I-WAR A Particle Systems Game published by Ocean Software Ltd. Playable demo 16th September 1997 Welcome to the I-War Demo ========================= Introduction ------------ I-WAR is a space simulator title. We have endeavoured to make this program as realistic as possible. This demo is limited to one workstation (NAV) where the pilot would sit, it is also limited to 5 minutes of play. Watch the included AVI movie to see some of the amazing features in the full version, available soon on PC CD-ROM. - Use any of the four bridge stations - Commander, Navigator, Gunner or Engineer. - Uncompromisingly realistic simulation, using real physics but still amazingly playable. - Use combat skills, puzzle solving, imagination, and bravery to play through over 40 handcrafted and gameplay-honed missions. - Each mission illustrated and enhanced by movie-quality cinematic sequences. UNIQUE FEATURES =B7 Fully modelled spacecraft, with every system simulated. =B7 Large variety of enemy ships; from vast cruisers to one man fighter ships. =B7 Our solar system planets and moons authentically mapped in detail =B7 Diverse set of missions; from exploration to fleet combat. =B7 Orbital space stations rotate to provide internal gravity =B7 All spaceships move using physically correct simulation modelling =B7 Collisions and interactions modelled realistically =B7 Non-player ships have sophisticated artificial intelligence systems. They can: - follow general orders - group in formation to achieve the best tactical configuration - react to unforeseen events - retreat in order to repair and regroup if required - take advantage of opportunities - dock to complex moving targets THE SHIP =B7 The ship and its systems are based on future technology, this has been extrapolated from present day development and thinking on the future of space travel. =B7 Control of the player's ship is achieved by a fly-by-wire system which makes Newtonian-based space combat and manoeuvring as easy as dogfighting in an aircraft. =B7 The player's ship is modelled in exacting detail. 34 separate systems are simulated in real-time. =B7 The systems interact with each other. Damage in one system will affect systems further down the chain. Player can adjust system parameters to affect entire ship's performance. GRAPHICS =B7 Real-time light-sourced 3D graphics of the highest quality =B7 Specularity mapping =B7 Multiple light sources =B7 Texture mapped planets - both real astronomical maps and fractally generated =B7 Pre-rendered movie sequences comparable with the best that Hollywood science fiction can offer SOUND =B7 Real-time 3D sound to provide player with audible cues to aid in combat and navigation Installing the Demo ------------------- The demo does not require installation, and can be run directly off the CD. It does however require Windows 95 with DirectX5 installed. A copy of DirectX5 is on the CD. Keys ---- The key list is built into the game. Press pause (P) to bring up the key list. Your mission ============ This demo shows a simple combat mission. You must attempt to destroy the Arcturus Base, an Independent military outpost. You will meet stiff opposition from a variety of ships. You can get help by releasing some trapped Navy vessels docked to a Transporter. Score as many points in the 5 minutes as you can. PLAYGUIDE ========= NAV Workstation Overview ======================== If you are running the demo the NAV workstation view will appear. This is the most general-purpose bridge workstation and allows you to both fly the ship and engage in combat. The main part of the display is the forward view - showing the pilot's view out into space. This is over-laid by the head-up display HUD which adds additional important information into the pilot's field of view. Bottom Right is the Orb - this display acts as a 3 dimensional radar. The remainder of the bottom portion of the screen is given over to instruments. The main one is the contacts screen. This is a tabular display showing all the ships in the area, In this section we will cover: - Flying the Ship - Pilot Head-Up Display - Using Weapons from the NAV workstation - The Contacts Display - The Orb - Using Auto-pilots NAV: Flying the ship -------------------- We would recommend that you use a joystick to play I-War. Moving the joystick or control yoke from side to side produces a yaw manoeuvre in the ship. Pushing the stick forwards and back produces a pitch manoeuvre. If you have rudder-pedals or a stick with built-in twist such as a Microsoft (R) Sidewinder(TM) PRO then this will allow the ship to roll. Use key Y to swap the roll and yaw axes if you are more used to flying aircraft simulators. Unlike an aircraft - a spacecraft does not need to be moving forwards to perform turns. You might want to practice turning the ship before starting your run. The Dreadnaught is a heavy warship. She will not turn like a fighter! In turning her you will have to fight against momentum. If your attitude thrusters are damaged, she will not turn at all! NAV: Using thrusters -------------------- The most straightforward flight mode allows the pilot to control the spaceship in a manner very similar to a conventional aircraft: In this mode, the ship will usually be moving forwards (in the direction it is pointing). This is the most useful flight mode and allows tremendous control during combat. If you are using a joystick throttle: Zero the throttle to activate it, then push up the throttle forwards to set the desired forward speed. If you are using keys, press and hold the + key to increase the set speed and use the - key to reduce it. NAV: Thruster: Speed Override ----------------------------- Experienced pilots may find the 0-1000 metres per second set-speed limits to be too restrictive. Using over-ride keys, higher rates of forward and reverse z-axis motion can be attained. The A key, while held down, selects maximum forward thrust. The Z key, while held down, selects maximum reverse thrust. NAV: Nav Console & Head-up display ----------------------------------- The head-up display presents the pilot with the most vital information needed to fly the ship. These are the main concepts you'll need to understand - The head-up is perhaps the most important source of information available to the pilot. It presents: * An at-a-glance tactical summary of every vessel * An indicator, showing the direction of the primary target. * The current piloting mode and speed settings * A 3D reference grid - allowing the judgement of speed and distance. * Cannon aiming points * Historical contrails showing the trajectory of vessels and missiles. Speed indicator --------------- This shows two speeds: First, your actual forward (z-axis) rate of motion in metres-per-second. And second, it shows the set-speed selected from the throttle or keys. Reference Grid --------------- The head-up display projects a regular grid of lines into the pilot's field of view allowing the pilot to actually see space. These virtual points present a visual reference of static points allowing the pilot to visually judge speed and distance. In deep space - with no other visual reference features - this system is essential. Contact Boxes & Headup Centre Indicator. ---------------------------------------- The onboard computer logs all space ships, weapons and other objects as contacts. To aid navigation the head-up tracks all contacts, and will mark a contact on screen with a box. One contact is called the current-contact. The current-contact is marked with a double box. The head-up display makes it easy to find the current-contact. In the centre of the screen is the centre-indicator. A small stalk points from the circle to the current-contact. This lets you rapidly find the current contact even if the vessel is off-screen. Head Up: Understanding the Current Contact Info box ---------------------------------------------------- See the section on contact registry (below) for more information on selecting targets and contacts. NAV: Using Weapons (Basic) -------------------------- The NAV workstation allows the pilot to directly operate the ships weapon systems, albeit with some restrictions Pickling targets ------------------------------ Before using either cannon or missiles, you will need to select or pickle your potential target. To Pickle a target - use Joystick button 2 or the T Key to lock onto the enemy ship. You should see the double line contact box lock onto your selected target. The crosshair around this double box denotes that this contact is the selected target. The targeting computer will lock onto the ship closest to the centre indicator. Selecting Cannon ---------------- Select cannon by typing Enter or Joystick button 3. Tap the button again to select Rapid Fire. To use Rapid Fire mode you must aim the ship manually at the target as the computer will not assist you in aiming. Firing Cannon ------------- The ship's cannon are mounted on gimbals and swivel. The computer will assist you in aiming at the selected target. Fire the cannon using the Space Bar or the Joystick main trigger Selecting Missiles ------------------ To fire a missile at a target, select missiles, by tapping the Backspace key or Joystick button 4 Firing Missiles --------------- Now the main fire button will launch homing missiles at the target. The status of missiles in-flight will be displayed on your head-up display. This will show the target the missile is locked onto, along with the range from the target. Contacts Registry ----------------- The contacts registry screen is useful in presenting a tabular display of multiple ships. Each line in the display represents a single ship, and that line summarises the name and status of that ship as well as what side it is on. The registry can be set to operate in different modes of operation depending on what you need it to show. Type M to switch between the VESSELS, WEAPONS, INERTS, and WAYPOINT modes. NAV: The ORB ------------ The orb is a 3D radar device - able to show the position of contacts both in front - behind and above the player ship In concept the orb is simple. The display represents the three dimensional space surrounding the player's ship as a sphere. The player's ship is at the centre of this sphere. The sphere is 1 kilometre in radius. Each contact in range is then shown as a point and a stalk connected to the sphere. The further away a ship is the further out from the sphere is its point (and the longer the stalk). The current contact is marked out as a fatter-flashing point. NAV: Using Auto-pilots ---------------------- The ship-board computer can assist with many basic piloting operations, and there are several pre-set auto-pilot functions which can be called up with a single key-press: Auto pilot functions are particularly useful in the following circumstances: * Bringing the ship to a rapid halt. * Approaching a distant point (especially when using LDS) * Docking with a space station or another ship. * In combat, matching velocity with an enemy ship while bringing weapons to bear. Autopilot Functions: F5 - Halt - Brings the ship to a halt. Program terminates when ship halts. F6 - Approach - Get closer to the target. Program terminates when near target. F7 - Formate - Maintain fixed position with respect to target. Continues to hold position until cancel F8 - Auto Dock - Docks onto the target. The program terminates when docked F9 - Match Velocity - Tries to match the velocity of the target. Never terminates - continues to velocity match. In match velocity the control yoke continues to function. ESCAPE - Cancel Autopilot =========================================================================== A Particle Systems Game (c) Particle Systems 1997 Ocean Software Ltd.