Provided by: acm_5.0-29.1ubuntu1_amd64 bug

NAME

       acm - an aerial combat simulator for X

SYNOPSIS

       acm [ options ]

DESCRIPTION

       acm  is  a distributed air combat simulator that runs on the X window system.  Players can
       engage in simultaneous air combat from  different  Unix  workstations.   Players  fly  jet
       aircraft equipped with radar, heat seeking missiles and cannon.

       Each player flies something close to either an F-16C Falcon or MiG-29 Fulcrum.

USAGE REFERENCE

       The following command line options are recognized by acm:

       -plane F-16 or MiG-29 or C-172
              Select the aircraft type that you'd like to fly.

       -frame-rate n
              Limits the displayed frame rate to n frames per second.  If neither -frame-rate nor
              -update-rate  are  specified,  ACM  updates  the  display  as  fast  as   possible,
              effectively eating all available CPU time.

       -update-rate n
              Sets the simulation update rate to n interations per second. If neither -frame-rate
              nor -update-rate are specified, ACM  updates  the  display  as  fast  as  possible,
              effectively  eating  all  available CPU time.  If -frame-rate is supplied alone the
              update rate defaults to 50 hertz.

       -watch-frame-rate
              Print statistics about the actual display frame rate on standard output.

       -nosplash
              Don't display the initial splash screen.  (Try this if you have problems on  start-
              up.)

       -dis-silent
              Stops DIS packets being sent.

       -dis-site integer
              Sets  the  DIS simulation address to the specified value.  The DIS standard defines
              this address as an enumerated value corresponding to a geographical site.  For more
              information, consult the IEEE 1278 protocol definition.

       -dis-appl integer
              Sets  the  DIS  application  id  to  the specified value. This value is used in DIS
              packets to distinguish your acm application from other DIS applications running  at
              the same site.

       -linuxjs joystick-device
              Specifies  the  joystick  device  file  to  the  Linux Joystick v2.0.0 driver.  The
              Joystick driver supports a wide variety of joysticks, although the  simulator  will
              only use the X-Y axis, the next axis as the throttle, and the first two buttons.

       -js serial-device
              Specifies  the  local serial port where a Colorado Spectrum Workstation Gameport is
              attached.  The Gameport allows you to connect PC-compatible joysticks and use  them
              with ACM.

       -audio auserver
              The name of a NAS audio server.

       -geometry geometry_spec
              An X compatible window geometry specification.

       -team <1 or 2>
              Specifies  the  starting  airfield.  Airfields are about 50 nm apart.  Team 1 flies
              F-16's, team 2 flies MIG-23's.

       -simx  Consult the SIM/x server to  obtain  appropriate  DIS  simulation  and  application
              identifiers.  (This will cause a crash if there is no SIM/x server.)

HOW TO TAKE-OFF

       Your  mouse is the control stick.  The neutral position is the center of your view display
       -- denoted by the dot in the center of your heads-up-display (HUD).  Moving the mouse away
       from  you  pitches  the  plane  down, moving it back pitches the plane up.  Left and right
       inputs roll the aircraft in the corresponding direction.  On the ground at  speeds  up  to
       100 kts, nose wheel steering guides the aircraft.

       To take off for the first time, select 20 degrees of flaps (press H twice), then press the
       full throttle key (the 4 key on the  main  keyboard).   Keep  the  mouse  in  the  neutral
       position  until  you  are moving at about 140 kts, then pull the mouse about two-thirds of
       the way down the view window.  You should pitch up and lift off the ground fairly  easily.
       Gradually  move  the  stick  closer to the neutral position and let your airspeed build --
       don't move it back to neutral too quickly or you will end up back on the ground again!  As
       your  airspeed  passes  about  250  kts,  raise the flaps (press Y twice) and landing gear
       (press G).  Congratulations, you're flying a multi-million dollar jet.

ENGINE CONTROLS

       The following keys control your engine thrust:

            4    Full Power

            3    Increase Power (about 2 percent)

            2    Decrease Power (about the same amount)

            1    Idle Power

            A    Toggle Afterburner

       Your engine gauge displays the power that  you  are  generating.   Below  that,  you  have
       displays  showing your total fuel remaining as well as your current fuel consumption rate.
       The afterburner uses fuel at an amazing rate; use it wisely.

LOOKING AROUND

       The keys of the numeric keypad control which  direction  you're  looking  outside  of  the
       cockpit:

                 8 Forward

            4 Left    5 Up 6 Right

                 2 Aft

       It pays to look around when you're in a combat environment.  Your chances of staying alive
       increase remarkably.

THE HEADS UP DISPLAY (HUD)

       On the left side of the HUD is a ladder showing your current airspeed  in  nautical  miles
       per hour (it displays true airspeed).  Above that, in the upper left corner, is a G-meter.

       The  right  ladder shows altitude; above that is a readout of your current angle-of-attack
       in degrees ("a=X.X").  Your jet will stall at a 30 degrees positive angle  of  attack  and
       negative 16 degrees.

       The  airplane  symbol (something like "-O-") shows the direction that the relative wind is
       coming from.  The relative wind combines your current angles of attack  and  sideslip.   A
       ladder in the center of the HUD show your aircraft's current attitude.

       The lower, horizontal ladder shows your current heading.  Discretes in the lower left-hand
       corner show the state of your weapons systems.  Slightly above them is a readout  of  your
       current  thrust  percentage  as well as the state of your engine's afterburner -- the "AB"
       symbol means the afterburner is on.

USING YOUR RADAR DISPLAY

       The radar system has a field of view of 130 degrees vertically  and  side-to-side.   Radar
       automatically  locks  onto  the  closest  threat in its field of view.  A locked target is
       displayed as a solid block.  Other hostile targets are displayed as hollow squares.

       Targeting information is displayed in the lower right corner  of  the  display.   The  top
       number  is  the  heading of the locked target, the next number is the relative heading you
       should steer to intercept the target (displayed as "ddd R", and the third  number  is  the
       rate that you are closing with this target, expressed in knots.

       You can lock onto other targets by pressing the target designator key (Q).

WHO'S GUNNING FOR ME?

       Radar  sets  that  are  tracking your aircraft can be detected.  Your Threat Early Warning
       System (TEWS) display warns you of potential threats.  This  circular  display  shows  the
       relative direction of radars (other aircraft) that are looking at you.

ARMAMENTS

       Your  aircraft  is equipped with heat-seeking missiles and a 20 millimeter cannon.  Weapon
       information is displayed in the lower left-hand corner of your HUD.  Different weapons may
       be selected by pressing mouse button 3.

       The  missiles  are patterned after U.S. AIM-9M Sidewinders.  They can detect infrared (IR)
       targets at any aspect (not just from the rear).  Their range varies dramatically with  the
       altitude  and  closure rate.  The missile subsystem couples with your radar set to provide
       time-to-impact information when AIM-9's are selected.

EXAMPLES

        acm -js /dev/tty0  -simx

        acm -geometry 1000x500

KEYBOARD COMMAND LIST

       Stick and Rudder Controls

       The Mouse is your stick.  It controls pitch and roll.

       Z -- Rudder Left

       C -- Rudder Right

       X -- Center the Rudder

       Engine Controls

       4 -- Full Power

       3 -- Increase Power

       2 -- Decrease Power

       1 -- Idle

       A -- Toggle Afterburner State

       Radar Controls

       R -- Toggle Radar State (On/Standby)

       Q -- Target Designator

       Flaps

       H -- Extend 10 degrees

       Y -- Retract 10 degrees

       Speed Brakes

       S -- Extend

       W -- Retract

       Weapon Controls

       Mouse Button 2 -- Fire the selected weapon

       Mouse Button 3 -- Select another weapon

       Pitch Trim Controls

       U -- Set Take-off pitch trim

       J -- Set pitch trim to the control stick's current pitch setting

       Other Controls

       G -- Retract/Extend landing gear

       P -- Self-Destruct (Quit the game)

       L -- Launch a target drone

       View Controls (Numeric Keypad)

       8 -- Forward

       2 -- Aft

       4 -- Left

       6 -- Right

       5 -- Up

AUTHOR

       Riley Rainey, rainey@netcom.com

                                          August 1, 1998                                   ACM(6)