← Back to contents

ASCII text, with CRLF line terminators — 109K bytes

1

GEnie                         Page 871
       Air Warrior Instructions       

 1. Read Manual
 2. Version Notes

Enter #, <P>revious, or <H>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 <RETURN>, or <S>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 <RETURN>, or <S>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 #, <P>revious, or <H>elp?4

Start browse backwards from what file
number, or <Return> 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 <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?D

Select Download Protocol

1. XMODEM
2. XMODEM (w/1K blocks)
3. YMODEM

Which item, or <RETURN> 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 <RETURN>?

Download Complete.

<B>rowse, <R>epeat, or <Q>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 <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?DD

Select Download Protocol

1. XMODEM
2. XMODEM (w/1K blocks)
3. YMODEM

Which item, or <RETURN> 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 <RETURN>?

Download Complete.

<B>rowse, <R>epeat, or <Q>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 <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?D

Select Download Protocol

1. XMODEM
2. XMODEM (w/1K blocks)
3. YMODEM

Which item, or <RETURN> 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 <RETURN>?

Download Complete.

<B>rowse, <R>epeat, or <Q>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 <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?D

Select Download Protocol

1. XMODEM
2. XMODEM (w/1K blocks)
3. YMODEM

Which item, or <RETURN> 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 <RETURN>?

Download Complete.

<B>rowse, <R>epeat, or <Q>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 <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?D

Select Download Protocol

1. XMODEM
2. XMODEM (w/1K blocks)
3. YMODEM

Which item, or <RETURN> 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 <RETURN>?

Download Complete.

<B>rowse, <R>epeat, or <Q>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 <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?B


File: UNARC.PAK
is a BINARY File.

Press <RETURN> to skip, <D>ownload, <L>ist, or <Q>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 <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?D

Select Download Protocol

1. XMODEM
2. XMODEM (w/1K blocks)
3. YMODEM

Which item, or <RETURN> 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 <RETURN>?

Download Complete.

<B>rowse, <R>epeat, or <Q>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 <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.
?D

Select Download Protocol

1. XMODEM
2. XMODEM (w/1K blocks)
3. YMODEM

Which item, or <RETURN> 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 <RETURN>?

Download Complete.

<B>rowse, <R>epeat, or <Q>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 #, <Command> or <HEL>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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, <M>ain News Menu,
or <P>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, <M>ain News Menu,
or <P>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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 #, <P>revious, or <H>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