. These submenus are displayed to the right of the item when the mouse pointer is placed over the item. To make a selection, place the mouse pointer on the item, which will highlight it, then release the right mouse button. Selected items have check marks to the left of them. Items that are not available are ghosted. The flow for making selections from the different menus is from left-to-right. The default items will already have check marks. Starting on the left, PLAYER MODE menu will have ONE PLAYER option checked. Next over, in the PLAYER OPTIONS menu, the MISSION item will have the TRAINING option checked. In the AIRCRAFT menu, the FRIEND item which corresponds to the aircraft that you will fly, has the CORSAIR option checked, and the FOE item, the enemy aircraft, has the ZERO option checked. In one-player mode, the two-player items, MODEM, LOCALE, and START, in the PLAYER OPTIONS menu are ghosted. The menu on the far right is named CONFIG. The COLORS item will display the COLORS screen, which will allow you to fine tune many of the screen colors used in the actual flight part of the program. This is necessary because of the marked shade variation that exists among monitors displaying a high-resolution, interlaced screen. To help in the selections, the top two-thirds of the COLORS screen is a combination of various scenes from Fighter Duel. The lower third contains eight color squares plus three selector buttons. The color squares represent the eight alterable colors. Default shades are either the Fighter Duel defaults or a set saved earlier using the SAVE option (see below) in the CONFIG menu. The shades can be cycled by clicking the mouse pointer on the square or on a part of the Fighter Duel scene where color appears. Labels above the squares refer to objects of that color in the scene. Only a portion of the brown carrier deck can be seen in the lower left-hand corner of the scene. Numbers below the squares identify the shade; some colors have only 2 shades. The Fighter Duel default shades can be restored by clicking the DEFAULT button. When the shade selections are completed, click on the USE button to use these shades in the pending flight and return to the Fighter Duel menu screen. Click the CANCEL button at any time to return to the Fighter Duel menu screen without affecting the color selections. The second item in the CONFIG menu is SAVE. SAVE will save to disk the current settings of PLAYER MODE, PLAYER OPTIONS, AIRCRAFT, and COLORS. The next time Fighter Duel is run, these settings will be loaded automatically. You can return to the original Fighter Dueal default settings, including COLORS, by selecting the DEFAULT item, the last item in the CONFIG menu. Aircraft Controls The mouse and joystick are used to control all flight and systems operations; there are no keyboard equivalents. Fighter Duel supports both digital and analog-type joysticks. Each provides quick response and accurate control, but there are fundamental differences in the methods by which they affect the aircrafts's movement. The descriptions below may help you decide which stick you will want to use. Aileron control with the digital stick is left stick for left roll and right stick for right roll. Continuous stick pressure will cause the aircraft to roll with increasing rate until the stick is brought back to the center position, which stops the roll and maintains the angle of bank. Elevator control is back stick for increased pitch or nose-up attitude, and forward stick for decreased pitch or nose-down attitude. The angle of attack indicator on the instrument panel will show a positive value for nose-up and a negative value for nose-down attitudes. Returning the stick to the center position will stop the change and maintain the elevator and the angle of attack of the aircraft in the airstream at their current angles. This will also keep the aircraft at it's current angle of pitch. Trim tabs are used to stabilize excess roll and pitch that would otherwise require constant stick movements to keep the aircraft straight and level. Trim with the digital joystick is accomplished by holding the left mouse button down while moving the stick in the direction trim is required. The effect is cumulative so that the longer the stick is held in a direction the greater the amount of trim. There is no trim indicator in Fighter Duel. Aileron control with the analog stick is left stick for left roll and right stick for right roll. The further from the center the stick is moved, the greater the rate of roll. Returning the stick to the center position stops the roll and maintains the angle of bank. Elevator control is back stick for increased pitch or nose-up attitude, and forward stick for decreased pitch or nose-down attitude. The angle of attack indicator on the instrument panel will show a positive value for nose-up and a negative value for nose-down attitudes. The further from the center the stick is moved, the greater the angle of attack of the aircraft in the airstream. Returning the stick to the center position will return the elevator to it's center position and cause the angle of attack to return to zero. The operation of the analog stick is identical to that of the control stick in an actual aircraft. The desired roll rate and pitch can be set instantaneously. Also, the analog stick will have fine-adjustment wheels for trim adjustment. The joystick fire button is involved in the operation of three flight systems: armament, glide-slope indicator, and brakes. With the left mouse button down, the fire button will alternately arm and disarm the guns. When a black gunsight appears in the center of the display, the guns are armed and the fire button will fire the guns. The guns cannot be armed in the vicinity of the carrier. Instead, pressing the fire button and the left mouse button will display a grey gunsight that functions as a glide-slope indicator. Finally, the fire button will activate the brakes independently of the other systems. In the NO-BUTTONS mode, the mouse is moved without pressing the buttons. Left and right mouse movement controls the rudder; forward and back movement controls the throttle. The relative position of the rudder is give by the vertical bar in the turn and bank indicator. Left rudder will move the bar to the left and cause the aircraft to yaw to the left. Right rudder will move the bar to the right and cause the aircraft to yaw to the right. (Yaw is the turning of the aircraft about it's vertical axis.) The position of the throttle is reflected in the rpm reading of the tachometer. Moving the mouse to a full-back position will close the throttle and idle the engine at 700 rpm. Moving the mouse to a full-forward position will open the throttle and increase engine rpm to around 2700. The propellor governor is set to MAX rpm. Pressing the left mouse button allows instrument panel selections as well as gun arming and trim tab input. Pressing this button will display a yellow selector arrow on the instrument panel. Moving the mouse will move the arrow. The arrow controls the lowering and retracting of the landing gear and hook, which are positioned on the left end of the panel, and of the flaps, on the right end. Place the arrow over the object and move the arrow downward for extension and upward for retraction. Remember, the hook cannot be lowered until the gear are fully down, and gear cannot be retracted until the hook is raised. Also, while the left mouse button is held down, the return heading to the carrier is written over the fuel gauge at the lower-right corner of the instrument panel. Pressing the left button and the joystick fire button will toggle on and off the cross hair in the center of the display screen. Away from the carrier, this will also toggle the arming of the guns. Pressing the left button and clicking the digital joystick will accumulate aileron and elevator trim. Pressing the right mouse button enables panoramic viewing that imitates the pilot's ability to look side-to-side and up and down. Pressing this button will display an orienting arrow at the bottom center of the view. The color code of left-half yellow and right-half red indicates the view is straight ahead. Moving the mouse to the right will pan to the starboard or right side of the aircraft. When looking 90 degrees to the right, the arrow is full red. The view can be panned further to the right until the left-half red, right-half yellow arrow appears indicating a full-rear view. Moving the mouse to the left will pan back to the normal view and continue past the full left view with it's yellow arrow to the full-rear view. Back movements of the mouse will pan the view upwards in the same sense that back movements of the joystick will produce a nose-up attitude. Accordingly, moving the mouse forward will pan the view downward. When panning upwards do not pan beyond the vertical view or the view will automatically pan back to the normal view. Side-to-side and up-and-down panning can be combined. Releasing the right button will automatically pan back to normal view. Panning the view is not allowed in extreme nose-up or nose-down attitudes in which the horizon is not visible on the screen. Pressing the right button in these situations will display the orientation arrow but movements of the mouse will be ignored. Also, if the aircraft attitude becomes extreme while the view is being panned then the view will automatically pan back to normal. While the right button is pressed the guns and aileron controls are temporarily disengaged but the elevator control continues to function. Holding both mouse buttons down will pause the program at any time other than while in two player mode. Upon releasing both mouse buttons the program will remain paused and a set of four option buttons and a selector arrow will appear on the instrument panel. Placing the arrow over a button and pressing the left mouse button will highlight the button, and then releasing the mouse button will select the option. To unpause, select either the RESUME TRAINING or RESUME COMBAT buttons. If the aircraft is stationary on the carrier deck, either mission may be chosen. (Pressing the fire button on the deck will activate the brakes and ensure that the aircraft is stationary.) If the aircraft is in flight, only the current mission type may be selected. The CENTER STICK button will center the analog stick at the moment when the left mouse button is released. The RESET button will reset the program and the aircraft will begin again on the carrier deck. Two Player Mode Two nearby machines can be connected directly at their serial ports using a null-modem cable. Null-modem cables are available from your local computer hardware retailer. Before making the connection, make sure that the null-modem cable is of the correct gender for the serial port connection on your machine. Remember that the serial port connection on the Amiga 1000 is of opposite gender to that on other Amiga models. Two machines can also be linked by modems via a telephone line. Fighter Duel requires and external, Hayes-compatible, 1200 or 2400-baud modem. Follow the directions included with the modem for connecting the modem to the computer and the telephone line. In addition, it is necessary that a telephone be connected directly to the modem. Before running Fighter Duel, manually dial your opponent on this telephone and establish voice communication. Before either player presses the BEGIN FLIGHT button, both players must select a set of parameters in the Fighter Duyel menu. You and your opponent will have voice communication at this time and should discuss and agree upon your respective selections. It should also be noted that in two-player mode the program begins with the aircraft in full flight. Begin by selecting the option TWO PLAYER in the PLAYER MODE menu. Then move to the PLAYER OPTIONS menu. The first item is MODEM TYPE with options null modem, for two machines connected directly by a null-modem cable, or the two possible baud rates, 1200 or 2400, for two machines connected by modems and a telephone line. If both modems are 2400 baud, then both players should select 2400. If one or both modems are 1200 baud then both players must select 1200. The modem type must be the same for both players. Next, the item LOCALE is set to either the arch, the towers, or the islands. The LOCALE also must be the same for both players. Finally the item START is set to either NORTH or SOUTH, refering to the northern or southern perimeters of the locale. Your selection must be different from that set by the other player. The program will halt if the same START is selected by both players. Move to the AIRCRAFT menu and set FRIEND to the aircraft that you will fly, and set FOE to the enemy aircraft. Of course, one player's FRIEND must be the second player's FOE and vice-versa. This concludes the menu selections. When you and your opponent have finished with the selections, together press your respective BEGIN FLIGHT buttons and the program will then attempt to make a modem connection. If succesful, the program will load from the floppy or hard drive; in the case of the hard drive this could be just a couple of seconds. If you have Fighter Duel installed on hard drive and your opponent is running off floppy then you will have to wait with a blank screen during the time the floppy loads on the other end.