trusty (6) acm.6.gz

Provided by: acm_5.0-28ubuntu1_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)