Ubuntu Feisty 7.04 manual page repository

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Provided by: acm_5.0-23.1_i386



        acm - an aerial combat simulator for X


        acm [ options ]


        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
        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 nei‐
               ther -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  avail‐
               able CPU time.  If -frame-rate is supplied alone the update rate
               defaults to 50 hertz.
               Print statistics about the actual display frame rate on standard
               Don’t  display the initial splash screen.  (Try this if you have
               problems on start-up.)
               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 correspond‐
               ing 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  Work‐
               station  Gameport  is attached.  The Gameport allows you to con‐
               nect 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.)
        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 key‐
        board).  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  eas‐
        ily.   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.
        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.
        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.
        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  cur‐
        rent 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.
        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
        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.


        Your aircraft is equipped with heat-seeking missiles and a 20  millime‐
        ter  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.


         acm -js /dev/tty0  -simx
         acm -geometry 1000x500
        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
        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


        Riley Rainey, rainey@netcom.com


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