

            MANUAL FOR BATTLECRUISER:3000AD DEMO V3.00  REV 02/22/93
           ---------------------------------------------------------

*******************************************************************************
 
   I don't have a DOS ASCII spell checker so this file may have typos.
   If you do, please send me a copy, or better yet, spell check the file and
   send me the modified copy. Beware of the technical terms included here!!
   I spent an hour spellchecking it under Amipro/Windows only to find out
   in the end that after I saved it, the format was all screwed-up. Luckily
   I had made a backup. This is it.

*******************************************************************************

Due to the numerous features in this release, demo v2.01 was scrapped.
This manual is specifically for use with Battlecruiser:3000AD demo v3.0.
It may seem lengthy and complex but compare it to the final game manual which is
currently 152 pages!!  I could have created a much more simpler manual but then
I would have to leave out some critical systems descriptions and that would
leave you completely in the dark.  Where necessary, I have indicated which of
these systems actually work in this demo, elsewhere, I have indicated systems
that work differently for the purposes of this demo.  These include the COMMS,
TACTICAL and NAVIGATION stations of the Battlecruiser.  If a system does not
work in the demo, it means I forgot to mention that it is not active.  The
purpose of this demo is to ensure that GALCOM operatives remain confident that 
this program will be worth the wait. A whole bunch of features have been
disabled such as trading, docking, personnel deployment etc. The 3D planetary
terrain is not shaded and does not contain the actual 3D objects. Crude cubes
have been used as target objects for the purpose of this demo. 

A lot of you will be very disoriented with the flight models created in this
demo.  They have been simplified for the purpose of this demo and are much more
realistic in the final release.  In Battlecruiser:3000AD, there are four flight
models, a space and atmospheric model for the Battlecruiser and Interceptors.
Even though you will lose control of the Battlecruiser if you enter a planet's
atmosphere, it does have an atmospheric flight model since there is a way around
it. The GALCOM Supreme Commander's Guide (a special publication) will outline 
hints on overcoming this, it will also contain a host of other hints in playing
the game, trading & communicating with aliens, personnel resource management,
combat tactics etc.

Remember, these ships are not like anything you are likely to fly anytime soon.
The Interceptor created in this program will outperform and outmaneuver any
modern day aircraft.  It is my intention to create a Mission Disk which sends
the player back through time, here you will get a chance to pit your Interceptor
against modern day fighters such as the F15E Strike Eagle, F16 Falcon, F14
Tomcat, Mig 29 Fulcrum etc. I'm still thinking about it.

Since there are no air currents to help a craft maneuver in space, movement is
very different.  You must rely on your engine thrusters to propel the ship in
one direction and by modifying the thrust vector, you can change directions
quickly.  If you moved in one direction and shutdown your engines, the ship will
continue to move in that direction based on its velocity even if you are facing
a different direction.  Mastering these maneuvers in heated combat will mean the
difference between living and dying.  Since your ship can be facing one 
direction and moving in another, you will have some difficulty intercepting
other targets.  In order to simplify the user interface and not ruin the
simulation with actual space flight dynamics, your onboard computers will be
responsible for actually modifying your input in order to simply the flight
dynamics.  These computers are directly linked to your ship's flight control
system and can't be overridden.  These computer tasks include compensating for
and calculating your thrust vector in slowing the ship down, directional changes
which are slaved to the NAVITRON computer's currently selected waypoint etc
As an example, if you are flying (in space) and you hit the <0> key to come to a
complete stop, the ship will not stop immediately even though your reactor
thrust vector is at zero.  The flight computer will gradually slow down the
ship.  During this transition, you may change directions if you so desire and
the ship will continue moving until it stops.

The ships also have two thrust vectors that you have control over, these are the
conventional FTOL (Forward Take-Off & Landing) and VTOL (Vertical Take-Off &
Landing) that are active in space and atmospheric flight. Used effectively, you 
will soon be able to master space and atmospheric flight. I suggest you run the
demo in free flight mode and practice.

Another difficult thing to do is dock an Interceptor in the Battlecruiser bay.
This feature has been disabled in this demo. Instead, an animation sequence is
used (if you have those animation files).  You can practice those maneuvers in
readiness for the final product by launching an Interceptor and using your
FTOL/VTOL controls, to 'skim' over the top of the Battlecruiser between it's
extended solar panels and flying down the length of the ship.  You will have to 
master this if you intend to play the final program in 'realistic' mode.  Any 
mistakes in docking will destroy the Interceptor and damage the Battlecruiser.  
Since repairs are time critical, you will be in serious trouble if you damage 
your ship in hostile territory.

All programs have bugs, if you remember, demo v2.00 was 99.9% bug-free and I 
have tried to maintain that in this release. Please report any bugs via open 
forum message so that other GALCOM Operatives can pitch in.  I shall not reply 
to any bug reports via e-mail.

I welcome your input, if you have any ideas that would make the finished product
more user-friendly or enhance it's playability, please send me your comments via
e-mail.

*******************************************************************************

This program is released as freeware and 3000AD disclaims any responsibility for
damage caused to your system as a result of it's use.  If you would like the
entire demo v3.0 on diskettes, please send $20 and a self-addressed envelop to:

GALCOM Supreme Commander
3000AD
8306 Mills Drive, Suite 329
Miami, Fl 33183

Tel 305-273-9875
Fax 305-273-9876
Email - Compuserve  71334,2207
        Genie       D.SMART5
        Delphi      DMENTOR
        Prodigy     PFWB30A
        AOL         DSMART
        BIX         DSMART
        Internet    dmentor@delphi.com
        
*******************************************************************************

                                  REQUIREMENTS
                                  ------------

This demo, requires a minimum 1 MB of EMS & 585K of base memory and a 386/486. 
This means that your system MUST have a minimum of 2MB RAM installed. 
The program DOES NOT require XMS memory. This demo will not run if these
minimum memory requirements aren't met.	You will also need a mouse for the
LOGISTIX computer interface	though it also supports the keyboard.

After installing all your drivers, you MUST have a minimum of 585K ram free.
DOS 5.0 is required. This demo is compatible with QEMM, 386MAX &
the DOS memory managers provided with DOS 5.0. However, it is suggested that
you create a boot diskette that loads only your memory manager & mouse since
some memory manager switches are very troublesome. 

585K of free conventional ram = (585x1024)  - 599040 bytes
1MB of free EMS ram           = (1024x1024) - 1,048,576 bytes

Run chkdsk to check your available free memory. Your memory manager should
have a utility that allows you to view the available free EMS.

A VGA monitor + VGA graphics card (minimum 256K RAM) is required.

A joystick is optional but not required. 

On 386 or 486SX systems a math-co will be automatically used if detected. On
486DX systems it will automatically be used.

After you have verified these requirements, run SETUP.

                                CONFIGURING SETUP
                                -----------------

The SETUP screen contains several options that determine various game options.
It also displays the amount of free EMS, conventional memory & the processor.
Use the keyboard/mouse and select the option that you wish to change. Press 
<ENTER> on the option to see the various settings. On completion go to
the EXIT button and press <ENTER>, your options will be saved. Mouse is active.

AN '*' indicates that this option is not available and therefore defaults to
a value that you cannot change. This demo only contains the VGA 
animation sequences. You will require the BCSVGA.ZIP file which contains the
SVGA animations. SVGA animations requires a superVGA monitor and a graphics
card with minimum 512K graphics RAM.

The old Adlib card was not developed for the playback of digitized sounds
therefore, digitized sound will be of very poor quality if using this card.
It also does not support simultaneous playback of digitized sound and MIDI
music as cards that use DMA, such as SoundBlaster, SBPRO etc.  During the demo,
when switching from MIDI to digitized sound and vice versa, there may be a
degradation in quality of the sounds played, also since it can only play one
sound at a time, the current sound will be terminated if a new sound is
introduced for playback.

The AdlibGOLD card is totally different from the original, however,
there may be an audible 'click' in between digitized sound/FX, we hope to
resolve this issue by the final release.
This program does not utilize the stereo features of the SoundBlaster PRO card.
If you have a Gravis UltraSound card, select SoundBlaster. Don't forget to load 
the SBOS driver that came with the UltraSound board!!  You may have to
experiment with the various settings for this driver.

While at the SETUP menu, if you have changed the I/O, IRQ & DMA settings for
your card (SoundBlaster, SBPRO etc), you MUST use 's' to set them up.  If you
don't, the program will use the factory defaults (220,7,1).  If these settings
are incorrect, you will not be able to hear the digitized sound/FX.

PCspeaker support was included as a cruel joke for those of you who still don't
have a soundcard. When you hear this, you WILL go out and buy one. Trust me.

- Sound/FX      - /None/SBlaster/SBPro/ProAudio/Adlib/ATI/AdlibGOLD/PCSpeaker

- Music/FX      - /None/SBlaster/SBPro/ProAudio/Adlib/ATI/AdlibGOLD/ROLAND

                   The ROLAND system is not supported in this demo
                   
- Control       - /None/Joystick/Thrustmaster/Flightstick

                  The Thrustmaster & Flightstick controls are not supported
                  in this demo. You can only use them for directional control
                  like a normal joystick (if my auto-detect works <g>).
                   
- Detail Level  - Low/Medium/High ( high detail results in slower running code )

- Enemy Intel   - Rookie/Veteran/Ace ( the higher, the more difficult )

                  An Ace enemy level means that radar systems will detect, 
                  acquire and fire at you faster. Enemy pilots will be harder
                  to defeat in a dogfight and they also activate high level
                  AI combat procedures. This demo DOES NOT contain the
                  nightmarish level of enemy AI since most of the systems
                  required to play at that level are disabled. Nonetheless, 
                  you'll have fun.

- Demo Mode     - FREEFLIGHT ( Enemy uses dud ammo and you cannot be killed )
                  MISSION    ( Enemy use live ammo )
                  ANIMATIONS ( Disabled )
                  
- Animations    - ENABLE/DISABLE ( configures animation sequences )

                  Select DISABLE if you do not wish to play animation sequences
                  during the game or if you do not have the animation files.
                  In the absence of the animation files, animation sequences
                  will not be played during gameplay.
                  
- Monitor       - SVGA/VGA ( select SVGA if you have the SVGA animation files )

- VREC*         - YES/NO ( select YES if you have the Voice Recognition module )

- SCI-LINK*     - YES/NO ( select YES if you have the SCI-LINK module )

- MISSION*      - YES/NO

                  select YES if you have an optional mission disk, at the
                  Mission Directives menu in the game a list of the mission
                  disks will be displayed for your selection.

- Transcript   -  /NONE/LPT1/LPT2/COM1/COM2
  Device*
                  If you have a printer, select the appropriate port. All
                  incoming messages will be forwarded to it. If the printer
                  runs out of paper or an error occurs during gameplay, a
                  text file 3000AD.LOG will be generated. This text file is
                  also created if you select NONE.

- EXIT          - Select the 'tick mark' to save your setup configuration

- ABORT         - Select the 'cross mark' to abort your setup configuration

                                MISSION OVERVIEW
                                ----------------

If you selected FREEFLIGHT or MISSION option at SETUP, a mission called
'The Gammulan Contact' is generated. This contains 2 phases, 1 & 2.
Since this demo starts with you at the controls of the Battlecruiser
somewhere in space, you will be notified of these missions by GALCOM HQ
as the game progresses.	The game starts with you outside GALCOM HQ (check your
radar system). GALCOM HQ is positioned in high orbit outside Earth.

Phase #1
--------

A Gammulan Class B StormCarrier ( it also deployed a probe outside Venus) 
has been detected outside Mars. You are required to intercept and destroy it 
using any means possible and also thwart the attack on the Mars colony of 
FirstLight.

This ship contains 50 combat personnel, a bridge crew of 5, 2 TN-31 Corsairs &
2 Starfighters. The StormCarrier launched 2 Corsairs to Mars to destroy the
FirstLight colony.
The GALCOM team on FirstLight only have firepower to last an hour's
skirmish. See the specifications for the ships and weapons platforms used in
this demo. If the Corsairs succeed in destroying FirstLight, they will return
to the StormCarrier which will then head for Earth to destroy GALCOM HQ.

If the FirstLight colony is destroyed, you have failed this phase. If you allow
the StormCarrier to escape, it will join the other ship in phase #2 making the
mission more difficult to complete.

You are also required to destroy an unidentified alien probe outside
Venus in the Solar system.

If you cannot locate and destroy the probe, the enemy ships in phase #2
continue to receive tactical combat data from the probe and make the enemy
ships more difficult to defeat.

Phase #2
--------

While you are intercepting the Gammulan strike team around Mars, a Gammulan
Venom class StarCarrier is fast approaching GALCOM HQ. You are required to
intercept and destroy it otherwise it will destroy GALCOM HQ.

This ship has a mission to destroy GALCOM HQ, if you failed phase #1
of this mission, the probe will constantly feed data between both ships and
the Gammulan StormCarrier will join the StarCarrier in order to destroy GALCOM
HQ. Your Battlecruiser is no match for these two ships and all their firepower
and support ships.

GALCOM HQ has also launched 2 combat LightStar fighters to defend the HQ. These
will engage the enemy ships. Be careful who you shoot at!!

If GALCOM HQ is destroyed, you have failed completely.

                                OTHER IMPORTANT INFO
                                --------------------

This demo has minimum functionality therefore most functions will probably
not operate as they should if other key related functions have not been
implemented. That's what a demo is about.

If you are killed whilst in command of an Interceptor, you will be returned
to the bridge of the Battlecruiser.

If you run out of power whilst in command of an Interceptor, simply switch to
the Battlecruiser controls. You will still be able to make future switches to
the disabled Interceptor but you will not be able to control it since it will be
drifting in space. You have sufficient power to complete both phases of this
mission.

                  CONDITIONS FOR END GAME	IF IN 'MISSION' MODE
                  --------------------------------------------
  
  . Battlecruiser is destroyed
    If Interceptors were previously deployed, the player will automatically
    be switched to one of them and can assume control until power runs out.
  . Battlecruiser + both Interceptors are destroyed
  . Battlecruiser nuclear reactor is severely damaged and shuts down. The
    nuclear reactor will shut down when it is sustains 95% damage. Your total
    power source comes from both the nuclear and solar reactors. If one shuts
    down or it's power is totally depleted your remaining power will be
    determined by the amount left in the other's reserves.
  . The player will lose control of the Battlecruiser if the life support
    fails. Everyone will die. The same applies for the Interceptor.
  
  Any system that fails cannot be repaired. The ship will drift uselessly
  you may exit and restart the game. 

                                   NAVIGATION
                                   ----------

                               NAVITRON computer
                               -----------------

In this demo, the ships navigation computer is non-interactive. All mission
waypoints will be automatically uploaded to the NAVITRON computer when a
mission is generated. ie when you receive communications from the GALCOM
Supreme Commander. The NAVITRON computer in the finished product allows you to
set any point in space or on a planet as a waypoint. It also allows you to set
waypoints for remotely launched Interceptors. To see a screen capture of the
planetary mode of this computer, press <ALT+M>.

The Battlecruiser and Interceptor employ a very simple method of navigation
which is simpler than the version in the finished product.

On startup the waypoints available are for Mars, Earth, Venus and an unknown
target detected by your Navigation Officer. Use the <W> key to cycle
through all the available waypoints and activate the Flight Path Designator,
FPD, this displays the name in the top middle of Battlecruiser bridgeviewer or
Interceptor HUD. The 'unknown' waypoint is the Gammulan probe outside Venus.

The FPD is a series of 3D rectangles superimposed on the ship's forward
display. They 'point' to the general direction of the currently selected
waypoint. When you are far away from the waypoint, the FPD is red, when you are
VERY close it is yellow. The size of the FPD also changes according to
a) your distance from the waypoint and b) your speed. If all of a sudden the FPD
ranging rectangles seem large, this means that you are close to waypoint and
traveling fast. To head in the direction of the waypoint, orient the ship
until the FPD is in front of you and simply fly straight to it. If you lose
track of the FPD, refer to the section on TACSCAN to use mode #3 to track the
FPD.

To compress time and reach your destination quicker use <SHIFT+W> repeatedly.
You must keep your finger depressed on the <SHIFT> button and press the <W> key
until you reach the waypoint. THIS WAS ORIGINALLY FOR OUR OWN PURPOSES. IF
USED CONTINOUSLY, THIS WILL RESULT IN YOUR OVERSHOOTING THE WAYPOINT. ALSO, SINCE
ALL MISSIONS ARE TIME CRITICAL, YOU MAY MISS SOME IMPORTANT MESSAGES WHICH
YOU CAN GO BACK AND REVIEW USING THE <R> KEY AT THE COMMS STATION SINCE THEY
WOULD NOW BE OLD MESSAGES!!! I SUGGEST YOU TRAVEL AT THE SHIP'S FASTEST SPEED
INSTEAD OF USING THIS OPTION. BE FOREWARNED.

                               LOGISTIX computer
                               -----------------

This mode of the LOGISTIX computer was included in order to give you an idea
of it's functionality. This computer forms the heart of all the ship's
operations. In the event that key personnel stations are not manned, most of
those functions can be performed at this computer.

In this demo, you can only view your Battlecruiser's damaged systems. Select
the [SYS] button, when the other button bar appears, select [STATUS], another
button bar will appear which indicates the different decks. Select which deck's
systems you wish to view [DECK1] [DECK2] [DECK3] [SUB-DECK]. A 2D schematic of
the Battlecruiser and the systems will appear. A system that is fully functional
is displayed in green, yellow means it has suffered damage and red means that
it is completely destroyed and inoperable. The lines around the ship's
schematics are the ship's outer hull armor. This is also color coded as the
ship's systems.

Press <ESC> to exit from the LOGISTIX computer.

                                PERSONNEL
                                ---------

In this demo, you have no control over your personnel resources. You ship's
crew is still onboard carrying out there various tasks. In the finished product
you be able to reassign, recruit & fire personnel and they will frequently
communicate with you and sometimes ignore your orders. Also, they will take
combat damage when hurt during ship combat or in the case of marines when on a
combat mission onboard a ship or on a planet surface.

In this demo, you can only view your ship's personnel by using the <P> key at
the COMMS station of the Battlecruiser. See the section below on the various
ship stations.

                                FIRST FLIGHT
                                ------------

 - Battlecruiser : BRIDGE station

When the game starts, you will be at the bridge of the Battlecruiser. The
game time will be 04:00:00 and your speed will be set at CruiseSpeed 5, CS5.
For this demo, your maximum speed is LightSpeed 3, LS3. You cannot exceed
this since hyperspace travel is not permitted in this demo. You will not
be able to leave the Solar system since you don't have enough power anyway.

- Shields are on with 100% protection level
- Nuclear reactor has 100 units power
- Solar reactor has 60 units of reserve power
- Laser's have 100% charge
- Hull armor is at 100%
- Weapon systems are armed
      Weapons available:

      Battlecruiser : 10 x STS-Starflash
                      10 x STS-Firestar
                      10 x STS-Perseus
                       2 x OTS-Skyflash

      Interceptor#1  : 4 x STS-Starflash     Interceptor#2  : 4 x STS-Starflash
                       4 x ATA-Magellan                       4 x STS-Perseus
                       4 x ATS-Hyperdyne                      4 x ATA-Magellan

- NIM is at mode #1
- CVD is configured for SSD mode
- Radar systems are on and the TACSCAN is at mode #1
- The SSI icons will be lit depending on which systems are active
- Other bridgeviewer data is also displayed

You will receive a video message from GALCOM HQ on channel #1 of the COMMLINK.

 - Battlecruiser : COMMUNICATIONS station

Press F4 to switch to the Communications station. Don't worry
about control, your Flight Officer and First Officer will maintain your
current course heading and speed. The image of the GALCOM Supreme Commander
will appear and the computer will display the message. Later you can replay old
messages by using the <R> key. Old messages are displayed in gray.
In this demo, there is no interactive communications. In the finished product
you will be able to communicate with your crew, launched Interceptor pilots,
GALCOM HQ, deployed combat marines, other aliens etc.  Use the <P> to cycle
through your current personnel resource. Whilst flying the Interceptor, if you
get the 'Urgent Message Received' message from your COMMS officer, you have to
switch to the Battlecruiser and access the COMMS station to read the message.

 - Battlecruiser : NAVIGATION station

Now that you've viewed your orders, press <F2> to switch to the Navigation
station and look around. This station is inactive in this demo and only
displays you location and that of the two Interceptors in 3D space. Press
<CTRL+M> to active the NAVITRON computer directly. This will show a dummy
image of the computer.

OK, exit NAVITRON with <ESC> and press <F3> to switch to the Tactical station.

 - Battlecruiser : TACTICAL station

This station is one of the most important and complex areas of the ship. The
section that deals with the various ship's systems will explain in detail what
it does. For the purpose of this demo, only four options have been activated.
These are
                     1) current weapons loadout
                     2) personnel resource
                     3) power allocation
                     4) power distribution.

When you've finished, press <ALT-L> to access the LOGISTIX computer to view
the ship's systems damage status. See the LOGISTIX section.

On exit from LOGISTIX, press <F1> to return to the bridge.

- Battlecruiser : Flight Training

*note*

The controls and systems are identical in both the Battlecruiser and
Interceptor, except that you cannot access the NAVITRON and LOGISTIX computers
from the Interceptor since they are installed on the Battlecruiser.

	  - Bridgeviewer
	  
This version of the bridgeviewer is a scaled down version than that of the final
version.  All the systems are active with minimal functionality.  The
bridgeviewer display shows 1) The waypoint heading/range, 2) current time, 
3) current position in 3D space, 4) current starsystem, 5) engine thrust vector
and 6) cloak status.

All the icons on the Battlecruiser are also active.

      - Navigation
      
Back at the bridge, press the <W> key to select Mars as the current waypoint.
You will not see the Flight Path Designator, FPD since Mars is at a different
bearing.  Use the <M> key until mode #3 of the TACSCAN is active.  This mode
tracks the FPD orientation.  See the section on the TACSCAN unit.  Use your
controller to 'yaw' the ship to the right until the FPD is visible in the
bridgeviewer. 

Power up the ship to LightSpeed 1 by pressing <SHIFT+1>.  The ship's reactors
will start.  When the reactors are powered the engines will start and you will
hear a low rumble.  As you proceed toward Mars, the FPD will display the range
to Mars, this range is also displayed in the TACSCAN computer. 

You can power to a faster speed if you want. Try <SHIFT+9>.

When you are about 100000 units from Mars (it should be visible from your
bridgeviewer) press 0 to cut the reactors and bring the ship to a stop.  The
computer will automatically compute the space-time differential and apply the
required reverse thrusters to bring the ship to a complete.  Don't be surprised
if the ship does not stop immediately.

	  - Interceptor launch

Press <ALT+F1> to launch Interceptor #1.  'Mother' the ship's computer will run
a systems status check and initiate the launch sequence.  'Mother' will not
relinquish control of the ship until it has completely launched and dropped
clear of the Battlecruiser.  When the message 'Interceptor launched' is received
from 'Mother', you now have control.

You should be facing Mars so there is no need to select a waypoint.  Press
<SHIFT+1> to power up to cruise speed 1 and you will begin to move toward Mars.
When you enter the planet's atmosphere, the flight dynamics of the ship will
change radically.  On entering the planet's atmosphere, new waypoints will be
added to the ships navigation computer.  These include some ground
installations, the city of FirstLight and the two enemy Corsair fighters.

Select one of the 'ground installation' waypoints and head toward it.  Press
<Backspace> to select a missile.  In this demo a missile will destroy any
target.  In the final program all weapons have specific characteristics and you
will have to chose the perfect weapon to destroy a target.

Maneuver the ship to bring the FPD into view (in the Interceptor it is a series
of circles). Change the range of the TACSCAN to long range using the </> key.
As the target comes into view, press <T> to lock it into the ships weapons
system, then press <S> to switch the TACSCAN to 'single target tracking' mode.
The image of the target should now appear in the CVD display.  When the 'missile
tracking designator', a cross, moves into the 'designator box' launch a missile
to destroy the target. You can also use lasers if you wish.

If you feel lucky, you can try to engage one of the enemy ships.  I suggest you
continue with the tutorial and restart the game to play the mission properly
when you know what you're doing.

Now that we've destroyed a target, let's return to the ship.  Press <V> to
switch your ship's engine thrust vector from FTOL to VTOL.  The ship will start
to ascend.  After awhile you will leave the planet, enter orbit and eventually
leave orbit.  You can also switch to the Battlecruiser by using <CTRL+ESC>
at anytime. Your alter ego and his sidekick will assume command of the 
Interceptor.

	 - Docking
	 
In this demo you cannot dock at GALCOM HQ. In the final program you need to 
request docking clearance before the docking bay door is opened.  If you fly
into a closed bay, your ship will take damage and possibly be destroyed. 

You cannot initiate manual docking in this demo.  To auto dock the Interceptor,
switch to the Battlecruiser and use <CTRL+F1>.  Depending on the far the ship is
from Battlecruiser, the docking animation sequence (if you have the animation
files and selected this option at setup) will be played and the Interceptor will
dock. You cannot dock an Interceptor that is within a planet's atmosphere.

You can collide with everything in this demo, the results are very unpleasant
if you have selected MISSION mode. In FREEFLIGHT your craft is invincible.
     
     - Combat
                           
You can assume control of any Interceptor that is currently active. If the
Interceptor is currently docked, you will be sitting at the controls looking
into the internal Battlecruiser docking bay. Wait until the clearance message
is played then press <ALT+L> to drop launch. Since you cannot remote launch
Interceptors in this demo, you can use <CTRL+ESC> to return to the Battlecruiser
bridge if you change your mind, the Interceptor will not launch. When you
switch from ship to ship, the ship you switched from will maintain it's
current heading. The AI in this demo will only handle minimal auto flight.
If you are attacked or in the middle of a dogfight, you may lose the fight
if you do not assume control of the ship. This feature was done so that you
don't play the entire game by relying on the program AI!! In the final program
since a lot of things will be happening, this feature is fully implemented.

You cannot issue commands to your wingmen in this demo. In the final game you
can issue commands to other Interceptor wingmen from the controls of the 
Battlecruiser or Interceptor and they can also communicate with you.

If the interceptor is already launched you will be placed in the cockpit.
You cannot switch to any ship that is destroyed. If you are in the Battlecruiser
you will get a COMMLINK message advising you of any destroyed Interceptor.

In this demo, you only have 2 Interceptors.

If you complete both phases of the mission, you will receive a final
message from GALCOM HQ and the demo will be over. If you still have power
left, you can still fly around until you run out, at which point the demo
will end and the logo screen will return.

                                 THINGS TO TRY
                                 -------------

1.  External views <F5> of Battlecruiser and Interceptor while facing a planet
2.  Activate the cloak <ALT+C> in the Battlecruiser and immediately switch to
    the external view <F5> and watch the ship cloak. After the timer expires,
    it will de-cloak.
3.  Launch an Interceptor and try to fly over the top of the Battlecruiser
    through the vertical solar panels. FTOL/VTOL switches will help with the
    orientation.
4.  Park an Interceptor in front of the Battlecruiser and switch to the
    Battlecruiser bridge to look at it. Also, track it in the TACSCAN and shoot
    it <g>.
5.  Blowup all the ground targets on Mars for practice.
6.  Fly around GALCOM HQ (in orbit around Earth).
7.  Land on a planet surface. ( use VTOL mode )
8.  Attack the LightStar fighters launched by GALCOM HQ in phase #2.
9.  Attack GALCOM HQ.
10. Run SETUP21 and select MISSION. Start the game and go pick a fight. When
    the Battlecruiser takes damage (use <C> to check in CVD), access the
    LOGISTIX computer with <ALT+L> and check out the damaged systems.
11. Slow the Battlecruiser to CruiseSpeed 20, (<1> and the <-/+> to fine tune),
    then launch an Interceptor. After you get control of the Interceptor, the
    Battlecruiser which will still be moving and will fly past you, power up the
    Interceptor to CruiseSpeed 20 (slower than the BC equivalent) and try to
    follow the Battlecruiser. You should try flying over it, under it, around
    it, whatever turns you on. If the Battlecruiser is moving too fast, the
    Interceptor may not be able to catch up. Make sure you try this in
    FREEFLIGHT mode otherwise you will damage both crafts if you collide. Not
    to mention the fact that you will be attacked by hostile forces.  If you
    really want to go overboard, after matching the speed of the Interceptor to
    that of the Battlecruiser, launch another Interceptor and do the same thing,
    this time flying around both crafts.

*******************************************************************************
                     
                                BATTLECRUISER CONTROLS

*******************************************************************************

The following files must be printed/viewed with an image viewer to get a
description of the systems described here.

BRIDGE.PCX - Battlecruiser forward bridge
TACT.PCX   - Battlecruiser Tactical station
COMMS.PCX  - Battlecruiser Communications station
NAV.PCX    - Battlecruiser Navigations station
                             
You need to print the files BCSCHEM?.PCX & INTSCHEM.PCX file for these sections
while reading this printout. This is merely a demo, therefore the operation of
these systems and their functions will not be discussed in depth. A brief
explanation will suffice.


BRIDGE STATION : Forward view
PERSONNEL      : Commander
                 Flight Officer ( autopilot)
                 First Officer  (personnel requests, advise etc)

In this demo you have all your bridge staff who will get hurt in combat.
You cannot heal them and you cannot perform any repairs.
 
 1.     Tactical Status Indicator, TSI
                 
                 - surface target detect
                 - surface target track
                 - surface-to-air launch
                 - air/space target detect
                 - air/space target track
                 - air-air/space-space launch
        
        These indicators always flash red when active with the exception of the
        'surface-to-air launch' & 'air-air/space-space' indicators which change 
        to yellow momentarily if the missile lock is jammed and finally to the 
        default green state. You will hear an audible warning beep.
        
 2.     Tactical Scanner display, TACSCAN
 
        The TACSCAN has 5 different operating modes. The <M> key is used to
        switch between modes, except Mode #2 which is automatically activated
        when you switch to Single Target Tracking mode.
        
        Scanning Ranges :
        -----------------
        
        Long Range,   LR = 2.0 pc = 6.4 ly = 640 gu
        Medium Range, MR = 1.0 pc = 3.2 ly = 320 gu
        Short Range,  SR = 0.5 pc = 1.6 ly = 160 gu
        
        pc = parsec / ly = light year / gu = galactic units
        
        MODE #1 - Multiple Target Track (planet/space craft targets)
        
        The ship's position is located at the center of the display where the
        crosshairs meet. Any target that comes within these ranges will be
        tracked on the TACSCAN.
        
        Even though this system accurately simulates a 360 deg sweep around the
        ship, 0 deg position is at the top, 45 deg is directly right, 180 deg
        at the bottom and 270 deg is directly left. In space there is no 'up'
        or 'down' nor 'left' or 'right'. These calculations for the ship use
        a GALCOM probe at the center of the game universe, as a point of
        reference when calculating this angles.  Your ship's navigation relay
        system accurately triangulates the probe's position, your current
        position and your desired waypoint to provide accurate navigations data.
        If this probe is destroyed or malfunctions, all navigations will have to
        be done manually using the charts in the NAVITRON computer.
      
        Target types :
        
        Blue dot                - GALCOM/friendly ship
        Blue line               - disabled GALCOM/friendly ship
        Red dot                 - Gammulan/alien ship
        Red line                - disabled Gammulan/alien/unidentified ship
        Flashing                - selected target
        Gray dot                - deployed interceptor
        Gray line               - disabled interceptor
                 
        The </> key is used to increase the radar range from LR (default) to
        MR and SR. When you switch to MR, the entire display is scanned at
        that range and likewise at SR. At all ranges, any targets not within
        that scanning range will not be displayed. At MR & SR, the ranging
        squares disappear and only the cross-hair remains. The display is
        identical to that used in the Single Target Tracking Mode but the
        targets are still only dots or lines. The text MR or SR is displayed 
        in the display.

        The <T> key is used to select a target in the TACSCAN for tracking.
        When a target is selected in the TACSCAN, a square which is the
        weapon system's 'Target Tracking Reticle' is superimposed on the 
        bridgeviewer or cockpit in the general direction of the target IF the 
        target location falls within the ship's viewing range.  You can orient
        the ship to bring the TTR into view.

        The <L> key locks this tracked target to the ship's firing system, if
        it comes into range, the ship's Passive Target Acquisition, PTA, system
        will automatically fire at it with no interference from the player. To
        remove a target from PTA, use the <T> key to select it, then use the 
        <L> key to cancel the PTA command. It will stop flashing. If a PTA
        target is destroyed, moves out of range or breaks tracking lock, it
        will disappear from the display and the PTA system will remove it
        from memory.  A PTA target is a flashing 'x' based on the previous color
        of the target.
                
        *** The PTA feature is inactive in this demo. ***
        
        <C> sends a message to this target indicating that you wish to
        communicate with it. If the target ship's commander decides to enter 
        dialogue, the message 'comms request acknowledged' is displayed in the 
        COMMLINK and the target's icon in the TACSCAN will change to flashing 
        white otherwise it will display 'comms request ignored'.
        You must now switch to the COMMS station or deselect the
        target from communications using the <C> key. If the target has also
        designated your ship for communications dialogue, 'incoming comms
        request' is displayed in the COMMLINK. You can ignore it by using the
        <I> key, the target's icon will stop flashing.
        
        You cannot select a target for PTA if it is currently selected for 
        communications and vice versa.  There is no interactive comms dialogue
        in the Interceptor. All comms messages are brief and displayed in the
        COMMLINK.

        *** Interactive communications is inactive in this demo. ***
        
        The position of all tracked targets is constantly updated. Targets in
        hyperspace cannot be tracked. When in hyperspace, the TACSCAN only
        tracks targets that are in hyperspace with you, ie a ship in pursuit.
        Weapons cannot be launched in hyperspace.
         
        If a ship has it's radar systems activated, it can also be detected
        by other ships on their radar even if 'cloaking' is activated.  Cloaking
        simply makes your ship invisible to the naked eye, it is still visible
        by radar.
                
        A ship currently captured in the tractor beam will not show up on
        the TACSCAN radar.  The message 'Tractor' is displayed on the
        Battlecruiser bridgeviewer if a ship is currently in tow.  You cannot
        activate the tractor beam if the ship is cloaked or the shields raised.
        
     	MODE #2  - Single Target Tracking  (planet/space craft targets)
        
        In order to fire a missile at a target tracked in the TACSCAN MTT mode,
        you must first switch to Single Tracking Mode, STT mode #2 by pressing
        the <S> key.
        
        If a weapon is selected and weapon systems armed (Battlecruiser only, 
        selecting a weapon in the Interceptor arms the weapon systems also), 
        the 'Target Tracking Crosshair' will appear & start to move into the TTR 
        When the target falls within range of the weapon, it will begin to
        flash rapidly indicating a positive lock.  The targeting reticle 
        remains WHITE, IF the target is too close in proximity and launching a 
        weapon will either miss or damage your ship in the blast, the reticle 
        will start to flash RED and the message 'Warning : proximity breach' 
        will be displayed in the COMMLINK and the audible 'warning' message 
        played by the ship's computer. If the launch parameter is ok, you can 
        fire a missile, if the target was hit, it will be destroyed, at this 
        point the TACSCAN will revert to MODE #1 since the target lock is no 
        longer valid.  Also, if the target moves out of range or jams the
        signal, the TACSCAN will lose it's tracking lock.  When you achieve a
        positive lock, you can launch a missile at the target.

		When mode #2 is activated, the following data is displayed in the
        TACSCAN. 

        1           2
       Ŀ		1 = 'P' if target locked to PTA system or 
                       	    'M' if on manual tracking               
                       	2 = TACSCAN range                         
                       	3 = Target speed                          
                    		4 = Target bearing                        
                          
             
        3           4       
                            
        While in STT mode, a 3D image of the currently tracked target is
        displayed in The Computer Video Display, CVD.  Pressing the <I> key will
        display additional data for the target on the Battlecruiser bridgeviewer
        This data is in the form :
        
        1. Height (relative to yours)
        2. Range
        3. Speed
        4. Bearing in degrees
        5. Heading in degrees
        6. Closure rate
        7. Weapon status   - Armed/Standby
        8. Shield status   - Raised/Lowered
        9. Ship type       - T  = Terran
                             G  = Gammulan
                             S  = Syrion
                             E  = Empirian
                             D  = Droidan
                             M  = Mandorian
                             K  = Kandorian
                             V  = Vesperon
                             VA = Valkeri
                             F  = Falkeri
                             Z  = Zelon
                             C  = Credian
                             U  = Unknown
        
        If the target goes out of range or jams the TACSCAN radar signal, the 
        tracking info or the 3D image in the CVD will be cleared. 

        *** The target tracking data is not displayed in this demo ***
        
        MODE #3 - Flight Path Designator Track
                        
        This mode is used to assist in the tracking of the Flight Path 
        Designator when tracking a selected waypoint.
        
        The 'Orientation Indicator' splits the display into two parts. The OI
        changes as the ship banks from left to right. The lines at the end
        of this indicator show which way is 'up'. The longer end is 'down'
        and the shorter is 'up.'  

        The green line indicates the heading the ship must turn to in
        order to be headed directly to the currently selected waypoint tracked
        by the FPD.  If it changes to red, this means that you must orient the
        ship in the opposite coordinate. 
        
        As with the other modes, this data is displayed.
        
         1           2
        Ŀ    1. current heading
                         2. bearing to current waypoint
                         3. waypoint number ( change with <W> )
                         4. Distance to waypoint
                     
                     
        
         3           4


        MODE  #4 - Multiple Target Track (planet ground/space targets)
        
        This mode displays any targets that are tracking the ship. They can
        be planetary ground or space based radar tracking stations. This system
        works like MODE #1 but the 'dot's are replaced by icons. 
        The green diamonds are stationary radar sources and the rectangles
        are other ships. Missile tracking info is also displayed here. 
        There are also numbers displayed within the green icons. Again, their 
        orientation in the display indicates their bearing.
        
        This list indicates what the numbers in the rectangles mean :
        
        1. An ASL radar system is tracking the ship
        2. An SASL radar system is tracking the ship
        3. A VSL radar system is tracking the ship
        4. An ITL radar system is tracking the ship
        5. A LITAS radar system is tracking the ship
        6. A VITS radar system is tracking the ship
        
        This list indicates what the numbers in the triangles mean :
        
        1. Launched weapon with CTL tracking source
        2. Launched weapon with ATL tracking source
        
        If a radar site shuts down or is destroyed it's icon is removed from the
        display.  A Missile whose energy is depleted or has lost it's tracking
        data is also removed. 
        
        Ranges :
        
        IN SPACE

        Long Range      - 1.0 ly                          0.4 ly
        Medium Range    - 0.4                             0.2
        Short Range     - 0.2 (exclusion zone)            0.1

        ON A PLANET :

        Long Range       - 100 nautical miles             030 nm
        Medium Range     - 075                            020
        Short Range      - 050 (exclusion zone)           010
        
        When the TACSCAN is in this mode, target acquisition using the <T> key
        is used to cycle and track ground based targets directly from the ships
        point of view. Target acquisition is not activated from the TACSCAN.
        
        After selecting a target, you can also switch to single STT mode and
        identify the target using the <S> key.
        
        MODE #5 - Deployed Craft Tracking System
        
        This mode is used for tactical purposes only and helps located all your
        deployed craft.
        
        From the Battlecruiser this display tracks all deployed Interceptors
        within a range of 1 ly.  From an Interceptor, it tracks other
        Interceptors and the Battlecruiser.  Each Interceptor is represented by
        a gray icon while the Battlecruiser is a blue icon.
        
        MODE #6  - Weapons Video Targeting System
        
        This mode is used to launch ATL/V & RITL/V weapons and is automatically
        activated when any such weapon is activated.
        
        It displays and infra-red camera view of the terrain or space ahead as 
        processed by the camera in the currently armed weapon.  If a valid
        target falls within this view arc (directly in your flight path), it
        will be displayed here.  The TTR will be superimposed on the
        bridgeviewer/cockpit in the general heading to the target. The W/VTS 
        system will pick up the image even if you are out of visibility range. 
        This gives some standoff capability. If the weapon is launched it will 
        fly directly to this target.  After the target is destroyed, the image
        is cleared until another target is locked by the pilot using the <T> 
		key.  If the target is no longer within the camera's viewing arc, the
		image is also cleared.
		
        Weapons that use the VTS system are those that use ATL/V & RITL/V 
        targeting logic such as ATS-Hyperdyne, OTS-Skyflash etc. 

		          ****** This mode inactive in this demo ******

 3.     Main reactor power level
 
        This is a graduated display of the ship's nuclear reactor output level.
        Each notch is 5% power. The level is indicator by green notches, if the
        output level reaches or falls below 15%, the notch changes to red. The
        nuclear reactor is powered by Radine crystals and provides power to all
        the ship's systems. This display indicates the amount of power that the
        reactor currently has, based on the amount of Radine available. If the
        nuclear reactor shuts down and there is sufficient power available in
        the solar reactor, it will automatically activate and supply power to
        the ship's primary systems, otherwise all systems will shutdown until
        power is restored to either reactor.
        
        *** You cannot re-fuel in this demo. You have enough power to complete
        the missions. You cannot initiate any systems power management either
        ***
        
 4.     System Status Indicator, SSI
        
        These icons are green when lit. If the particular system is not
        operational or is turned off they revert to the default color.
        
        Starting from column #1 (down), column #2...
                 
        . - Weapon systems
            Weapon systems armed. 
             
        . - Electromagnetic Disruptor
            Jamming device activated.
        
        . - Shields
            Shields raised.
        
        . - Main Reactor
            Main nuclear reactor on.
          
        . - Communications
            COMMLINK on.
        
        . - IFF homing device
            You are sending a GALCOM IFF signal to the GALCOM ships in the 
            vicinity. You would normally do this when in a combat area to avoid 
            being fired upon by friendlies.
        
            *** This feature inactive in this demo ***
        
        . - Passive Target Acquisition, PTA
            PTA system activated.
        
            *** This feature inactive in this demo ***
             
        . - Cloaking device
            Cloaking device activated.
        
        . - Tractor beam
            Tractor beam activated.
        
            *** This feature inactive in this demo ***
             
        . - Ship security breach (intruder detected on board)
        	Intruder on board ship.

            *** This feature inactive in this demo ***
       
        . - Docked
            The ship is currently docked at a starbase/starstation.
       
			*** This feature inactive in this demo ***
			
        . - Planetfall
            Ship has entered a planet's atmosphere.
          
        . - IFF beam detected
            A GALCOM/friendly ship is broadcasting an IFF signal. This
            indicator comes on also if you target a friendly ship in the 
            TACSCAN radar system or if you are in a combat area with other
            GALCOM/friendly ships in the vicinity. 
        
            *** This feature inactive in this demo ***
       
        . - Distress transmission detected
            A ship, can be a enemy or friendly, is broadcasting a distress
            signal. You can tell which ship it is by looking at the TACSCAN
            Mode #1.
        
            *** This feature inactive in this demo ***
                    
        . - Computing orbital profile
            The ship's computer has assumed control of the ship on orbital
            approach. This indicator will turn off when the ship is in orbit
            and you again have control.
       
            *** This feature inactive in this demo ***

        . - Orbit established
            The computer has completed orbital approach and you are now in
            high orbit around the planet.
        
        . - Tactical Scope, TACSCOPE
            The TACSCOPE is currently activated.
        
            *** This feature inactive in this demo ***
       
        . - AudioVisual communications, VISCOM
            A message with video is waiting in the Communications station.
            Also indicates that a ship's commander wishes to commence
            interactive dialogue.
        
        . - Message waiting (if incorrect channel is selected in COMMLINK)
            A regular message was received in the COMMLINK and now resides
            in the log file. If the message was sent to printer, this
            indicator will remain on until printing is complete.
       
        . - Hyperspace flight mode
            You have breached LightSpeed, LS 4 and are now in hyperspace.                
        
            *** You cannot breach hyperspace in this demo ***
 
 5.     Solar reactor power level
        
        Operation is identical to that of the ship's nuclear reactor. The
        solar reactor is only on if you activate it or if the nuclear reactor's
        output reaches or falls below 5%. The solar reactor draws power from a
        solar source and stores it in power cels. It will continuously recharge
        as long as the source is within range. When the ship moves out of range
        it will stop recharging and if it's power cels are drained, it will
        shut down. Since available power is a combination of the nuclear &
        solar reactors, a solar reactor shutdown will not affect any systems
        directly, unless there is insufficient or no power being supplied by
        the nuclear reactor to maintain the current allocation. If this happens
        the computer will start to shutdown systems starting from the least
        important.
        
        *** Solar reactor has 100% power but does not recharge in this demo ***
 
 6.     Navigational Interface Map, NIM
        
        The NIM has three modes of operation and has three ranges. 
        Use <SHFT+F1> to switch ranges. 
        
        MODE #1 :
        
        In this mode the NIM displays a scrolling map view of the universe  
        as the ship travels through it. This map contains icons such as
        planets, starsystems, galaxies, asteroid belts, blackholes, wormholes 
        etc. It also shows the waypoint icons. If you fly into a starsystem,
        the map will automatically revert to the map for that system, likewise
        for galaxies. The red cross indicates the position of the ship. The map
        range is 1LY (100 gu), and if the cross reaches the edge of the map, it
        will scroll up for another 1LY range. If the red cross is superimposed
        over a planet icon, it means that you are in orbit and the NIM will
        automatically switch to mode #2. You can switch back to Mode #1 even if
        you're in orbit and vice versa.
        
        *** This demo is restricted to the Solar system and it's nine
            planetary systems. You don't have enough power to go roaming
            around this system or even to leave it. If you venture outside
            the demo scenario area, you won't find anything. Only Mars has
            any inhabitants in this demo. The other three planets are not
            populated.
        ***
        
        MODE #2 :
        
        This mode displays a view of the orbital planet's surface. This scale
        shows the entire planet's surface as viewed from your position in
        orbit. The cross now indicates your orbital position over the planet.
        Icons on this map indicate targets on the planet's surface. Red targets
        are hostile and green are GALCOM, friendly or neutral. If the planet
        has an orbital weapon, it's location will be indicated by a flashing
        icon, anyway if it is hostile, your TACSCAN would've pick it up.
        Flying targets within the planet's atmosphere are not tracked.
        
        MODE #3 :
        
        This mode is a 'wireframe' view of either mode #1 or mode #2 based on
        your current location. It also displays hostile targets such as other
        spacecraft, spacestations, starstations etc. The scaling is dependent
        upon your current location. It automatically tracks and updates the
        locations of all moving targets including launched missiles. Spacecraft 
        icons are identical to those used in the TACSCAN. If you're in orbit,
        it does not track the movement of targets within the planet
        atmosphere.

		*** This feature inactive in this demo ***
 
 7.     Shields power level
        
        Operation is identical to that of the reactors. If the protection level
        falls below 5%, it will be red. If the power level falls to 0, you
        will not be able to raise the shields. The shields draw their primary
        systems power from either reactor to keep activated. It uses Plutonium 
        to provide protection to the ship. This display shows the amount of
        protection available based on the amount of Plutonium onboard. The
        shields can shutdown as a result of Plutonium depletion or if there is
        insufficient reactor power to keep them activated. The shields require
        a certain amount of Plutonium to provide optimum protection. Whenever
        the ship takes a direct hit, the current protection level determines
        the amount of damage that the ship's armor or hull takes.
        
        *** In this demo, the ship has enough Plutonium to allow the shields to
            recharge up to 100% for up to four game hours only. The greater
            the force of the weapon on the shield, the greater the breach.
            The greater the breach, the longer it takes to recharge
        ***

 8.     Armor power level
        
        Operation is identical to that of the shields, however, this display
        only shows the amount of protection that the armor provides for the
        ship's hull. Unlike other systems, the armor does not regenerate,
        the strength of the current armor fitted on the ship determines how
        many hits it will take before it is totally breached. As the level
        in the display reduces, this shows how much protection is now provides.
        If it falls to 0, this means that it is completely destroyed and must
        either be repaired or replaced. Repairing/replacing a ship's armor 
        requires you to dock at a starbase/starstation.
        
        *** You cannot repair your ship's hull armor in this demo ***
 
 9.    Computer Video Display/Systems Status Display/Target Tracking Display, 
        CVD/SSD/TTD
       
        The Computer Video Display also hosts the Systems Status Display as
        well as the Target Tracking Display. The <C> key is used to switch
        modes. Modes 1, CVD & 3, TTD are automatically displayed if activated
        from the TACSCAN but can be changed using the <C> key.
        
        The SSD, displays the status of the ship's critical systems. If a 
        system is operational it's indicator is green, if yellow it is damaged 
        and if red it is destroyed. Blue indicates that it is currently under
        repair/replacement.
         
         - SHD : Shields                    - CLK : Cloaking device   
         - WEA : Weapon systems             - EMD : Electromagnetic disruptor
         - NIM : Navigational Interface Map - COM : COMMLINK
         - TAC : TACSCAN                    - TSC : TACSCOPE
         - CMP : Main computer              - PHA : lasers
         - CVD : Computer Video Display     - ILD : Inbound Launch Display
         - HID : Hud Integrity Display      - BRG : BridgeViewer
         - VIS : AudioVisual communications - PTA : Passive Target Acquisition
         - ENG : Engine                     - LOG : LOGISTIX computer
         - NAV : NAVITRON computer          - LIF : Bridge life support
         - REA : Main reactor               - SOL : Solar reactor
         - PER : Personnel                  - OSD : Other system damage.
                                                    Damage occurred elsewhere.
                                                    You must use LOGISTIX
                                                    computer to access the
                                                    damage report.  

        *** You cannot perform repairs in this demo ***
        
 10.    Laser power level
        
        Operation is identical to that of the other graduated systems. As long
        as the reactors continue to power the lasers, it will recharge itself
        automatically after each use. If power is not being supplied to it
        from the reactor, it will not recharge when power is depleted.
        The lasers draw power directly from the nuclear reactor. Be careful.
 
 11.    Hull Integrity Display, HID
 
        The ship' outer hull has four layers of protection. The ship is in the
        middle of the inner square. Each of the brackets around the ship
        represent the other three layers of protection which are all initially 
        green. If the shields did not withstand a hit and are breached, this may
        also breach the integrity of the armor protection. If that is the case
        then the layer will be red. If all four layers are breached and the
        ship's hull takes a direct hit, inside the square will be red. This 
        indicates that the ship's hull has suffered direct damage. The ship's 
        hull can only be repaired at a starbase/starstation. After repairs, it
        will again change to green. Also, if the armor is repaired/replaced all 
        protection levels will change to green. These protection values are also
        reflected in the armor level display, each protection level in the HID
        represents 25% protection in the armor level display.
        
        *** If your ship's hull armor is breached, the hull itself will start
            to take damage if your shields are not operational. Your shields
            protect the armor from damage which in turn protect the ship's
            hull. If the integrity of the ship's hull is breached and you
            suffer significant damage, the ship will explode.
        ***    
            
 12.    BridgeViewer display
        
        The ship's BridgViewer displays valuable realtime data. These are :
        
        Lower left corner :
        
        Line 1 - currently armed weapon name and amount available
             2 - current engine thrust vector, FTOL/VTOL
             3 - autopilot status, displayed if autopilot on
             4 - PTA status, displayed if PTA on
 
 13.    Bridgeviewer display
 
        Top left corner :
        
        Line 1 - altitude above planet surface if within atmosphere or
                 altitude above planet if in orbit
             2 - collision warning, COLLISION displayed if imminent
             3 - cloaking device timer displayed if cloak is activated
 
 14.    Bridgeviewer display
 
        Top center :
        
        Ship's current navigational heading
 
 15.    Bridgeviewer display
 
        Top right :
        
        Currently selected waypoint #, heading and range
 
 16.    Bridgeviewer display
 
        Lower right :
        
        Line 1 - current time, hr:min:sec
             2 - current location, universe zone, galaxy sector, system sector
             3 - current galaxy name if at galaxy level or starsystem name
                 if at starsystem level or planet name if in orbit
 
 17.    Bridgeviewer display
 
        Lower center :
        
        Line 1 - current speed. HYPER will be displayed if in hyperspace 
                 otherwise readout is numerical. 
        Line 2 - hyperspace travel timer if in hyperspace
        Line 3 - Shields status on/off
        Line 4 - Channel of last COMMLINK message, ie CH1
 
 18.    COMMLINK
 
        The communications link has five channels. These are :
        
        1. GALCOM HQ 
        2. Special
        3. Internal
        4. Tactical
        5. Roam
        
        Channel #1 monitors all messages sent to you directly from GALCOM HQ
        Channel #2 monitors all message that require interactive dialogue
        Channel #3 monitors internal messages from the ship's crew
        Channel #4 monitors all messages sent to you directly from deployed
                   interceptor pilots.
        Channel #5 Simply roams the frequencies and displays all tactical
                   messages. These include messages from interceptor pilots,
                   other GALCOM ships, other alien ships etc.
        
        When messages are received, they are displayed here and also sent to
        a printer if one was selected at installation. If you did not select
        a printer, then all messages are sent to a log file which can be
        viewed from the Tactical station. Channel #4 & #5 messages are
        updated automatically but when a message is received in #1, #2 & #3,
        it is displayed there until you acknowledge receipt with <ALT-A>.
        If the message is for interactive dialogue, you should acknowledge it
        and then change to the communications station. Channel 1/2/3/4 are 
        always accompanied by a video image of the person sending the message.
        Video images are only displayed if you are in the comms station.
        
        *** There is no interactive dialogue in this demo, therefore only
            channels #1/#3 & #4 are monitored
        ***
            
 19.    ILD, Inbound Launch Display
         
        This display monitors all launched weapons. These include your weapons
        as well as those of other ships. This is an all around view with your
        ship in the center of the display.
        
        Red dot  - missile with active lock on your ship
        Yellow   - missile with passive lock (jammed)
        White    - deployed mine
 
TACTICAL STATION :  Left view
PERSONNEL        :  Tactical Officer ( Right )
 
 1 .    Deck Status Display, DSD
 
        This system has three modes of operation, mode #1 is always selected
        when this station is first accessed. In the absence of a First Officer
        this station will be inoperable. Most of the functions can be accessed
        from the main LOGISTIX computer.
        
        MODE #1 :
                
                - Weapons loadout & status of the weapon systems
                  
                  All weapons loaded in both weapon bays are listed with the
                  amount of each available. Any weapons that were purchased
                  are also listed. A weapon that requires special clearance
                  from GALCOM before use, ie planetary disruptor missiles,
                  are listed in red. If a weapon bay is damaged, the weapons
                  are inaccessible until the bay is repaired. All weapons that
                  are in a damaged weapons bay are listed in gray.
                       
        MODE #2 :
                
                - Deck systems status
               
                  This function allows you to quickly view the ship's systems
                  status without activating the LOGISTIX computer. You can
                  quickly see which systems are operational, damaged, destroyed
                  or under repairs. 
                  
                  *** This feature is inactive in this demo ***
                                   
        MODE #3 :
               
                - Deck security status
                
                  This function will display the name of the deck on which the 
                  intruder was most recently detected. The <HOME> key lists the
                  systems which have been damaged by the intruder. The name of
                  the deck is first displayed and the systems that were
                  sabotaged are then listed, if any, otherwise 'None' is
                  displayed under the deck name. The system names are color 
                  coded. A system name displayed in yellow means that the
                  system is damaged and red means it was completely destroyed.
                  If the system name is flashing and color coded as above,
                  it means that the system is under repairs as a result of the
                  sabotage. The ship's chief combat officer is responsible for
                  allocating the manpower to seek out the intruder. You have no
                  control over this function. If you don't have any marines 
                  onboard you won't be able to locate the intruder
                  unless you dock at a starbase or starstation. As long as
                  there is an intruder on board the ship, the combat personnel
                  will attempt to locate him/her and advise you if he/she has
                  been caught. If you don't catch the intruder, he/she will
                  systematically move from deck to deck sabotaging the systems.
                  The length of time it takes to locate an intruder depends on 
                  the intelligence level of the alien race he/she belongs to.
                  You can use the <END> key to list the number of prisoners in 
                  your ship's detention hold if any. If any have escaped, the 
                  system will display how many were originally being held and 
                  how many have escaped.
                  
                  *** This feature is inactive in this demo ***

 2 .    Operation Selector Switch, DSD & SSD
 
        <ALT-F1> - <ALT-F5> or mouse click to switch operating modes
        
        Notch 1 - DSD, Mode 1 [Weapons Loadout]
              2 - DSD, Mode 3 [Deck Security Status]
              3 - SSD, Mode 1 [Systems Status Check]
              4 - SSD, Mode 2 [Systems Power Allocation]
              5 - SSD, Mode 3 [Personnel Resource Management]
           
        The function that is currently selected is displayed in the first line
        of the DSD response display. This is indicated in the brackets above.
        
        *** This feature is inactive in this demo *** 
 
 3 .    Deck Selector Switch
 
        <ALT-F6> - <ALT-F10> or mouse click to change operational decks 
        
        This automatically activates mode #2 of the DSD.
        
        *** This feature is inactive in this demo ***
        
 4 .    DSD response display 
 
        All error messages or informative text are displayed here.
 
 5 .    Systems Status Display, SSD
        
        This system monitors critical ship functions including ship systems
        status and personnel resources. This display always lists the
        following. There are three operating modes which can be selected
        via the Operation Selector Switch.
        
        MODE #1 :
        
                 - 1) Systems status
                      
                      This lists the ships critical operational status.
                       
                       . Main reactor power level/available Radine crystals
                       . Solar reactor power level
                       . Global power units available (m.reactor + s.reactor)
                       . Current power usage
                       . Available power units
                       . Shield power level/available Plutonium/hours of use
                       . Armor integrity level
                       . Hull integrity level
                       . Laser power level
                       . Cloak power level/Maximum operation time available
                       . Cargo capacity/Available cargo space
                       . Available shuttle craft
                       . Available probes
                       . Available mines
                       . Available Interceptors
                       
                  *** Options not available in this demo will remain blank ***

       MODE #2 :
       
                 - 2) Systems power 
                      
                      It lists the system name, the minimum amount of power that
                      this system requires to operate, the amount it requires
                      to operate at peak and it's current power allocation.
                      You can use the <A> key to change the power allocations 
                      for these systems. The current power setting column will
                      be highlighted, use the <+> & <-> keys to change the
                      current settings. You can shut the system down by
                      allocating 0 power to it. If you allocate less than the
                      minimum power requirement to a system, the computer will
                      automatically reset it to 0. Use the <UpArrow> & 
                      <DownArrow> keys to move through the systems. 
                 
                       . Engines    #:#:#
                       . Systems
                       . Lasers
                       . Weapons
                       . Shields
                       . Trans.                            <- Transporters
                       . T.Beam                            <- Tractor Beam
                       . N.Reactor                         <- Nuclear Reactor
                       . S.Reactor                         <- Solar Reactor
                       . L.Control                         <- Launch Control
                       . S.Systems                         <- Stealth Systems
                       . A.Systems                         <- Auxiliary Systems
                       . L.Support                         <- Life Support
                       
                       *** You can't make any modifications in this demo ***
       
       MODE #3 :
       
                 - 3) Personnel resource
                      
                     This lists the status of your personnel resource. The
                     first number is how many you can have onboard, the second
                     is how many you can have onstation at any time, the third
                     is how many are on station, the fourth is how many are
                     in reserves, the fifth is the number currently in medibay
                     and the sixth is the current life status level of the
                     person currently at that station (if any). Since
                     you can have more than one engineer, marine or combat
                     pilot on station at any time, the status level for them
                     is the average of the total number on station.
                      
                     Personnel resource management is very important
                     to most of the ship's systems. The absence of a resource
                     onstation will render that person's station inoperable.
                     When a stationed personnel's life status level reaches
                     or falls below 15% he/she will immediately be removed from
                     active duty and sent to medibay where he/she will
                     remain until the life status level reaches 100%. The
                     person will then be put back on active duty if the station
                     is currently unmannned, otherwise, he/she will be
                     transferred to your reserve pool. You personnel will heal
                     slower on station than if sent to medibay.
                     You can send a person back to duty if the level rises
                     above 15%. When personnel are removed from active duty,
                     they will be replaced if you have any reservists that you
                     recruited at a starbase or starstation. Reservists have
                     a status level of 75%. You can have your original personnel
                     resurrected at some starbases/starstations for a fee.
                     To see an image of your personnel, highlight the station
                     and press <ENTER>, the image will be displayed in the SSD.
                     press <ENTER> again to remove it and display the personnel
                     resource list. To send someone to active duty from medibay
                     or reserves, highlight the station, position the cursor on
                     the medibay column and press <->. If the station is
                     manned, they will switch places. If the original person is
                     at their peak he/she will be sent to the reserve area,
                     otherwise to medibay and later to reserves when the level
                     reaches peak. The life status level will change to reflect
                     the new person's status level.
                      
                     You cannot manipulate your marines or engineers. These
                     figures only indicate how many you have onstation or in
                     medibay. They are automatically swapped in an out of
                     active duty and reserves depending on their status level.
                      
                     These figures are for this demo only :
                       
                       . First Officer          1 :  1  : -  :  -  :  -  : - 
                       . Flight Officer         1    1
                       . Tactical Officer       1    1
                       . Navigations Officer    1    1
                       . Comms. Officer         1    1
                       . Medical Officer        1    1
                       . Combat Officer         1    1
                       . Chief Engineer         1    1
                       . Research Engineer      1    1
                       . Combat pilots          4    4
                       . Engineers              0    0
                       . Marines               20   20
        
        *** In this demo, personnel do not die and this feature is inactive ***
 
 6 .    Tactical Status Indicator, TSI
 
        This system is identical to the one on the forward bridge view
  
 7 .    Inbound Launch Display, ILD
 
        This system is identical to the one on the forward bridge view
        
 8 .    TSAD Operation Switch
        
        <LSHIFT-F1> - <LSHIFT-F5> or mouse click to switch operating modes
        
        Notch 1 - TSAD, Mode 1 [Tractor Beam Control]
              2 - TSAD, Mode 2 [Combat Personnel Deployment]
              3 - TSAD, Mode 3 [TACSCAN Radar]
              4 - TSAD, Mode 4 [TACSCOPE Radar]
              5 - TSAD, Mode 5 [Interceptor Tactical Video Relay]
        
        The function that is currently selected is displayed in the first line
        of the TSAD response display. This is indicated in the brackets above.
                
 		*** This feature inactive in this demo ***
 
 9 .    Tactical Situation Awareness Display, TSAD
                
        The TASD computer is the most sophisticated of all the computers at
        this station. It also has five operating modes. In the absence of a 
        Tactical Officer, the TSAD computer will be inoperable. Most of the 
        functions can be accessed from the main LOGISTIX computer. 
                
        MODE #1:
                
                - Tractor beam control
                
        The tractor beam receives power from the reactors, if there is no
        power being sent to it, it will not activate. Use the TSAD Operation
        Switch to switch modes. The default mode when first switched on is
        mode 1. This activates the Strategic Ranging Computer and the
        TACSCAN (in LR mode) below it. These are both displayed in the SSD.
        
        The tractor beam can capture another ship or object up to 0.5 miles
        distance. If the target is another ship, it must either be a) disabled
        and motionless or b) moving at profile speed 4 or less. It cannot
        capture ships that have an anti-beam locking system, such as
        some large ships and starstations. When the tractor beam locks onto a
        target, it will keep the target in tow behind the ship as long as it
        has sufficient power to maintain the lock. The tractor beam will
        disengage if a) the target ship achieves thrust in excess of profile
        speed, 4 b) it is shutdown manually or as a result of insufficient
        power, c) if the shields are activated, d) if the target is
        destroyed and e) if your ship establishes orbit or enters a planet's
        atmosphere. When you activate the tractor beam, you will be warned that
        this would lower the shields and you will be given an opportunity to
        cancel the operation. You can dock at a starstation with a ship in
        tow but you cannot leave the starstation with it. If there is any crew
        onboard the towed ship, the will be transferred to the starstation. To
        bring onboard crew from a towed ship, you can transport them over or
        use the shuttle craft. If you try to tow a ship with an anti-beam
        locking system (and they activate it), you will receive the message -
        "Cannot lock onto target". An 'Invalid target' message is displayed if
        the target does not meet the tractor beams locking criteria detailed
        above.  

        The SRC display is divided into grids. Each grid is 0.5 miles square
        with the Battlecruiser in the center. Hostile targets on this grid are
        red dots and GALCOM/friendlies are blue. The list of targets within the 
        beam's range are listed in the TSAD on the right and numbered. To select 
        a target simply enter its number which ranges from 1 - 10. Targets in 
        excess of 10 are not displayed. When the target's number is displayed, 
        a green square will be drawn around the grid in which it is located. 
        Press <ENTER> to activate the beam. If the operation is successful, 
        you will get the 'Target locked' in the TSAD response display. The 
        locked target will now begin to flash indicating that it is now in
        tow. If you previously had a target in tow, you need not deactivate the
        tractor beam first to select a new target, simply selecting a new target
        will release the current one. To deactivate the tractor beam and release
        the target, use the <CTRL-D> key.
        
        The TACSCAN at the bottom of the display is identical to the one in the
        forward bridge view but you cannot operate it. It is only there to
        provide tactical info on ships in your surrounding while you are at this
        station. If the TACSCAN at the forward bridge view is inoperable,
        this one will still work.      
        
        *** This feature is inactive in this demo ***
                
        MODE #2 :        
                
                - Ship boarding
                
        Ship boarding is made possible through the use of the transporter and
        shuttle crafts. The transporter uses 1 unit of power each time
        it is used and only transports 5 personnel at a time. The shuttle
        crafts require no power at all and can carry up to 10 personnel. There
        are advantages and disadvantages in using either method of troop
        transportation, these are covered elsewhere in this manual.
        
        The SRC is also used in selecting a target for boarding. Operation is
        identical to that for tractor beam operation but the target can be
        up to a maximum range of 1 mile. The displayed list will also include
        all targets in range including any target that is currently under
        tractor beam control. After you have selected the target for this
        operation, you will be asked to select how they will be transferred
        and how. The dialogue displayed is such :
        
          Transporter   : #/#
          Shuttle craft : #/#
          Marines       : #
          
        The first value indicates the amount of power available to the
        system for use in this operation, in the case of the shuttle craft
        this value is how may crafts are available. The second value is the 
        amount of personnel that you want transferred. Use the <+/-> keys to 
        increase/decrease the number of personnel to transport. The 'marines'
        value is number available, as you change this value, this value is
        updated. If you try to allocate personnel in excess of the capacity
        of the total number of shuttle craft available or the amount of power
        available to the transporter, the computer will beep and default to
        the maximum amount allowed given the current configuration. You may
        change this amount. When you have finished, press the <ENTER> key
        to activate the order, there will be a brief animation (if you have
        'animations on' in the setup) as the shuttle craft speeds away to
        the target or of the transporter room as the team is transported.
        When the team reaches their target (if they are using shuttle craft
        there is a possibility that it will be destroyed if the alien ship's
        weapon systems are still functional. If this happens, you will get
        the message "Shuttle craft destroyed". If the alien ship's computers
        are still active, they may also jam the transporter's locking signal.
        If this happens, you will get the message "Signal jammed". Either way
        you won't be able to board the ship until you resolve the above
        conditions.
        
        If the boarding is successful, the screen will change to display a
        2D cross section of the target ship. The alien icons are red and the
        GALCOM marines are green. Combat will commence immediately. As
        personnel are killed, the amount available to each side is updated.
        To retrieve your team use the [EVACUATE] option and the survivors will 
        attempt to return to the ship. There is no guarantee that they will all
        make it back. If you select [SURRENDER], the combat sequence will end
        and your team will become prisoners onboard the alien ship. You can also
        select [DIRECT 412] which will cause the team to detonate a neutron
        device that will destroy the ship and everything onboard. You will lose
        your team and the ship will be destroyed. If your team is successful in
        overcoming the aliens and taking over the ship, they will take
        everything that they can find, this includes weapons, cargo, fuel etc.
        Prisoners are also transferred to your ship and kept the detention
        hold util delivered to a GALCOM facility. The display will indicate
        what they found and the quantity, they will then return to the ship.
        This returns you to the tactical station once again.
        
        *** This feature inactive in this demo ***

        MODE #3 :
                
                - TACSCAN
                
        This is a backup of the forward bridge TACSCAN radar only this time
        it is the system displayed in the SSD. Targeting info for <T>, <I>
        & <D> commands are displayed in the TSAD computer.
        
        *** This feature is inactive in this demo ***
        
        MODE #4 :
                
                - TACSCOPE 
        
        This system is used to track and acquire targets on a planet's
        surface. You must be in orbit in order to use it. On activation,
        the image of the planet's surface is displayed in the SSD. A list
        of OTS weapons is listed in the TSAD display. Use the <arrow
        keys> to locate the crosshair over the target icon, and press <ENTER> 
        this lock the target in the firing system and will switch control over 
        to the TSAD display area. Use the <CURSOR> keys to select the weapon
        and press <SPACEBAR> to launch it. A timer will be displayed on the
        map display. This indicates when the weapon will reach it's target.
        If the weapon is jammed, the message 'Weapon jammed' will be
        displayed and you'll have to launch another. If the weapon succeeds
        in reaching the target, the icon will disappear and the message
        'Target destroyed' is displayed.
        
        *** This feature is inactive in this demo ***
        
        MODE #5 :
                
                - Interceptor Tactical Video Relay, ITVR 
        
        This mode displays a numbered list of deployed Interceptors. Select
        the Interceptor you wish to view and a video image will be displayed
        in the SSD. This view is an external camera located behind and
        slightly above the Interceptor. Use the <ARROW> keys to rotate/pan
        the camera around. Use <ESC> to quit this view and select another
        Interceptor. If the Interceptor is destroyed whilst you are at this
        view, it will be cleared. If you select this mode with no Interceptors
        launched the message 'No Interceptors launched' will be displayed.
        
        *** This feature is inactive in this demo ***
                  
 10.    TSAD response display.
 
        All error messages or informative text are displayed here.
 
 11.    COMMLINK
        
        Operation is identical to that of the forward bridge COMMLINK.
        
 12.    LOGISTIX computer access
 
        Activates the LOGISTIX computer.
        
        *** In this demo, the LOGISTIX computer only displays your ship's
        damage status.
        ***
 
 13.    Exit station

COMMS STATION    :  Right view
PERSONNEL        :  Comms Officer

        In the absence of a Comms Officer this station will be inoperable. 
        Most of the functions can be accessed from the main LOGISTIX computer.
        
 1 .    Communications Video System, CVS
                
        If you receive a message while you are at this station, the image
        of the other party is displayed at this display and the message is
        displayed in the Inbound Message Display, IMD area. If you are
        required to respond, a valid list is displayed in the Outbound
        Message Display area. use the cursor keys to highlight the desired
        selection and press <ENTER>. This will be sent to the other party.
        If there is an incoming response, it will be displayed otherwise
        the message 'Acknowledged', 'No response' or 'Link terminated' is
        displayed. If the other party has finished the dialogue, the image
        will disappear. You can also terminate a communications link
        using the <ALT-T> key. You can use the <L> key to activate your
        message log. This will display a list of saved messages sent to
        you including the date, time and originator. Use the cursor keys
        to highlight the saved message that you wish to review and press
        <ENTER>. The message will be played back in the IMD, if a video
        image is attached, it will be displayed in the CVS otherwise the
        CVS will remain blank. After the message is played, press the
        <SPACEBAR> to continue and the log list will be re-displayed. The
        channel indicators will illuminate to indicate which channel is
        currently being used and also which channel was used by the 
        currently playing saved message. This logfile resides on your
        harddisk in a text file. It will grow to a maximum of IMB before
        it starts being 'flushed' by new data. If you selected a printer
        at setup (you can also activate it from the <ESC> menu), all
        messages are automatically sent to it also.
        
        *** In this demo, there is no interactive comms dialogue ***
                               
 2 .    Logfile switch on/off
                
                - displays the logfile of saved messages.
                 
        *** This feature is inactive in this demo ***
 
 3 .    COMMLINK channel selector
 
        Indicates which COMMLINK channel is currently in use.
        
 4 .    CVSD message display readout. 
 
        All error messages or informative text are displayed here.

 5 .    TDSI, Target Ship Status Indicator (toggle)
        
        This option allows you to view the target ship's critical systems.
        In order to communicate with another ship, they must have either a)
        responded to your hailing signal or b) hailed you themselves.
        If you are hailed and return to this station, the image of the
        ship's commander will be displayed in the CVS, the OMD will give
        you the option to respond or reject the dialogue. At anytime during
        the dialogue, you can use the <ALT-V> key to view the other ship's
        critical systems. A color-coded list will be displayed. Press the
        <ALT-V> key again to return to the video image. <ALT-L> activates
        the LOGISTIX computer.
        
           Red = Destroyed; Yellow = Damaged; Green = functional
                
                1. Ship type
                2. Alien species
                3. Shields
                4. Communications
                5. Weapon Systems
                6. Lasers
                7. Reactors
                8. Engines
                9. Hull integrity
               10. Life support
               11. Personnel
               12. Power Status       ( 0= ship is disabled ) 
        
        *** This feature is inactive in this demo ***

 6 .    IMD, Inbound message display
 
        This displays the message sent in from the other party. When the display
        is full it is cleared.
        
        *** This feature works differently in this demo, see above ***
             
 7 .    OMD, Outbound message display
 
        This displays the valid list of messages that you can send to the other
        party. If the list exceeds the display,use the <ARROW> keys to scroll
        through. Use the <ENTER> to send the desired message.
        
        *** This feature works differently in this demo, see above ***

 8 .    LOGISTIX computer access
 
        Activates the LOGISTIX computer
 
 9 .    Exit station

NAV STATION      :  Extreme right view
PERSONNEL        :  Navigations Officer

 In the absence of a Navigations Officer this station will be inoperable. 
 Most of the functions can be accessed from the main LOGISTIX computer.
 
 1 .    NAVITRON computer
        
        It is at this computer that you get to set waypoints, launch
        Interceptors, probes etc. When this system is first accessed, a list of 
        Interceptors, probes & personnel is displayed and their location. 
                       
        This data includes :
        
        1. Battlecruiser  (power level/location)
        2. Interceptor 1  (power level/location)
        3. Interceptor 2  ( " )
        4. Interceptor 3  ( " )
        5. Interceptor 4  ( " )
        6. Team 1         (supply level/location)
        7. Team 2         ( " )
        8. Team 3         ( " )
        9. Team 4         ( " )
       10. Team 5         ( " )
        
        Power level  - The ships current power level
        Location     - This can be actual x,y,z location in space or on a
                       planet including planet name. For the Interceptor
                       other valid values are :
                      
                       Docked      - Ready and in Battlecruiser docking bay
                       Readying    - Being prepared for deployment
                       Destroyed   - The ship has been destroyed
                       Engineering - The ship is being repaired
        Supply level - How many days this team will survive before being
                       evacuated from the current location.             
        
        To activate the NAVITRON computer and set waypoints for an item
        on the list, enter the number of the item and this station will
        be replaced by the full screen NAVITRON computer. See the section
        on using this computer for more details.
        
        The Battlecruiser only carries ten probes. To launch probes, use 
        <P>, this will display the list of all the probes and their
        current destination. If the probe is still in transit, the word
        'In transit' will be displayed next to it's destination. Use the 
        <ARROW> keys to select an available probe then press <ENTER>, this
        will bring up a list of starsystems. Again, select the probe's 
        destination and press <ENTER>. This will immediately launch the
        probe to that destination. The probe's actual stop location is
        unknown until is reaches it's destination. You cannot select a
        probe that is in transit. If a probe has reached it's destination
        and is currently online, the word 'Online' will be next to it's
        destination. You can send this probe somewhere else. If a probe
        is damaged/destroyed, the word 'Offline' is displayed next to it's
        destination and you cannot select it. If you do manage to locate it,
        you can retrieve it using the tractor beam and the engineers will
        automatically repair it. <ALT-L> activates the LOGISTIX computer.
       
        *** 
        In this demo, you cannot set any waypoints and the above data
        is not displayed. The NAVITRON computer is inactive. 
        ***
        
 2 .    COMMLINK
 
        Operation is identical to that of the forward bridge COMMLINK.
        
 3 .    LOGISTIX computer access
 
        Activates the LOGISTIX computer
 
 4 .    Exit station

*******************************************************************************

                              INTERCEPTOR CONTROLS

*******************************************************************************

The following files must be printed/viewed with an image viewer to get a
description of the systems described here.

COCKPIT1.PCX
COCKPIT2.PCX

Note : Except where indicated, all systems operations are identical to those
       found on the Battlecruiser. In this demo when you dock with the 
       Battlecruiser, the Interceptor will not be repaired or rearmed.

FORWARD VIEW:

1.      Reactor power level

2.      Critical reactor level warning
         
        This indicator changes to red when reactor power level reaches or
        falls below 20% 

3.      System Status Indicator, SSI #1

        This region is split up into three sections :

           - Planetfall ( is green when ship enters a planet )
           - Docked     ( is green when ship is currently docked )
           - IFF beam detected

4.      Autopilot
           
        Green when ship's autopilot system is activated and red if it is
        damaged or inoperable.
        
        *** This feature is inactive in this demo ***

5.      Critical armor protection level warning

        This indictor changes to red when armor protection level reaches or
        falls below 20% 

6.      Armor protection level

7.      Collision warning

        Flashes red rapidly if collision is imminent
        
8.      Engine thrust vector, FTOL/VTOL

        While in FTOL, the inner exhaust vents are red, while in VTOL mode
        they are black
        
9.      System damage warning

        Red when a system damage has occured
        
10.     Weapons stores depleted warning

        Red when all missiles are depleted. 
        
11.     System Schematics Display, SSD

        This schematic displays the status of the ship's critical systems.
        When the indicators are green, the system in functional, yellow is
        damaged and red is destroyed.
        The bars on either side of the 2D ship image represent the ship's
        shield status, SHD. The other 'dots' represent systems status as
        displayed in the CVD damage screen.
        
        From top to bottom row, reading left to right...
        
                             PHA 
                             TAC 
                         NIM     WEA
                             HID
                         CMP CVD EMD
                         ILD HID HUD
                             LIF
                             REA
                             ENG
        
        See the CVD sections for systems damage legend
        
12.     Laser power level

13.     TACSCAN radar

        In the Interceptor, the TACSCAN ranges are :
        
               LR - 1.6 ly = 160 gu
               MR - 0.8 ly =  80 gu
               SR - 0.4 ly =  40 gu
               
        The <C> communications option in mode #1 is inactive.
        The <L> PTA option in mode #1 is inactive
        The Interceptor Tracking System in mode #5 also tracks the 
        Battlecruiser's location.

14.     Communications Link/Location Information Display, CommLink/LID

        The COMMLINK toggles to display the ship's current location
        
15.     System Status Indicator, SSI #2
              
                - Weapons systems
                - ElectroMagneticDisruptor, EMD
                - Shields
                - Reactor
                - Communications
                - IFF homing device
                
16.     Navigation Interface Map/Tactical Interface Map display, NIM/TIM

17.     Tracked target's range

18.     Target Acquisition Display, TAD

19.     Tracked target's bearing

20.     Current navigational heading

21.     Tactical Status Indicator, TSI
              
                - surface target detect
                - surface target track
                - surface-to-air launch
                - air/space target detect
                - air/space radar track
                - air-air/space-space launch
                
22.     Computer Video Display/Systems Status Display, CVD/SSD

        - SHD = Shields                     - CVD = Computer Video Display
        - ILD = Inbound Launch Display      - PHA = Lasers
        - WEA = Weapon systems              - HID = Hull Integrity Display
        - EMD = ElectroMagneticDisruptor    - HUD = Heads Up Display
        - NIM = Navigational Interface Map  - COM = CommLink
        - TAC = TACSCAN                     - REA = Reactor
        - CMP = Main computer               - ENG = Engines thrust vector
        - LIF = Life support

23.     Shield level

24.     Enemy inbound ASL/SASL weapon has lock

        Flashes red when an inbound weapon with ASL or SASL tracking is locked 
        onto the ship

25.     Enemy inbound VSL/ITL/LITAS weapon has lock

        Flashes red when an inbound weapon with VSL, ITL or LITAS tracking is 
        locked onto the ship

26.     Inbound Launch Display, ILD

27.     Hull Integrity Display, HID

28.     1. Currently selected weapon and amount available
        2. Current engine thrust vector FTOL/VTOL

29.     1. Altitude above surface if within planet's atmosphere or altitude
           above planet if in orbit.
        2. Battlecruiser cloaking device timer

30.     Waypoint #, heading and range

LEFT VIEW :

This view only contains non-functional systems and an external view.

RIGHT VIEW :

This view only contains non-functional systems and an external view.

CO-PILOT CONSOLE :

This station is the GALCOM Redundant Systems Array, RSA console

  Systems Monitor Control, SMC  ( located below NIM )
  This system is not available to the pilot. It toggles as follows :
        
  - PTS, Personnel Tracking System
    
    Displays an infrared display of the planet's surface and tracks personnel 
    deployed from Battlecruiser anywhere on the surface. If at least one member 
    of the team is alive. It cannot track personnel onboard other ships.
    The personnel on the planet are idicated by a red 'x'.
    
    *** This feature is inactive in this demo ***
    
  - CRMS, Combat Radius Monitor System
    
    Displays a 3D grid system that tracks the Battlecruiser, this interceptor 
    and others that have been launched and are in range. If this craft wanders 
    outside the effective range, ie the Battlecruiser moves off the grid an 
    alarm will sound warning the pilots.
  
  - WSD, Weapons Status Display
  
    Displays a 2D image of the craft and shows the weapons loaded
  
  - SSI, Systems Status Indicator
    Displays numerical values for these systems :
          
       Reactor power level
       Laser power level
       Armor strength
       Distance to Battlecruiser
       Estimated time to reach Battlecruiser location
       Distance to currently selected waypoint
       Time of arrival at currently selected waypoint
       Total systems integrity %
       Mission targets, status (completed/programmed)
       Current craft profile (orbit/planetary/i-space)

     *** This feature is inactive in this demo ***

All other systems found at this station are identical to those found at the
pilot's station.

*******************************************************************************

                     WEAPONS PLATFORMS USED IN THIS DEMO
                     
*******************************************************************************

In this demo, the weapons characteristics have been simplified drastically
and all utilize a generic tracking and acquisition model. 

  GALCOM - :
  ------
  
  Battlecruiser - Phalanx Multiple-Burst-Mode Laser
                  10 x STS-Starflash
                  10 x STS-Firestar
                  10 x STS-Perseus
                   2 x OTS-Skyflash
  
  Interceptor#1 - Phalanx Single-Burst-Mode Laser
                  04 x STS-Starflash
                  04 x ATA-Magellan
                  04 x ATS-Hyperdyne
  
  Interceptor#2 - Phalanx Single-Burst-Mode Laser
                  04 x STS-Starflash
                  04 x ATA-Perseus
                  04 x ATS-Magellan
  
  Lightstar     - 05 x STS-Starflash
                  05 x STS-Questor
  
  GALCOM HQ     - Multiple-Point-Defense Laser
                  10 x STS-Questor
                  10 x STS-Perseus
                  10 x STS-Starseeker
  
  GALCOM Martian defense units on FirstLight
  
                - 02 x AX-10 Fireball SAM
                - 02 x AX-21 Firestorm SAM
                - 04 x ASAL2 SAL
  
  Gammulans - :
  ---------
  
  Stormcarrier  - SS-N MK1 Laser
                  10 x STS-Tangent
                  10 x STS-Ralix
                  10 x STS-Starsearch
                  02 x OTS-Anagram
                    
  TN-31 Corsair - SS-N MK2 Laser
                  04 x STS-Tangent
                  04 x ATS-Gainer
                  04 x ATA-Adder
  
  Starfighter   - SS-N MK2 Laser
                  04 x STS-Tangent
                  04 x STS-Ralix
  
  Starcarrier   - SS-T Laser
                  10 x STS-Tangent
                  10 x STS-Starsearch
                  02 x OTS-Anagram
                   
  Gammulan 'Away Team' on Mars
  
                - 02 x XPF SAL
                - 04 x GDN-4 Worm SAM
  
TARGET DESIGNATOR CODES
-----------------------

CFT  - Flying craft (space/planetary)
PLA  - Planets, huge asteroids etc
SML  - SAM/SAL sites. Missile locks onto radar signal from target
LGT  - Light armored vehicles,light targets,personnel, light structures etc
HVY  - Heavy armor vehicles, heavy targets, heavy structures etc
MUL  - Weapon can be used on any target. It's success varies with target
PLT  - Planetary targets. Missile destroys single targets on planet surface
ORB  - Targets in planet's orbit

WEAPONS PLATFORM CODES
----------------------

STS - Space-To-Space
OTS - Orbit-To-Surface
ATA - Air-To-Air
ATS - Air-To-Surface
SAM - Surface-Air-Missile
SAL - Surface-Air-Laser
MIN - Mine

Guidance Logic codes & characteristics for space/planetary missiles :
---------------------------------------------------------------------

CTL,   Continuous Tracking Logic
       The craft must maintain the lock on the target until the missile hits
     
ATL,   Automatic Tracking System
       The missile has it's own tracking system. This allows the craft to
       'fire and forget' the missile.

ATL/V  Automatic Tracking System with Video
       The missile has a camera in it's nose cone. When armed, the missile
       camera can be used to acquire a target using 'fire and forget'
       techniques.

RITL/V Redundant Independent Tracking System with Video 
       This is found only in OTS weapon systems. A camera in the missile's
       nose cone is used to locate the target on the planet surface.
       After launch, the weapon continues to receive tracking info from the 
       craft. The missile will lose tracking info if the craft leaves orbit 
       or if jammed from the ground.

VITS   Visual Independent Tracking System
       Used only on craft mounted laser systems. After a target is identified
       the pilot must compensate for it's orientation and fire when it comes
       into range. In some systems, the laser mounts are fixed and only fire
       straight ahead. On more advanced and larger ships, the laser mounts
       can be independently oriented to track the target's location without
       changing the craft's orientation.

Weapons characteristics key - missiles 
--------------------------------------
     
 Type/Name         - Weapon type and name
 Max. range        - Max. range, in km, at which missile is fired
 Max. speed        - Maximum speed, in kt, of the missile in flight
 Guidance Logic    - Determines how the missile locates it target
 Platform          - AN 'X' in this field indicates that only large
                     craft carry this missile.
 Target types      - Targets this weapon is designed to destroy   

* The recharge timelapse for laser systems is the amount of time it takes for
  the system to recharge if it depletes it's energy cels in a single burst.

* All missiles have generic characteristics in this demo, they will destroy
  any kind of target.

* If you fire a missile without a positive lock, the missile will fly straight
  ahead and ignore the 'target designator' box.

 
  GALCOM WEAPON SYSTEMS  - MISSILES
  ---------------------------------
 
 TYPE/NAME        MAX     MAX       GUIDANCE   PLATFORM     TARGET
                 RANGE   SPEED       LOGIC                   TYPE
 ------------------------------------------------------------------
 
 ATA-Cluster        20      1500      ATL                   CFT
 ATA-Magellan       30      1500      ATL                   CFT
 ATA-Mariner        50      2000      ATL                   CFT
 ATA-Warrior        25      2500      ATL                   CFT
 ATA-Pilgrim        25      2500      ATL                   CFT
 ATA-Seeker         50      1500      ATL                   CFT

 STS-Vagrant        50       750      ATL/V                 CFT
 STS-Perseus        15       500      ATL                   CFT
 STS-Questor        15      2000      ATL                   CFT
 STS-Starflash      25      2000      CTL                   MUL
 STS-Starseeker     25      1000      CTL        X          MUL
 STS-Firestar       50      2000      ATL                   LGT
 STS-Starchild      30      2000      ATL        X          LGT
 STS-Ralix          30      2500      ATL                   HVY
 STS-Analog         25      2000      CTL                   HVY

 ATS-Spyder         75       750      ATL                   HVY
 ATS-Lynx           50       750      ATL                   HVY
 ATS-Maverick       50      1000      ATL/V                 LHT
 ATS-Harpoon       100      1200      ATL/V                 LHT
 ATS-Gainer         75       800      ATL/V                 SML
 ATS-Hyperdyne      50       750      ATL/V                 SML

 OTS-Stallion       -        -        RITL/V     X          PLA
 OTS-Tanix          -        -        RITL/V     X          PLA
 OTS-Bugnor          -        -       RITL/V     X          PLA
 OTS-Skyflash        -        -       RITL/V     X          PLT
 OTS-Sunbeam         -        -       RITL/V     X          PLT
 
 MIN-Crab            -        -       RITL       X          MUL
 MIN-Leech           -        -       RITL       X          MUL
 MIN-Clinger         -        -       RITL       X          MUL
 MIN-Louse           -        -       RITL       X          MUL
 
  GAMMULAN WEAPON SYSTEMS  - MISSILES
  ---------------------------------

 ATA-Adder          25      2500      ATL                   CFT
 ATA-Gammid         30      2500      ATL                   CFT
 ATA-Rolan/1        30      2000      ATL                   CFT
 ATA-Rolan/2        50      3000      CTL                   CFT

 STS-Minx           50      1500      ATL                   CFT
 STS-Tangent        20      2500      CTL                   CFT
 STS-Devil          75      1500      ATL                   CFT
 STS-Starsearch     50      2000      ATL        X          MUL
 STS-Moonstar       35      2000      ATL        X          MUL
 
 ATS-Krenon         25      1000      ATL                   SML
 ATS-Eyestar        50       750      ATL                   HVY
 ATS-Storm         100       750      CTL                   HVY
 
 OTS-Anagram        -        -        RITL/V     X          PL
 OTS-Sunstar        -        -        RITL/V     X          PL
 OTS-Gladiator      -        -        RITL/V     X          PLT

 MIN-Stint          -        -        RITL       X          MUL
 MIN-Felix          -        -        RITL       X          MUL

Guidance Logic codes & characteristics for SAM/SAL systems :
----------------------------------------------------------

ASL,  Advanced Seeker Logic
      The missile uses an advanced seeker guidance mechanism with the receiver
      in the missile. This missile, can 'burn through' jamming at close range
      and can conduct multiple attacks. Seriously bad news.
    
SASL, Semi-Active Seeker Logic
      The missile uses a variation of ASL, but the tracking station transmits
      data in 'burst' mode that are several cycles apart. The receiver is in 
      the missile and it may 'burn through' jamming at close range. Changing
      the craft's orientation between 'bursts' can also jam the missile.

VSL,  Visual Seeker Logic
      The missile is guided by a ground controller who must monitor and 
      compensate for the target's maneuvering. This missile can be fooled 
      by evasive flying or jamming. 

ITL,  Independent Tracking Logic
      The missile is guided by a ground radar station with the receiver at the
      station. This missile cannot 'burn through' jamming at close range.

LITAS, Laser Inference Target Acquisition System
      This is used only in SAL tracking systems. The radar station first
      searches for the target, next it acquires it and fires a laser designator
      beam at it. The firing system then fires a continuous wave of laser
      bursts along the beam. This firing system can only be fooled by flying at
      a safe altitude out of the laser designator range. At low altitude, it
      may be jammed. The designator lock can also be jammed by flying really
      fast.

Weapons characteristics key - SAM/SAL:
--------------------------------------
 
 Type/name        - Weapon type, SAM/SAL
 Max. range       - Max. range at which missile is fired
 Max. speed       - Maximum speed, in mach, of the missile in flight
 Search range     - Maximum range, in km, of the missile's search radar
 Max. alt         - Maximum altitude, in ft, the missile can reach
 Guidance Logic   - Determines how the missile locates it target
 Target types     - Targets this weapon is designed to destroy   
 Mounting         - How the SAM system looks when seen
                    Mobile     - Mounted on a vehicle with radar
                    Fixed      - Missile launcher located near radar station

  GALCOM WEAPON SYSTEMS  - SAM/SAL
  --------------------------------

 
 TYPE/NAME        MAX     MAX   SEARCH  MAX   GUIDANCE  TARGET  MOUNTING
                 RANGE   SPEED  RANGE   ALT.   LOGIC    TYPE
 -----------------------------------------------------------------------
 
 AX-10 Fireball   125    2.5    125     25,000  SASL     CFT     Fixed
 AX-21 Firestorm  125      2+   150     35,000  SASL     CFT     Mobile
 MFX1-SAL         25       -     25     20,000   ASL     CFT     Fixed
 MFX2-SAL         50       -     50     20,000   ASL     CFT     Mobile
 MK1-Pulse        50       -    100       -     SASL     CFT     Mobile
 MK2-Pulse        75       -    150       -     SASL     ORB     Fixed
 MK3-Pulse       100       -    100       -      ASL     ORB     Fixed
 TSX1-Limpet      100      3+   100     25,000  SASL     CFT     Mobile
 TSX2-Limpet      125      3+   150     25,000  SASL     CFT     Mobile

  GAMMULAN & ALLIES WEAPON SYSTEMS  - SAM/SAL
  -------------------------------------------
 
 XPF-SAL           10      -     20     10,000   ASL     CFT     Fixed
 XPT-SAL           15      -     25     15,000   ASL     CFT     Fixed
 ACM-Rogan         50      2+    75     25,000  SASL     CFT     Mobile
 ADV-Hawkeye       75      2+    75     35,000  SASL     CFT     Mobile
 GDN-4 Worm       150      2+   150     40,000  SASL     CFT     Mobile
 GDN-6 Worm       200      2+   300     30,000  SASL     CFT     Mobile
 GDN-7 Worm       300      2+   500     35,000  SASL     CFT     Fixed
 MK1-Defender     150      -    150       -      ASL     ORB     Fixed
 MK2-Defender     200      -    200       -      ASL     ORB     Fixed
 SSN-Catcher       -       7+    -        -      ASL     ORB     Fixed
 SSN-Starfly       -       7+    -        -      ASL     ORB     Fixed

*******************************************************************************

                               SHIP CHARACTERISTICS

*******************************************************************************

KEY :
---

The entire game universe is 64x64x64 ly/6400x6400x6400 gu. These missions are
generated within the Solar system, which for this demo is 05x05x05 ly.

LY  - Lightyear
      Distance traversed in one year by electromagnetic waves in free space
  
  1 parsec, pc    = 3.2 lightyears, ly
  1 lightyear,ly  = 9.5 x 10[15] metres, m = 100 Galactic Units, gu
  
  HyperSpeed, hs         = 400+ gu/min
  LightSpeed, ls         = 100
  CruiseSpeed, cs        = 10    
  ProfileSpeed, ps       = 1 

  ProfileSpeed 0-9  = 00-09 gu/min
  CruiseSpeed  0-9  = 10-99 
  LightSpeed   01   = 100   
  LightSpeed   02   = 200   
  LightSpeed   03   = 300   
  LightSpeed   04   = 400   
  HyperSpeed        = 400+  [must exceed LS4 to breach hyperspace]
  
  CruiseSpeed 1 is equivalent to Mach 1

  The safest length of time a ship & it's crew can remain in hyperspace before
  breaching the space-time continuum and disappearing into nothingness is 
  5 mins. Most ship engine/reactor combinations can only maintain HyperSpeed
  for 3 mins. There is a workaround where the pilot can initiate reverse
  thrusters when the timer goes past 3 mins and the warning klaxxon starts to
  sound. The ship will gradually start to slow down, a few seconds later just
  before the ship returns to LightSpeed 4, he can re-apply the thrusters to
  exceed LS4 and enter hyperspace again. The decelleration of the ship sort
  of prevents the ship from reaching the space-time continuum threshold
  momentarily, by again achieving HyperSpeed, the pilot has extended the ship's
  transition into hyperspace for another 3 mins. There are some issues to
  consider; a) this takes a tremendous of power reserves b) the reactor/engine
  configuration must be able to attain HyperSpeed for the full 3 mins c) it
  is very dangerous and sometimes may not work. If there is insufficient power
  reserves, the ship will abruptly 'drop out' of hyperspace and create a
  tremendous stress on the hull, serious enough to cause considerable damage.
  Also, if this manoever is attempted repeatedly in one sequence, the reactor
  may reach 'Fusion Displacement Threshold' and shutdown or possibly explode.
  
  The ship's emergency systems will automaitcally jettison the reactor as soon 
  as it reaches FDT. Time to call that GALCOM tow truck. Of course if there is
  a functional backup solar reactor, the ship can make it back to the nearest
  starstation. These are some of the hints that will form the basis of the 
  Novella.

  eg.
  
  ProfileSpeed 4, PS4  = 4 gu/m
  CruiseSpeed  6, CS6  = 60 gu/min
  
  Ships are identified by their owners and then the class. If the Tactical
  Officer IDs a ship, the response could be : [alien,class,ship_type,B,R]
  
  eg.
  
  "Gammulan Class A Stormcarrier detected bearing x range x"
  
  Certain ships are only operated by certain aliens. The Gammulans are the
  only aliens with Stormcarriers, Corsairs, Starfighters, Starcarriers &
  Stardrones.
  The finished game contains 42 ship types of varying class & characteristics.
  GALCOM and it's allies operate 22 types.
  The 'unknown' factor in the Gammulan ship characteristics is there because
  none of them have been captured by GALCOM so that information is not
  available. If you succeed in actually capturing one and delivering
  it to the GALCOM HQ, then sometime during the game the information will be
  available in the LOGISTIX computer database.
          
  GALCOM - :
  ------

Battlecruiser
 Class                  - Constellation
 Role                   - Multi-role
 Range                  - 20 ly
 Weight                 - 185,000 tons
 Reactor                - Megatron
 Shields                - Linear s11
 Armor                  - Titanium/11
 Laser                  - 2 x Phalanx MBM
 Max. Speed             - HS
 Weapon Bays            - 4
 Crew                   - 150/200
 Support craft          - 4 x Interceptors

Interceptor
 Class                  - None
 Role                   - Multi-role
 Range                  - 1 ly
 Weight                 - 15 tons
 Reactor                - Lattex/NB
 Shields                - Spectrum/A
 Armor                  - None
 Laser                  - 1 x Phalanx SBM
 Max. Speed             - CS3
 Weapon Bays            - 2
 Crew                   - 2
 Support craft          - None

LightStar
 Class                  - None
 Role                   - Defense
 Range                  - 0.5 ly
 Weight                 - 12 tons
 Reactor                - Lattis/NB
 Shields                - Spectrum/A
 Armor                  - None
 Laser                  - 1 x Phalanx SBM
 Max. Speed             - CS2
 Weapon Bays            - 2
 Crew                   - 1
 Support craft          - None

Gammulan -:
--------

StormCarrier
 Class                  - Class A
 Role                   - Multi-role
 Range                  - 30 ly
 Weight                 - 165,000 tons
 Reactor                - Unknown
 Shields                - Unknown
 Armor                  - Unknown
 Laser                  - Unknown
 Max. Speed             - HS
 Weapon Bays            - 4
 Crew                   - Unknown
 Support craft          - 2 x TN-31 Corsair
                          2 x Starfighter
                          2 x Stardrone

StarCarrier
 Class                  - Venom
 Role                   - Defense/Attack
 Range                  - 15 ly
 Weight                 - 140,000 tons
 Reactor                - Unknown
 Shields                - Unknown
 Armor                  - Unknown
 Laser                 - Unknown
 Max. Speed             - HS
 Weapon Bays            - 2
 Crew                   - Unknown
 Support craft          - 2 x Starfighters

TN-31 Corsair
 Class                  - None
 Role                   - Attack/Intercept
 Range                  - 1 ly
 Weight                 - Unknown
 Reactor                - Unknown
 Shields                - Unknown
 Armor                  - Unknown
 Laser                  - Unknown
 Max. Speed             - CS3
 Weapon Bays            - Unknown
 Crew                   - Unknown
 Support craft          - None

 Starfighter
 Class                  - None
 Role                   - Attack/Intercept
 Range                  - 1.5 ly
 Weight                 - Unknown
 Reactor                - Unknown
 Shields                - Unknown
 Armor                  - Unknown
 Laser                  - Unknown
 Max. Speed             - CS4
 Weapon Bays            - Unknown
 Crew                   - Unknown
 Support craft          - None

*******************************************************************************

                                KEYBOARD TEMPLATE
                                
*******************************************************************************

The final program has over 300 keyboard commands.  For simplicity only those
used in this demo are listed here:

Where a '*' is indicated, this feature is only active whilst you are in control
of the Battlecruiser; '!' is for the Interceptor only.

UP  - Down Arrow keys   Pitch                ( JStick UpDown )
LFT - RHT  Arrow keys   Yaw                  ( JStick LeftRight )
[  ]                    Roll                 ( JStick left/right + button #2 )
ENTER                   Fire laser           ( JStick button #1 )
BackSpace               Cycle missiles/laser
SpaceBar                Fire missile
ALT+F1               *  Launch Interceptor #1. Will switch if already launched
ALT+F2               *  Launch Interceptor #2. Will switch if already launched
CTRL+F1              *  Retrieve Interceptor #1 (if previously launched/active)
CTRL+F2              *  Retrieve Interceptor #2 (if previously launched/active)
CTRL+ESC             !  Switch to the Battlecruiser
ALT+C                *  Battlecruiser cloaking device on/off
F                       Flight Path Designator toggle on/off
F1-F4                   Switch views/stations
F5                      External camera view (use arrow keys to rotate view)
V                       Engine thrust vector toggle FTOL/VTOL
                        FTOL = Engine Forward thrust vector
                        VTOL = Engine Vertical thrust vector
SHFT+1 - SHFT+9      *  Set engine power
SHFT+1 - SHFT+4      !  Set engine power
+ / -                   Fine tune engine power
0                       Shutdown engines ( computer handles deceleration )
ALT+L                *  Switch to LOGISTIX computer
SHIFT+F1                Change Navigation Interface Map, NIM range, L/M/S
SHIFT+W              *  Time compression !!WARNING - THIS IS A BETA!!
ALT+M                *  View dummy planetary map in Navigation station
W                       Cycle mission waypoints	( if generated )
ALT+ESC                 Abandon ship ( if Battlecruiser, game ends )
P                    *  Cycle through ship's personnel in Communications station
R                    *  Replay old messages in Communications station
M                       Switch TACSCAN mode ( except mode # 2 )
                         Mode #1 -       Multiple Target Track - Space
                                         flying targets only L/M/S
                         Mode #2 -       Single Target Track
                         Mode #3 -       Flight Path Designator Track
                         Mode #4 -       Multiple Target Track - Planet
                                         Planetary ground targets
                         Mode #5 -       Deployed Craft Tracking System.
                                         Tracks BC & Interc
                         Mode #6 -       Video Targetting System ( disabled )
                                         (for special weapons)
X                        Break target lock in TACSCAN mode #2
S                        Activate TACSCAN mode #2 - Single Target Track
T                        Cycle targets in TACSCAN mode #1 & #4 
/                        Switch TACSCAN range, Long/Medium/Short
C                        Switch Computer Video Display, CVD modes
                         ( damage / Video Target Display )
Scroll-Lock              Pause demo
ALT+Q                    Quit demo and exit to DOS

*******************************************************************************

                     FILE DISTRIBUTION LIST FOR DEMO V3.00

*******************************************************************************

These are the list of files needed to run this demo. Some are optional.

                       Battlecruiser:3000AD PRESS RELEASE
                       ----------------------------------

FROM   : GALCOM Supreme Commander, Smart
TO     : All GALCOM Operatives
SUBJ   : Battlecruiser:3000AD demo
DATE   : 02/22/93

Ok,

- The good news

it's finally here. For the past year, since releasing demo v2.00, we have been
working very hard to release the proposed demo v2.01. Due to the complexity of
the demo (being a sub-set of the final program) numerous bugs had to be
terminated in order to produce a 99.9% bug-free demo v2.01 as demo v2.00 was.

Well, during the course of the development, we added so many features that if
one didn't know that the code was a demo, it would pass for a complete product.
So, I decided to rename the next release BC:3000AD demo v3.0. This indicates
how major an upgrade it is.

- Now the bad news

The files are really huge. I have split-up the entire program into two
segments and file subsets. You can download 1) the main files needed to play
the demo, 2) the animation files used in sequences such as your ship exploding,
docking, evacuation etc, 3) the program intro animation and 4) the sound/FX
files. The files are :

 BC3K30.ZIP - Main files needed to run demo. See enclosed DEMOV300.TXT manual
 
 BC3KSB.ZIP - Soundblaster + compatibles digitized/MIDI sound/FX files
 
 BC3KAD.ZIP - Adlib digitized/MIDI sound/FX files
 
 BC3KA1.ZIP - Animation sequences   1. Interceptor destroyed
                                    2. Battlecruiser destroyed
                                    3. Interceptor docking
 
 BC3KA2.ZIP - Animation sequences   1. Interceptor evacuation   (planet/space)
                                    2. Battlecruiser evacuation (planet/space)
 
 BC3KA3.ZIP - Program intro animation sequences (simply breathtaking!!)

 By downloading BC3K30.ZIP, you have the interactive demo v3.00 which contains
 two missions and lots of fun. You can also download one of the sound/FX files
 if you wish. Without sound/FX, you WILL NOT enjoy this program. The manual is
 about 90 pages, if you don't read it, you're in serious trouble.

 You can decide which of the animation files to download, either BC3KA1.ZIP or
 BC3KA2.ZIP, or both. Simply unzip them to the sub-directory containing the
 master program files and they will be used. You must then run SETUP21 again and
 ENABLE animations.

 BC3KA3.ZIP is a non-interactive demo of the actual program intro animation.
 It is not needed to run the interactive demo at all. I just wanted to give
 you guys a taste of things to come. It can also utilize the sound/FX files if
 you have a soundcard.

 Your best bet is to download these files at 9600 bps or find a BBS that has
 a 14.4 modem (if you have one). As with demo v2.00, by the end of February,
 every major BBS system will carry demo v3.00.

 If you do not want to download the demo. Send $20 to

             GALCOM Supreme Commander
             3000AD
             8306 Mills Drive
             Suite 329
             Miami, FL 33183

  for a set of 4/5 HD disks containing the demo files. I shall only be sending
  out 3.5" 1.44 diskettes.


- It's a bug, it's a bug - gee, it's a feature <g>

This demo even though it has been rigorously tested, may contain bugs. These
bugs have the lowest priority in my life right now. I have to finish this
product in time for a Summer release and I have no time to fix demo bugs. If
it will not take more than 30 min of my time AND it is a bug, I shall fix it
and post the fix here. Please do not call or send e-mail to me for tech
support. You can communicate with other GALCOM Operatives who may be able to
help. I may pitch in once in a while to clarify some points, give hints etc.

If you have anything less than a 386/25, this demo will be very slow, your
best bet is to get ahold of a Cray computer. I hear they're going cheap
nowadays. Next week I shall do a special version for RISC based computers and
the upcoming P5 processor - NOT!!

- Other stuff that you really don't give a &^%#$(!)*!!@%# about

Battlecruiser:3000AD made a debut appearance at Winter CES in January with very
good responses from the bored attendees. Computer Game Review is currently the
first mag to do a post CES preview. See page 80, Feb. edition. Other mags will
follow suit in the upcoming weeks no doubt.

Lloyd Pique is out of college for the time being. Thank God, now we can finish
the 3D terrain and get rid of the bugs.

Jim Marinis moved to a new job in New York.

John Ratcliffe had a baby (no you dummy, his WIFE had the baby).

Danny Mercurio is about to become famous for his raytraced artwork created for
Battlecruiser:3000AD and used in my animation sequences. If he raises his fee
for Battlestorm:The Aftermath (my next game), I'll show his kids how to format
a hard disk as their first computer lesson.

My next door neighbor has forgotten what I look like.

My girlfriend is still waiting for me to 'snap out of it'.

I made (and left) new 'friends' at Three-Sixty Pacific.

I hear I cannot use the word 'phasers' to describe my ship's weapon systems
because it's copyright property. Oh great, I've just thought of a thousand
words that I intend to copyright and make sure no one uses them.

As for me, well that's a whole different story....

- On the serious side

After a lot of faxes, telephone calls, swearing, personality conflicts,
frustrating conversations and promises, promises, promises, 3000AD and
Three-Sixty parted company on Jan 15th 1993 with a mutual contract termination.
It was an unfortunate decision but 'a man's gotta do what a man's gotta do'.
I still have my product, I'm still developing it, it's still in demand and I
CAN sleep at night. 3000AD & Three-Sixty share a mutual professional
relationship and maybe in the future we'll make things happen the way they
were meant to be in October '92.

- Thanks

Thanks a lot for the undying support that you guys have given and I look

