Provided by: acm_5.0-21_i386 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).

WHOS 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)