Copyright Frontier Developments Ltd
One part of your ship that is impressive, is the Galactonav space
navigation facility, built in to all space craft. You have a number of
facilities at your disposal by using the
Map icons (F2)
.
Those icons cycle through two maps; the map of the galaxy and a current map of
the system in which you are travelling. Depending on which map you are viewing,
the icons on the right of your console have different functions. Refer to the
Icon Summary (Page + ).
1.Select the Galactic Map icon (F2) to obtain a map of all the star systems in
the galaxy, thanks to the Galactic Survey of 2817. The positions of all 100,000,000,000
stars (approximately) were mapped as soon as technology provided telescopes
sophisticated enough to do the job. A grid is drawn through the plane of the
galaxy to aid visual orientation and provide navigational coordinates. The
galaxy is divided up into sectors. Since the galaxy is thin and flat, sector
coordinates are only two dimensional with a sector measuring eight light years
along each edge and containing all the stars above and below it. Sector
boundaries are shown in bright green on the map, and their coordinates are
given relative to the Solar system, for historical reasons. From Sol's sector
"east" and "west" coordinates are represented by the first
coordinate, "east" being a positive and "west" a negative
number. Similarly, "north" and "south" are represented by
the second number, with "north" positive. Up to nine sectors are
displayed at once on the screen and the coordinates of the central sector are
displayed at the bottom left. Each star is shown coloured according to type
e.g. red for a red giant, blue for a hot blue star, and with a line indicating
its height "above" or "below" the galactic plane.
You will notice that there are pink lines linking systems, these are recommended trade routes in case you feel you need some guidance to start with. They were compiled by the Zebulon Intergalactic Trading Corporation five years ago.
1.To move around the grid, use the arrow keys. The system in the centre is highlighted in green and a small amount of information on it is shown on the console. The system you are currently travelling through is highlighted in pink.
2.To change the angle of the grid itself, to see the relative positions of systems more clearly, hold down the right button and move the mouse.
3.You can zoom in and out with the zoom icons ( F7) and (F8)
.
4. You can re-centre the map by pressing
the C key.
Once familiar with the grid, faster operation can be achieved by electing to discard certain features.
1.Operate Tools icon (F9) and four different icons become available
which enable you to adjust certain features of the grid.
a)Stalk
icon (F7) will turn the distance lines on or off.
b)Grid
icon (F8) will turn the grid on or off.
c)Trade
icon (F9) will turn the trade routes on or off (See
page +).
d)Text
icon (F10) will remove the incidental and other details
like "Core System."
As you elect to do any one, the four icons
disappear but can be brought back again with the Tools icon (F9).
1.From the grid map, select the system you are interested in by using the arrow keys to move it into the middle of the screen where it will be highlighted in green.
2.Use the Data icon (F6) and a schematic summary of all astronomical
bodies in the system will appear, if the system has been explored.
3.Use the mouse to pick out individual bodies on which you require geographical and physical data including:
a) Average surface temperature.
b) Major starports
c) Orbital period (which is the sidereal period measured in Earth days).
d) Average orbital radius.
e) Orbital eccentricity and inclination, measured relative to the rotational plane of the central body.
4. Clicking away from the text returns you to the general system data, alternatively click on another body.
5. If you want to return to the grid map of
the galaxy, use the Data icon (F6) again or the Galactic Map icon (F2)
.
When in Data mode (F6) the icons F7, F8 and F10 have new functions, as follows:
The
Economy icon (F7) gives a breakdown of imports, exports and
illegal goods. Exports tend to be cheap and imports expensive.
The Political
icon (F8) gives relevant details on:
Government type, economy, allegiance and population. Sector coordinates in the galactic map are also given here.
While still in System Data mode (F6), use
of the Orbital map icon (F10) ,
will allow you to see the orbital configuration of the system you selected.
Altering
the viewing angle
Use the right mouse button and move mouse.
Viewing
orbits with respect to time
This map shows a 'snapshot' of the
positions of bodies. Select the Forward and
Rewind icons on the right of the view screen to predict the positions at different times.
The time and date shown at the bottom left of the screen will change. The real
time is displayed underneath it.
Viewing
a specific body
Click on a body which will then become
central on the screen and use the Zoom
in and out icons (F7 & F8)
.
1.Operate Tools icon (F9) and two different icons become available
which enable you to adjust the features of the grid.
a)Orbits
icon (F9) removes or replaces the orbit lines.
b)Text
icon (F10) removes or replaces the text on the screen.
To get out of the orbital map, use the Map icon (F2) to return to the galactic map.
This feature can be used to get an idea of
perspective. While in Galactic map mode, click on Galactic view icon (F10) and a Creator's eye view of the galaxy is
shown. At maximum zoom (showing 500 light year scale) each pixel represents a
single sector. To zoom in and out use Zoom
icons (F7 and F8)
.
Note that the resolution is best while not zooming. When you stop zooming,
improvement of the first, coarse picture is made as quickly as possible by the
onboard computer.
The Galactic
Map icon (F10) can be used to return to the Galactic Map.
1.Select Map icon (F2)
twice and a map of the system you are
currently in is displayed, showing the configuration of the orbits.
2. Zoom in and out with the Zoom icons (F7 and F8)
.
Altering
the viewing angle
Hold down the right mouse button and move the mouse as for the Galactic map.
Viewing
orbits with respect to time
This map shows a 'snapshot' of the
positions of bodies. Select the Forward and Rewind icons on the right of the view
screen to predict the positions at different times.
The time and date shown at the bottom left of the screen will change. The real
time is displayed underneath it.
Click on a body which will then become
central on the screen and use the Zoom
in and out icons (F7 & F8)
.
Note that the Autopilot can be targeted using the current orbital map, (see below).
1.Operate Tools icon (F9) and two different icons become available
which enable you to adjust certain features of the map.
a)Orbital
icon (F9) will remove the orbital paths.
b)Text
icon (F10) will remove names of the bodies.
Some systems, such as those with a prison
colony, require visitors to have permits in order to land anywhere. Any such
requirements for a system will be shown on the console when using the Galactic
Map. They are not widely available and you will find that they can only be
obtained indirectly. This means that you must do business involving the system
in question, for example delivering a package, so that the client must give you
a permit. Details of licenses you possess are given with the Commander Profile
information after selecting the Inventory
Icon (F3) until the Commander Profile is displayed.
Once granted, a permit will last forever but can be revoked at any time.
Your ship has three basic modes of flight:
Autopilot, Manual and Engines Off which can be selected by using the Flight Control icons (F7)
in View
mode.
The autopilot is by far the easiest way to control your craft but does not give you a sense of achievement. Manual flight may take some getting used to, but is more rewarding. Flying with engines off does not get you very far, but has some advantages as you will see.
This most useful device, although not usually fitted as standard, has been included with your Eagle. It can be bought and fitted at a shipyard if ever you need another one. Your autopilot, the Robocruise automatic navigation system superseded the Celestial Pathfinder which was less reliable.
The autopilot can only be used to select a destination in the system through which you are currently travelling. For longer journeys, a hyperspace jump needs to be made.
The Autopilot can only be used when in flight.
1. Whilst in a View mode (use the View icon (F1) if you are in another mode), target a planet
or space station which is on the screen by clicking on the centre of the
target. Note that you will find it easier to find a target, for example, a
city, if the name is on screen. If names have been turned off, select the Name icon (F10)
.
Clicking where there is no potential target deselects any previously selected target.
When it is selected a sight will come up with targeting squares and the range in astronomical units or kilometres. If the target goes off the screen an arrow will appear pointing in its direction. If it is behind then "Target behind" will be displayed.
2.Use the Flight Control icon (F7)
and cycle through Manual flight and Engines
off
to
Autopilot
. The
Autopilot icon will not appear if a target is not selected.
This mode can be used when the desired destination is too far away to be visible.
A target can be selected even while landed or docked but the Autopilot can only be engaged while in flight.
1. Use the Map icon (F2)
twice to obtain the Current System Map.
2. Use the Current System Map controls until you can see the desired destination on the screen.
3. Click on the Targeting icon (F10) .
4. Click on the centre of the desired destination.
5. If you wish to change the target, click on the Targeting icon before selecting another body. Clicking on bodies without selecting the Target icon will merely move that body to the centre of the screen.
6. If you wish to deselect the target click on an area which is blank, this will also disengage the Autopilot if it is currently in control.
7. Return to view mode using the View icon (F1) which will appear as
one of the following
depending on which view mode you are in.
Targeting squares, looking like a tunnel leading to the destination, will be
visible, if in front or rear view.
8. If you are in flight click on the Flight Control Icon (F7) and cycle to Autopilot to engage it.
To return to manual flight, use the Flight Control icon (F7) and cycle to manual flight or engines off.
The Robocruise will automatically plot and maintain the course to your destination. It will also lower the undercarriage and dock or land for you, having automatically asked for clearance, while you freshen up. Some pilots find it disorientating when the Robocruise engages, and swings the ship round. The true Spacehound knows that it is only locking on to the new course.
Remember you can only trade and do business in cities or at space stations. If you do land anywhere else the console will indicate "landed (rough)".
The Robocruise really comes into its own when used in conjunction with the Stardreamer Time Control unit which is fitted as standard on all ships due to regulations regarding Wilbron's psychosis. This condition is known to afflict the space traveller who endures lengthy, uneventful journeys. Boredom becomes so intense after all leisure pursuits have been exhausted that pilots have been known to fly their craft into the odd star or planet just to liven things up a bit.
This can be used with the Robocruise or in
manual flight. Use the Time Control
icons (after targeting your destination if using
the Robocruise) to select rate of time acceleration. Time appears to increase
in steps of ten from ten times to ten thousand
times, depending on the icon selected. Return to real time by selecting
the single arrow.
Sit back and a combination of a Zilman
field and ultrasonic waves induce a semi-hypnotic state which renders you
unaware of the passage of time other than seeing the range indicator change
rapidly in front of you. This effect was discovered by Dr.Rabbne by accident
when he realised why his projects were running over time for no apparent
reason. Reassuringly, if your ship is attacked or hailed or you have arrived at
your destination, the Stardreamer will restore you to full consciousness and
real time. Don't forget that your enemies may be operating in real time and
hence will seem to be sped up enormously.
Space is BIG and hyperspace jumps are necessary to access different systems quickly. Hyperspace jumps can be made using either Standard Hyperdrive or Military Hyperdrive engines which can be bought at the shipyard and come in different sizes with varying ranges. Refer to the Shipyard equipment list on page + for a description of them. A hyperspace jump causes a disturbance resulting in a glowing field at the entry and exit points. A Hyperspace Cloud Analyser can determine the destination of the jumping ship (see the Shipyard equipment list). Before attempting your first jump, it is recommended that you read the whole of this section.
The range is determined by two things, fuel and the type and class of engine. Details of these are given in the Trade section for fuel on page + and the Shipyard section for engines on page +. Briefly the engine's range depends on its class as well as the size of the ship.
Engine
ranges are displayed in two ways:
1. On the Inventory page select the Inventory icon (F3) until the Ship Equipment appears where the
engine's range will be given.
2. On the Galactic Map (Galactic Map icon
(F2) ),
displayed in pink at the bottom left corner. If your engine is not up to
jumping to the destination selected, it will say, "Out of Range."
Fuel
range
1. The amount of fuel required for a jump is displayed at the bottom left of the Galactic Map.
If you have insufficient fuel then "Insufficient fuel" will also be displayed otherwise the fuel which will be used will be shown.
2. On the Galactic Map, a pink circle will surround the system you are currently in and this shows your maximum range for hyperspace in a single jump.
Although the perceived duration of a jump is very short, the actual time is much greater. It takes a week to make the maximum range jump for any engine. For example an engine with a maximum range of 10 light years will take a week to jump that far or 3.5 days for a 5 light year jump, and so on. A ship with a maximum hyperspace jump range of 4 light years will take half a week to jump only 2 light years. This has implications for piracy because a pirate ship with a Hyperspace Cloud Analyser and a lighter ship can 'overtake' you and lie in wait. Contact in Hyperspace is not possible.
1. Target a system using the Galactic Map icon (F2) , by placing the required destination in
the centre of the screen with the arrow
keys. That system becomes highlighted in green.
2. Return to View mode using the View icon (F1) .
3. Select the Hyperspace icon (F8) (it will not show if you have no hyperspace
facility or a valid jump is not selected) and cross your fingers. If you like
you can set your destination, go about your business and be able to make a
quick exit at any time if things hot up a bit. Alternatively, if you use the H key you can make your jump without
going into View mode first.
Remember that the evidence of your hyperspace jump will be visible to anybody in the vicinity of your exit or entry, as it leaves a glowing area of disturbance in space. The destination can only be ascertained with a Hyperspace Cloud Analyser, available at shipyards.
There are a number of reasons why the Hyperspace icon may not appear, they are as follows:
1. You are too close to a planet. Regulations were laid down after the first few decades of hyperspace jumping. Sudden above average recordings of mutations around starports occurred a few years after jumps became routine. It was discovered that the intense radiation caused by the jump was affecting the population below. It became a requirement by law (on all sides) that all ships have a cut-out system built into the Hyperdrive which is activated if you try to jump from near to a planet or space station.
2. A valid destination is not selected.
3. You do not have enough fuel for a jump to the selected destination.
4. Engine is damaged or destroyed.
5. You don't have a Hyperdrive engine!
Hyperdrives almost never go wrong, but if
you are unfortunate enough to suffer a spontaneous mis-jump, you can get into
serious trouble. You will emerge somewhere other than your planned destination,
which may be out of range for your remaining fuel. It is even possible to
mis-jump beyond the maximum range of your drive. If indeed your fuel reserves
are too low or the Hyperdrive is broken, your only hope is to call for help (Communication icon (F4) ) and
risk pirates responding. It is not entirely understood why mis-jumps happen but
an unserviced Hyperdrive is a likely culprit. There are no reliable statistics
available on the occurrences of mis-jumps as most ships are never found. A
missing ship could just as easily be the result of piracy.
Faulcon De Lacey do not condone this
practice as it has an unpredictable effect on the Hyperdrive. It is the
equivalent of blindly jamming a screwdriver into the works. We feel that it
needs to be mentioned as a warning because foolish pilots do use it as a last
resort to escape pirates. If they are being pursued by a larger pirate ship
with a Hyperspace Cloud Analyser they force a mis-jump by pressing the Shift key while activating the Hyperspace icon or the F8
key. The pirates follow them into hyperspace only to find that their quarry
is nowhere to be seen and is in fact somewhere else, frantically trying to work
out exactly where they are. The Hyperspace Cloud Analyser cannot distinguish a
mis-jump from a normal jump.
Unfortunately, the convenience of hyperspace travel is blighted with the problem of waste products if you use military fuel. Due to the processes in the Hyperdrive, every tonne of military fuel is converted to one tonne of radioactives which you will need to dispose of on the stock market. See the Trade item list in the Trade section, page +, for more information. Standard Hyperdrive engines powered by hydrogen fuel do not produce problematic waste products.
Due to the marked improvement of engineering technology the engines of the craft are not controlled by the pilot directly, but by the onboard computer in response to the pilot. This 'fly by wire' facility has enabled many to take to the cockpit who would not have had the skill to do so. The main problem for beginners is that they are usually accustomed to driving surface based vehicles in reasonable gravity, or have only used poor quality space flight simulators. What needs to be borne in mind is that when direction is changed, the experience is rather like skidding. If your ship is travelling in one direction, changing course will mean that the nose will turn but you still have momentum in the direction you were originally going. The engines will compensate for this but there is a lag, the duration of which will depend on the type of ship. For example the response rate of a fighter will be faster than that of a heavy cargo ship. This must be borne in mind at all times.
To make the ship dive - Use the A key, push the joy-stick forward or move the mouse forwards while holding down the right button.
To make the ship climb - Use the Z key, pull the joy-stick back or move the mouse backwards while holding down the right button.
To go left - Use the < key, move the joy-stick left or move to the mouse left while holding down the right button.
To go right - Use the > key, move the joy-stick right or move the mouse to the right while holding down the right button.
In front view mode (See page + for a reminder) you will see two crosses on your screen. One is a gun sight cross which shows which way you are facing, and the other is a diagonal cross,the velocity sight which indicates the direction in which you are travelling. When the two are in line it means that you are moving in the direction you are pointing. If they are separate, it means that your velocity is in the direction of the diagonal cross and you are pointing in the direction of the gun sight because, for example, you have suddenly changed course. You will hear the engines fire until alignment is achieved. You may see the velocity sight disappear when your direction of travel is not within the area of the screen if, for example, you veer wildly and the engines have not yet compensated enough.
To
summarise, the gun sight shows the orientation of the ship and is controlled by
the pilot; the velocity sight indicates the direction of travel and is
controlled by the onboard computer.
Your ship's internal gyros enable it to rotate,
much like those in the ancient Earth satellites, good examples of which are now
in the space museum in Apollonius City on the Moon. While greatly superior now,
the gyros still have a limit to the rate at which you can turn, so don't expect
to spin 'on a sixpence' (small coin used in Britain on Earth, about 1200 years
ago).
Speed is controlled with the Return key to accelerate and the right Shift key to decelerate. Two speed values are displayed on the screen, set speed and actual speed. The first is the requested speed, set by the keys above and the second is the speed relative to the most important body in your vicinity. This important body can be a planet, star or a space station or very large spaceship, and is selected by the onboard computer. If you fly away from it and the computer then designates another, the "actual speed" will change, as will the velocity. You will notice that the velocity sight will move as the onboard computer adjusts your speed relative to the new body. For those who are happy to point your ship at something and go, this is all you need to know. Pilots wishing to be accomplished in flight theory should refer to Appendix one.
An altitude reading in metres will be displayed on the screen when in close proximity to a planet or star. It will give your distance above the average ground height of the body. For pilots who prefer other units of measure see the separate preferences sheet provided with this manual.
1. If you are landed anywhere other than a
starport ("landed rough") you do not need to ask for clearance. If
you are in a starport select the Communication
icon (F4) followed by "Traffic Control
Services". Click on the "Launch Request".
2.In view mode, activate the Flight control icon (F7) for take-off, this gives you vertical thrust.
The console will display "Take Off."
3.This can seem quite slow so a faster ascent can be made if you tilt the nose up once you have left the ground and thrust forward with the Return key. Using the rear view will display a pleasing panorama.
4.Once you have used forward thrust (Return key) the vertical thrust is turned off and the console will display "Manual Control."
5.Bear in mind that gravity will always pull you back down. If you wish to fly in the atmosphere you must give the ship some lift by pointing the nose up slightly thereby providing a small vertical component to the thrust.
1.Activate the Communication icon (F4) and select "Traffic Control and
Services", followed by "Launch Request".
2.Accelerate forwards using the Return key.
3.You must leave the area promptly because your clearance expires.
If you are economising, turning off the engines has obvious advantages and your engine flares will not be visible to your enemies. It can make manoeuvring easier when strafing a target. For example you can aim to fly across a target and turning off the engines means you can point at it, go sideways and shoot without the engines firing to propel you forward into it.
This technique for gaining speed was important in the early days of space flight, but now it is unnecessary due to advances in space technology. The only reasons to do this are because it can be visually pleasing to sweep past a planet or sun so that you can say you've done it. A sling shot uses to your benefit the gravity of large bodies to 'sling' your ship in the direction of its travel. Your engines need to be turned off otherwise they will compensate for any effect and it saves fuel as well.
If an engine is disabled, the autopilot will not function properly and only very experienced pilots will be able to fly the ship manually.
Executing a manual landing will require practice, so try it in a relatively safe area. You may find it easier to make your view mode "External" to align the ship. Remember though that the ship will appear to be stationary and the ground will seem to move. You may also find it helpful to use the targeting squares, obtained by setting your destination as a target (see the Autopilot section above or the Combat section on targeting).
Normally the Autopilot flies to an area
20km above the target and descends vertically.You can set the controls to
"manual flight" using the Flight
Control icon (F7) at any point in this operation. Alternatively
you can fly the entire approach and land manually.
The easiest method is to make a pass over
the port while waiting for clearance (Communication
icon (F4) ) and
lowering the undercarriage (Undercarriage
icon (F9)
). If
the undercarriage has not been lowered you will crash-land. When you have been
told which landing pad to use, aim to be more or less at zero speed when you
come to rest above it. If you turn the engines off, gravity will take you down,
with the on board computer stabilising the ship. If there is little or no
gravity, you may have to thrust slightly with the nose down to start with, but
be careful.
Follow the same guide-lines as for an outdoor city with a breathable atmosphere. The only difference is the appearance of the landing area, covered with a hexagonal airlock door. When clearance is granted, the aperture will open to reveal the landing pad. Don't ask for permission too early or you will find that the clearance will be withdrawn and the airlock shut. Again, the targeting squares may be helpful by providing a 'tunnel' through which you can fly (see the Autopilot section above or the Combat section on targeting).
Request permission for docking (Communication icon (F4) ) and
wait until the red flashing light turns white and orange homing lights are
visible - it is illegal to approach prematurely. The onboard computer matches
your roll with that of the station so you do not have to make difficult
calculations in order to dock.
Position the ship immediately in front of the docking entrance and proceed in slowly. The dock's vehicle arrest mechanism will halt the craft provided your speed is not excessive.