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