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 ACM(l)                                                               ACM(l)
                               August 1, 1998



 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.

      -dis-sim 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.



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 ACM(l)                                                               ACM(l)
                               August 1, 1998



      -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.

      -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.

      -simx
           Consult the SIM/x server to obtain appropriate DIS simulation and
           application identifiers.



 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:




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 ACM(l)                                                               ACM(l)
                               August 1, 1998



           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



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 ACM(l)                                                               ACM(l)
                               August 1, 1998



      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 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





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 ACM(l)                                                               ACM(l)
                               August 1, 1998



      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










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