FLYING CORPS(tm) This readme.txt file is available in other languages. Look in the relevant sub-directory of the game. The following languages are available: Language Subdirectory\file English english\readme.txt French french\readme.txt German german\readme.txt Italian italian\readme.txt Spanish spanish\readme.txt Portuguese brazil\readme.txt History ------- This patch will update any of the previous versions or patches to V1.1. It will patch any of the above languages. v1.1 3D card support, multiplayer, views enhancements, numerous fixes, improvements suggested by users *****see notes below***** v1.00b Demo - Contains a fraction of the landscape available in the full game. v1.00a Patch to include fixed views and various other view problems. v1.00 Big Demo v1.00 Compiled December 1996 ------------------------------------------- CONTENTS ------------------------------------------- Using the V1.1 Patch file Backing up the V1.1 Patch file Running on a Pentium 90 Important DirectX Notes Joystick Support FAQ's (technical issues) FAQ's (in-flight & other gameplay issues) Version 1.1 June-September 1997 - 3d cards Power VR - views enhancements - bug fixes - improvements - switches - multiplayer - f22 pro and tqs config files Customer Service Information ------------------------------------------- USING THE V1.1 PATCH FILE: This patch will update any of the previous versions or patches to V2.0. If your patch file is of the form FC_111x.zip [where x is the patch version or FC_200x the use this method to update the Sim. 1 Install the game ------------------ You should install Flying Corps as either MEDIUM or LARGE before applying the patch. To run the new version of the game under Windows 95 you will need to install DirectX Version 5 (or later). There is a copy of version 5 of DirectX on the Gold CD. 2 Preperation ------------- If you have got a V1.0 CD then you need the following files :- fc_111a.zip fc_111x.zip [where 'x' is the latest version] If you have a V2.0 CD [Gold] then you need the following files fc_111x.zip [where 'x' is the latest version] 3 Install the patch ------------------- cd \rowan\fly pkunzip -do fc_111a.zip pkunzip -do fc_111x.zip del savegame\*.cfg now run the SIm as normal. ----------------------------------------------------------- If your patch is in the form of FC_11_up.zip us this method This patch will update any of the previous versions or patches to V1.1. It will patch any of the above languages. 1 Install the game ------------------ You should install Flying Corps as either MEDIUM or LARGE before applying the patch. To run the new version of the game under Windows 95 you will need to install DirectX Version 3 (or later). There is a copy of version 3 of DirectX on the V1.00 CD (fly\directx3). However we recommend that you download the latest version from the Microsoft Website. We have tested the game under DirectX version 5. 2 Preparation ------------- The patch has been distributed in a number of different ways: As one 3Mb file(FC_11_UP.ZIP) ----------------------------- 1 Make a temporary directory on your hard disk, eg tempdir 2 Unzip the contents of the file into the temporary directory. eg: pkunzip fc_11_up.zip tempdir\ 3 Move to the temporary directory or browse to it using Start:Run. As a directory on a CD-ROM -------------------------- 1 Move to the directory on the CD-ROM which contains the patch or browse to it using Start:Run. As three floppy disks --------------------- 1 Insert disk 1 and change to A: or B: As four zip files ----------------- 1 Make a temporary directory on your hard disk, eg tempdir 2 Copy fc_11a.zip, fc_11b.zip and fc_11c.zip onto the temporary directory 3 Unzip the fourth zip file to the temporary directory, eg: pkunzip fc_11i.zip tempdir\ 4 Change to the temporary directory or browse to it using Start:Run. 3 Installing the Patch ---------------------- The command required to install the patch is: srcdir\FC_11 targetdir srcdir is the drive and/or directory containing the patch files - this is optional if you are already in that directory targetdir is the drive and/or directory containing the MEDIUM or LARGE Flying Corps install e.g: install from current directory to C:\ROWAN\FLY FC_11 C:\ROWAN\FLY e.g: install from floppy A: to C:\ROWAN\FLY A:FC_11 C:\ROWAN\FLY e.g: install from CD-ROM D: to C:\ROWAN\FLY D:\PATCHES\FLYCORPS\FC_11 C:\ROWAN\FLY e.g: install from TEMP directory to current directory \TEMP\FC_11 A small number of checks will be performed before copying will commence. Any savegame files will be deleted. Old savegame files will not be accepted by the new version. ------------------------------------------------------------------------ BACKING-UP THE PATCH You may wish to keep this patch on floppy disks so that you can conveniently reapply it if you have to reinstall Flying Corps for any reason. To make a floppy patch disk set from the zip or cd directory, type: mkfloppy a: ------------------------------------------------------------------------ RUNNING ON A PENTIUM 90: If you intend to use Flying Corps with a Pentium 90, we recommend that you try running the DOS version. On a Windows 95 system, this means "Restart in DOS Mode". Follow the instructions in the Technical Supplement for INSTALLATION UNDER DOS. v1.1: We have tested Direct3D hardware acceleration on a P90 with 3DFX. If you have this arrangement, then you may find the Windows version acceptable. ------------------------------------------------------------------------ IMPORTANT DIRECTX NOTES (Windows 95 Users Only): To run the Windows 95 version of Flying Corps you will need to use DirectX 3 components. You may already have DirectX installed. To run the new version of the game under Windows 95 you will need to install DirectX Version 3 (or later). There is a copy of version 3 of DirectX on the V1.00 CD (fly\directx3). However we recommend that you download the latest version from the Microsoft Website. We have tested the game under DirectX version 5. ------------------------------------------------------------------------ JOYSTICK SUPPORT Basic 2-direction, 2-button joysticks are supported. In addition, Throttle, rudder and 4 buttons can be supported through the full PC joystick port. A coolie hat compatible with Thrustmaster or Flightstick standards is also recognised. If you have more advanced joystick and throttle hardware which plugs into the keyboard port then you should use the software provided with the hardware to program the coolie hats and additional buttons. We have provided the files ROWAN.B50 and ROWAN.M50 to program the Thrustmaster F-16 and F-22 sticks. These are text files that can be converted for use with similar hardware. We advise you to continue to access the throttle through our analogue interface. v1.1: We have added a selection of new Joystick drivers. ------------------------------------------------------------------------ FREQUENTLY ASKED QUESTIONS (TECHNICAL ISSUES): Q. What level of install is recommended? A. The MEDIUM level is recommended. The SMALL does use less hard disk space but you will encounter delays as sound effects are loaded in from the CD. v1.1: Before installing the patch, you must perform a MEDIUM or LARGE install. Q. Running under Windows I sometimes get an out of RAM error. A. Your hard disk may be full and so Windows cannot page out. Q. I installed the game in Windows then played the game under DOS. The game played ok but I didn't get any sound. A. The DOS install includes a sound configuration stage. By installing under Windows, this stage was bypassed. To configure the sound after installation, run the DOS install program THAT IS ON THE HARD DISK in the Flying Corps directory. Q. My session is freezing in Windows 95. A. If the game freezes when playing under Windows, press the ENTER key to attempt to return to Windows. If this happens it is safest to shut down before playing again. Note1: Do not play Flying Corps with other applications loaded. Note2: Disable Windows screen savers when playing Flying Corps. Q. Running under Windows 95, the game seems to slow down when the music starts and the music seems fragmented. A. If you experience this problem then you most probably have an early SoundBlaster card fitted. Either play the game with music disabled or use midi output or try the DOS version of the game. The music requires 18+ channels which can be supplied by a SB16 card in mono. Q. Sometimes after flying straight and level for a period the game pauses while the CD is accessed. Can the pause be eliminated? A. On some machines the cache-ing of the CD can interfere with the spooling of the landscape data. Experience has shown that this effect can be reduced or eliminated by one or both of the following actions: reduce the size of the CD cache, disable SmartDrv cache-ing of the CD. The size of the CD cache can be reduced by editing the MSCDEX line in your autoexec.bat file. Find or add the /M parameter. Try /M:1. You may also be able to modify the CD cache by editing the appropriate line in your config.sys file. SmartDrv cache-ing of the CD can be disabled by either removing the SMARTDRV line in your autoexec.bat file or placing it before the MSCDEX line. In Windows '95 look in Start:settings:controlpanel: system: Performance:filesystem: cd-rom Reduce the cache size to Small; reduce the access pattern to double-speed. These modifications may reduce the efficiency of some other software so remember to reverse them if you find this is so. Q.Why does the music sound poor on the Windows version of the game? It was fine on DOS version. I have an AWE32 card, so it should sound good. A.Windows may have automatically selected the wrong MIDI device for output. Here is the solution: 1) Under Windows, choose SETTINGS menu, and double click on the CONTROL PANEL icon. 2) From there select MULTIMEDIA, then select MIDI. 3) You will see a list of MIDI output devices to choose from. 4) Select the MIDI output device of your choice. Note: If you know you have an AWE32 device, but it doesn't appear in the MIDI device list, then it means Windows does not know it is present in your machine. This is remedied by installing the device using the Windows Device Manager. ------------------------------------------------------------------------ OTHER FREQUENTLY ASKED QUESTIONS: Q. Why do my aircraft numbers change from mission to mission? A. We change the numbers to be appropriate for each mission. The player can then go to the squadron screen to override these defaults. Q. If I am not in command, which position do I fly? A. This depends on how many aircraft are flying on the day. Until you get squadron command you will be in flight B. However if only one flight is going up on the day, then you will be bumped into Flight A. Select the squadron icon to see the flight details for the day. Q. What does the Assigned aircraft message mean? A. This means that the computer has information about the aircraft that the ai has assigned to the player. The assigned aircraft is the best option for the player to attack, however the player can please himself whether or not he takes the advice. To padlock on the assigned aircraft press f5 when the "Assigned Aircraft" message is displayed in yellow. Q. Why does the second line of messages on the info line get printed in different colours? A. The messages to the left are brighter because they are the most recent messages. Messages to the right could be very old. Q. Why doesn't the aircraft fly straight and level when I take my hand off the joystick? The aircraft will fly straight and level when under keyboard control. A. WW1 aircraft were tail heavy and forward pressure was required on the stick. In particular, on the Camel this pressure was not necessary at the end of a patrol because the centre of gravity changed as fuel was used up. On our model, you will find that the effect is most noticeable at low altitudes and disappears at high altitudes. Trying to fly an aircraft from the keyboard is tricky. The pilot needs help and so most of the time we automatically trim the aircraft whenever he releases a control key. This trim is disabled when the aircraft is at a steep roll or is about to stall. If you want to try keyboard control without the trim, then configure the joystick as normal but fly using the keyboard. Q. Take-off: Sometimes I pull back on the stick but don't go up. A. Possibly you are trying to drag the aircraft into the sky by pulling hard on the stick. The aircraft tail is probably digging into the ground and so the aircraft is being slowed down. Q. Pressing tab when flying gives accelerated time. The display changes to a map which shows the route, waypoints and an aeroplane icon indicating the progress of my aircraft. Why does the aeroplane icon sometimes not follow the route? A. The icon will move away from the straight line route if there is an interesting item nearby. An example would be for the aircraft to follow a railway line that runs parallel to the route rather than follow the route itself. Q. Why can't I do a snap or flick roll in any of the aircraft? A. This manoeuvre consists of pulling back on the stick until the wings are nearly stalled and then applying full rudder. If the joystick is not correctly calibrated it is sometimes not possible to move the elevators sufficiently to generate the stall. You can see if this is the cause of the problem by trying the following test: go to a scramble mission and get straight and level get the angle of attack indicators up on the top line of the screen (press I key) roll the aircraft into a 90 degree roll pull back on the stick as far as it will go One or both of the angle of attack indicators should go red and the aircraft should enter a spin. Release the stick to recover. You can use opposite rudder to exit the spin quicker. If you don't get a red indicator then you need to recalibrate the stick. We have found that it is possible to get false readings during calibration if the stick is moved quickly and bangs against the stops. When you recalibrate try moving the stick slowly. Also, check that the joystick position icon covers the whole box area during the final test phase of calibration. Q. Why do I start to roll quickly when I push the stick forward when in a steep dive? A. When trying to maintain a steep dive it is likely that you will be flying with a negative angle of attack. Push too far and it is possible to stall the wings and if there is any difference between the lift on the two wings a spin is induced. Q. Why can't I do a snap roll on the Camel when Gyroscope effect is enabled? A. Possibly you haven't done 180 degrees of the roll before the nose starts to come down. The gyroscope effect will then oppose the roll. One technique used by WW1 aviators was to remove power just before entering the manoeuvre. The gyroscope effect is then reduced and also the asymetric rigging designed to oppose the engine torque helps the roll. Q. Why does the aircraft icon on the in-flight map sometimes cycle between two waypoints? A. The two waypoints will be the beginning and end of the patrol. ------------------------------------------------------------------------ V1.1 June-September 1997 ------------------------------------------------------------------------ 3D Cards ======== 3D cards are supported using Windows 95 Direct3D. On 4Mb 3Dfx and Rendition cards, there are two significant improvements: improved framerate 16 bit colour The 3Dfx can be used at 640x480, however on a 4Mb Rendition card the resolution must be dropped to 320x240 to avoid "texture swopping" when flying long distances. The higher resolution is possible on the 3Dfx card because it supports 8 bit imagemaps. Select your 3D card by going to the graphics options (grid icon) from the Preferences screen in Flying Corps. When you select the line that displays the current resolution, a list of drivers is presented. If the driver for your card is not present or is "greyed-out", please read "3Dfx.txt". Matrox Cards ------------ Older Matrox cards are not supported on this version. They do not support all the features required. Power VR -------- To run correctly Flying Corps Gold requires PowerVR drivers version 4.01b1 or later. The latest drivers for PowerVR can be downloaded from their web site at http://www.powervr.com To allow Flying Corps Gold to run with the PowerVR 3D accelerator card vertex fogging needs to be enabled. To do this, right click the mouse on the Windows 95 desktop and select 'properties' from the pop-up menu. Now, select the 'PowerVR' tab. Click on the 'Advanced' button to display the application hints dialogue. On the application hints dialogue select 'Add'. This will display a dialogue box asking for details of the new application to add. In the box labelled 'Enter description of application' type 'Flying Corps Gold'. In the box beneath it labelled 'Enter application filename' type 'wfly.exe'. Now, select OK. This will return you to the main application hints dialogue where you can now tick the box labelled 'Vertex Fog'. Do this and then select OK. Flying Corps Gold should now run correctly. ------------------------------------------------------------------------ Views Enhancements ================== 1 New View Keys --------------------- Home ........ Front inside cockpit view Page Up ..... Right front inside cockpit view Page Down ... Right rear inside cockpit view Delete ...... Left rear inside cockpit view Insert ...... Front left inside cockpit view The camera will only remain on these views while the keys are held down. Releasing the keys will cause the camera to revert to the previously selected view. Holding down the Num Lock key in conjunction with the above keys will produce a version of the view with the camera pitched upwards. Left and right views from the cockpit are available by holding Alt-4 and Alt-6 respectively. The versions of these views with the camera pitched upwards are duplicated on the following key combinations; Ctrl-8 ...... Front cockpit view Ctrl-9 ...... Right front cockpit view Ctrl-6 ...... Right cockpit view Ctrl-3 ...... Right rear cockpit view Ctrl-1 ...... Left rear cockpit view Ctrl-4 ...... Left cockpit view Ctrl-7 ...... Left front cockpit view Track view has been changed so that the camera is no longer fixed. It now appears to be on a chase aircraft. This effect can be toggled on/off using the shift w key. Shift f1-f5 can be used to view the previously targeted item. 2 Fixed View Mode ----------------------- The Scroll Lock key toggles between fixed view mode and normal view mode. When in normal view mode all view keys work as in FC V1.00 In fixed view mode the function of the keys on the numeric keypad changes. The new functions are as follows:- 1 - left back quarter view 2 - 6 o'clock view 3 - right back quarter 4 - left view 5 - look straight up 6 - look right view 7 - left forward quarter view 8 - forward view 9 - right forward quarter view + - toggle between look up and down versions of the above views When in fixed view mode the following new keys on the numeric keypad become functional: / - move to the next fixed view to the left (ie. go from 3 to 2) * - move to the next fixed view to the right Num Lock - Clear look up toggle enable/disable. When enabled pressing a fixed view key (1-9) will result in the view changing to the standard view. When disabled, if a fixed view key is pressed while viewing a look up view, then the look up version of the new view will be presented. 3 New Config Options (v1.1) -------------------------- Two new config switches have been added to the Extra Switches section of the preferences screen: 3.1 Peripheral vision markers enabled/disabled -------------------------------------------------- When this option is enabled a number of blobs will be drawn in the 3D to indicate the position of any aircraft that lie just outside the field of view (just off screen). 3.2 Auto inside/outside toggle ---------------------------------- When enabled and using the inside combat view during the game, the camera will automatically switch between the inside combat view to the outside combat view. The switch from inside to outside happens as soon as the enemy that is currently being tracked goes out of the area that would be visible with normal head movement by the pilot. The view will also toggle back to the inside view as soon as the enemy becomes visible to the pilot. ------------------------------------------------------------------------ Bug fixes ========= 1 Certain missions crashed after reloading a save game. 2 First Patrol scramble mission crashed when played first on loading the game. 3 AI aircraft do not spin as regularly as they did. 4 AI aircraft used to have different performance to player's at higher altitudes. 5 Sometimes aircraft didn't format on take-off. 6 Crashed on pressing home and regroup key at particular times. 7 AI aircraft now make a better attempt to escape from a descending turning fight that used to result in them hitting the ground. ------------------------------------------------------------------------ Improvements ============ 1 Ctrl P duplicates "Print Scrn" key. "Print Scrn" key does not work in Windows 95. 2 Joystick/Keyboard control is loaded in at runtime. Different joystick routines can be selected at runtime. Under W95, more joystick drivers are available: standard driver Sidewinder Force FX driver DOS driver The standard driver has a noticeable effect on the framerate whereas the DOS driver does not. However some users will find that they cannot calibrate when using the DOS driver. The sidewinder option supports sidewinder gamepad, precision pro and feedback pro. The Force FX stick gives feedback: to reflect dynamic pressure and control surface deflection changes during machine gun operation to indicate pre-stall buffet 3 It is now possible to access squadron screens when not a squadron leader. 4 It is now possible to view the Hospital and Fatalities lists. There are new icons on the Squadron Formation screen. 5 The CD seek has been further tuned and the glitch after returning from a pause has been eliminated. 6 The ] key can be used for dropping bombs. This is in addition to the number pad enter key. 7 It is now possible to enter the 3d graphics config screen from the main menu. 8 The screen wobbles on landing. 9 The install error messages have been improved. 10 The screen shot file format for 16 bit screen shots is uncompressed tga. ------------------------------------------------------------------------ Switches ======== Another screen of configuration options has been added: translucent smoke: on/off gun jams: on/off ([ key to unjam) tail heavy: on/off Black out when injured: on/off Mid air collision: on/off Priority message: on/off Healed pilot destination: either squadron reserve or Corps pool AI complex model: some or all time Stick stiffness: on/off Pause on entering 3d: on/off Peripheral vision markers: enabled/disabled Auto inside/outside toggle: on/off In V1.00, a pilot returning from hospital would go to the Corps Pool of reserve pilots. This "healed pilot" was only available to the player after another squadron pilot is killed or injured. Now, by using the Healed Pilot destination switch, it is possible to choose to make a "healed pilot" return to the squadron reserve. The player can then promote him into an active position by editing the flight lists. If you have the FX Stick then it is possible to select Stick Stiffness "on" to get feedback to reflect dynamic pressure and control surface deflection changes. A switch has been provided because we have had to tune the effects and what works on our stick may not work on yours. We would be interested in your comments. Some users experience a "black screen" on entering the 3d because their system does not switch modes quickly. By turning on "Pause on entering 3d", you can wait for your machine to stabilise before starting the mission. See View Enhancements, above for a description of: Peripheral vision markers enabled/disabled Auto inside/outside toggle ------------------------------------------------------------------------ MULTIPLAYER =========== This option allows players to host or join a multiplayer game. Multiplayer only works using the Windows 95 version of Flying Corps Gold. Selecting a service =================== Firstly, select a service provider. A box will appear containing a list of services that your machine supports. Select the one you wish to use by clicking on it and then click on the 'select service' option to confirm. See below for details of starting Wireplay games. The various services supported are: IPX Connection (Network play) - Max players 8 Internet TCP/IP Connection - Max players 8 Modem Connection - Max players 2 Serial Connection (Null Modem cable) - Max players 2 Once a valid service has been selected you will be asked if you wish to create (host) or join a game. Creating a game =============== IPX Connection and Internet Connection -------------------------------------- Click on the create game option. You will then be asked to enter your name. Type in your name and click on the tick icon. From here you will go to the pre-game preferences screen. Modem Connection ---------------- Click on create game option and enter name as above for IPX and Internet. A Windows 95 dialogue box will then appear allowing you to configure your modem if required and to wait for the other player to join. When you have selected your modem setup click on the answer box. When the other player has dialled you, you will be taken to the pre-game preferences screen. When selecting the speed of your modem, select the speed equal to or one higher than your modem's fastest speed. Serial Connection ----------------- Click on the create game option and enter name as above. A Windows 95 dialogue box will then appear requesting your serial connection settings. Use the highest baud rate with which you can create a session: 115200 baud or higher is a good rate, 57600 is acceptable. Click on OK to confirm your selections and you will be taken to the pre-game preferences screen. Joining a game ============== IPX Connection -------------- Click on the Join Game option. A list of network games available will appear. Select the one you wish to join by clicking on it and click on Join Game again to confirm your choice. You will then be asked to enter your name and be taken to the pre-game preferences screen. Internet Connection ------------------- Click on the Join Game option. A Windows 95 dialogue box will appear asking you for the name, or IP address of the computer that is hosting the game. Enter the address (if known) and click on OK. If you do not know the name of the host, leave the text box blank and click on OK. After a short period a list of games available will appear. Click on the one you wish to join and then click on Join Game again to confirm. You will then be asked to enter your name and be taken to the pre-game preferences screen. Modem Connection ---------------- Click on the Join Game option. A Windows 95 dialogue box will appear asking for the number of the host of the game. You may also configure your modem at this stage (see creating a game using modem). Enter the phone number of the host and click on OK. Your computer will then attempt to connect with the host. Once connected a list of available games will be shown. Select the one you wish to join and click on Join Game again to select. You will then be asked to enter your name and be taken to the pre-game preferences screen. Serial Connection ----------------- Click on the Join Game option. A Windows 95 dialogue box will appear requesting your serial connection settings (see creating a serial game above). Once you have selected your settings click on OK to confirm. A list of available games will appear. Select the one you wish to join by clicking on it and then confirm your selection by clicking on Join Game again. You will then be asked to enter your name and be taken to the pre-game preferences screen. Wireplay Games ============== To play using Wireplay you must first connect to a Wireplay server using a Wireplay client. Details of how to do this will be available from the Wireplay client. Once a Wireplay game has begun you will be taken to the pre-game preferences screen. Wireplay Flying Corps Gold supports a maximum of 8 players. The Pre-Game Preferences Screen =============================== This screen is used to select all the preferences and options that will be used during the game. It also shows the status of other players and their accumulated score from previous games. You may communicate with other players at this stage by moving the mouse pointer to the dialogue section and typing in a message. Pressing return will send this message to other players. Selecting the game duration --------------------------- Only the host may change the game time. This is done by clicking on the clock icon. The available durations are 5 mins, 10 mins, 30 mins and 1 hour. Selecting the game scenario --------------------------- Only the host may change the game scenario. This is done by clicking on the map icon. There are two main types of game: Deathmatch and Teamplay. Each has three different starting types: Random: All players start off facing in a random direction and with differing heights. Implode: Players start off in a circle facing inwards towards each other. Explode: Players start off in a circle facing outwards. In deathmatch play all players fight against everybody else. In teamplay, teams are determined by aircraft type, german vs allied. Each team is represented by a different colour on the preferences screen. NOTE: Team play is only available on Flying Corps Gold not V1.1. Selecting your aircraft and colour scheme ----------------------------------------- All players may change their aircraft type and colour schemes. This is done by clicking on the paint can icon. Refer to the Flying Corps manual for details on how to change aircraft type and colour. Selecting game preferences -------------------------- To make the game fair, all options that affect aircraft handling and game difficulty are controlled by the host. Other options may be altered by any player. Starting the game ================= Once everybody is ready the host may start the game by clicking on the large Flying Corps icon in the top right of the screen. Leaving the multiplayer option ============================== To leave the preferences screen click on the cancel icon. New in-game keys ================ S: resurrect. When you have been dead for 5 seconds, you may press S in order to resurrect yourself. An explosion will occur to notify other players that you have done so. Q: When you have been killed you will spiral upwards in a regeneration phase. Once the view has gone in-cockpit pressing Q will give you back control. The spiral will continue up to 10,000 feet, or 2,000 feet above the highest other aircraft, whichever is the lowest. General Notes ============= It is best for the host to have the fastest machine available due to overheads managing the game. In non-wireplay games when the host leaves the game, that game ends and all players will be taken back to the pre-game preferences screen. If the host exits from the preferences screen all players will be taken back to the main game menu. Changing game type from deathmatch to teamplay will wipe the scores as these are no longer appropriate. In teamplay F/Fire stands for friendly fire. You will not be credited with a kill for killing your own team members. In some cases a service provider may be listed but is not usable for a game. This is because parameters related to that service are not set up correctly. For example, to use Internet TCP/IP your computer will require a valid IP address setting. If you have been shot up or are out of ammo, landing will regenerate your aircraft to full health/ammo and put you into a resurrect spiral. Of course landing whilst shot up is not easy. When the host is in the paint-shop or preferences screens other players will be unable to join. The host must be at the pre-game preferences screen for other players to be allowed to join. ------------------------------------------------------------------------ F22 Pro and TQS config files ============================= These have been supplied by Len "Viking1" Hjalmarson - lenh@cyberlink.bc.ca CUSTOMER SERVICE DETAILS In the United Kingdom - Customer Service Hotline: 0181 343 9143 (Mon-Fri 9:30-6:00) Fax: 0181 343 7447 email: support@empire.co.uk Our Address: EMPIRE INTERACTIVE 677 High Road North Finchley LONDON, N12 0DA In the U.S. - Technical Support: (415) 439 4859 Customer Service/Sales/ Product Information: 1 800 216 9706 email: Support@empire-us.com Info@empire-us.com Our Address: EMPIRE INTERACTIVE 580 California Street, 16th Floor San Francisco CA94104