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FLIGHT(6D)							    FLIGHT(6D)


NAME    [Toc]    [Back]

     flight, dog, shadow - simulate the	flight of any of several aircraft

SYNOPSIS    [Toc]    [Back]

     flight [ -h ] [ -O	]

     dog [ -h ]	[ -O ] [ -i infile ] [ -o outfile ] [ -b ] [ -I	ifaddr ] [ -T
     ttl ]

     shadow [ -i infile]

DESCRIPTION    [Toc]    [Back]

     Flight is an interactive flight simulator.	 One large viewport shows the
     world; several smaller ones simulate instruments.	The world is shown
     from the cockpit of an aircraft or	from a control tower.  The mouse and
     keyboard control the aircraft and its environment.

     If	the -h option is selected a "heads-up" display is used instead of the
     instrument	panel. This kind of display is commonly	used in	the military.
     It	allows for a larger view, which	results	in a slower update rate.  The
     -O	option causes the old 2D style instrument panel	to be used.

     Dog is a multi-player version of flight that allows players on two	or
     more networked IRISes to battle each other	in a ``dogfight.''  Several
     times a second, each workstation sends status/location packets to the
     other machines using UDP multicast	packets, and receives the other
     planes' packets.  All known planes	in the current field of	view are
     displayed on all systems.	Pilots may cooperate by	attempting formation
     aerobatics	or compete by trying to	shoot each other down.	The coordinates
 of projectiles are included in the packets, hits are	detected, and
     scoring is	maintained.

     If	either -i nor -o is selected, the status/location packets are read
     and/or written to files as	described later	under Airshow Option. Otherwise,
 the broadcast medium	is the Ethernet.  Older	versions of dog	on the
     IRIS 3000 series and IRIS-4D IRIX releases	before 3.3 use broadcast packets.
  To have a dogfight with those systems, start	the program with the
     -b	option.	 (Note:	using dog in broadcast packet mode may be harmful to
     other computers on	the same network. Try to use the default multicast
     mode if possible.)	 Players on several networks can fight each other if
     the network gateways are configured to route multicast packets.  See the
     IRIX Network Administration Guide and mrouted(1M) for details on setting
     up	gateways and multicast routing on IRIS-4D machines.  The -T option
     specifies the maximum number of times the multicast packets can be	forwarded
 between networks.  For machines with multiple network interfaces,
     the -I option specifies the outgoing interface by its Internet hostname
     or	address.

     Shadow allows passive observation of the dog environment.	The shadow
     operator sees a full-screen view of the world from	a selected aircraft or
     of	a selected aircraft from the control tower.




									Page 1






FLIGHT(6D)							    FLIGHT(6D)


Starting Up    [Toc]    [Back]

     Flight provides two pages of help information.  The first help page
     briefly describes the program.  To	freeze the action at any time and
     display the first page, type h.  Read the first page and press any	key to
     continue.	The second page	offers descriptions of five or more aircraft:
     one two-place trainer (Cessna 150), one heavy transport (Boeing 747), and
     at	least three fighters.

     Type 1 to select the Cessna 150.  The view	you see	is from	the cockpit of
     the Cessna.  Type d to see	the Cessna from	the control tower.  Type x a
     few times for a closer view.  Type	d to return to the cockpit and strike
     s three or	four times to advance the throttle.  The aircraft will start
     to	taxi towards the runway.  Type F twice to raise	the flaps - Cessnas
     normally take off that way.  When the plane is almost on the runway, tap
     the right mouse button five or six	times to apply right rudder.  The
     plane will	start to turn right.  The left mouse button moves the rudder
     one increment to the left;	the center one sets the	rudder to zero.	 Move
     the mouse till the	cursor is centered on the bottom edge of the
     windshield	and tap	s until	the thrust indicator shows full	thrust.	 When
     the airspeed indicator passes 50 knots, move the mouse smoothly toward
     you. The cursor should be in the upper center of the horizon indicator.
     When the rate-of-climb indicator shows positive climb, you	are flying!
     Congratulations!

     Now turn around and land.

Flight Controls    [Toc]    [Back]

     Flight is controlled by the mouse,	the mouse buttons, and the keyboard.
     The mouse holds the primary flight	controls.

     Rightmouse	and leftmouse move the rudder one increment to the right and
     left, respectively.  middlemouse centers it.  The rudder position is
     shown by a	small red triangle at the lower	edge of	the artificial horizon.
  The	rudder is used primarily to maneuver the aircraft on the
     ground.  Airborne turns are made, as in real aircraft, by coordinated application
 of aileron and elevator.

     The mouse X and Y valuators control the ailerons and elevator, emulating
     a control stick.  Left-right motion controls roll;	forward-back motion
     controls pitch.  The stick	position is indicated by a square cursor.
     Both controls are at their	neutral	position when the cursor is centered
     at	the bottom of the windshield.  Stick position for level	flight is
     slightly below center.

     The s key increases the throttle setting; the a key decreases it.	Thrust
     goes to zero when the plane climbs	through	50,000 feet and	the engine
     flames out.  It can be restored by	descending and applying	throttle.
     Thrust also goes to zero when fuel	goes to	zero.  Fuel can	be restored
     only by making a safe landing.






									Page 2






FLIGHT(6D)							    FLIGHT(6D)



     Secondary flight controls include the landing gear, flaps,	and spoilers.
     To	raise or lower the landing gear, type l.  To increase or decrease the
     flaps, type f or F.  To increase or decrease the spoilers,	type c or C.
     Flap and spoiler ranges are determined by the aircraft.  The Cessna has
     no	spoilers and its gear is down and welded.

     The landing gear has two functions: to protect the	fuselage from the
     ground and	to add drag.  You may lower the	gear to	slow the plane down
     and make handling easier.

     Flaps and gear are	structurally unsound at	high speeds.  They fall	off if
     you exceed	approximately 400 knots	while they are deployed.  Missing
     flaps make	good landings difficult.  Missing gear makes a good landing
     impossible.

     Flaps increase lift, increase drag, and decrease stall speed.  Takeoffs
     are normally made with partial flaps; landings are	made with full flaps.

     Spoilers decrease lift and	increase drag dramatically.  They are most
     useful in dissipating excess altitude without increasing speed.  While
     spoilers are deployed, it is difficult to recover from a stall.

Display	Controls
     Several controls allow the	viewer to alter	his view of the	world.

     The left-arrow and	right-arrow keys rotate	the pilot's point of view 5
     degrees to	the left or right respectively.	 The viewing angle is
     displayed on the windshield.  The up-arrow	and down-arrow keys can	be
     used to quickly set the view to front or rear respectively.  The keys are
     useful for	looking	around,	but remember to	set the	view back to the front
     for any but the simplest flying.

     The d key switches	the viewpoint from the cockpit to the control tower or
     back.  The	control	tower always looks toward the plane.  The x key	decreases
 the tower's field of view,	effectively magnifying the aircraft.
     The z key increases the field of view.  If	there is doubt as to whether
     the view observed is from the cockpit or the tower, observe the center of
     the window: an orange cross marks the cockpit view.

     The W key switches	the viewpoint to that of an imaginary wingman.	The x
     key moves the view	toward your aircraft.  The z key moves the view	away
     from your aircraft.

     The n key changes the time	of day from daylight to	night or back.	There
     is	an interesting city visible at night NNW of the	airport.

     The m key switches	the viewpoint from the cockpit to just above and
     behind your missile or back.  The view automatically switches to the
     cockpit after the missile explodes.  If you don't have a missile in the
     air, this key has no effect.  Missile view	is not available on the
     GT/GTX/VGX	version.




									Page 3






FLIGHT(6D)							    FLIGHT(6D)



PI/G Version Instruments
     This section describes the	instruments on the panel from left to right.
     In	the bar	indicators, blue denotes a positive value and red a negative
     value.

     The thrust	indicator shows	thrust as a percentage of full throttle.  Reverse
 thrust is possible only on the ground and is	used for braking.

     The airspeed indicator is calibrated from 0 to 1000 knots.	 (100 knots is
     about 118 miles per hour.)	 Negative airspeeds can	happen during such
     acrobatic maneuvers as hammerhead stalls.	The numeric display at the
     bottom of the band	displays the exact speed.

     The climb indicator shows rate of climb in	feet per minute.  Note that
     the fighters (in normal operation)	and the	civil planes (usually while
     crashing) can exceed the 10,000 fpm maximum rate displayed.  The numeric
     display at	the bottom of the band displays	the exact climb	rate.

     The G-meter indicates vertical acceleration.  Each	aircraft has maximum
     stress limits. If they are	exceeded, the attitude indicator shows the
     message ``G-LIMIT.''

     The artificial horizon helps orient the plane when	the real horizon is
     not visible.  The triangular indicator at the bottom edge shows the
     rudder position.  If the maximum angle of attack is exceeded, a ``WINGSTALL''
 message is	displayed and a	warning	bell sounds.  The more severe
     the wing stall, the less control you have over your plane.	 Very severe
     stalls may	throw your plane into a	violent	spin.

     The heading meter displays	a combination compass and radar	screen.	 The
     compass rotates and indicates your	heading.  Your plane's location	is always
 at the center	of the radar screen. The radar screen shows the	positions
 of the runway and planes that are within a few miles	of your	aircraft.
  The blue line indicates the position of the runway. In dog(6D),
     other planes are shown on the heading meter as red	blobs if they are
     above you or green	blobs if they are below	you.

     The fuel gauge shows remaining fuel as a percentage of a full tank.  To
     reduce fuel consumption to	zero (for tests	only) type ~.  Note that this
     forfeits all your missiles	and is considered cheating.

GT/GTX/VGX Version Instruments
     The GT/GTX/VGX version of flight now support a three dimensional analog
     instrument	panel.

     The thrust	indicator shows	thrust and throttle as a percentage of full.
     Reverse thrust is indicated by the	REV light and is possible only on the
     ground and	is used	for braking.

     The airspeed indicator is calibrated from 0 to 700	knots.	(100 knots is
     about 118 miles per hour.)	 Negative airspeeds can	happen during such
     acrobatic maneuvers as hammerhead stalls. Since wind is not simulated,



									Page 4






FLIGHT(6D)							    FLIGHT(6D)



     airspeed =	groundspeed.

     The mach meter is used to show speeds greater then	700 knots.

     The climb indicator shows rate of climb in	feet per minute.  It has a
     range of -6000 to 6000 fpm.

     The G-meter indicates vertical acceleration.  Each	aircraft has maximum
     stress limits. If they are	exceeded, the the G-LIMIT warning light	will
     come on.

     The WING STALL warning light comes	on if the maximum angle	of attack is
     exceeded The more severe the wing stall, the less control you have	over
     your plane.  Very severe stalls may throw your plane into a violent spin.

     The artificial horizon helps orient the plane when	the real horizon is
     not visible.

     The heading meter displays	a combination compass and radar	screen.	 The
     compass rotates and indicates your	heading.  Your plane's location	is always
 at the center	of the radar screen. The radar screen shows the	positions
 of the runway and planes that are within a few miles	of your	aircraft.
  The blue line indicates the position of the runway. In dog, other
     planes are	shown on the heading meter as red blobs	if they	are above you
     or	green blobs if they are	below you.

     The fuel gauge shows remaining fuel in pounds.  When fuel is below	10
     percent the fuel warning light will come on.  To reduce fuel consumption
     to	zero (for tests	only) type ~.  Note that this forfeits all your	missiles
 and is considered cheating.

     The landing gear indicator	show the current state of your landing gear.
     Green indicates that your gear is down and	locked.	 Yellow	and black
     stripes indicate that your	gear are up and	locked.	 Red is	shown when
     your landing gear is retracting or	extending.  Red	is also	shown if your
     gear has been ripped off or otherwise damaged.

     The stores	indicator shows	your current load of sidewinders and rockets.

     The flaps/spoilers	meter shows the	percentage of flaps and	spoilers
     currently deployed.

Landings and Crashes    [Toc]    [Back]

     A good landing is a landing on the	runway,	with gear down,	a descent rate
     of	less than 600 fpm, and wings level.  Good landings are rewarded	with
     scores from 0 to 100 points.  Points are subtracted from a	perfect	score
     of	100 based on touchdown location, descent rate, roll, heading, and
     drift.  For every point scored, fuel on board is increased	by 1% of total
     capacity until your tank is full.	For every ten points scored you	receive
 a missile up	to the plane's limit.





									Page 5






FLIGHT(6D)							    FLIGHT(6D)



     Landings with the gear up,	descent	rate, roll, or drift too high, but not
     disastrous, count as crash	landings.  You can keep	flying,	but get	no
     more fuel nor ordnance.

     Landings off the runway are ``crashed into	the swamps'' landings.	Landings
 with excessive descent rate, roll, or	drift are ``EXPLODED ON	IMPACT''
 landings.  In either case, all you can do is look at the wreckage
     from the tower or restart the game.

Restarts    [Toc]    [Back]

     Your plane	is destroyed if	it crashes, taxis too far off the runway,
     raises the	gear while on the ground, or is	shot down.  After your plane
     is	destroyed, r, R, u, or U reincarnates your plane and restarts the game
     at	the second help	page.  You then	choose which type of plane you want to
     fly.  These different restart options are included	to make	it easier to
     restart in	intense	dog combat.  Without them, some	pilots simply hang
     around the	runway and blast new planes as they appear.

     The r key restarts	you at the original starting location.	The R key restarts
 you at the south end	of the runway.	The u key reincarnates your
     aircraft at a random location in the sky with some	randomly low airspeed
     and full throttle.	 The U key is similar but starts your plane at a fixed
     location beyond the hills.

Weight    [Toc]    [Back]

     Flight models aircraft weight accurately.	Ordnance and fuel have substantial
 weight. As you fire weapons and burn fuel, your plane becomes
     lighter and more maneuverable.

Weapons    [Toc]    [Back]

     Fighters are armed	with rockets, sidewinders, and cannon.	The number of
     rockets and sidewinders available on each type of fighter are indicated
     on	the help display. Landings replenish missiles as well as fuel.	The
     number of missiles	replenished depends on the quality of the landing.
     Ammunition	for the	cannon is inexhaustible.

     Each weapon has a different kill radius. Weapons detonate themselves when
     they are within their kill	radius of a plane other	than the one they came
     from.  All	planes within the kill radius of an exploding weapon are destroyed.


     The q key fires a rocket.	Rockets	have about ten seconds of fuel and
     follow ballistic paths after the fuel is exhausted.  They explode when
     they strike the ground, come within range of an aircraft (except the one
     they came from), or are destroyed by their	owner.	Rockets	have the largest
 kill radius of	all the	weapons.

     The w key fires a sidewinder.  Sidewinders	are like rockets but track, or
     steer themselves towards, other aircraft if they are ``locked on''.
     Sidewinders are locked on if they are fired while a target	aircraft is in
     the orange	tracking rectangle or if locked	on with	the t key.  The	t key
     identifies	the target and locks a sidewinder onto the target for one



									Page 6






FLIGHT(6D)							    FLIGHT(6D)



     second without firing the weapon.	This is	useful for identifying other
     planes as friend or foe. Sidewinders will not lock	on aircraft lower than
     150 feet, but once	they are locked	on, they will track a plane below 150
     feet.  Sidewinders	stop tracking and follow ballistic paths when they run
     out of fuel. The Cessna 150 does not generate enough heat to attract
     sidewinders.  A good pilot	can usually outmaneuver	a sidewinder unless
     his plane is traveling slowly with	a heavy	load.  Sidewinders have	a
     smaller kill radius than rockets.

     The e key fires a cannon round.  The cannon has a limited range-each cannon
 shell exists for only one second. Cannons have	the smallest kill radius.


     The r key destroys	the current missile.  Any aircraft in range of the explosion
 is	destroyed. Each	aircraft can have only one projectile in the
     air at a time.  Missiles may take a long time to fall back	to the ground
     after they	have run out of	fuel.  It is therefore wise to destroy missiles
 that	are out	of fuel, allowing new ones to be fired.	 In flight, or
     in	dog with no competition, strafing the airport can be good practice for
     the real thing.

     The O key toggles target box mode on and off.  In target box mode,	each
     enemy plane and missile is	surrounded by a	small yellow square.  Target
     boxes are only visible in the forward view	from the cockpit.  Target box
     mode defaults off because it is considered	cheating.  This	mode is	not
     available on the GT/GTX/VGX version

Scoring    [Toc]    [Back]

     dog keeps track of	victories and defeats.	A pilot	scores a ``won'' when
     a projectile fired	by his plane destroys another aircraft.	 A pilot
     scores a ``lost'' when his	aircraft is destroyed by a projectile or
     crashes.

     Each pilot's score	is displayed on	his instrument panel.  The scores of
     all the current players are shown to each new player when he joins	the
     game and when he reincarnates himself after destruction.

     When a player joins the game, an announcement is broadcast	to all
     players.  Messages	are also broadcast whenever a player quits, destroys
     another plane, or is destroyed.

Airshow	Option
     The -o option will	record the path	of your	aircraft on outfile rather
     than broadcasting it to the network.

     The -i option replays a recorded flight.  You will	be in another aircraft,
 able to join the other recorded planes in formation	or shoot at,
     but not really destroy them (your missile will explode, but the other
     plane will	continue flying).






									Page 7






FLIGHT(6D)							    FLIGHT(6D)



     Specifying	both the -i and	-o options replays a recorded flight and produces
 an outfile containing your aircraft's path as well as the other
     planes' paths.  infile and	outfile	cannot be the same file.  Repeated use
     of	the command can	make formations	of many	aircraft.

Time    [Toc]    [Back]

     In	the GT/GTX/VGX version the time	of day is set according	to when	flight
     is	started	up.  As	the real time changes so does the position of the sun.
     The n key adds five minutes to the	time of	day.  The N key	subtracts five
     minutes from the time of day.

Sound    [Toc]    [Back]

     Flight plays sound	effects	on machines capable of Indigo quality sound.
     Currently,	this includes the Indigo and the 4D/3x with the	audio option.
     The S key switches	between	three sound modes.  By default,	all sound effects
 are played.	Pressing S once	causes all sound effects except	thrust
     to	play.  Pressing	a second time turns off	all sound effects. Pressing S
     a third time turns	on all the sounds again.

     By	setting	the environment	variable FLIGHTSOUND to	a path with sound effect
 files, a user	can override the default sounds.  The following	list
     gives the filename	and description	of each	sound effect.  Each file
     should be an AIFF file with the sample data in a SSND chunk.  The data
     should be two channel, 16 bit wide, 16 kHz	sound samples.	No warnings
     are given for missing or corrupt files.

     cannon.aiff	 cannon	fire
     die.aiff	    your plane exploding
     explosion.aiff	 any other explosions
     jthrust.aiff	 jet engine maximum thrust
     lock.aiff	    locked on
     missle.aiff	 missile being fired

AUTHORS	and CREDITS
     Original version by Gary Tarolli.
     Current version by	Rob Mace.
     Contributors Barry	Brouillette and	Marshal	Levine
     Network communications Dave "ciemo" Ciemiewicz and	Andrew Cherenson.
     New instrument panel by Marshal Levine and	Rob Mace.
     F16 and P38 geometry by Barry Brouillette.
     F14 geometry by Rob Mace.
     F18 geometry by Thad Beier	and Rob	Mace
     727 geometry by Marc Ondrechen and	Rob Mace
     Software Systems' Multigen	was used to create instrument panel plates and
     to	enhance	several	aircraft models.
     Sound effects by Chris Perry and Chris Schoeneman

FILES    [Toc]    [Back]

     /usr/demos/General_Demos/flight/data/sounds       sound files






									Page 8






FLIGHT(6D)							    FLIGHT(6D)


BUGS    [Toc]    [Back]

     Flight and	its offspring are continually being improved.  Improvements
     may be documented in the program's	help display before this document is
     updated.

     The Cessna	is too difficult to bring out of a stall.

     In	the GT/GTX/VGX version,	the F15	looks like a F14 with the wings	swept
     back.

     The G/PI version only supports the	old instrument panel currently.

     F14 and 727 are available only in the GT/GTX/VGX version.

     Collision detection is not	done with the buildings.  This was done	on
     purpose because it	is fun to fly through them.

     The cannon	ammunition should be finite and	the cannon should overheat and
     jam if used too often.

     There is no propeller engine thrust sound.

     Many other	sounds should be added and existing sounds improved.


									PPPPaaaaggggeeee 9999
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