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       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
       variable  "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
       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.


       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
       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.


       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
       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 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,

                                March 14, 1991                          ACM(6)