Games PC CRIMSON SKIES User Manual

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North Americas #1 Publication Covering Topics Important to Aviators and Aviation.
No.1
3
2
Vol. 1
MAGAZINE
Reg. Empire State Patent Office — Printed in Canada
UNIVERSE
ES, DC, PC 45 cents ~ NW, TX, DX 35 cents
December 10, 1937
Exclusive!
Exclusive!
Air Pirate NATHAN ZACHARY
Air Pirate NATHAN ZACHARY
Interview with Daredevil
Interview with Daredevil
SEE PAGE 4
SEE PAGE 4
THE FLAGSHIP ALOFT! Zachary’s “PANDORA” and her Escorts Photo by T. Lubsen / Location Pilot V. Bonilla
Secret Photos!
Secret Photos!
Inside the Cabin of a
Inside the Cabin of a
PIRATE Zeppelin! SEE PAGE 8
PIRATE Zeppelin! SEE PAGE 8
A Pilot’s Dream Come True!
The Latest Cockpit Instruments
The Latest Cockpit Instruments
SEE PAGE 18
SEE PAGE 18
Page 2
TIRED OF BEING
SHOT DOWN BY PIRATES?
Sharpen your dogfighting with ...
DR. FASSENBIENDER’S
CRIMSON SKIES
INS TALLING
Insert the Crimson Skies CD into the CD-ROM drive, and follow the directions on the screen. If Setup does not begin automatically, refer to the Readme file on the Crimson Skies CD.
STARTING
Click
Start
, point to
and then click
On the Crimson Skies main menu, choose one of the following.
Campaign
Start or continue a campaign or replay a previous mission. Games are saved automatically at the end of each mission. To replay a previous mission, see “A Pirate’s Memoirs,” this issue, page 11.
Inst ant Ac tion
Jump straight into a dogfight! Select from an assortment of missions or design your own. For details, see “Instant Action,” this issue, page 27.
Multiplayer
Configure multiplayer games between you and your friends over a LAN, a modem, or the Internet. For more details, see Dr. Fassenbiender’s interview in this issue of
Preferences
Programs, Microsoft Games
Crimson Skies
AAW
.
, page 28.
, and
Crimson Sk ies
,
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Page 3
ATLAS MISSION MAP
Got the latest navigation equipment in your cockpit but you’re Can’t tell a river from a railroad at five thousand feet?
The solution to your problem is —
Atlas’s Deluxe Fast-Folding Water­ Resistant Mission Map!
Press ESC to examine the
map during any mission.
Resume Mission
Click here to close the map and
return to the mission.
Restart Mission
Click here to restart your current
Preferences
Click here to change the game,
audio, video, and control settings of
Crimson Skies.
still
mission.
lost?
Self-orienting compass: No need to turn the map sideways or upside down!
Quit Mission
Click here to exit the mission and
return to the cabin.
Handy paperclips are included to attach Mission Objectives and Reconnaissance Photos to the map. Also included—
free
—is a smudge-proof red wax pencil
to circle your objectives on the map.
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North America’s #1 Publication Covering Topics Important to Aviators and Aviation
TABLE OF CONTENTS
Registered with the Empire State Patent Office – Printed in Canada
Air Action Weekly—the
authority on the pilots, planes, and events in the skies of North America since 1928—has reason to be especially excited about this issue. Our featured pilot is that daredevil ace, debonair man of the world (some say bloodthirsty pirate), Nathan Zachary.
Mr. Zachary’s name has been splashed across headlines from the Nation of Hollywood to the Empire State—but until now, no official biography of this man of mystery has ever been published.
Our ace reporters have surreptitiously snapped photographs of Zachary’s base of air operations, the Pandora. Ever wonder what’s inside a pirate zep? You’ll get a look in this issue.
We also have articles on the latest aviation controls and flight tips from our experts.
This issue is bursting at the seams, Reader!
Nero MacLeon
Senior Editor Air Action Weekly Press
Dr. Fassenbiender’s Crimson Skies
Learn more about this wondrous product. Install,
start, and load combat missions. .................................... inside front cover
Atlas Mission Map
Lost? Need a familiar landmark? Atlas’s special water-resistant
folding map will guide you through any mission. ..................................... 1
The Tall Tales & Many Lives of Nathan Zachary
Our featured pilot tells of his early career and how he turned to pirating. Is he a ruthless cutthroat or a pirate with a heart
of gold? You decide! ....................................................................................... 4
The Rise of Air Piracy and the Fall of the United States
An historical retrospective of how the blue skies over North
America turned crimson with bloodthirsty acts. ........................................ 6
A Pirate’s Home
Investigative reporter Patricia Clark snaps exclusive photos
of the Pandora, aerial base of operations for Nathan Zachary. ................ 8
A Pirate’s Memoirs
Exclusive bonus photos of Nathan Zachary’s secret private
scrapbook. View the exploits of his past adventures! ............................... 10
Blueprint Blues: Plane Construction Basics
From start to finish, now you can build the aircraft of your dreams! ...... 12
Prelude to Mayhem: A Pirate Briefing
Our fly-on-the-wall reporter sits in on one of Nathan Zachary’s
briefings and finds out how he chooses and arms his planes! ................ 14
Flight Basics
A reprint of one of our most popular articles. Learn the basics
of how to get your plane into the air—and keep it there! ......................... 16
Only the Best! Flight Instrumentation
Our engineers lay out the state-of-the-art cockpit instrumentation
and instruct you on how to use it. ............................................................... 18
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Fireman’s Combat Tips
Our weekly pointers for beginners and aces alike. ................................... 21
Crosshairs: The Experts Set Their Sights on Targeting!
Learn how to sight faster, shoot straighter, and smoke every pirate
that crosses your path. And we introduce the spyglass! .......................... 22
Eyes Wide Open: Views
Make sure you’re aware of everything in the air! Find out how to look
above, below, and even behind you without losing your bearings. ....... 24
Stunts—How to Gain Fame & Glory!
Fly your plane through the eye of a needle, and get people
to notice you! .................................................................................................. 26
Instant Action
Fill out our story questionnaire—choose when and where and what
you’ll fly—and launch into a quick showdown in the clouds. .................. 27
Multiplayer Games: An Exclusive Interview with Dr. Fassenbiender
Dr. Fassenbiender explains how to fly and fight with your
friends—or enemies—in a multiplayer game. .............................................. 28
Fly Now!
Go to pg. 27
to start flying
right away.
No
Delay!
Bona Fide Advertising!
Information in this document, including URL and other Internet Web site references, is subject to change without notice. Unless otherwise noted, the example companies, organizations, products, people and events depicted herein are fictitious and no association with any real company, organi­zation, product, person or event is intended or should be inferred. Complying with all applicable copyright laws is the responsibility of the user. Without limiting the rights under copyright, no part of this document may be reproduced, stored in or introduced into a retrieval system, or transmitted in any form or by any means (electronic, mechanical, photocopying, recording, or otherwise), or for any purpose, without the express written permission of Microsoft Corporation.
Microsoft may have patents, patent applications, trademarks, copyrights, or other intellectual property rights covering subject matter in this document. Except as expressly provided in any writ­ten license agreement from Microsoft, the furnishing of this document does not give you any license to these patents, trademarks, copyrights, or other intellectual property.
P
© & 2000 Microsoft Corporation. All rights reserved.
Microsoft, MS-DOS, Windows, Windows NT, Crimson Skies, DirectDraw, DirectPlay, DirectSound, DirectX and MSN are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries/regions.
The names of actual companies and products mentioned herein may be the trademarks of their respective owners.
.................................................................................. 31
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The TALL TALES & MANY LIVES of
NATHAN ZACHARY
IMAGINE OUR SURPRISE when Air Action Weekly received a telegram from Nathan Zachary asking if we’d like to interview him. Would we! Ace reporter Patricia Clark met with Mr. Zachary December 21, 1936, on Hilton Beach, Hawaii. Here, in his own words, is the story of one of today’s most controversial pilots ...
’VE ALWAYS BEEN SURROUNDED BY wide-open
spaces. My folks told me I was born on a mesa under
I
a full moon. They said I tried to reach up and touch it. I don’t know if that’s true, but that image has always fascinated me. I’ve always tried to grab the biggest, brightest prize in the sky.
We were Gypsies, wandering what had been the American Southwest, doing odd jobs and somehow scraping by. My folks were often accused of stealing. They weren’t thieves, but they were poor and lacked the stature and eloquent words to defend their honor.
When I was sixteen, I lied about my age and joined the Army Air Corps. Six weeks later I was steaming toward Europe to fight in the Great War. Eddie Rickenbacker took me on as his wingman and taught me how to fly and fight. I collected a half dozen med­als that first year.
But my career as a war hero ended when I met the German ace Wilhelm Kisler. He showed me I wasn’t invin­cible, downing my plane in the Alps where I was captured and stuck in a POW camp.
I rotted in that camp for a year before a couple of officers and I escaped—running smack into the Rus­sian Front. We did the only thing we could: joined the Russkies and flew their junk biplanes. We called our squadron the Gypsies, and despite the long odds we held our own against the Germans.
When the Great War ended, the fighting in Russia unfortunately continued. The Bolsheviks overthrew the Czar. I was caught in the middle and had to choose
sides. It wasn’t easy because I had fought alongside Russian farmers, and officers, and was even decorated by Nicolas I— but in the end, I supported the People’s Army.
The Russians that I knew, however, changed. I watched the Red Army as they commit­ted the same atrocities that had been inflicted upon them. I figured I had to somehow even the score, so I started fly­ing the old noble families across the border to safety. While that eased my con­science, it also made me en­emy number one of the Rus­sian State.
I fled to England and at­tended Oxford University, re­turning in 1923 to the United
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States (it was still the United States then) with a law degree and a fat bankroll.
Having seen how the rich and privileged had abused their power, I had a notion to beat them at their own game. I entered the stock market. By 1929 I was rubbing elbows with the likes of Rockefeller, Ford, and other young upstarts like Howard Hughes. I lived in a mansion on Long Island with expensive cars and servants ... and I was never more miserable in my life.
You see, I hadn’t become any better than these ty­coons. I had become one of them, stepping on little guys and not giving a damn about anyone but myself.
It was a relief when the stock market crashed and took it all away.
When the United States split, I started hearing of pirates in the air. That inspired me to return to a life
that promised no future but delivered a present worth living in.
Today, the world is out of balance. Maybe I can tip the scales. I attack the rich and powerful of any nation and take what they treasure most—their money. In doing so I may bring them down a notch and show them they are not untouchable.
Let me end with a quote from a sixteenth-century English pirate that sums up my philosophy: “We will live life to the fullest, spit in the eye of those that would hold us down, and will surely hang because of it.”
INVENTORS
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For an interview with the creator of the multiplayer game himself, see “MULTIPLAYER GAMES: AN EXCLU­SIVE INTERVIEW WITH DR. FASSENBIENDER,” this issue, page 28.
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The RISE of AIR PIRACY
and the FALL of the UNITED STATES
THE SKIES OF NORTH AMERICA are a dangerous place, but they weren’t always that way. Once upon a time America was united and stable. And not too long ago, automobiles, railroads, and steamers were the best way to travel, while airplanes were only a curiosity.
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1 Pacifica 2 Disputed Western
Territories 3 Lakota Territory 4 People’s Collective 5 Industrial States of
America
3
2
21
19
6 Protectorate of
7 République de Québec 8 Maritime Provinces 9 Atlantic Coalition 10 Empire State 11 Columbia
20
18
Ontario
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5
4
13
16
14
15
12 Protectorate of the
Outer Banks 13 Appalachia 14 Confederation of Dixie 15 French Louisiana 16 Protectorate of
Oklahoma
12
17 Republic of Texas 18 Arixo 19 Navajo Nation 20 Free Colorado State 21 Utah 22 Nation of Hollywood 23 Kingdom of Hawaii
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O WHAT HAPPENED? As the Federal government crumbled, the vast ma-
S
The first signs of change started with the post– World War I influenza epidemic. Isolationism grew in popularity as many fell to a disease brought back from Europe by returning servicemen.
President Woodrow Wilson’s push to form a League of Nations outraged U.S. citizens and allowed Warren G. Harding’s “New Independence from Europe” cam­paign to flourish. Harding called for greater separation from the world, and his Regionalist party adopted this as its platform’s theme. When the Regionalists won office in 1920, they used their new power to promote Prohibition.
In 1923, however, President Harding died. His suc­cessor, Calvin Coolidge, refused to support Prohibition and the Federal bill languished in congressional com­mittees.
Meanwhile, Prohibition became a battle between ideologically distinct regions in America. Checkpoints appeared on state borders as authorities tried to re­strict the flow of alcohol. Many states used these check­points to levy unofficial—and highly illegal—tariffs.
In 1927, a new and deadly strain of influenza rav­aged the country. States closed their borders and con­verted their liquor checkpoints into quarantine-en­forcement sites. Smugglers and raiders adopted the airplane to avoid the limitations of ground-based trans­portation.
The election of 1928 suffered from low voter turn­out, as most people avoided large groups for fear of contracting influenza. The Regionalists launched their “Strong State” platforms and effectively curtailed the Federal government’s power.
In October of 1929, the stock market crash was the final blow to the United States. Regionalism had deci­mated the national economy and Washington D.C.’s call for financial assistance from state governments was universally rejected.
On January 1, 1930, Texas seceded from the United States, with California, the Carolinas, Utah, and New York quickly following their lead. Unable to mount the political and military campaign necessary to hold the United States together, Washington was now power­less.
jority of the nation’s military deserted or swore alle­giance to their native states. Many sold their skills as mercenaries or bandits.
North America’s fascination with airplanes now became a necessity, as commerce between the new independent nations ground to a halt. Brushfire wars demolished the intercontinental railway system, and the highways quickly fell into disrepair or were sabo­taged. The automobile, once destined to become the national shipping vehicle, gave way to gyrotaxis, aerobuses, and the large cargo zeppelins that com­manded the skylines.
“Air pirates” captured the public eye during this period of turmoil. Small, disorganized bands of thrill­seekers and publicity hounds, these pirates began crime sprees that would inspire others.
The first serious pirate threat came in 1931. Jonathan “Genghis” Kahn—a former businessman from Chicago—created the infamous Red Skull Legion. The Skulls moved into Utah (posing as People’s Collective militia) where they stole a military zeppelin.
Low-intensity border skirmishes between the new nation-states continued through 1935. Amidst the chaos, bootleggers and pirates thrived. Scores of new militias, most determined to defend their states, battled increasingly colorful and flamboyant raiders. The Redmann Gang, the Red Skull Legion, the Black Swans, and other pirate groups pillaged across national bound­aries. The nation-states continued to subsidize their air wings but also began offering Letters of Marque to pirates, allowing them to legally attack the nation’s rivals.
Today, North America is a continent politely at war with itself. Rival militias fall on each other in defense of their own national interests. Pirates and privateers challenge these militias for control of the skies, and they are often victorious.
The air lanes are the new frontier, where a single individual with skill and nerve can make all the differ­ence. Today’s flyers are men and women to be ap­plauded, feared, but above all respected, for as long as they can push the envelope and maintain their hold on the skies. We have given them this power. The sky is the limit—but five thousand feet up makes for a long fall from glory.
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A PIRATE’S HOME
AFTER INTERVIEWING MR. ZACHARY, I was invited to tour his fabulous zeppelin, the Pandora. With the help of AAW’s technical crew, we rigged a tiny concealed camera to get our readers exclu­sive photos of the interior of this airborne pirate fortress. Don’t ask where that camera was concealed, please! —Patricia Clark
HE CAPTURE OF THE PANDORA marks a mile-
stone in Nathan Zachary’s pirate career. According
T
to reliable sources, Nathan took a job as third officer on the Empire Air cargo zeppelin, Fulcrum, and then hired his gang as crewmembers. Once aloft, Nathan and his men took control of the airship. They set down the captain and crew in a Pennsylvania wheat field ... and sailed off into infamy.
The airship was originally designed to carry two escort fighter planes, but serious modifications to the zeppelin’s superstructure allow it to carry a squadron
The Pandora
Gas Capacity: 26,002,340 ft. Length: 1,378 ft. Diameter: 182 ft. Useful Lift: 384,470 lbs. (192.7 tons) Engines: 12 Dynometric V16,
440 h.p. each Propellers: 4 Jaray L.Z. Maximum Speed: 84 m.p.h. Flight Ceiling: 13,000 ft. Full Speed Endurance: 10,000 mi.
Broadside cannon
3
of at least six planes. It has six broadside cannons and .60-caliber machine gun nests that protect each en­gine nacelle.
Mr. Zachary tells us that he renamed the zeppelin Pandora in honor of Pandora’s box, which, according to Greek legend, contained the innumerable plagues of humanity, yet also contained the Hope that has com­forted humanity from misfortune.
Which part he and his gang represent, he never told us.
Engine nacelle
Typical Load—
Cargo: 75,000 lbs. Fuel: 86,400 lbs. Oil: 6,050 lbs. Ballast: 10,000 lbs. Crew: 7,200 lbs. Food Supplies: 54,000 lbs. (30 days) Aircraft: 60,000 lbs. Spares: 60,000 lbs. Free Lift: 25,820 lbs.
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Inside the fortress
While certain sensitive sections of the zeppelin were declared off­limits, I obtained this photo of Nathan Zachary’s cabin aboard the Pandora. Mr. Zachary’s personal touches are everywhere in this room: the inch-thick Persian rug, the mahogany Louis XXVI desk, the Picasso sketch alongside the pin­up calendars, and his framed col­lection of medals from the Great War and the Russian Revolution. Velvet curtains adorn the windows along one side of the gondola, providing a commanding perspective of the
horizon and blue skies. Another window (seen in photo above) opens to the interior of the zeppe­lin so Mr. Zachary can observe the internal workings of his flying for­tress. One can see in the back­ground the zeppelin’s steel frame and the launch bay with planes ready for action.
CHANGE MEMENTO
A picture frame with many photo­graphs layered inside. (Mr. Zachary
apparently lives up to his reputa­tion as the consummate ladies’ man.) Click here to change the picture.
NEXT MISSION
Nathan Zachary’s map and notes for his upcoming daredevil escapades. Click here to proceed to the next mission briefing. (See “Prelude to Mayhem: A Pirate Briefing,” this is­sue, page 14.) Games are automati­cally saved after every mission.
PREVIOUS MISSIONS
Nathan Zachary’s personal letters, news clippings from his past adven­tures, and more! Click here to view the memorabilia or replay a mission. (See “A Pirate’s Memoirs,” this is­sue, page 10.)
PLANE CONSTRUCTION
The blueprints and detailed speci­fications for Mr. Zachary’s next cus­tomized plane. Click here to design and purchase aircraft. (See “Blue­print Blues: Plane Construction Ba­sics,” this issue, page 12.)
RETURN TO MAIN MENU
Click here to exit the cabin.
Don’t miss the latest thrilling developments in the Crimson Skies universe—
Point your browser to http://www.crimsonskies.com/
Every week we bring you current events from around the world in technology in and new pulp serials in
Air Action Weekly,
Spicy Air Tales
the inside scoop on daring militia flyers and deadly pirate aces in
! Enter a world of aerial piracy and daredevil intrigue—updated weekly!
9
Atlas World News,
profiles of the latest in aviation
Warriors of the Air,
Page 12
A PIRATE’S MEMOIRS
ACE AAW REPORTER PATRICIA CLARK steals a rare glimpse of Nathan Zachary’s secret and personal scrapbook (sorry Nathan—we couldn’t resist). Its pages are crammed full of news­paper clippings, postcards from exotic locales, photographs, kill markers, and handwritten, perfumed correspondence.
FTER EVERY MISSION, Mr. Zachary returns to his cabin and re-
views the performance of his Previous Missions. Each mission covers
A
multiple double-page spreads in his scrapbook.
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Page 13
To flip the pages of the scrapbook, use the paper arrows taped to the edges of the scrapbook. To return to the current mission from any other page, click the Current Mission marker located at the top of the book.
To see the memorabilia of any other previous mis­sion, click View All Missions. At the table of contents, select the mission you want to review, and then click View Mission. You can also replay previously saved missions from here by clicking it and then clicking Re­play Mission.
To return to Nathan’s cabin, click Return to Cabin on the desk below the scrapbook.
Mission Memorabilia
The first page of each mission has newspaper clip­pings, photos, and other remembrances of Nathan’s ad­ventures. To enlarge these items, simply click them. To export and save a particular favorite, click the Export to Desktop button, which appears next to some of the enlarged scrapbook elements.
Kill Markers
On the opposite page are rubber
stamp–style “kill markers” of vari-
ous planes. The numbers in­dicate how many of that par-
ticular model plane Nathan
shot down on his last mis­sion. Red-starred markers represent ace pi­lots! These markers are updated to reflect the statistics of Mr. Zachary’s best score.
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Mission Results
At the bottom of the right page are Nathan’s perfor­mance statistics for this mission. The two tabs Most Recent and Best to Date let him compare his recent results. Click Replay Mission to try and beat the best score!
More Photographs, Newspaper
Clippings, and Records
On the following pages there may be more clip­pings and pictures taken by observers as Nathan risked his neck flying his plane through ridiculously cramped quarters! Unfortunately this reporter didn’t have time to take a careful look at the remainder of this intimate record of his daring exploits. Only Nathan Zachary knows for sure what secrets are there.
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Page 14
PLANE CONSTRUCTION BASICS
ANY PLANE IS A GOOD PLANE as long as it gets you up in the air, but if you’re planning to customize your own aircraft, then the AAW engineers have a few tips for you.
VER WONDER WHY AIRCRAFT
MANUFACTURERS build planes
E
the way they do? Why not use a Rolls-Royce Merlin II engine in the Curtiss-Wright J2 Fury instead of the stock R-1800-C? Because of the tradeoffs in weight and aerody­namic performance—and the ulti­mate limiting factor: cash!
To design a new plane from scratch, click Plane Construction in the Pandora’s cabin. Then, name the plane you’re about to design, click OK, and you’re ready to start working with the plane construc­tion blueprints.
These blueprints keep track of every detail of your plane. Along the top of the prints are the aircraft’s name and your current construction costs. A note indicating your avail­able cash is paper-clipped to the upper-right corner.
In the lower-left corner, the maximum weight capacity rated for your currently selected airframe and its current weight are shown, along with performance bars indicating the plane’s overall top speed, agil-
ity, armor, and offensive capabil- ity. As you alter your design in the
prints, these bars will change—add an extra set of machine guns and the offensive capability of your plane will increase.
BLUEPRINT BLUES:
Now that you know how to read the prints, you’re ready to custom­ize. To page through each blue­print, click the tabs along the bot­tom. Start with the first tab, Air- frame, and then continue sequen­tially through all the tabs. Don’t skip any of the steps or you could end up trying to fly a plane without an engine!
To select the specific compo­nents on each blueprint, use the
drop-down lists. Statistics and de­scriptions of the components appear in the lower-right corner of the blueprints as you scroll through the lists.
Airframe
Your airframe determines the maxi­mum weight of the craft. If you start with a heavy frame, you may have superior structural integrity, but don’t think you’ll be as nimble as a lighter plane.
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Page 15
Engine
You get what you pay for. Expect to dole out the green for superior horsepower.
Armor
Add armor plating on your hull to protect yourself from bullets and rockets. Select armor for the nose, tail, and wing sections.
Guns
Guns can be mounted in any of four available positions. Each position may hold one gun or a pair of guns. If a pair of guns is installed into the same position, they must be the same make and caliber.
Hardpoints
Rockets attach to structurally rein­forced hardpoints on your wings. Each wing can have a different number of hardpoints, but no more than a total of eight per airframe.
Paint
Personalize your aircraft with color, shading, and decals to make sure
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both enemies and friends alike will recognize you in the skies!
When your plane is ready, click the Ready to Purchase button to view the overall cost and weight breakdown of your plane. If you’ve added too many components or ex­ceeded the weight capacity of the
airframe, you won’t be able to pur­chase the plane. If you need more cash to make the purchase, click the Sell Planes button to see what you can unload from your inventory. Click the Purchase Now button to finalize the sale, or go back through the blueprint tabs to make any nec­essary changes.
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Page 16
PRELUDE TO MAYHEM: A PIRATE BRIEFING
WHEN OUR FLY-ON-THE-WALL REPORTER INFILTRATED
the Pandora, she got more than she bargained for—now, for the first time in any North American publication, we bring you a first-hand, no-nonsense account of how pirates pre­pare their aircraft and brief their crew for treasure-finding expeditions, raids, and other acts of aerial audacity!
O ENTER THE MISSION BRIEFING, click Next Mission in Nathan
Zachary’s cabin on the Pandora. Nathan’s plan of attack is announced
T
as the details of the mission unfold on a large map.
To replay the mission briefing, click Replay Briefing. To return to Nathan’s cabin, click Return to Cabin. To ready your plane for the mis- sion, click Go to Flight Check.
Flight Check
Use this clipboard to double­check your plane and your wingman’s plane for the mission you’re about to fly—you won’t get another chance once you’ve launched! Next to the plane silhou­ettes are lists of the caliber and type of ammunition loaded into the aircrafts’ guns as well as the types of rockets on the planes’ hardpoints.
If you want to fly a different air­craft on the mission, click Change Plane. To switch ammunition or rockets, click Change Ammo. Both procedures are discussed in detail on the next page.
A list of mission objectives is paper-clipped to the side of your Flight Check form. It’s a good idea to review your goals and consider which plane and ammo best suit the mission at hand. When you are ready to launch, click Fly Mission. If you have any questions about
your objectives, run through the mission briefing again by clicking
the Return to Briefing button, lo- cated below the clipboard.
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Ammo Selection
Select the type of ammunition for you and your wingman by scroll­ing through the drop-down lists for each gun. Descriptions of the am­munition appear next to the plane.
Select rockets by scrolling through the drop-down lists for each hardpoint. Descriptions of rockets appear on the right side of the clipboard.
Accept or cancel your ordnance selections by clicking the Accept Loadout or Cancel Loadout button below the clipboard.
Plane Selection
When changing planes, you can review the specifications for all available aircraft by scrolling through the drop-down lists for you and your wingman. When you se­lect a plane, its speed, armor, and agility appear next to its silhouette, as well as its guns and available hardpoints. To use a plane for a multiplayer or instant action mis­sion, select it and then click the Export button.
After you have chosen planes for you and your wingman, click Accept Selections to return to Flight Check—or if you wish to can­cel the changes, click Cancel Selections. In either case you re­turn to Flight Check.
15
Page 18
OME PILOTS TAKE TO THE SKIES like they were born with wings. The
rest
of us struggle and learn the hard way at the school of hard knocks.
S
Thankfully, the advanced aileron and rudder controls of today’s planes make it easier than ever for beginners to take to—and stay in—the big blue.
LAUNCHING AND DOCKING
Modern combat planes rarely touch the ground. It’s more likely that they launch from, and dock with, an airborne zeppelin.
Launching is the easy part—you drop from the zep,
start your engines, and off you go.
Docking is a bit tricky. Zeppelins deploy a retrieval hook to catch your plane. Guide your plane under the belly of the zeppelin from the rear, and then line your nose up with the hook. Get as close as you can and match your speed to that of the zeppelin. Once you hook up, the zeppelin’s crane reels you in.
THROTTLING
The joystick throttle controls the speed of your plane. Maneuvers with high angles of attack (the steepness of your climb) require more throttle than other maneu­vers; otherwise, your aircraft can lose lift and stall.
MANEUVERING
There’s nothing like the rush as you pull out of an in­verted roll and brush your undercarriage against the treetops ... but before you rookies get carried away and try a stunt like that, let’s go over the fundamen­tals.
Climbing
Pull back on your joystick. This pitches your plane upward. If you continue to pull back you’ll complete a forward loop. Make sure you’re flying fast enough or the aircraft can stall.
Diving
Push your joystick forward. This pitches your plane downward. If you keep the stick pushed forward you’ll continue to curve downward and complete a down­ward loop. Unlike climbing, speed is not a problem because you’ll be accelerating due to gravity. Altitude, however, is a problem. If you’re not high enough when you start this maneuver, you’ll hit the ground!
16
Page 19
EDITOR’S NOTE: Due to overwhelming reader requests, we’re re­printing one of our most popular articles (originally in AAW, May 16,
1933), covering the basics of how to get your plane into the air.
Rolling
Moving your stick to the right or left raises the flaps on one wing while lowering the flaps on the other. This rolls your plane right or left. There are three com­mon maneuvers associated with rolling: the aileron roll, inversion, and banking.
Aileron Roll Move your stick sideways. Roll and con­tinue through a full 360-degree revolution until you’re back where you started.
Banking The last basic maneuver associated with rolling is banking. Roll your plane a quarter of a revo­lution so one wing points up, the other down—then pull back on your stick as if you were executing a climb­ing loop. This will bank the plane into a tight turn.
Inversion If you stop halfway through an aileron roll, you will be flying upside down, or “inverted.” It’s use­ful to invert your plane in conjunction with half of a downward loop—a quick way to reverse your direction and end right-side up.
Turning
Twist your joystick to move the tail rudder right or left. This points the nose of your plane right or left and allows you to turn without banking.
There are dozens of more complicated combina­tions that incorporate these basic maneuvers. Practice the fundamentals and you’ll soon be flying like an ace.
BAILING OUT
One last thing to learn: what to do if you fail to fly well. Press CTRL+X to release the canopy and jump. Be careful, though, if you’re in a pusher prop like the Devastator. More than one pilot has tried to escape death only to leap back into their propellers. It ain’t pretty.
17
Page 20
Targeting cluster (see page 22)
ONLY
THE
BEST!
FLIGHT INSTRUMENTATION
WE ASKED OUR TEAM OF EXPERTS to evaluate the latest tech­nologies and dream up their ultimate flight instrument panel. Some of these are the tried and true gauges we’ve all come to rely on, but others are experimental and you won’t see them outside a major aircraft manufacturer’s test field. So sit tight, Readers, and we’ll give you a glimpse of the best of the best.
UR ENGINEERS MODIFIED THE COCKPIT of a Hughes Devastator. They
didn’t skimp either. Notice the classic burl wood and burnished steel trim.
O
The layout of gauges may change, however, in different planes’ cockpits.
EDITOR’S NOTE: The spyglass is so specialized that it’s covered in its own article: see “Crosshairs: The Experts Set Their Sights on Targeting.”
Compass
Spyglass (see page
23)
Rocket display
Speedometer
Damage
indicator
18
Artificial horizon
Gunnery display
Altimeter
Page 21
Let’s start with the basics …
COMPASS An ordinary compass won’t work because of the bumps and shifts caused by sudden accel­eration in flight. We’ve selected an Explorer 2000 that is gyromagnetically stabilized. This compass always shows your head­ing in fog or rain—no matter which direction you turn or roll.
ALTIMETER
Our choice for altimeter is the Janas Rex because it’s simple and easy to read. The longer needle marks hundreds of feet and the shorter needle indicates thou­sands of feet. This one has a spe­cial low-altitude warning light that flashes red when you drop below 100 feet.
fight. To eliminate disorientation we use a Dexter-Handly artificial hori­zon. With dual gyroscopes and jew­eled bearings for reliability, this baby lets you know which way your nose is pointed—up, down, or sideways.
Ascending Descending
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SPEEDOMETER
The Whistler Delux is a baro­metric air speed indicator that displays your true air speed in miles per hour. It has an automatic warning light that flashes when your plane drops below its rated stall speed.
ARTIFICIAL HORIZON It’s easy to lose your orientation in bad weather or in the middle of a dog-
Bank left
Inverted
ascending
Bank right
Inverted
descending
19
HIGH
CALIBER
BEER
A Bold Taste for
a Bold Adventure.
Page 22
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GUNNERY DIS­PLAY The Brown-
ing HPX gunnery display shows which gun is armed and ready to fire. It also has a counter showing the readied weapon’s remaining ammunition. Pilots press guns mounted on their plane. When selecting a different gun, the indicator’s needle points to a lighted cross on its outer edge. These crosses as well as the numerical countdown are color-coded to de­note ammunition status:
Green Yellow Red
ROCKET DISPLAY
The Bluedevil rocket display tracks the status of the rockets loaded on your plane’s hardpoints. Similar to the gunnery display, the type of rocket armed and the remaining rounds are shown. The display’s needle points to color-coded crosses along the edge of the gauge:
Green Yellow Red
The pilot may switch rockets
loaded on her hardpoints by using
F5 key to cycle forward
the
F3 or F4 to switch
Ample ammunition. Running low. Gun is empty.
Several rounds remain. Few rounds remain. No rounds remain.
through the rockets (or F6 to cycle backward).
One feature we especially like about this system is that it automati­cally selects the next available rocket to launch if you run out of the rounds loaded on a hardpoint.
DAMAGE INDICA­TOR By far our
favorite gauge is the Crispen Mark V damage indica­tor. No need to strain your neck in an inverted roll to see if your tail is shot to pieces—just one glance at this beauty will tell you if you can con­tinue to soar through the clouds or if you need to limp back to the hangar. An outline of your plane is divided into right and left wing, nose, and tail sections. These are color-coded, in­dicating levels of damage for that sec­tion:
Green Yellow
Orange
Red
are arriving on the market everyday (some only available on the black market). In future issues, we promise to keep you up to date as we hear about them and put them through their paces in the air.
Section untouched. Up to 50% of section’s armor destroyed. 50% to 100% of section’s armor destroyed, and 0 to 25% of airframe destroyed. 25% to 100% of airframe destroyed.
Other new gadgets and gauges
20
Page 23
FIREMAN’S COMBAT TIPS
STEVE “FIREMAN” KELLEY JR.—CAPTAIN of the Republic of Texas Air Rangers, an ace ten times over, decorated hero of the bush wars ... and still flying strong— gives us this week’s insights on combat in the air.
VERY DAY NEW PILOTS GREENER than a grove
of sapling dogwoods ask me what my secret is.
E
How did I rack up fifty-two confirmed kills—five of those aces themselves? And how did I do it while keeping my hide in one piece? Well, there is no one secret in this business ... actually, there are two: know-how and numbers.
Know-How
Know your planes. Flying a heavily armed and ar­mored Kestrel or the nimble Bloodhawk? Study every aircraft you come across and be ready to exploit your enemy’s tender spots ... while learning how to protect your own.
For example, if your opponent is a Bloodhawk, don’t ever get in front of his gunsights. Get on—and stay on—his tail. On the other hand, if you’re flying a Kestrel, you can afford to chip some paint off your hull before getting into trouble—so you might risk that head-to­head confrontation.
Always check your loadout of ammunition and rock­ets with a careful eye. In every circumstance, there’s a best weapon that can be used to your opponent’s de­mise. Don’t use dum-dum rounds if you’re flying against a thick-skinned Warhawk. Plan on taking out a zep? Don’t make the mistake of loading only flak rockets. These are slip-ups you won’t live to repeat.
Look around (see “Eyes Wide Open: Views,” this issue, page 24) and spot your enemies. If you notice bullet holes stitching your wing, it’s pretty much too late to do anything. Try to know where all the bad guys are—not just the one you have targeted.
You want to get behind your enemy (unless they have a backward-firing turret) and, likewise, you want to keep them off your backside.
When approaching an enemy plane try to be higher—that gives you more maneuvering options. For example, a smart flyer will know how to trade his alti­tude for speed and vice versa. Dive to catch a faster aircraft ... but if you need to slow down (a dangerous thing to do in a dogfight!), then climb straight up.
Having trouble lining up your targeting sights on a more maneuverable opponent? Try slowing down as you bank; that’ll shorten up your turn radius so you can keep up with their fancy aerobatics.
Parting Shot
Just remember ... the unpredictable can—and does— happen up there. A lapse in concentration in a dog­fight is fatal, so stay as sharp as a broken bottle in a barroom brawl. Good luck, Greenhorns!
Numbers
When I was in school, I was lousy at numbers and math. Fortunately, up in the air you won’t have to worry about anything like a binomial theorem—but you do have to have a feel for things in motion, how fast they’re going, where the heck they are, and where they’re trying to go.
21
Page 24
The EXPERTS SET THEIR SIGHTS
on TARGETING!
WELCOME TO OUR WEEKLY column on how to sight faster, shoot straighter, and smoke every pirate that crosses your path! This week, in addition to the usual tips, we showcase a new gadget our AAW engineers have found: the spyglass.
EPENDING ON YOUR COCKPIT AND VIEWPOINT
(see “Eyes Wide Open: Views,” this issue, page 24),
D
you’ll have either the lead crosshair sights and the tar­geting sights or just the lead crosshair sights.
The targeting crosshair shows where the nose of
your plane is pointed.
The lead crosshair accounts for the velocity of your plane as it twists and rolls. This sight shows where your bullets will fire.
If the lead and targeting crosshairs line up, you’ll fire dead ahead.
Lead
crosshair
Targeting
crosshair
SELECTING TARGETS
To select a target or mission objective, use one of the following commands. (See the back cover of this issue for complete joystick controls.)
To target Press
Next enemy or objective Previous enemy or objective Nearest enemy or objective
Next allied aircraft Previous allied aircraft Nearest allied aircraft
Next non-aircraft target Previous non-aircraft target Nearest non-aircraft target
E
SHIFT+E
CTRL+E
W
SHIFT+W
CTRL+W
R
SHIFT+R
CTRL+R
Nearest attacker under crosshairs Nothing
When you select a target, you’ll see additional information. If your target is in your forward field of view, you’ll see the target’s name.
22
Q
T
Page 25
If you’re close enough, the target is enclosed in brackets (red for enemy, green for friendly, and blue for neutral targets and objectives), making it easier to sight even be­hind cloud cover.
If the target is not within your forward field of view, you’ll see the name of the target, the direction you need to turn your plane to face it, and an arrow that points toward the target.
When you destroy a target, another is automati­cally selected (if one is available).
The SPYGLASS
Ever wanted to see who or what is flying under or behind you? Now you can.
The spyglass is a gyroscopically stabilized optic system that dis­plays a magnified view of your selected target. This enlarged image rolls along the edge of your windshield, with an arrow that always points in the direction of your target.
The spyglass system is toggled on and off by press-
SHIFT+S . It automatically shuts off when the
ing target is out of visual range.
TASTE
ADVENTURE
UNTAMED
W
ITH
C
APPY
G K
AYS AND HIS SILENT SERVICEMEN
EEKL Y IN
AIR T
W
THE FUTURE OF
IMES MAGAZINE
FLIGHT
!
!
Tip of
the Week
Only once in a blue moon will you ever be
flying straight in a dogfight. Aim your lead crosshair ahead of your enemy’s flight path—by the time your bullets travel the distance between you and him, his plane will be where you have aimed!
K E R N H E A V Y I N D U S T R I E S
ZEPPELINS
23
Page 26
EYES WIDE OPEN: VIEWS
IN A DOGFIGHT, if you lose your opponent in a bank of clouds, the glare of the sun, or a blindspot, it could be over for you faster than you can say “hit the silk.” Eyes Wide Open is AAW’s column on strategies to stay aware of everything in the air!
HIS WEEK SOMETHING DIFFERENT: We preview
the view options now standard in all the latest air-
T
craft designs. Boy, have we gotten an eyeful! There are now some tricks you can pull that you could never attempt in the old days.
First, you can cycle among a normal Cockpit view, an Exterior view, and a First Person view by pressing the
F8 key.
EXTERIOR VIEW
well as most of your instruments.
shows more terrain as
WEISMAN
USED AIRCRAFT
“Aircraft for the OTHER fellow!”
COCKPIT VIEW
FIRST PERSON VIEW
24
has all the traditional gauges but a
somewhat limited field of vision.
is the least
obstructed view.
Page 27
Another view option is the Chase view. Press F7 and your vantage becomes fixed relative to your plane— you’ll see your aircraft approach and then zoom past your viewing angle. It’s a great shot for those budding Hollywood directors!
Finally, you can press L to track a targeted plane. Your viewpoint will center on this target regardless of the orientation of your plane. Press L again to get out of this mode.
In any view, you can look to the side, behind, above, or below by using the hatswitch on your joy­stick or the keys on your numeric keypad. Using the hatswitch or these numeric keys “snaps” your point of view in the specified direction.
Look up/left
Look
left
78
45
12
Look up/ left/rear
LookupLook
Look back
Look up/ right/rear
Look forward
up/right
9
6
3
-
+
Move camera back
Move camera closer
Look right
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If you press the J key in conjunction with the hatswitch or numeric keys, you will smoothly turn your point of view in the specified direction. Press the K key to return to the “snap” look mode.
CAMERA VIEWS
To see Press
Above your plane In front of your plane From the left of your plane From the right of your plane
At any time you can access one of four cameras to check on how your plane is fairing from the comfort of the cockpit.
25
F9 F10 F11 F12
Page 28
STUNTS—HOW to GAIN FAME & GLORY!
WANT PEOPLE TO KNOW YOUR NAME? Want them to point at your plane—whispering with admiration, or maybe feeling a touch of fear—as you buzz overhead? How about a few snap­shots in the local newspaper? Or do you want the mere flash of your colors to make even the most notorious pirate think twice about tangling with you? Then, Reader, you’ve turned to the right page as we present AAW’s ongoing special fea- ture on aerial reputation.
OMEM PILOTS
measure their suc-
S
cess by the thickness of their wallet, the number of hours logged in the big blue, or how many tons of cargo they’ve lifted from New York to New Orleans. But for those who know better, the real measure of a pilot can’t be held or tal­lied with a number. The real measure of your worth is fame.
You increase your fame by shooting down other pilots (the bad guys ... not your own wingmen), cap­turing zeppelins, performing dangerous airborne ma­neuvers, and other awe-inspiring feats. This week we explore the “dangerous airborne maneuvers” part of fame-building.
DANGER ZONES
Danger zones are tight spaces that can challenge even a seasoned flyer. Keep your eyes peeled for tun­nels, narrow canyons, open hangars, and any other seemingly impossible-to-navigate spaces that will get you noticed fast when you fly through them!
Your wingmen might have a few suggestions, too, so listen up. They’ll let you know if you’ve accomplished a noteworthy stunt.
Another benefit of these danger zones is their abil­ity to remove the competition. Squeeze your plane through a train tunnel and see if that pirate on your tail has the guts to follow! He’ll either break off his attack or learn the hard way that cramped quarters, blinding speed, and a shaking hand make a lethal com­bination.
And don’t forget to check the newspapers after­ward. Your picture could be splashed across the front page—or maybe even make a Hollywood newsreel—all excellent additions to the scrapbook!
The only limits to your fame are imagination ... and your nerve. So, test yourself, pilots. Live dangerously or not at all.
26
Page 29
INSTANT ACTION
INSTANT ACTION IS AAW’S FORUM for pilots who want to tell their own tales of aerial combat.
HERE ARE TWO WAYS TO fly an Instant Action mission. You can
select a story in the Table of Contents, click View Story, scan the
T
details of the mission on the facing story page, and then click Fly Mission. Or you can tell your own story by customizing the mission with the drop-down lists on the story page.
To customize your own adventure, fill in the specif- ics of your mission, such as number of wingmen, the planes they’ll fly, location, and the details about your opponents. Next, check your (and your wingmen’s) guns and ammunition by selecting Pilot or Wingmen and then clicking Weapon Loadout.
To customize a plane for an Instant Action story,
click Build Custom Plane at the bottom of the screen.
Finally, click Fly Mission to launch into INSTANT
ACTION!
27
Page 30
MULTIPLAYER GAMES: AN EXCLUSIVE INTERVIEW
with
DR. FASSENBIENDER
DR. FASSENBIENDER IS NORTH AMERICA’S preemi­nent mechanical whiz, a patent-holder of numerous generator and engine designs, and best known for his aviation and autogyro inventions. In this week’s issue, the good doctor talks with AAW editor Nero MacLeon about Crimson Skies and shows us how aspiring pilots can get serious combat experience!
AAW: How does one go about making a multiplayer
Dr. Fassenbiender:
it’s as simple as clicking Multiplayer on the main menu. Then, establish a network or Internet connec­tion by selecting the connection type you want—MSN Gaming Zone, LAN IPX or TCP/IP, Internet, or modem­to-modem.
connection
To start a multiplayer game,
, Doctor?
MSN Gaming Zone:
must first create a free Zone ID and install the Zone software. After you’ve done this, enter a Crimson Skies game room and start playing! Note: The host of a Crimson Skies game on the Zone is the first person to enter a game room. For more information, go to http://www.zone.com/ and click Help.
To play on the Zone, you
LAN IPX or LAN TCP/IP:
With either of these connections you play on your local area network (LAN) using an IPX or TCP/IP protocol.
Internet:
you play on the Internet using a TCP/IP protocol by entering the IP address or DNS name for the computer you want to connect to.
Modem-to-Modem:
connection, you play with two computers using modems by entering the phone number of the computer you want to connect to.
With this connection,
With this
28
Page 31
Players list
Players
buttons
Chat box
Information window
Message window
AAW: And if I want to fly my own
plane
?
DF:
Simply click the Build Custom Plane button to
design your own plane from scratch.
AAW: Now I’m ready to
DF:
Yes, you decide to either host a game or join a game already started by another player. If you click Host, you’ll be prompted to name the game session, select an optional password, and set the maximum number of players allowed in the game.
If you click Connect, you will see a games list screen. This list can be sorted by game name, number of players, mission type, environment, or even status. To update the list, just click Refresh.
After you click a game and then Join Game, you are asked to enter a callsign for the session, select a pilot voice, and provide the password if the host re­quires one.
AAW: So what is this
DF:
This is where players form teams, review the game
settings, or alter them if they happen to be the host,
host
game lobby
or
join
customized
a game?
business?
and communicate with one another before entering a multiplayer game.
The Players list shows the players’ callsigns in the current game. The host’s callsign tops the list, followed by the other players in the order they joined. The num­bers next to the callsigns are the players’ ping times in milliseconds [ed. note: this is the time it takes the game server to respond to that player]. The boxes adjacent to these numbers show the players’ status: checked means the player is ready to enter the game, and not checked means the player is not ready.
Te a m :
To create, join, or leave a team, click the Create Team, Join Team, or Leave Team button (only one is available at any given time, depending on your current team status).
Boot:
The host may boot any player back to the games list screen by selecting the player’s name in the list and then clicking Boot.
Ready:
click Ready. The host cannot start a game unless all players are ready.
29
When you are ready to enter the game,
Page 32
AAW: How do players
communicate
with other
players in the lobby?
DF:
Communications from other players appear in a large message window. The text color is the same color as the player’s name in the Players list. System mes­sages are gray and enclosed in brackets.
Players type their messages in the Chat box. To transmit messages, they press ENTER or click the Send button.
AAW: What are these
tabs
on the upper-right
of the interface?
DF:
Here players can choose their planes and ammu­nition. All players can view the mission options, but only the host can modify them.
Under Mission Options, the host selects the mis­sion, environment, victory conditions, allowable team sizes, and details on allowed lives. The host may also
outlaw certain aircraft components and/or ammunition by clicking Select and filling out the Outlaw Compo­nents form. When components have been outlawed, players are alerted to the changes and all of their planes are reset to the default selection.
Under Select Plane, plane selection works the same as for any standard flight check [ed. note: see “Prelude to Mayhem: A Pirate Briefing,” this issue, page 14]. If the host allows customized planes, they may be im­ported from the player’s custom planes directory [ed. note: see ”Blueprint Blues: Plane Construction Basics,” this issue, page 12].
Under Select Ammo, players load ammunition onto their plane. Outlawed rocket and ammunition types cannot be selected.
AAW: This is remarkable! How do I start?
DF:
Each player must select Ready. When all players
are ready, the host starts the game by clicking Launch!
30
Page 33
(wingspan 1-7/8 inches)
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PUT AN AIRFORCE ON YOUR DESK!
Want to own the planes flow by Nathan Zachary and the Black Swan but can’t afford the real thing?
Then give these completely accurate solid-cast models
a test flight. Each model is a highly detailed replica of
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ADVENTURE!
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Their stories begin in Winter 2000 www.fasa.com
Copyright ©2000 FASA Corp.
Models come unassembled and unpainted. Available from fine game and hobby stores, or order direct from FASA by visiting Copyright ©2000 FASA Corp.
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31
Page 34
CREDITS
Air Action Weekly, a subsidiary of the Atlas World News Conglomerate, is published simultaneously in eight nations of North America and abroad, with headquarters in Manhattan, Hollywood, Houston, London, Dublin, and Paris. The Atlas News staff spans the globe and puts their lives on the line to bring you tomorrow’s headlines today! We are…
Executive Officers Founder and Editor Emeritus: Jordan “Nose Art” Weisman; Founder and Chief Investigative
Officer: Dave McCoy; Chief Executive Officer: Ed Fries; President: Eric Straub; Director of Business: Stuart Moulder; Chief Financial Officer: Dave Luehmann; Publisher: Jon “Albatross” Kimmich; Chief Researcher: Jo Tyo; Circulation Director: Ed Ventura; Logistics Officer: Matt “UncleDaddy” Gradwohl; Chief Operations Officer: Craig Henry.
Operations Staff Editor-in-Chief: Laura Fryer; Regional Sales Manager (North American Nations): Chris Cocks;
Regional Sales Manager (Europe): Peter “Mango” Parsons; Researcher: Tim “Squire” O’Brien; Chief of the FAA: Phil “Airsick” Knowles; Art Director (London Office): Douglas “Urich” Herring; Typesetting Engineer: Chris “Fonts” Lassen; Staff Aviator: John “Mongoose” Guyer; Manager, Dept. of Redundancy Dept: Victor “Baron” von Beck; Union Delegate: Bob “Mr. Wolf” Crocco; Farm Purchasing Associate: David “Auger” Henry; Copy-Boy: Bob “Beemer” Gutmann.
Foreign Offices Le Grand Chef des Malcontents Somptueux: Anna “Harvey” Farr; Chief of Moscow Operations:
Kazuyuki Shibuya; Chief of Casablanca Operations: Takayoshi Asahina; Chief of Asian Operations: Kazuyuki Kumai; Chief of British Affairs: Kaoru Ito; Chief of Madrid Operations: Victoria Olson; Manager of International Translations: Toshio Sato; Chief Travel Coordinator: Yutaka Hasegawa; Special Intelligence Coordinator (Parisian Office): Laurence Krzemien-Smith.
Dublin Team Chief Controller: Paul Delany; Chief Mechanic: Jonathon Young; Flying Ace: Michael “Mickster” Ivory;
Field Reporter: Suzanne Boylan; Staff Aviator: John O’Sullivan; Wingman: Kerrie Power.
Staff Photographers Combat Photographer/Illustrator: Vic “Fokker” Bonilla; Free-Fall Specialist: Todd Lubsen. Freelance Photographers Frank Woll, Tom Peters, Lex Story, Edison Girard, Ron “Eagle Eye” Lemen. Field Reporters John Hudgens (Republic of Texas); Ken Kato (Pacifica); Aaron “Jabroni” Ueland (Lakota Territory);
Dan Foy (People’s Collective); Brennan Priest (Industrial States of America); Kelly Bell (Empire State), Ramon “Cheezdawg” Romero (Maritime Provinces); Derek Carroll (Atlantic Coalition); Eugene Evans (Dixie); Mike Sartain (Appalachia); Lane Reichert (Outer Banks); Damien Neff (French Louisiana); Kevin Loza (Free Colorado); Mike Lyons (Arixo); Mitch Gitelman (Navajo Nation); Heinz Schuller (Utah); Eddie Smith (Hollywood); Sandra Garavito (Hong Kong); Leon Gor (Hawaii); Heather Carlson (London); John Kane (Paris); Duane Decker (Moscow).
Flight Crew Ground Crew Technician Foreman: Todd “Andy Gibb” Squire; Wingman Avoidance Expert: Erika
“Adara” Carlson; Commander, Combat Engineering: J.J.J. “None of them stand for Jay” Banchero Jr.; Big Rocket Expert: Michelle “Battle Angel” Gamboa Stenson; Live Grenade Specialist: Mike Pondsmith; Experimental Aircraft Pilot: Chris “Blue Max” Chamberlain; Mile High Club Chairman: Dave “Sgt. Skeyle” Blumberg; Scout Pilot: Paul “Idaho Kid” Reed; Ordnance Preparation: Mark “4AM” Forrer; Arial Recon: Matt “MEGAMAN” Alderman; Test Pilot: Jim “Stickman” Bosler; Tarmac Crew: Scott “Scooter” Luse; Engine Mechanic: Mark “Nitro” Heinen; Chief Zeppelin Engineer: David “Big Z” Kern; Weapons Specialist: Russ “Pyro” Phillips; SonoBuoy Deployment Specialist: Mark Selander; Stress Tester: Stuart “Scribbles” Compton; Hardware Configuration: Paul “Mr. Happypants” Gradwohl; Nitro Experimenter: Joe “Scrapbook Picture Gluer” Mullenix; Ace Pirate: Steve “Sea Wolf” Kastner; Director of Disinformation: Stan “Trust Buster” LePard; First Aid Specialist: Jesse Janosov; Hangar Janitor: Brian “Avenger” Soderberg.
Stunt Team Andy Glaister, Jim “Shaft” Reichert, Chris Hadden, Nigel Keam, Randy Shedden, Melody Litovkin. Other Pirate Liaison Officer: John “Black Flag” Howard; Saint of Circumstance: Tom “T-man” Sternberg; Art Smug-
gler: Daniel “Treetop Flyer” Dociu; Beverage Specialist: Gary “Reaper” Hinger; Animal Trainer: Graham “Qi-Qi” Kays; Undercover Operations: Eric “Shifty” Nylund; Bombsight Calibrator: David “Mountain Man” Blevins; Paid Informant (Hollywood): Eric “Alan Smithee” Trautmann; Special Correspondent to the Black Swan: Dana
“Switchblade” Fos.
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Page 35
Who Saved Your Bacon?
Who Saved Your Bacon?
ANY GOOD PILOT WILL TELL YOU ...
ANY GOOD PILOT WILL TELL YOU ...
Nose down
WEAPONS & TARGETING
Fire guns
Fire rocket
Cycle guns
Cycle rockets
Target next enemy/
objective
Target next ally
Target next non-aircraft
Target nearest attacker
under crosshairs
Target nothing
Toggle spyglass
VIEWS
Look direction
Cycle views
Access camera
Look
direction
Right roll
SPACEBAR
F3, F4
F5, F6
SHIFT+S
1–9 (numpad)
F7, F9–F12
MANEUVERING
Point nose up
X
Point nose down
Roll right
Roll left
E
W
R
Q
T
F8
Turn right
Turn left
Level out
THROTTLING
Increase
Decrease
Adjust throttle
Activate nitro-
boosters
OTHER
Access mission map
and in-game menu
View all controls
Chat
Chat to team
Double game speed
(single player only)
DOWN ARROW
UP ARROW
RIGHT ARROW
LEFT ARROW
PERIOD (
COMMA (
SHIFT+L
PLUS (
MINUS (
.
+
1–9
N
ESC
F1
GRAVE (
SHIFT+
BACKSPACE
)
,
)
)
-
)
)
`
`
Fire rocket
Fire guns
Left roll
Target nex t non-aircraft
Cycle guns
Cycle rockets
Target nex t enemy/objective
Views
Nose up
Tur n (rudder twist)
Spyglass
Throttle
NEW “ANGEL Series 3” Flight Control Stick
“ONLY THE FINEST FOR YOUR OUTFIT”
“ONLY THE FINEST FOR YOUR OUTFIT”
M
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