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Provided by: acm4_4.7-17_i386



        acm - an aerial combat simulator for X (version 4.X)


        acm4 [ server ] [ options ]


        acm is an air combat simulator that runs under the X window system.  Up
        to eight players can engage in simultaneous air  combat.   Players  fly
        jet aircraft equipped with radar, heat seeking missiles and cannon.
        The  program,  "acm4",  calls a daemon already running on the specified
        server_hostname and requests that your enter the game.  The shell vari‐
        able "ACMSERVER" optionally specifies the name of the server host.
        Each  player flies something close to either an F-16C Falcon or MIG-23.
        To begin play, the flight simulator server must be started manually  on
        a system that is accessible to all players.
        The following command line will do that:
             % acms
        The kill-acms program may be called to kill the acms server.
        The following command line options are recognized by acm:
        -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.
        -dv    Use the X server’s default visual for  your  screen.   Normally,
               acm will hunt for a Visual that has a depth of eight planes.  It
               will also create a private colormap  for  acm’s  use.   If  your
               screen’s  default Visual is an 8-plane PseudoColor Visual, using
               this switch will allow acm to use the "public" Colormap so  that
               other windows won’t change color when acm is in use.
        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.
        Targetting 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 infared (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 bismarck
         acm bismarck -geometry 1000x500
        Stick and Rudder Controls
        The Mouse if 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, riley@mips.com


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