: ª . _________ ________ _____________ ¥_____ª | ╖ __ / : ___________/ _¥ \ \ __ _ / | \ Ä____¥ : \_/ -A : \______ \ | \___¥ \_/ \_/ | \ ª | ª \_ ╖╖D_ / / _/ | / Ä___/ \_ | : : | Ä_______/ `N╖ _/ \ \_________/ | \________/ ª Ä_____Å ª | : \__________/ \ ª \_ : : \__________Å R \___________/ . ╖ C A Y A G . Z G N PRESENTS MORE SHYTE FOR YOU ON THIS FINE BORING DAY ====================================================== FRONTIER - ELITE II - MANUAL TYPED BY SHARD 13 NOVEMBER 1993 ============================ =============================== -------------------------------------------------------------------------- SUE CRIPPLE & SNEER SOLICITORS Windrush Tower. Olympus Village. Mars. Sol System. 0/0S04 OLI YOUR REFERENCE: SCS / CPJ-4.1 J.Jameson Jnr OUR REFERENCE: CPJ / JJJ-4.1 51a South Dormitory Fish Processing Plant 3142 Sirocco Merlin Ross 154 -1/0Rs2a S16 31.12.3199 To whom it may concern It is our duty to inform you of the death of your grandfather, Commander Peter Jameson. The wreckage of his ship was found in the Reidquat system on 11 November 3199. He was presumed killed in combat after a "misunderstanding" over some stolen goods according to the local press. A last will and testament was prepared on 3 February 3199 and section 4.1 has been circulated to all living grandchildren as instructed by our late client. If you have any queries do not hesitate to contact us. The normal fees of fifty (50) Credits per hour (including service tax) apply. Yours sincerely Mr Edmond Sneer -------------------------------------------------------------------------- Last Will & Testament Commander Peter Jameson Section 4.1 A way of life that is very different to the dull planet bound existence you have probably led up to now. It is a way of life that I loved and want you to experience. I want you to feel the freedom of flying your own ship and being able to explore the vast galaxy. Whatever your aims in life (I settled for wealth power and fame) there is an occupation for you. Try your hand at trading, following established trading routes or making your own. May be doing odd jobs is more your style buzzing from one place to the next, never working for the same person twice. What about mining? Later perhaps. I know that some of you will succumb to a criminal existance, so I may as well say that piracy, bounty hunting and mercenary work will suit you. I won`t tell you to place your allegiance with the Federation, the Empire or the Indepandents but be careful they all use you for their own aims. No amount of treaties will change the fact that they dislike each other Space has changed a great deal since I was your age. No I am not going to harp on about everything being cheaper and friendlier in the past. People were just as bad then as now but we now have better technology and humans have spread further so there is more scope. Your abilities as a pilot will be tested to the full, especially in combat so before you upset anybody get in some practice. I want to give you the best start I can. As there are now so many of you my resources have been spread thinly. Each of you will receive an Eagle Long Range Fighter and one hundred credits. The ship has been delivered to your local starport but the documents are enclosed with this letter Above all enjoy yourself and BE WARY! Mortal Press 2/2TX4-LWT -------------------------------------------------------------------------- WELCOME! CONGRATULATIONS on buying the Eagle Long Range Fighter, clearly the purchase of a discerning pilot! As you will no doubt have noticed, our continual quest for excellence has resulted in this, the culmination of the search for the most advanced technology and ergonomic design, embodied in one ship. We are proud of the individualistic style married with functional superiority, as we continue the Faulcon De Lacy pedigree. As you are obviously a cut above the common space traveller, the understated styling of the interior will have impressed you. A dynamic spacehound such as yourself will not have time for unnecessary frills, so we have styled the interior with the minimum of fuss, just like the exterior. Particularly pleasing though, are the lines of the pilot's seat made of revolutionary Silastoplaston, a material that stays dry at all times. It really gives the message that you are in control! It feels as though you are immersed in water while it protects you from dangerously high acceleration forces. Always mindful of necessity we have included the 1MW Phlaschgyt Pulse Laser weapon. The laser is noted for being compact, economical and again understated the hallmark of this craft. As if that is not enough, we have installed the latest Manolife one man life support system that keeps you cooking at the right temperature and nasty gases at bay. We have been accused of madness for giving away lots more as part of a limited period offer, just look at the specifications list! Whether on the run or just cruising, feel that tight gyroscopic control. You will be so thrilled with the Eagle that you will want to purchase accessories, available from all good Shipyards. THE EAGLE LONG RANGE FIGHTER ++++++++++++++++++++++++++++ TECHNICAL SPECIFICATIONS ------------------------ THE HULL A 25 tonne ship with a 20 tonne hull capacity. An amazing 15 tonnes of equipment is included in the price leaving you with a 4 tonne capacity cargo bay with 1 tonne of fuel. Dual main thrusters capable of a blistering peak acceleration of 25g or 0 to 1000 kilometres per hour in only 1.13 seconds. FREE! Atmospheric Shielding for heat protection on entering atmospheres. WEAPONRY 1 Megawatt Pulse Laser (front mounting only). 2 Missile Mountings giving you a choice of missiles FREE! Not one but TWO KL760 homing missiles DRIVE Class 1 Hyperdrive with a range of 8 light years FREE! 1 tonne of Hydrogen Fuel giving you 8 light years travel. FREE! Autopilot. CONTROLS Scanner incorporating the Galactonav System. ENVIRONMENTAL CONTROL Manolife Life Support System. Silastoplaston pilot's seat. F R O N T I E R =============== SECTION ONE: ICONS Using the console to control your ship. SECTION TWO: NAVIGATION AND FLIGHT Getting around the galaxy and flying your ship. SECTION THREE: COMBAT Using offensive and defensive equipment. SECTION FOUR: THE SHIPYARD Buying new ships, equipping them, and contacting local police. SECTION FIVE: TRADING Using the Stockmarket and the black market. SECTION SIX: MINING Mining asteroids and planets. APPENDIX ONE: SHIPYARD EQUIPMENT A breakdown of all available equipment. APPENDIX TWO: TRADE ITEMS Items you can expect to trade APPENDIX THREE: AN INTRODUCTORY JOURNEY If you need further guidance before going it alone, this is it. APPENDIX FOUR: THE MECHANICS OF SPACE FLIGHT Technical details not for the faint-hearted, by David Braben. APPENDIX FIVE: SHIP IDENTIFICATION Facts and figures about some of the ships you will see and fly. FRONTIER ELITE II COPYRIGHT NOTICE ------------------------------------- The computer program and its associated documentation and materials are protected by National and International Copyright Laws. Storage of the computer program and its associated documentation and materials in a retrieval system, reproduction, translation, copying, hiring, lending, broadcasting and public performance are prohibited without the express written permission of Konami UK Ltd and Gametek (UK) Ltd. All rights of the author and owner are reserved worldwide. This program and its associated documentation and material are sold according to Konami UK Ltd's and Gametek (UK) Ltd's terms of trade and conditions of sale, copies of which are available of request. 1993 David Braben 1993 Konami SECTION ONE - ICONS =================== USING THE CONSOLE ----------------- This is a guide to using the console to control your ship there is also a summary sheet which summarises the use of icons. SELECTING AN ICON The icons are activated by first touching them with the tip of the mouse-controlled pointer and then pressing the left hand mouse button. Alternatively, simply use the keyboard shortcuts (for the main icons there are function keys F1-F10 the number of which is shown at the bottom right-hand corner of the icon). Note that all icons give an indication of what will happen if that icon is selected. They do not show the current mode. The four main icons F1-F4 to the left-hand side of the scanner select the current type of display. The icons on the right-hand side F7-F10 change depending on the active display. This section outlines the four main types of display and their associated functions. VIEW ICONS (F1) --------------- These icons allow you to cycle through a choice of views of the space through which you are travelling. They are: Front, Rear and External (and Turret if fitted). The position of the view from your ship is described in the View Status area. FRONT VIEW This gives the view in the direction in which your ship is pointing. It is not necessarily the direction in which you are travelling. If you have a gun at the front, a sight will be positioned on the screen in the shape of a cross. REAR VIEW A view in exactly the opposite direction to the front view. A sight will only be visible if you have a gun mounted on the rear. EXTERNAL VIEW An external view is simulated by your onboard computer and can be useful for aligning your ship. Some landings are particularly pleasing if viewed in this mode. Use the Arrow (Cursor) keys to change the angle of view, the - key to zoom in and the + key to zoom out. This can be used for general surveillance of the surrounding space. It needs to be borne in mind that the view is locked to the orientation of the ship. For example, if you are looking at the craft from the side and it is rolling, you will not see it roll, but the space around it will appear to move and the craft will stay still. TURRET VIEW If you have top or bottom turrets on your ship this icon will become available and is needed in order to fire lasers from turrets. If you have two turrets (top and bottom) and you select this icon, the view presented will come from the turret you were using last. Use of the right- hand mouse button will move the angle of view, not the orientation of the ship. If, when using the mouse, you dip below the level of the turret, the view automatically changes to the other turret if you have one. FLIGHT CONTROL ICONS (F7) This icon on the right hand side of the display is operational in View mode only. It switches between Engines Off (Fig 2) and Manual flight (Fig 3). If you have an Autopilot and have selected a target (see THE AUTOPILOT on page 20), then the Flight Control icon will cycle through Autopilot (Fig 4) too. When you are landed, the Vertical Take-Off icon (Fig 5) is the only option available. The status of your ship and its engines is described in the Ship Status area. HYPERSPACE ICON (F8) While in View mode select this icon (Fig 6) to make a hyperspace jump. See the NAVlGATION AND FLIGHT section on page 23 for details. UNDERCARRIAGE ICON (F9) In View mode use of these icons raises or lowers the undercarriage (Fig 7 and Fig 8). The Autopilot does this automatically when landing, but in Manual Flight you must operate it yourself. IDENTIFICATION TEXT ICONS (F10) In View mode these icons (Fig 9 and Fig 10) are used to name all identified objects on your display to aid navigation as the name can sometimes be seen before the body itself. MAP ICONS (F2) -------------- These icons cycle through two map pages: Galactic Map (Fig 11) and Current System Map (Fig 12). See the NAVIGATION AND FLIGHT section on page 11 for a more detailed description. Note that the functions of icons F7 to F10 are not always the same in Galactic Map and Current System Map (see below). GALACTIC MAP ICON (F2) A grid map of all the star systems in the galaxy is displayed and the following options are available: DATA ICON (F6) Gives geographical and physical data on the selected system if it has been explored This is only present if a system has been selected. Selecting the Data icon calls up the following four functions: GALACTIC MAP (F6) Returns you to the Galactic Map. ECONOMY ICON (F7) Gives data on imports, exports and illegal goods for the selected system SOCIAL STRUCTURE ICON (F8) Gives data on government type, population etc, for the selected system. ORBITAL MAP ICON (F10) Provides a diagram of the orbits of all bodies within the system shown. They can be seen in motion using the Forward and Rewind icons (see below). For closer observation of bodies use the Zoom icons F7 and F8. ZOOM ICONS (F7, F8) Allow the view to be magnified (Fig 14) or reduced (Fig 15), except in Data mode F6 where F7 and F8 are redefined for other uses. TOOLS ICON (F9) The galactic map can be redefined for easier and faster use. Selecting the Tools icon calls up the following four functions: STALKS ICON (F7) Turns height indication stalks on the galaxy grid map on or off. GRID ICON (F8) Turns grid on the Galactic Map on or off. TRADE ROUTES ICON (F9) Turns Trade Routes on the Galactic Map on or off. IDENTIFICATION TEXT ICON (F10) Some text on the Galactic Map can be turned on or off. GALACTIC VIEW ICON (F10) Shows a creator's eye view of the galaxy to remind you of how small you are. The brightness of each pixel depends on the number of stars in the area covered by that pixel. Use the Zoom icons F7 and F8 to adjust the view. Select the Galactic Map icon F10 (Fig 18) to return to the Galactic Map. CURRENT SYSTEM MAP (F2) ---------------------- Shows an orbital map of the system through which you are travelling. Again, bodies can be seen in motion or at close range. Use the Zoom icons F7 and F8 to adjust the view. The following options are also available: TOOLS ICON (F9) The orbital map can be redefined for easier and faster use. Selecting the Tools icon (Fig 19) calls up the following two functions: ORBITAL ICON (F9) Turns orbital lines on or off. IDENTIFICATION TEXT ICON (F10) Turns names of bodies on or off. TARGETING ICON (F10) Enables you to select targets for combat or the Autopilot. Do this by activating the icon (Fig 20), then clicking on the body to be targeted. See the COMBAT section on page 35 and the NAVIGATION AND FLIGHT section on page 11. INVENTORY ICONS (F3) -------------------- If activated. this icon will cycle through seven information pages, in order: SHIP'S EQUIPMENT (see the SHIPYARD section on page 49) COMMANDER PROFILE (see the COMBAT section on page 35) CREW ROSTER (see the TRADlNG section on page 55) CARGO ON BOARD (see the TRADlNG section on page 55) PASSENGER ROSTER (see the TRADlNG section on page 55) OUTSTANDING CONTRACTS LIST (see SHIP'S INVENTORY on page 60) MININING INSTALLATIONS (see the MINING section on page 65) See also SHIP'S INVENTORY on page 60 for a summary of the pages contents. Note that if there is no information on a page it will not be displayed. COMMUNICATION ICON (F4) ----------------------- The effect of this icon (Fig 21) is different depending on whether you are landed (or docked) or in flight COMMUNICATION WHILE LANDED (OR DOCKED) When this icon is selected a list of options will appear (Fig 22), for example Stockmarket (See the TRADING section on page 55), Bulletin Board (see the TRADlNG section on page 55), Launch Request (see the NAVlGATION AND FLIGHT section on page 30) and Shipyard Services (seeTHE SHIPYARD section on page 49). COMMUNICATION IN FLIGHT A list of messages to be broadcast will be superimposed on the main display (Fig 23) Options include a request for landing or docking clearance and sending messages to others. Some will provide a further list of communications ,for example Broadcast message to all in range.... which allows you to send distress calls or demands for surrender. You can also contact the police and settle any outstanding fines by remote payment. See the TRADING section on page 55, the COMBAT section on page 35, and the NAVIGATION AND FLIGHT section on page 11. FORWARD AND REWIND ICONS They are only displayed when orbital maps are in use (see the NAVIGATION AND FLIGHT section on page 11), and are used to show the position of bodies at different points in time. The simulated time is displayed at the bottom left hand corner of the screen. TIME CONTROL ICONS These allow the pilot to alter the apparent speed of time. The single arrow means real time and the arrows to the right increase the passage of time by 10 to 10,000 times. The icon on the far left hand side is a pause button to halt everything. See the NAVIGATION AND FLlGHT section on page 11 and the TRADING section on page 55. The pilot should realise that his enemies are similarly sped up, so using these icons will only make a dodgy problem worse. THE WEAPON CONTROL PANEL Call up the Weapon Control Panel (fig 26) by selecting the Scanner area. Some items of your ships equipment do not have icons because they work automatically Those that do have an icon which needs to be activated in order for them to function are illustrated in the grey boxes. In the bottom right hand corner of the icon, the letter for the keyboard short cut is shown. The separate icon guide lists the weapon and equipment icons. See also the COMBAT section on page 35 for details of use of weapons and APPENDIX ONE: SHIPYARD EQUIPMENT on page 69 for technical details of weapons and equipment. SECTION TWO: NAVIGATION AND FLIGHT =================================== NAVIGATION ---------- One part of your ship that is impressive is the Galactonav space navigation facility, built in to all spacecraft. You have a number of facilities at your disposal by using the Map icons F2 (Fig 27 and Fig 28). Those icons cycle through two maps: the map of the galaxy and a current map of the system in which you are travelling. Depending on which map you are viewing the icons on the bottom right-hand side of your console have different functions (see GALACTlC MAP ICON on page 5 and CURRENT SYSTEM MAP ICON on page 7). VIEWING THE GALAXY IN DETAIL USING THE GALACTIC MAP --------------------------------------------------- Select the Galactic Map icon F2 to obtain a map of all the star systems in the galaxy (Fig 29), thanks to the Galactic Survey of 2817. The positions of all 100,000,000,000 stars (approximately) were mapped as soon as technology provided telescopes sophisticated enough to do the job. A grid is drawn through the plane of the galaxy to aid visual orientation and provide navigational coordinates. The galaxy is divided up into sectors. Since the galaxy is thin and flat, sector coordinates are only two dimensional with a sector measuring eight light years along each edge and containing all the stars above and below it. Sector boundaries are shown in bright green on the map, and their coordinates are given relative to the Solar system for historical reasons. From Sol's sector, 'east' and 'west' coordinates are represented by the first coordinate 'east' being a positive and 'west' a negative number. Similarly, 'north' and `south` are represented by the second number, with 'north' positive. Up to nine sectors are displayed at once on the screen and the coordinates of the central sector are displayed at the bottom left-hand corner. Each star is shown coloured according to type (eg. red for a red giant. blue for a hot blue star) and with a line indicating its height `above` or 'below` the galactic plane. The pink lines linking systems are recommended trade routes in case you feel you need some guidance to start with. They were compiled by the Zebulon Intergalactic Trading Corporation five years ago. MOVING AROUND THE GRID To move around the grid, use the Arrow (Cursor) keys. The system in the centre is highlighed in green and a small amount of information on it is shown on the console. The system you are currently travelling through is highlighted in pink. To change the angle of the grid itself (Fig 3O), to see the relative positions of systems more clearly, hold down the right hand mouse button and move the mouse. You can zoom in and out with the Zoom icons F7 and F8 You can re-centre the map by pressing the C key. MANIPULATING THE GALACTIC MAP Once familiar with the grid, faster operation can be achieved by electing to discard certain features (Fig 31 and Fig 32). Select the Tools icon F9 and four different icons become available which enable you to adjust certain features of the grid. . The Stalk icon F7 will turn the distance lines on or off. . The Grid icon F8 will turn the grid on or off. . Trade icon F9 will turn the trade routes on or off. . The Identification Text icon F10 will remove the incidental and other details like Core System. As you elect to do any one, the four icons disappear but can be brought back again with the Tools icon F9. OBTAINING DATA ON A SYSTEM ASTRONOMICAL DATA From the grid map, select the system you are interested in by using the Arrow (Cursor) keys to move it into the middle of the screen where it will be highlighted in green Use the Data icon F6 and a schematic summary of all astronomical bodies in the system will appear, if the system has been explored (Fig 33). Use the mouse to pick out individual bodies on which you require geographical and physical data including: Average surface temperature. Major starports. Orbital period (which is the sidereal period measured in Earth days). Average orbital radius. Orbital eccentricity and inclination, measured relative to the rotational plane of the central body. Clicking away from the text returns you to the general system data. Alternatively click on another body. If you want to return to the grid map of the galaxy, use the Data icon F6 again or the Galactic Map icon F2. When in Data mode F6 the icons F7, F8 and F10 have new functions, as follows: DATA ON ECONOMY OF SELECTEO SYSTEM The Economy icon F7 gives a breakdown of imports, exports and illegal goods. Exports tend to be cheap and imports expensive. DATA ON SOCIAL STRUCTURE AND COORDINATES The Political icon F8 gives relevant details on Government type, economy, allegiance and population. Sector coordinates in the Galactic map are also given here. CONFIGURATION OF ORBITS OF THE SELECTED SYSTEM While still in System Data mode F6 use of the Orbital map icon F10, will allow you to see the orbital configuration of the system you selected (Fig 34), To alter the viewing angle. press the right-hand mouse button and move the mouse. VIEWING ORBITS WITH RESPECT TO TIME The orbital map shows a `snapshot' of the positions of bodies. Select the Forward or Rewind icons on the right hand side of the screen to predict the position at different times. The time and date shown at the bottom left hand side of the screen will change The real time is displayed underneath it. VIEWING A SPECIFIC BODY Click on a body which will then become central on the screen and use the Zoom icons F7 and F8. MANIPULATING THE SELECTED SYSTEM ORBITAL MAP Select the Tools icon F9 and two different icons become available which enable you to adjust the features of the grid. The Orbital icon F9 removes or replaces the orbit lines. The Information Text icon F10 removes or replaces the text on the screen. To get out of the Orbital map, use the Map icon F2 to return to the Galactic map. THE GALACTIC VIEW This feature can be used to get an idea of perspective. While in Galactic map mode, click on Galactic View icon F10 and a Creator's eye view of the galaxy is shown (Fig 35). At maximum zoom (showing 500 light year scale) each pixel represents a single sector To zoom in and out use the Zoom icons F7 and F8 (Fig 36). Note that the resolution is best while not zooming. When you stop zooming, improvement of the first, coarse picture is made as quickly as possible by the on board computer. The Galactic Map icon F10 can be used to return to the Galactic map. USING THE CURRENT SYSTEM MAP ---------------------------- VIEWING THE CONFIGURATION OF ORBITS 1. Select the Map icon F2 twice and a map of the system you are currently in is displayed, showing the configuration of the orbits (Fig 37). 2. Zoom in and out with the Zoom icons F7 and F8. 3. Alter the viewing angle by holding down the right-hand mouse button and moving the mouse as for the Galactic map. VIEWING ORBITS WITH RESPECT TO TIME The orbital map shows a 'snapshot' of the positions of bodies. Select the Forward or Rewind icons on the right of the view screen to predict the positions at different times. The time and date shown at the bottom left-hand side of the screen will change. The real time is displayed underneath it. VIEWING A SPECIFIC BODY Click on a body which will then become central on the screen and use the Zoom icons F7 and F8 Note that the Autopilot can be targeted using the Current System map (see the FLIGHT section on page 20). MANIPULATING THE SYSTEM MAP Select the Tools icon F9 and two different icons become available which enable you to adjust certain features of the map. The Orbital icon F9 will remove the Orbital paths. The Information Text icon F10 will remove the names of the bodies. OBTAINING PERMITS ----------------- Some systems, such as those with a prison colony, require visitors to have permits in order to enter the system. Any such requirements for a system will be shown on the console when using the Galactic Map. Permits are not widely available and you will find that they can only be obtained indirectly. This means that you must do business involving the system in question, for example delivering a package, so that the client must give you a permit. FLIGHT ------ Your ship has three basic modes of flight: Autopilot, Manual and Engines Off which can be selected by using the Flight Control icons F7 in View mode. The Autopilot is by far the easiest way to control your craft but does not give you a sense of achievement. Manual flight may take some getting used to, but is more rewarding. Flying with engines off does not get you very far, but has some advantages as you will see. THE AUTOPILOT This most useful device, although not usually fitted as standard, has been included with your Eagle. It can be bought and fitted at a shipyard if ever you need another one. Your Autopilot, the Robocruise automatic navigation system, superseded the Celestial Pathfinder which was less reliable. The Autopilot can only be used to select a destination in the system through which you are currently travelling. For longer journeys, a hyperspace jump needs to be made OPERATING AUTOPILOT IN VIEW MODE The Autopilot can only be used when in flight. Whilst in a View mode (use the View icon F1 if you are in another mode), target a planet or space station which is on the screen by clicking on the centre of the target Note that you will find it easier to find a target, for example, a city, if the name is on screen. If names have been turned off, select the Identification Text icon F10. Clicking where there is no potential target deselects any previously selected target. When a target is selected a sight will come up with targeting squares and the range in astronomical units or kilometres (Fig 38). If the target goes off the screen an arrow will appear pointing in its direction. If it is behind then Target Behind is displayed. Use the Flight Control icon F7 and cycle through Manual and Engines Off to Autopiiot. The Autopilot icon will only appear if a target is selected. OPERATING AUTOPILOT IN CURRENT SYSTEM MAP MODE This mode can be used when the desired destination is too far away to be visible. A target can be selected even while landed or docked but the Autopilot can only be engaged while in flight. Use the Map icon F2 twice to obtain the Current System map. Use the Current System map controls until yon can see the desired destination on the screen Click on the Targeting icon F10. Click on the centre of the desired destination (Fig 39). If you wish to change the target, click on the Targeting icon before selecting another body. Clicking on bodies without selecting the Targeting icon will merely move that body to the centre of the screen. If you wish to deselect the target, click on an area which is blank. This will also disengage the Autopilot if it is currently in control. Return to View mode using the View icon F1. Targeting squares, looking like a tunnel leading to the destination, will be visible, if in Front or Rear View. If you are in flight click on the Flight Control Icon F7 and cycle to Autopilot to engage it. To return to Manual flight, use the Flight Control icon F7 and cycle to Manual or Engines Off. The Robocruise will automatically plot and maintain the course to your destination. It will also lower the undercarriage and dock or land for you, having automatically asked for clearance, while you freshen up. Some pilots find it disorientating when the Robocruise engages and swings the ship round. The true Spacehound knows that it is only locking on to the new course. Remember you can only trade and do business in cities or at space stations. If you do land anywhere else the console will indicate Landed (Rough). The Robocruise really comes into its own when used in conjunction with the Stardreamer Time Control unit which is fitted as standard on all ships due to regulations regarding Wilbron's psychosis. This condition is known to afflict the space traveller who endures lengthy, uneventful journeys. Boredom becomes so intense after all leisure pursuits have been exhausted that pilots have been known to fly their craft into the odd star or planet just to liven things up a bit. USING THE STARDREAMER TIME CONTROL This can be used with the Robocruise or in Manual flight. Use the Time Control icons (after targeting your destination if using the Robocruise) to select the rate of time acceleration. Time appears to increase in steps of ten from ten times to ten thousand times, depending on the icon selected. Return to real time by selecting the single arrow. Sit back and a combination of a Zilman field and ultrasonic waves induce a semi- hypnotic state which renders you unaware of the passage of time other than seeing the range indicator change rapidly in front of you. This effect was discovered by Dr Rabbne by accident when he revised why his projects were running over time for no apparent reason. Reassuringly, if your ship is attacked or hailed or you have arrived at your destination, the Stardreamer will restore you to full consciousness and real time. Don't forget that your enemies may be operating in real time and hence will seem to be sped up enormously. HYPERSPACE JUMPS ---------------- Space is BIG and hyperspace jumps are necessary to access different systems quickly. Hyperspace jumps can be made using either Standard Hyperdrive or Military Hyperdrive engines which can be bought at the Shipyard and come in different sizes with varying ranges. Refer to APPENDlX ONE: SHIPYARD EQUIPMENT on page 69 for a description of them. A hyperspace jump causes a disturbance resulting in a glowing field at the entry and exit points. A Hyperspace Cloud Analyser can determine the destination of the jumping ship (See APPENDIX ONE: SHIPYARD EQUIPMENT on page 69) Before attempting your first jump, it is recommended that you read the whole of this section. RANGE The range of the jump is determined by two things: fuel and the type and class of engine. Details of these are given in the TRADING section for fuel on page 55 and APPENDIX ONE: SHlPYARD EQUIPMENT for engines on page 74. Briefly the engines range depends on its class as well as the size of the ship. Engine ranges are displayed in two ways: On the Inventory page select the Inventory icon F8 until the Ship Equipment appears where the engine's range will be given. On the Galactic map (Galactic Map icon F2, displayed in the panel, to the right of the system name. If your engine is not up to jumping to the destination selected, the mssage Out of Range will be given. Fuel range is shown in two ways: The amount of fuel required for a jump is displayed at the bottom left of the Galactic map. If you have insufficient fuel then Insufficient Fuel will also be displayed otherwise the fuel which will be used will be shown. On the Galactic map, a pink circle will surround the system you are currently in and this shows your maximum range for hyperspace in a single jump. JUMP DURATION Although the perceived duration of a jump is very short, the actual time is much greater It takes a week to make the maximum range jump for any engine. For example an engine with a maximum range of 1O lightyears will take a week to jump that far or 3.5 days for a 5 light year jump, and so on. A ship with a maximum hyperspace jump range of 4 light years will take half a week to jump only 2 light years. This has implications for piracy because a pirate ship with a Hyperspace Cloud Analyser and a lighter ship can 'overtake' you and lie in wait. Contact in Hyperspace is not possible. HYPERSPACE OPERATION Target a system using the Galactic Map icon. by placing the required destination in the centre of the screen with the Arrow (Cursor) keys. That system becomes highlighted in green. Return to View mode using the View icon F1. Select the Hyperspace icon F8 (it will not show if you have no hyperspace facility or a valid jump is not selected) and cross your fingers. If you like you can set your destination. go about your business and be able to make a quick exit at any time if things hot up a bit. Alternatively, if you use the H key you can make your jump (Fig 40) without going into View mode first. Remember that the evidence of your hyperspace jump will be visible to anybody in the vicinity of your exit or entry, as it leaves a glowing area of disturbance in space. The destination can only be ascertained with a Hyperspace Cloud Analyser, available at shipyards. There are a number of reasons why the Hyperspace icon may not appear, they are as follows: You are too close to a planet. Regulations were laid down after the first few decades of hyperspace jumping. Sudden above average recordings of mutations around starports occurred a few years after jumps became routine. It was discovered that the intense radiation caused by the jump was affecting the population below. It became a requirement by law (on all sides) that all ships have a cutout system built into the Hyperdrive which is activated if you try to jump from near to a planet or space station. A valid destination is not selected. You do not have enough fuel for a jump to the selected destination. Engine is damaged or destroyed. You don't have a Hyperdrive engine! MIS-JUMPS Hyperdrives almost never go wrong, but if you are unfortunate enough to suffer a spontaneous misjump, you can get into serious trouble. You will emerge somewhere other than your planned destination, which may be out of range for your remaining fuel. It is even possible to mis-jump beyond the maximum range of your drive. If indeed your fuel reserves are too low or the Hyperdrive is broken, your only hope is to call for help (Communication icon F4) and risk pirates responding. It is not entirely understood why mis-jumps happen but an unserviced Hyperdrive is a likely culprit. There are no reliable statistics available on the occurrences of mis-jumps as most ships are never found. A missing ship could just as easily be the result of piracy. FORCED MIS-JUMPS Faulcon De Lacey do not condone this practice as it has an unpredictable effect on the Hyperdrive. It is the equivalent of blindly jamming a screwdriver into the works. We feel that it needs to be mentioned as a warning because foolish pilots do use it as a last resort to escape pirates. If they are being pursued by a larger pirate ship with a Hyperspace Cloud Analyser they force a mis-jump by pressing the Alt key while activating the Hyperspace icon or the F8 key. The pirates follow them into hyperspace only to find that their quarry is nowhere to be seen and is in fact somewhere else, frantically trying to work out exactly where they are. The Hyperspace Cloud Analyser cannot distinguish a mis-jump from a normal jump. WASTE PRODUCTS Unfortunately, the convenience of hyperspace travel is blighted with the problem of waste products if you use military fuel. Due to the processes in the Hyperdrive, every tonne of military fuel is converted to one tonne of radioactives which you will need to dispose of on the stockmarket. See APPENDIX TWO: TRADE ITEMS on page 77 for more information. Standard Hyperdrive engines powered by hydrogen fuel do not produce problematic waste products. USING MANUAL CONTROL -------------------- Due to the marked improvement of engineering technology the engines of the craft are not controlled by the pilot directly, but by the on-board computer in response to the pilot This fly by wire facility has enabled many to take to the cockpit who would not have had the skill to do so. The main problem for beginners is that they are usually accustomed to driving surface based vehicles in reasonable gravity, or have only used poor quality space flight simulators. What needs to be borne in mind is that when direction is changed, the experience is rather like skidding. If your ship is travelling in one direction changing course will mean that the nose will turn but you still have momentum in the direction you were originally going. The engines will compensate for this but there is a lag, the duration of which will depend on the type of ship. For example the response rate of a fighter will be faster than that of a heavy cargo ship. This must be borne in mind at all times. FUEL CONSUMPTION Normal flight consumes much less fuel than hyperspace jumps and for that reason fuel for this purpose is kept separately in an engine tank from the hyperspace fuel (kept in the hold). Class 1 Engines hold one tonne, and Class 2 Engines hold two tonnes. You do not need to refill very often and the current level can be seen on the green gauge (left most of three) in the dials area, to the right of the scanner. See INVENTORY ICONS in the ICON section on page 8, and THE SHIP`S INVENTORY in the TRADING section on page 60. REFILLING THE ENGINE FUEL TANK Spare fuel for refilling the engine tank is carried in the hold in one tonne units. To refuel the engine tank, select the Inventory icon F3 until the Ship Equipment page is displayed. (Refuelling is done automatically with the Auto Refueller fitted.) Click on the Refuel button to transfer the fuel into the engine tank from the hold. If the engine tank only needs one third of a tonne, two thirds will be wasted as the hold tank transfers units of one tonne only. CONTROLS IN FLIGHT TO MAKE THE SHIP DIVE Use the A key, push the joystick shaft forward or move the mouse forwards while holding down the right-hand mouse button. TO MAKE THE SHIP CLIMB Use the Z key, pull the joystick shaft back or move the mouse backwards while holding down the right-hand mouse button. TO GO LEFT Use the < key, move the joystick left or move the mouse to the left while holding down the right hand mouse button. TO GO RIGHT Use the > key move the joystick right or move the mouse to the right while holding down the right hand mouse button. Note that when flying with your engines off, the front and rear engines may be controlled using the Enter and Shift keys respectively. THE FRONT SCREEN In Front View mode (see page 3 for a reminder) you will see two crosses on your screen, One is a gun sight cross (Fig 47) which shows which way you are facing, and the other is a diagonal cross, the velocity sight (Fig 48) which indicates the direction in which you are travelling. When the two are in line (Fig 49) it means that you are moving in the direction you are pointing. If they are separate, it means that your velocity is in the direction of the diagonal cross and you are pointing in the direction of the gun sight because, for example, you have suddenly changed course. you will hear the engines fire until alignment is achieved, You may see the velocity sight disappear when your direction of travel is not within the area of the screen if, for example, you veer wildly and the engines have not yet compensated enough. To summarise, the gun sight shows the orientotion of the ship and is controlled by the pilot, the velocity sight indicates the direction of travel and is controlled by the on- board computer. Your ship's internal gyros enable it to rotate, much like those in the ancient Earth satellites, good examples of which are now in the space museum in Apollonius City on the Moon. While greatly superior now, the gyros still have a limit to the rate at which you can turn, so don't expect to spin 'on a sixpence' (small coin used in Britain on Earth, about 1,200 years ago). SPEED Speed is controlled with the Return key to accelerate and the right-hand Shift key to decelerate. Two speed values are displayed on the screen: Set speed and Actual speed (Fig 50). The first is the requested speed, set by the keys above and the second is the speed relative to the most important body in your vicinity. This important body can be a planet, star or a space station or very large spaceship, and is selected by the on board computer. If you fly away from it and the computer then designates another, the actual speed will change, as will the velocity. You will notice that the velocity sight will move as the on-board computer adjusts your speed relative to the new body. For those who are happy to point your ship at something and go, this is all you need to know. Pilots wishing to be accomplished in flight theory should refer to APPENDlX FOUR: THE MECHANlCS OF SPACE FLIGHT on page 91. ALTITUDE An altitude reading in metres will be displayed on the screen when in close proximity to a planet or star. It will give your distance above the average ground height of the body (Fig 50). LAUNCHING --------- SURFACE TAKE OFF A warning sign is shown over the Take Off icon if permission to launch has not been granted. If you are landed anywhere other than a starport (Landed Rough) you do not need to ask for clearance. If you are in a starport select the Communication icon F4 followed by Launch Request. In View mode, activate the Right Control icon F7 for take off. This gives you vertical thrust. The console will display Take Off. This can seem quite slow so a faster ascent can be made if you tilt the nose up once you have left the ground and increase your Set speed with the Enter key. Using the rear view will display a pleasing panorama. Once you have used forward thrust, the vertical thrust is turned off and the console will display Manual Control. Bear in mind that gravity will always pull you back down. If you wish to fly in the atmosphere you must give the ship some lift by pointing the nose up slightly thereby providing a small vertical component to the thrust. LAUNCH FROM A DOCK Activate the Commuication icon F4 and select Launch Request. Accelerate forwards using the Enter key. You must leave the area promptly because your clearance expires. RUNNING WITH ENGINES OFF If you are economising, turning off the engines has obvious advantages and your engine flares wil not be visible to your enemies. It can make manoeuvring easier when strafing a target. For example you can aim to fly across a target and turning off the engines means you can point at it, go sideways and shoot without the engines firing to propel you forward into it. Experienced pilots often use this mode in combat, using the forward and reverse thrusters (Enter and Shift). SLING SHOT ORBITS This technique for gaining speed was important in the early days of space flight, but now it is unecessary due to advances in space technology. The only reasons to do this are because it can be visually pleasing to sweep past a planet or sun so that you can say you`ve done it. A sling shot uses to your benefit the gravity of large bodies to 'sling` your ship in the direction of its travel. Your engines need to be turned off otherwise they will compensate for any effect and it saves fuel as well. LOSS OF ENGINES If an engine is disabled, the Autopilot will not function properly and only very experienced pilots will be able to fly the ship manually. LANDING AND DOCKING ------------------- LANDING MANUALLY AT A CITY WITH A BREATHABLE ATMOSPHERE (AN OUTDOOR CITY) Executing a manual landing will require practice, so try it in a relatively safe area. You may find it easier to use External View to align the ship. Remember though that the ship will appear to be stationary and the ground will seem to move. You may also find it helpful to use the targeting squares, obtained by setting your destination as a target (see THE AUTOPILOT section on page 20 or the TARGETlNG section on page 36). Normally the Autopilot flies to an area 20km above the target and descends vertically. You can set the controls to Manual flight using the Flight Control icon F7 at any point in this operation. Alternatively you can fly the entire approach and land manually (Fig 41). The easiest method is to make a pass over the port while waiting for clearance (Communication icon F4) and lowering the undercarriage (Undercarriage icon F9). If the undercarriage has not been lowered you will crash land. When you have been told which landing pad to use, aim to be more or less at zero speed when you come to rest above it. If you select Engines Off, gravity will take you down, with the on board computer stabilising the ship. If there is little or no gravity, you may have to thrust slightly with the nose down to start with, but be careful. LANDING AT A CITY WITH NO BREATHABLE ATMOSPHERE Follow the same guide lines as for an outdoor city with a breathable atmosphere. The only difference is the appearance of the landing area, covered with a hexagonal airlock door (Fig 42). When clearance is granted, the aperture will open to reveal the landing pad. Don`t ask for permission too early or you will find that the clearance will be withdrawn and the airlock shut. Again, the targeting squares may be helpful by providing a 'tunnel' through which you can fly (see THE AUTOPILOT section on page 20 or the TARGETlNG section on page 36). DOCKING AT A SPACE STATION Request permission for docking (Communication icon F4) and wait until the red flashing light turns white and orange homing lights are visible it is illegal to approach prematurely. The on board computer matches your roll with that of the station so you do not have to make difficult calculations in order to dock. Position the ship immediatly in front of the docking entrance and proceeding slowly (Fig 43). The dock`s vechicle arrest mechanisnm will halt the craft provided your speed is not excessive. SECTION THREE COMBAT ==================== USING YOUR WEAPONS ------------------ Welcome to the manual! (in case this is the first page you have turned to). While Faulcon de Lacy do not condone offensive combat, it is often unavoidable. The best defence is always to run away if at all possible (though many cultures reject this as cowardly). Combat is very dangerous, and rarely ends up without expensive repairs being necessary. Weapons (like missiles) may be controlled via the Weapon Control Panel of your ship (Fig 52) which may be selected by clicking on the scanner area with the left hand mouse button, or pressing the F5 key. This display replaces the scanner display (if fitted). The scanner may be restored by clicking on the area again (away from any icons) or by pressing the F5 key. It should be borne in mind that keyboard shortcuts to the Weapon Control Panel icons can still be used even if the Control Panel is not currently selected. As additional weapons and equipment are fitted to your ship, their icons appear along the bottom of the panel. The icon boxes will remain blank until you have obtained the equipment. As you buy missiles and mines, they will be illustrated next to the icon boxes as shown above. It is recommended that you read APPENDIX ONE: SHIPYARD EQUIPMENT on page 69 for more technical information before buying anything. TARGETING Targeting is used for both long range navigation (see the NAVlGATION FLIGHT section on page 11) and combat. One target can be set at a time. Using the screen in Front, Rear, External or Turret View mode F1, click on the centre of the ship to be targeted. If you are in external or Turret View a sight on the target will appear together with the range (Fig 53). If you are in Front or Rear View you will be presented with the Targeting Tunnel on your headup display (Fig 54). This is displayed as a series of contracting squares along the path to the target, and looks like a tunnel. The range of the target is given in Astronomical Units AU or kilometres km. Targeting Tunnels are not normally shown for ships as they can be confusing. They may be enabled by using the 'Preferences'. In order to pursue the ship you fly down the tunnel. As you get closer to the target the squares will be shown closer together, thus the squares will come towards you faster. If you are approaching a stationary target then ideally the squares should pass at a constant rate, as you slow down on the final approach. If the target goes off screen an arrow will indicate the direction in which it lies, or, if it is behind your ship, Target Behind will show. To deselect the target, click on a blank area that is not a potential target. You may also select another target at any time by clicking on another object Some pilots may find the 'tunnel' an annoyance. If you are one of these refer to the Preferences sheet supplied separately from this manual. OFFENSIVE WEAPONS ----------------- Quite often, the best form of defence is attack, hence Faulcon de Lacy do provide what may be considered offensive weapons. It should be made clear that they should only be used in a defensive capacity against an attacker - Faulcon de Lacy in no way condone any other use. PULSE LASERS AND BEAM LASERS One laser (or other gun) can be mounted at the front of your ship and, for ships with a rear mounting, one at the rear. Some larger ships are fitted with turret, which can each take a single weapon. There is a wide range to choose from (see APPENDIX ONE: SHIPYARD EQUIPMENT section on page 69), though the full range will only be available at the biggest shipyards. It is rumoured that the military of both sides have developed additional weapons for their own use, but this is usually denied. A Pulse Laser fires a single high energy pulse about once every 5/8 of a second, while a Beam Laser fires a continuous beam, so is far more devastating. Even small lasers are reasonably effective up to 8km range, but their effectiveness decreases with distance, as the beam spreads slightly. It is recommended that you get your shots in at as short a range as possible, for maximum efficiency. Beware of laser reflections from certain types of surface, especially when at a glancing angle, Though the beam may have lost much of its energy it can still cause serious damage. There are also words that the Imperial Navy are developing reflective armour, which reflects much of a laser's energy back along the incoming path, though this is strongly denied. OPERATING PULSE OR BEAM LASERS Lasers are fired by pressing both mouse buttons together, the Spacebar on the keyboard or the fire button on the joystick. The front mounted laser will fire if you are in Front View mode F1, the rear laser if in Rear View mode, and the appropriate turret laser if in a Turret View mode. If you are in External View, then the front laser will be used irrespective of any other lasers fitted. It is quite common for lasers to overheat, particularly with more excitable pilots and with the higher power beam lasers. It is unlikely you will do your laser any damage by this as it is protected by an automatic cut out to prevent it burning out, but it may stop working for a few seconds. LASER COOLING BOOSTER This reduces the problem of lasers overheating at that vital moment. It supplements the built in cooling system of your currently selected laser, causing it to cool more rapidly. It does not affect Plasma Accelerators. USING MISSILES If you want a quiet life, be careful who or what you use as target practice. When the time comes to use one of these devices, proceed as follows: Arm the missile of your choice by clicking on one of the missile icons. The console will show the type of missile or mine you have armed. You can arm only one missile at a time so if you click again on a different missile, you will be arming that one and disarming the previous one. A Fire icon also appears. Clicking on this or pressing the M key on the keyboard fire the armed missile at your target, but it is important to remember that you can only firew if a target has been selected. Disarming is simply achieved by clicking on the missile in question or clicking on an another weapon. All types of missile will home in on their selected target as rapidly as their incredible 65g acceleration ZX34 Short Burn engine will allow. Nevertheless they have limited fuel (enough for about one minute of flight) so pilots do sometimes evade them. It is best to fire the missile from as close to the target as you dare. Ideally while facing it. If the target is behind, the missile will turn around, but this will waste precious flight time, and give the target ship more time to use ECM if it has it. The missile will detonate on hitting any solid object (including the ship that fired it) but will attempt to avoid such non target objects if possible. It does not need to hit the target in order to detonate - it may detonate in close proximity and do almost as much damage. Due to an international treaty it will also detonate when it runs out of fuel. A small village was once destroyed by a missile which had been flying through space for months, following the battle in which it was fired. USING MINES Mines operate just like missiles, but without drive systems. They need to have an assigned target since they also will detonate in the proximity of that target without necessarily hitting it. Mines are also susceptible to detonation by ECM. Dummy Mines are a relatively recent innovation, and still contain machinery internally in order to fool radar scans, hence their weight. They are also visually indistinguishable from normal mines so, although they are safe to scoop back up again, beware of accidentally scooping a live mine instead, as the scoop mechanism will cause it to detonate. ENERGY BOMB Generally only of use against smaller ships. This causes the main reactor of all small ships' drive systems (within a range of about 100km) to resonate and overload. it is linked to the drive of the ship using it, so will not cause that to detonate. Operated with the Energy Bomb icon (Fig 56) on the Weapon Control Panel, or from the keyboard with the B key. LARGE AND SMALL PLASMA ACCELERATOR These are very large weapons, usually carried by large naval cruisers and battlestations, and are sometinmes carried by large trading ships and passenger liners in the more dangerous regions of space. They are used in the same way as lasers and take up a gun mounting. After firing, they take a few seconds to recharge. Two sizes are commonly available, imaginatively named 'Large' and 'Small'. Even a Small Plasma Accelerator will destroy a well armed hundred tonne ship with a single shot. The large version has been known to be used as a planetary assault weapon, destroying selected areas of cities from orbit. This has a devastating effect on the local population, because the terrifying noise of the beam cutting through the atmosphere can be heard for hundreds of kilometres, and will deafen anyone unprotected in the vicinity. DEFENSIVE AND OTHER EOUIPMENT ----------------------------- ECM SYSTEM This destroys all active Mines and Homing Missiles in the vicinity (within about 100km) It is operated with the ECM icon from the Weapon Control Panel, or with the E key from the keyboard. Do not be alarmed if it causes interference on your main display. NAVAL ECM SYSTEM A superior version of the standard ECM system, which can also destroy Smart Missiles and has a greater range (about 200km). This may also cause interference on your main display. This is operated with the Naval ECM icon from the Weapon Control Panel, or with the E key. If both ECM systems are fitted, then Naval ECM is used in preference. The only slight advantage in having both systems fitted is that if the Naval ECM breaks down or is destroyed, then you can use the standard unit. AUTOMATIC HULL SEALING All hulls have an automatic sealing system, fitted as standard, thanks to Faulcon Hermeseal. It is comprised of two separate layers of resin under high pressure in the hull. When the layers are breached the substances expand and mix to form a very durable foam likepatch. This prevents the whole hull being explosively decompressed from a single shot. HULL AUTOMATIC REPAIR SYSTEM This gradually completely reverses hull damage, but it is so big that only larger ships can have one fitted. See APPENDIX ONE: SHIPYARD EQUIPMENT section on page 73. SHIELD GENERATOR This will protect against energetic weapons like lasers and missiles. It is not much good with collisions. If a ship that has a Shield Generator is hit by a weapon, the field will glow in a colour depending on the strength of the shield. At full charge, the field will glow a bluish white but will progress through to yellow, orange and finally red as it is discharged. While the shield is active, no damage will get through to the hull. If your ship has shields, they work automatically and the percentage of the charge remaining if not 100 per cent, will be indicated on the top left of the screen. More than one shield Generator may be fitted to a ship at once, and their shielding effect is additive. ENERGY BOOSTER UNIT This large unit increases the rate that all Shield Generators currently fitted to your ship recharge. Only recommended for larger ships with a large number of Shield Generators because of its size. TACTICS AND PLANNING -------------------- It is vital to know what your enemy is up to, so you can avoid getting into combat with them. There are several different ways of doing this. CHECKING UP ON THE COMPETITION USING THE SCANNER This device, usually provided as standard by Faulcon de Lacey, shows the relative positions of ships and other objects in your vicinity. The holographic display shows the other objects as coloured blobs above or below the plane of your ship, with a coloured line drawn to that plane. The plane of your ship is shown as a red circle with a grid on it (seen in perspective when viewed from the pilot's seat), with two lines drawn on it to show the extremity of your front view. The colour of the blob reflects the mass of the ship or object. BLUE 1- 15t GREEN 16- 31t MAGENTA 32- 63t RED 64-111t ORANGE 112-159t YELLOW 160-207t GREY 208-299t WHITE 300t+ USING THE RADAR MAPPER This provides you with additional information about your current target, such as the number of Shield Generators it has fitted, their current charge level, the ship's maximum hyperspace range and any important equipment such as Energy Bombs and Hyperspace Cloud Analyser. It will also check if the ship matches any on the Wanted Criminals list, and if so will show any bounty that is offered. This bounty will be paid into your account automatically, when the destruction of the ship is recorded by your on-board computer. No bounty will be paid for a ship if the Radar Mapper has not first identified it, since proof of identity is needed To operate the Radar Mapper: Make sure you are in View mode by using the View icon F1. Target a ship by clicking on it using the left hand mouse button. If the selected target is not a ship then no information will be shown. Select the Radar Mapper icon (Fig 60) on the Weapons Control Panel and information will be displayed at the top right of the headup display (Fig 61) on your target until the Radar Mapper is deselected. To deselect this facilicy, use the icon again. To deselect the target, click away from the ship where there is no potential target. USING THE HYPERSPACE CLOUD ANALYSER This device is commonly used by pirates to identify the destination of their quarry, and also by police forces and bounty hunters. If your ship has a greater hyperspace range than the one you are chasing (use the Radar Mapper and your Ship Equipment Inventory page to determine this), then you will arrive at the destination before them if you left at the same time. It gives their hyperspace destination, the ship's mass is also shown and the exact Galactic Mean Time and date at which they will arrive. Make sure you are in View mode by using the View icon F1. Target a hyperspace remnant by clicking on it using the left hand mouse button. If the selected target is not a hyperspace remnant then no information will be shown. Select the Hyperspace Cloud Analyser icon (Fig 62) on the Weapons Control Panel and information will be displayed at the top right hand corner of the headup display until the Hyperspace Cloud Analyser is deselec