ACM(l)

ACM(l)

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NAME
       acm - an aerial combat simulator for X

SYNOPSIS
       acm [ server ] [ options ]

DESCRIPTION
       acm  is an air combat simulator that runs under the X win-
       dow system.  Up to eight players can engage in  simultane-
       ous  air  combat.   Players fly jet aircraft equipped with
       radar, heat seeking missiles and cannon.

       The program, "acm", calls a daemon already running on  the
       specified server_hostname and requests that your enter the
       game.  The shell variable "ACMSERVER" optionally specifies
       the name of the server host.

       Each  player flies something close to either an F-16C Fal-
       con or MIG-23.

USAGE REFERENCE
       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  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  pri-
              vate  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 "pub-
              lic" Colormap so that other  windows  won't  change
              color when acm is in use.

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 air-
       craft in the corresponding direction.  On  the  ground  at
       speeds  up to 100 kts, nose wheel steering guides the air-
       craft.

       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  win-
       dow.   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 generat-
       ing.   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 environ-
       ment.  Your chances of staying alive increase  remarkably.

THE HEADS UP DISPLAY (HUD)
       On  the left side of the HUD is a ladder showing your cur-
       rent 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 rel-
       ative  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 verti-
       cally  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 (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 infared (IR) targets at  any  aspect  (not
       just from the rear).  Their range varies dramatically with
       the altitude and closure rate.  The missile subsystem cou-
       ples  with your radar set to provide time-to-impact infor-
       mation when AIM-9's are selected.

EXAMPLES
        acm bismarck

        acm bismarck -geometry 1000x500

KEYBOARD COMMAND LIST
       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

       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, riley@mips.com

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