                     AIR WARRIOR MANUAL - THE ASCII VERSION

                             Welcome to Air Warrior!

    This is an abbreviated version of the Air Warrior manual, cut down to a
somewhat manageable size so that it will fit in your PC kit download package.
You might think, after scrolling through it, "If this is the short version, I'd
hate to see the long one!"  Well, I guarantee you that if you become involved in
Air Warrior, one of the first things you'll want to do is order the complete,
two booklet printed set with all the maneuver illustrations, performance charts,
comparative graphs, and so forth.  Air Warrior is just that involving and
fascinating on so many levels that you really can't know too much about it.
It's sort of like the guitar - it can be fun with just a bit of work, but it has
enough sustained challenge to keep you working at it, and learning more, for
years.

 ----------------------------------------------------------------------------
CREDITS
Air Warrior
Created by Kelton Flinn
Original Design and Programming:        Kelton Flinn "LK"
                                        John Taylor "Sgt. Dude"
                                        Dave Albrecht "Shadowdancer"
SVGA Programming:                       Tony Feldmesser "Furball"
Macintosh Programming:                  Keith Young "John Gomez"
Additional Programming:                 Ariel Butler "Anvil"
Graphics and Sound:                     Mike Bispeck "Ridge Runner"
Warbird Sounds:                         Bill Painter
                                        Photos and Sounds by Painters
                                        Kalamazoo, Michigan, U.S.A.
Manual:                                 Jonathan Baron "Blue Baron"

Copyright 1991, by The Kesmai Corporation. All Rights Reserved.  No part of this
document may be reproduced, transmitted, transcribed, stored in a retrieval
system, or translated into any human or computer language, in any form or by any
means, electronic, mechanical, magnetic, optical, manual, magical, or otherwise,
without the express permission of the authors.
Microprocessor Software License Agreement

This software is Copyright 1991 by The Kesmai Corporation.  Kesmai Corporation
hereby grants you the right to use this software freely on your machine as a
stand alone program or in combination with a Kesmai-licensed host program.  This
license becomes invalid if you modify the software in any way and
Kesmai Corp. has the right to deny access to the host product to any user who
has modified the microprocessor software or who has otherwise violated this
license.  This license applies to Air Warrior software produced by Kesmai Corp.
Air Warrior software written by other developers under license from Kesmai Corp.
may have additional or different licensing restrictions.  TRADEMARK INFORMATION
- The following are trademarks mentioned in this manual: Air Warrior (Kesmai
Corporation), GEnie, GE Mail, RoundTable (General Electric Company, U.S.A);
Apple, MacPaint, MacDraw (Apple Computer, Inc.); Macintosh (Macintosh
Laboratories); MacDraft (Innovative Data Design, Inc.); Amiga and Commodore
(Commodore Business Machines); IBM PC (International Business Machines
Corporation).



Air Warrior

Air Warrior is the most advanced, realistic air combat simulator available for
the personal computer.

Features
High Resolution: 640 X 480 resolution in 256 colors.  Most air combat games
operate in 320 X 200 resolution.

High performance:  Air Warrior delivers, through its use of 32bit programming,
astonishing frame rates.  Air Warrior employs the full capabilities of your
computer in ways few computer games can.

Real time multipilot network play:  You can play Air Warrior with up to 50
people from all over North America at the same time on the GEnie network.

Advanced, adjustable levels of realism:  Air Warrior's dynamic flight model
offers realism never before available on a personal computer, including
accelerated stalls, G effects, red-outs, blackouts, and uncontrolled spins.

Choice:  Fly 19 different World War II era fighters and bombers from 5 nations.

High resolution cockpit artwork:  Cockpit art with up to 16 separate cockpit art
views for every aircraft and armored vehicle is available for this front end.

The most comprehensive viewing system of any air combat simulator:  Air Warrior
does not send you hunting for your function keys if you want to have a look
around your airplane.  You have access to 15 cockpit views right from your
keypad or keyboard, or 9 views directly from the ThrustMaster FCS castle switch.

Digital sound from authentic sound samples:  Air Warrior employs sound samples
from actual World War II aircraft and weapons.

ThrustMaster, CH, and rudder pedal support:  Air Warrior fully supports the CH
Pro, Thrustmaster Weapons Control and Flight Control features, as well as most
makes of rudder pedals.

Welcome to Air Warrior!

Air Warrior is the ultimate challenge for lovers of air combat simulations.
First and foremost, Air Warrior features the most informed, detailed, and
advanced flight models available on a home computer.  Each aircraft's behavior
is based on extensive flight test data and, as in real life, each plane's
performance and handling characteristics are unique and authentic.  In the
course of playing the game, you will learn the historic strengths and weakness
of many legendary warbirds, and you learn how to employ these distinctive traits
to your advantage.

Of course, you need more than excellent flight modeling to make a great air
combat simulator - you need other pilots.  This is the online challenge of Air
Warrior play on the GEnie computer network where the finest simulator pilots
from around the world fly in the same arena at the same time.

Online Air Warrior on the GEnie network features open arena play, with up to 80
other live pilots, from across North America and Japan, at one time, in Pacific
or European milieus.  If your tastes run toward turn-and-burn dogfighting, there
is a half-time, relaxed realism area.  If you want to experience scrupulously
accurate flight modeling, you can choose a real time, full realism area.

Also on the GEnie network are historically based scenarios where up to 100
pilots participate, over a large terrain, in organized, multifaceted missions.
Here pilots participate as part of a large team serving in a variety of roles
such as combat air patrol, fighter escort, bomber pilot, or even bomber gunner.
Unlike the open arena where planes from both sides in WWII are available to
everyone, aircraft selection in scenarios pits historic foes against each other:
Spitfires against Messerschmitts, Mustangs against Focke Wulfs, Zeros against
Corsairs.  And because scenario play is so team oriented, it's a great way for
new players to break into the game.

In short, no air combat simulation offers you more possibilities than Air
Warrior.


Foreword

Robert L. Shaw

As a career fighter pilot in both the U.S. Navy and Air Force, I have in the
past generally avoided computer air combat games like the plague.  What little
exposure I have to this pursuit has served to reinforce the premonition that my
typically ample but fragile fighter pilot ego has difficulty dealing with
ignominious defeat at the hands of some giggling pre-teen in a game based on my
area of expertise.  One of the basic tenants of the fighter pilot is, "Better
dead than look bad!"

It has been my observation that the outcome of most "air combat" games depends
more on the player's relative expertise in "playing the game" than on any
knowledge of, or ability in, actual air combat.  (At least, that's my excuse and
I'm sticking to it!)  The reasons for this phenomenon are many. One of the most
serious deficiencies of many such games is a lack of realism in the aircraft
flight models.  The computer fighters just don't fly like real airplanes, so any
experience with the real thing must first be unlearned before the player can be
successful at the game.  These unrealistic flight models also invalidate many
real-world fighter tactics, so the player must learn and master the "tricks" of
the flight simulation.  These shortcomings typically apply also to the weapons
simulations.  Computer guns and missiles are quite often "wish 'em dead
weapons," rather than the limited, fallible instruments employed in combat.

But probably the most serious limitation of most air combat games is that the
player is fighting a computer program rather than a living, breathing opponent.
It doesn't take a sharp player very long to figure out what the enemy hordes are
going to do, what works, and what doesn't, even with the most elaborately
programed opponent. Such features in typical computer games require the player
to develop experience and skill in "gaming the system," rather than replicating
the skills and tactics that have historically led to success in actual air
combat.

With all the above preconceived notions, I responded with some skepticism when
contacted a few months back by proponents of a computer game called Air Warrior
Over a period of several weeks, I talked with some of the most knowledgeable
fans of this game, studied system documentation, observed a local devotee in
action against online opponents across the country, and served as the guest of
an online Real Time Conference "attended" by dozens of enthusiastic air warriors
with callsigns like "Blue Baron," "Vossman," "Fencer," and "Gray Eagle."
Instead of the expected gaggle of "computer geeks," I was pleasantly surprised
to discover a fraternity of gregarious, devoted students of air combat tactics
and history.

As an experienced fighter pilot and aeronautical engineer, I was highly
impressed with the large variety and high quality of the aircraft simulations
available in Air Warrior, as well as the weapons effectiveness model.  Just as
impressive was the obvious attention of the software developers to technical and
historical accuracy, and the close working relationship among the players and
the developers that results in continual upgrades and improvements to the
system.  Also, as a student of air combat tactics and history, I was equally
pleased by the high level of knowledge and interest in these topics within the
Air Warrior player community.  Representing every imaginable background from
students to shoe salesmen to former and current fighter pilots, these people
have a genuine passion for a realistic air combat simulation, and Kesmai, the
software developer, is equally dedicated to providing the technical capability
to satisfy this demand for realism.

The result of this combination is truly AWESOME. Realistic aircraft and weapons
simulation, and the capability to operate over a high-speed digital network in
real time with large numbers of human players, both friendly and hostile, have
created an air combat virtual reality unrivaled in non-military simulation
systems.

Players have organized squadrons with distinctive tactical styles and doctrines.
Some prefer to operate as individual "lone wolves," while others combine forces
to exploit the advantages of multiple fighters in offensive firepower and
defensive mutual support.  A formal Training Academy has been established where
experienced Air Warrior instructors can impart both basic and advanced air
combat techniques to less experienced players.  In addition, most of the Air
Warrior community is anxious to share their techniques and experience with new
players through informal online training sessions as well as via the heavily
used bulletin board system.  (Incidentally, this is a trait not always common in
the real-world fighter pilot community.)

The robustness of the Air Warrior simulation was truly amazing to me, and
contributes much to the realism.  A large array of ground targets is provided,
along with dangerous ground fire.  Air-to-ground attacks are possible as well as
air-to-air combat.  For those misguided individuals who prefer air-to-mud
aviation to fighters, bomber simulations are also available, including fully
manned defensive gun positions on the larger models.  Air Warrior enthusiasts
generate frequent large-scale air campaigns, often based on historical
precedents, in which tactical and strategic objectives are pursued employing a
full array of air forces. Typically, all phases of air warfare are included in
these campaigns by the opposing sides, including formidable bomber forces,
escorting fighters, transports providing troops and supplies to occupy critical
hostile facilities, light ground attack aircraft and defending interceptors.

By far the most unique feature of Air Warrior is the inclusion of the human
factor.  No two engagements can ever be identical, mistakes are made that may,
or may not be exploited, and the player with the best technique is not always
the winner.  This is the difference between real life and most simulations: the
head-to-head competition factor.  Air combat is more closely related to games
such as tennis, rather than those like golf.  Because the human factor and
tactics are so dominant in tennis (and in air combat), it is not always the
player with the best "ground strokes" who wins.

Just as has been the case throughout air combat history, individual players have
developed into two general categories: the "dogfighters" and the "boom-and-
zoomers." The dogfighters represent those fighter pilots who have exhibited a
willingness and rare ability to engage and excel in the difficult and esoteric
art of close-range, three-dimensional air combat maneuvering.  Historically,
those who have excelled in that art have enjoyed meteoric combat careers,
blazing brightly in success for tragically short periods.  Quite often these air
combat "hares" fall victim to the less spectacular, more prosaic "tortoises,"
the proponents of the boom-and-zoom doctrine.  These creatures stalk their prey
at high altitudes and speeds, diving on their unsuspecting victim, quite often
while the latter is concentrating on a maneuvering contest of his own.  The
boom-and-zoomer prefers to avoid the more spectacular turning contests, but
rather follows his deadly high-speed attack with a zooming climb back up to a
high-altitude sanctuary before resuming his search for further easy meat.  Both
these animals can be found lurking in Air Warrior's operating areas.

In conclusion, welcome to the world of Air Warrior.  I'm convinced you will be
as favorably impressed as I have been. But a word of caution: This product may
be habit forming.

Check Six!

Robert L. Shaw ("Mouse")

Robert Shaw is the author of Fighter Combat: Tactics and Maneuvering, published
by the Naval Institute Press.





TERMS USED IN THIS MANUAL

Air Warrior emphasizes multiplayer air combat rather than the standard, you-
against-the-computer, play featured in most computer games.  Thus many of the
fundamental terms used in this manual may seem unfamiliar to you.

Online
When most computer programs use the word, online, such as online help, they
mean on your computer as opposed to in a book or manual.  In Air Warrior, online
means connected, via your modem and telephone lines, to either a computer
network or another computer.

Log On
Your modem telephones another modem and establishes a link. When you end this
link, you've logged off.

Offline
In Air Warrior, offline play means it's just you and your computer.  This is
also called stand alone play.

Host
Like a telephone call, every connection between computers begins with one party
initiating the connection and the other party receiving it.  The computer on the
receiving end is the host.

With Air Warrior network play, however, the host concept goes a step further.  A
single, though powerful, Air Warrior host receives dozens of player connections
and handles the multiplayer environment.

Front End (FE)
Many hardware and software elements go into multiplayer gaming on a network.
The software on your computer that allows you to interact with the network
gaming environment is called your Front End, or FE.

Node
Nodes handle local access to a network.  A node is a battery of modems, each
connected to the network.  When you log onto your local node, you are connected
to one of these modems and, thus, to the network.

Running Air Warrior On Your Computer

Menu Setup Selections

You need to set up your flight controls and display options before you can begin
Air Warrior play.

Navigating the Air Warrior Menus

Mouse
The simplest method of selecting menus in Air Warrior is with a mouse.  Just
point at the item you want, and click the left mouse button to select it.

Keyboard
Menu choices in Air Warrior have underlined hot keys you can use to select them
from your keyboard.

Tab Key
Scroll through menu items with your tab key and select with your spacebar.

Flight Controls

From the main menu, select Single user.  From the Options menu, select Aircraft.
The top portion of the Aircraft screen has your flight control options.  Check
the boxes that apply to your system.  Air Warrior supports joystick, mouse,
rudder pedals and Thrustmaster flight controls.  You cannot fly your plane,
however, using the keyboard alone.

Joystick
If you use a joystick, select it and go through the calibration routine.

Throttle
If you have a throttle control on your joystick and wish to use it, check the
throttle box.  When performing the subsequent calibration routine on joystick
throttle controls it's best if you set the maximum throttle position at a spot
just short of max throttle on your throttle wheel or lever.  (Note: throttle is
not available when using the ThrustMaster FCS)


Aircraft Options

Draw Tracers
Selecting this will show you visible tracers when you fire your guns.  This
feature is enabled by default.

Indicated Airspeed
Air becomes thinner with increased altitude, and the maneuvers you could perform
easily at 200 knots at 1000 feet might become impossible at 10,000 feet.
Indicated airspeed adjusts for altitude and reports speed based on the airflow
over the wings.  Most pilots prefer to use indicated airspeed and this is the
default setting.

Artificial Horizon
An artificial horizon shows your orientation in relation to the ground.

Distant Planes as Ts
Normally, Air Warrior renders distant planes as dots.  For people having a
difficult time seeing these dots, this option will show distant planes as T
shaped icons.

Fuel
Here you can determine your aircraft's fuel load, in a percentage of a full
tank.

Track
This option governs how your tracking icons are rendered. When an aircraft is
within 5000 yards of you, an icon representing it will appear above the screen
to show its relative position, and a matching icon will appear on one side of
your screen next to a read out of the plane's distance from you.

Icon
This renders icons as graphic symbols.

Numbers
Icons will be rendered as numbers.

Invert
This will place icons or numbers in a small colored box and render them in
reverse video.

Gunsight

Lead Computing
Selecting this option enables your Lead Computing Sight (LCS).  See the Gunnery
section for an explanation of how the LCS works.
The color you select for your LCS, no matter if you use the sight or not, will
also be the color of your CCIP dive bombing sight (see Dive bombing section).

Boresight

The Boresight is a fixed centerpoint in your gunsight.
Joystick Scaling

Dead Zone
The Dead Zone scale governs how far you have to move the stick before its
movements affect flight control.  Moving the slider to the left reduces the dead
zone, and moving to the right increases it.

Reducing Stick Sensitivity
You can change sensitivity over either axis of your joystick. Your roll axis is
lateral movement of the stick; the pitch axis is forward/backward stick
movement.  Generally, players want roll response to be as crisp as possible.
Reducing pitch sensitivity, however, helps many pilots control the G forces
created during high speed maneuvers.

To reduce stick sensitivity, click on the upper line corresponding to the
portion of the stick's range you want to change.  The line is divided into ten
segments, each representing 10% of the stick's total range of movement. Thus,
the portion of the upper line to the far left represents the first 10% of your
joystick's movement. By holding down the left mouse button and dragging the line
down, you reduce the stick's sensitivity over that portion of the sticks range
of travel.

To reduce sensitivity using your keyboard arrow keys, use the left/right arrows
to select range segments, and use your up/down keys to move them.

Using your mouse

If you don't select a joystick or Thrustmaster flight control stick, your mouse
will serve as your flight controller.  The mouse works best, however, if you
reduce the sensitivity setting to 50% or less (33% is default).



THRUSTMASTER FLIGHT CONTROL STICK

Castle Switch
The Castle Switch controls views.  There are two sets of views, toggled from one
set to the other by the pinkie switch.

Set 1           Forward: up/forward view
        Left: left view                 Right: look right
                Back: back view

Set 2           Forward: up view
        Left: left/back view            Right: right/back view
                Back: back/up view

Thumb Buttons
The upper thumb button, near the castle switch, is your bomb release switch.
The middle thumb button deploys dive brakes on planes equipped with them (P-38
Lightning, F4U Corsair, F-86, and MiG-15).

IMPORTANT: If you're using a ThrustMaster FCS, the spacebar on your keyboard
will no longer activate your brakes.  You must use the upper thumb button.

Trigger Button
The trigger button, as you might imagine, fires your guns.

THRUSTMASTER WEAPONS CONTROL SYSTEM

Use DIP switch position 1 on the Mark I WCS

Three Position Switch
Forward: radar mode       Middle: normal cockpit view        Back: text buffer

Buttons 1-6
Button 1: rudder right one notch        Button 4: raise flaps one notch
Button 2: center rudder                 Button 5: lower flaps one notch
Button 3: rudder left one notch         Button 6: gun camera on/off


TM MarkII WCS

The initial release of the MkII did not support hold-down keys and, thus, was
not very suitable for Air Warrior.  A subsequent upgrade chip was released that
will support one holddown key, but it still requires some tweeking to work well
with AW.  The best solution is to run your FCS into the active joystick port,
and plug the MkII into an inactive joystick port when you play Air Warrior.  You
can also modify the MkII by adding a three pole switch to separate the function
of the FCS from the MkII.  Contact TM for instructions for the modification,
either by phone or by writing THRUST.DUDE on GEnie.

Sight and Sound Options

Sound Options
Use this option to enable/disable sound effects or change your sound card
settings.  The volume setting only applies to the Sound Blaster Pro or SB16.  If
you subsequently install a different sound card, you should run the Air Warrior
installation program again to set up your new card properly.

Views
This option allows you to select or turn off cockpit artwork views.

Special Effects
Here you can enable the following special, graphic effects; each adds something
to the simulation in exchange for a slight "hit" on frame rate.  Most pilots
switch these effects on and then switch to a simplified, combat view mode when
they're in a fight.  View modes are explained in detail later in this manual.

Ground Details
If you enable this option, you will see patchwork, farm field ground effects if
you fly below 5,000 feet.  This helps many pilots with their depth perception
when they're flying on the deck.

Aircraft Damage
The so-called pieces & parts option, if you select this you will see chunks of
material break off of either the aircraft you're shooting or your own plane when
hits by gunfire are scored.  Of all the effects options this one adds the most
to the simulation at the least cost in frame rate.

Horizon Shading
This enables/disables high resolution, 32 color horizon shading.  It looks
grand, but this feature, more than another other special effect, works against
your frame rate.  What many players do is enable it for flying around, and
disable it in combat by switching to either combat, or abridged view mode when
they enter combat.  See the section on view modes for a more detailed
explanation of this feature.

Aircraft Shading
When this effect is enabled, the aircraft you see around you will be shaded as
if there were a single light source, much the way Lambert shading works on
ground objects.

Airfield Detail
Selecting this option puts white, runway stripes on airfields.  Many pilots find
this option helps them line up for their landing approaches.

Local Hits
Scoring hits in Air Warrior is a two-step process: your front end "sees" hits,
and the host either allows or disallows the hits your front end reports.  If you
select Local Hits, you will see the hits your front end sees.  If you disable
this option, you will see hits the host has allowed and scored.


Setting Up Your Modem - Serial Options

To play Air Warrior online you will have to set up your modem to work with the
program.

From the main menu, select Config., and then Serial.  Make sure the com port
setting is correct for your computer.  You should not change the default Parity,
Stop, and Data settings unless so directed by a technical support
representative.

Local Echo
When you're online, if you've selected this option you will see your sent
messages echoed on your terminal window.  This option will not affect the way
your messages are seen by other online users.

Line Scroll
Normally the Air Warrior program will display incoming text as quickly it can
receive and process it, sometimes several lines at a time.  If you select the
Line Scroll option each line of text will be added to the terminal window
individually, one line at a time.  While this may make text scrolling easier to
read, you may run the risk of losing portions of the text.

Hangup
If you select this option, you will automatically terminate your online
connection when you exit the Air Warrior program. If you end a connection to
GEnie this way, however, sometimes GEnie will continue to bill you for a period
after you've disconnected.

CR -> CR+LF
If head-to-head modem play, typed messages in the terminal screen can run on top
of one another.  Selecting this option will add a line feed to each carriage
return, eliminating this problem.

IMPORTANT: if you have an error correcting modem, make sure this feature
is disabled for Air Warrior play.  Check your modem's manual to determine the
proper commands for disabling error correction.  Also, if you have call waiting,
you will want to disable it as well.  Generally, *70 placed directly before the
phone number will disable call waiting.

KEYBOARD CONTROLS

Keypad
Many keyboard controls can be used right from the keypad.

Keypad - Views
                8 (up arrow) - look forward
4 (left arrow) - Look left   5 - Straight up view    6 (right arrow) -Look right
                2 (down arrow) - Rear (mirror) view
                0 (ins key) - Look down, but only into the cockpit

Combination Views - Keypad
You can combine two or more keys to acquire various angle views.  For example:
8+5 - Forward/up view         0+6+2 - Down/right/back           4+0 - Down/left
Dozens of combinations are possible.  Experiment while flying to find your
favorites.  Some of the more esoteric view combinations do not have artwork, and
will show your plane as a gray outline.

Keypad - Flaps and Rudder
                        *  Centers rudder
7 (home)   One notch of left rudder        9 (pgup)   One notch of right rudder
1 (end) Raise flaps one notch   3 (pgdn)  Lower flaps one notch


Keyboard Controls
These controls work strictly from the keyboard, not the keypad.
8       Start/stop engine
7       War Emergency Power
Semicolon (;)   Raise/lower landing gear
                (raise and lower divebrakes on the F4U Corsair)
Right bracket (])       Decrease LCOS range 100 yards.
                        Increase the level bombing bombsight magnification.
Left bracket ([)        Increase LCOS range 100 yards.
                        Decrease the level bombing bombsight magnification.
c (lower case)  Increase throttle by 7%
C (upper case)  Full throttle
v (lower case)  Decrease throttle by 7%
V (upper case)  Minimum throttle
9       Turns gun camera on/off
f       Fire guns
b       Bomb release (GEnie network play only)
Spacebar        Wheelbrakes (divebrakes on the P-38and jets)
1       Full view range (all objects visible)
2       Medium view range (the default view - all but most distant
        objects visible)
3       Short view range (only objects within a few miles can be seen)
4       Combat range (only immediate objects will appear, and horizon
        shading disabled)
5       Abridged range (no terrain detail whatsoever)

Keyboard View Keys
                         G - Forward
        H - Look left   J - Down   K - Straight up      L - Right view
                         M - Rear (mirror) view

The two and three key combinations (like on keypad) are available here too.

Keyboard Flap and Rudder Controls
>    Lower flaps one position
<    Raise flaps one position
a    One notch of left rudder  s...Centers rudder  d...One notch of right rudder

Function Keys - Inflight
F1      Turns radar screen on/off
F2      Replaces viewing or radar screen with text buffer
F10     Help screen
Shift + F10     Map

Escape Key Commands
Hit escape + the following keys to issue these commands.
A       Arm bombs (Air Warrior on GEnie only)
E       Exit the plane (when flying on GEnie, you must be on the
        ground and stopped for this to work)
P       Parachute from your airplane.  You must hit <esc> P again to
        pull the ripcord
SD      Switch on the CCIP dive bombing sight
SG      Switch to gun sight
Z       Switch to level bombing sight
        (medium and heavy bombers only)
OJ      Toggles your flight control between joystick and mouse.
T [radio channel]       Tunes your radio to the specified channel (GEnie network
                        play only - see radio procedures).
J [position]    Moves you to another position on bombers (GEnie network
                play only - see bomber section).
OS.................................Turn sounds on/off

AIR WARRIOR GEOGRAPHY

The terrain of Air Warrior is simplified to enhance frame rate and game play.
It was designed to offer opportunities for a variety of air combat missions
while providing ready action and geographical balance among competing countries.

Theaters

Air Warrior has three theaters: European, Pacific, and an expanded scenario
theater for special events. None is a rendering of an actual region of the
world.  Rather, they are meant to suggest the geography of Europe and the
Pacific, balanced for game play.

Europe is a land of mountains, lakes and rivers, whereas the Pacific is all
islands and ocean.  Europe consists of many, widely dispersed airfields and
facilities; the Pacific, on the other hand, features a centralized Atoll that's
always up for grabs, surrounded by three island complexes, each belonging to a
warring country.  The scenario terrain is a sprawling affair, several times the
size of either the Europe or Pacific theaters.  Each theater lends itself to a
particular type of action.  Europe tends to foster organized, coordinated
missions, while Pacific action tends to be fast and loose.
The scenario terrain, on the other hand, was created to provide scenario
designers with the raw material they need to devise a host of different,
challenging special events.

As of this writing, three new terrains are in beta test: expanded terrains for
realtime Europe and Pacific arenas, and a new Pacific scenario area.

Countries

There are three countries: A, B, and C.  In either theater, each country has an
equal number of airfields and facilities, and roughly equal territory.  Each
country has access to the same airplanes types, and no country represents a
nation that fought in the Second World War.  As noted earlier, Air Warrior is a
game that employs World War II era aircraft; it is not, in the main, a
simulation of World War II

Scenario terrains have two countries: A and B.  This is because scenario play
pits two sides against each other.

Airfields - Europe - Arena 1 (Halftime)
In Europe, each country X has a main airfield (X:1), three auxiliary fields
(X:2, X:3, and X:21), and a vehicle garage (X:10).  There are four other neutral
airfields (N:4, N:5, N:6, and N:11), and three neutral vehicle garages (N:7,
N:8, and N:9) that, in offline play, you can assign to any country.  Each
country has its own number 1,2,3, and 21 airfields, and its own number 10
vehicle garage, whereas there is only one number 4,5,6, or 11 airfield, and only
one 7,8, or 9 garage.

A-land, for example, has its A:1, A:2, A:3, and A:21 airfields, plus the A:10
vehicle garage.  If you choose to take off from A:1, it's in a different
location entirely from C:1 or B:1.  But if you decide to take off from A:11,
there is only one number 11 airfield and you will take off from the same
location, no matter if you call it A:11, B:11, or C:11.

Arena 4 (Realtime)

Following the beta test of the new terrains - expected the be completed by mid-
May of 1994, the X:81 airfields will be the main fields, X:80 will be cargo
fields, X:78, 79, 82-85 will be secondary airfields, and N:86-91 will be the
capturable fields in Europe.


Airfields - Pacific

Each country in the Pacific theater has a main airfield (X:14), an auxiliary
field (X:19), plus two aircraft carriers (X:12 and X:13).  There are two neutral
airfields (N:15 and N:16) plus two neutral vehicle garages (N:17 and N:18).
Country airfields are on each country's island complex, with their aircraft
carriers (CVs) just offshore.  All the neutral facilities are located on the
Atoll at the center of the Pacific theater.

Arena 4 (Realtime)

As with realtime Europe, after mid-May of '94 these will be the Pacific theater
fields in Arena 4 Pacific: X:61 main fields, X:62 and 63 secondary fields, X:67-
69 will be aircraft carriers, N:64-66 will be capturable atoll fields, and N:70-
72 will be capturable vehicle garages.

Scenario Terrain - Terra Fencer

Terra Fencer is a vast, sprawling terrain for real-time special events.  As
scenario play usually involves two countries, Terra Fencer has a large Country A
and B, with a small Country C in the center.

Fencer Pacifica

Termed "Oceana" by many players, the Pacific scenario terrain makes Terra Fencer
seem like an island - it is 20x20 sectors, fields X:41-55.  In this terrain,
there is a substantial C-Land, fields C:41-48.

LEVELS OF REALISM

Realism options are for offline flight, and GEnie network play in Arena 4 on
page 870, and on page 867 for special events  In online play, realism options
are forced by the Air Warrior host computer.

Real-time
To improve network performance and playability on GEnie, Air Warrior, until
recently, calculated action at half speed, although your airspeed indicator
reflects real-time full speed.  Nowadays, halftime, relaxed realism play is
featured in online Arena 1, and realtime, full-realism play is in force in Arena
4.

Buffeting
In actual flight, maneuvers fight against the atmosphere and create turbulence.
If you select the Buffeting realism option, you will see visible effects of
maneuvering induced turbulence.  You screen display will shake if you pull more
than 3Gs in a maneuver.

Stalls
This option enables accelerated stalls.  Unlike low speed stalls, where airspeed
is too low for flight sustaining airflow over the wings, an accelerated stall
happens at if the wing's angle of attack is severe enough to disrupt airflow.

Spins
In a low speed stall, if the plane was maneuvering, one wing may stall before
the other and the aircraft will spin. Selecting this option enables this
possibility if you stall.

Lethality
If you turn this option off, overall lethality is reduced and ammunition loads
are tripled from what they'd be on the actual aircraft. Selecting this option
gives you the realistic lethality; your gunfire will do more damage but you will
have the smaller, realistic ammo load.  This has no bearing on this version of
Air Warrior, actually, because it's a vestige of the head-to-head and offline
drone play available on the full-featured SVGA AW front end sold in software
stores.  Online, lethality is set by the host, not by selecting this option on
your front end.  Gunnery and lethality are explained in greater detail later in
this manual.

G Effects
The human body is accustomed to 1 G: the normal force of the earth's gravity.
Dramatic maneuvers fight inertia and create G forces that can be many times the
force of gravity.  If you pull more than 5 positive Gs, you draw blood away from
your brain and this can lead to a blackout.  Negative Gs do the opposite,
forcing blood into your head.  This can cause a red-out if the negative G-force
is severe.  Selecting this option enables a realistic accumulation of these
effects.  While G effects, buffeting, and real-time options work the same on all
planes, accelerated stalls, spins, and lethality are individualized based on the
actual characteristics of a given aircraft.  Some carried more lethal armaments
than others, and each type of fighter behaved differently as it was pushed to
its limits.

SURVIVING FULL REALISM

The nature of air combat in World War II was often dictated by the limitations
of the aircraft.  When you select realism options in Air Warrior, you encounter
many of the foibles of piston engine fighters, and you have to take the same
measures the actual pilots did to recover when you push a plane beyond its
limits.

Recovering From a Spin
The problem here is that airflow over the wings and control surfaces is
insufficient to support sustainable, controlled flight.  Push the stick forward
and try to work the plane into a dive to regain airspeed and airflow.  At the
same time, apply rudder in a direction opposite that of the spin. Also, it may
be essential to cut throttle, because the engine's torque can drive the spin.
When the plane stops spinning, center the rudder.  As airflow over the wings
returns, ease back on the stick and increase throttle.  A quick way to determine
the proper direction to apply rudder, opposite the direction of the spin, is to
look at your compass; move your rudder in the direction the compass is spinning.

Since recent changes in rudder control were implemented, many pilots prefer to
recover from spins using opposite aileron (rolling the plane in the direction
opposite the spin) control alone.

Recovering From an Accelerated Stall

Again, you must restore lift sustaining airflow over the wings in order to
restore control over your aircraft.  Try to pitch the nose forward in order to
reduce the angle of attack of the wings.  As your aircraft begins to recover, be
extremely gentle in your stick movements until you've regained full control.

Dealing With Red-Outs and Blackouts

Here too you lose control over your aircraft, but with red-outs and blackouts
the pilot, not the plane, has been pushed beyond tolerance.  You must wait until
you regain consciousness before you can recover stick and rudder control.


Offline Practice

You can practice your flying skills offline with the Air Warrior software.  None
of the free, downloadable front ends provide offline gunnery, bombing or
computer controlled opponents, however.  Nonetheless, most pilots find offline
practice very useful for learning how the various aircraft behave, especially
under full realism.  Bomber pilots often employ offline mode to scout targets
and practice their navigation and bombing runs.

The real value of offline practice is to familiarize yourself, first with the
controls and keyboard controls unique to the game and to your computer, and then
with the more subtle aspects, such as how each plane behaves relative to the
others.  Air Warrior online play is not cheap, nor is it much fun if you die
while trying to figure out how to turn off your radar screen.  Thus, the time
you spend flying offline, while not abundantly exciting, is time well spent when
you are new to the game.

To practice offline, go into Single User mode, select Mission, click on the
aircraft button to bring up an aircraft/vehicle dialog screen, then, after
you've made your selection, pick the country and airfield you wish to fly from.
Click Ok and then select Fly.


GUN CAMERA FILMS

Pressing the 9 key on the keyboard while flying starts or stops your gun camera.
You can start and stop your camera several times in a mission if you only want
to capture the choice moments.  Filming your missions and replaying them is a
great way to learn what you're doing right or wrong in combat.

Saving Films

Air Warrior records film as a temporary file, beginning with FILM0000.CAM, and
will save each subsequent mission's film in a session under sequential numbers
(FILM0001.CAM, FILM0002.CAM, etc.).  When you exit the program, however, the
next time you run Air Warrior and start the camera it will begin as FILM0000.CAM
again, overwriting any previous film by that name.  Thus before you exit Air
Warrior you should use the film renaming feature to save films you want to keep.

Film Playback

Commands During Playback:
P       pause playback
N       external view mode
F8      enter the film
F9      show position of the original camera plane
F7      target selector

<esc>   pause playback and select a different point in time on the film
F3      rewind to the last break
F4      fast-forward to the next film break
F5      decrease film playback speed
F6      Increase playback speed

External View Mode
Pressing the N key during playback allows you to view the action from outside
your plane.  You can use the normal inflight view keys to examine the action
from various angles, and the bracket keys ([ and ]) to zoom in or out.

Target Selector
One problem most new players have is keeping track of an intended victim in a
target-rich environment.  The film playback target selector allows you to
highlight a plane so that you can more easily follow its movements during a
fight.

Hitting the F7 key during playback activates the target selector.  The first
visible target is surrounded by a red box and its tracking information is
displayed in reverse video. Pressing F7 again selects the next visible target,
and hitting F7 twice in quick succession turns the target selector off.

Entering Films
You can enter the film and gain control of your plane by hitting the F8 key.
You will be able to shoot at aircraft in the film, but the recorded participants
will follow their destined flight paths and the film will end when it did
originally.  Also, if there are breaks in the film - moments when you stopped
and restarted the film while you recorded it - you will be returned to
conventional playback.  Press F8 again if you wish to resume flying within the
film.  If you enter a film but want to keep track of your original flight path
when you recorded it, press F9.  This will create a camera plane that follows
your original route and maneuvers .  It will have an icon labeled CAM.

Selecting Portions of a Film to View

Fast-forward/Rewind
Hitting the escape key during film playback brings up the film seek box.  In it
you can enter a moment in the film and have the film player fast-forward or
rewind to that point.  If you want to jump to the next break in the film, press
F4; to rewind to the last film break, press F3.

Adjusting the Speed of Film Playback
The Air Warrior film viewer can accelerate playback by up to ten times, or slow
down playback to as little as one tenth original speed.  The F6 key speeds up
playback; F5 slows it down.  The degree of acceleration or slow motion depends
on how many times you press the F5 or F6 keys.



                        ONLINE PLAY ON THE GENIE NETWORK

            The Ultimate Challenge: Human Competition in a Live Arena

Air Warrior arenas on GEnie offer a true multiplayer air combat simulator where
people from all over North America compete nightly in World War II era aircraft.

Although it employs rigorously accurate flight models taken from actual test
flight data, Air Warrior is not primarily a World War II simulation.  The battle
being waged in Air Warrior is happening now.  You, as a player and a pilot, are
not following in the path of a hero in a long ago air struggle; rather, you are
the hero of your own adventure and a participant in the adventures of many
people here and now.

In this ongoing online forever war, you can play many roles.  If you fancy
yourself as a fighter jock, you can fly with and against the best simulator
pilots in the United States, Canada,  and Japan, many of whom are real life
pilots.

If blowing up things on the ground is more your style, you can fly bombers and
strike at the enemy's infrastructure - his aircraft carriers, airfields,
factories, and refineries.  You can even fly as a gunner on a bomber and chat
with your fellow crew members on your way to the target as you scan the skies
for enemy fighters bent on shortening your mission.

You don't even have to fly to enjoy Air Warrior.  You can take a tank and use
its 76mm cannon to strike at enemy facilities and armor, or employ the
devastating armaments of a Flakpanzer to shoot down enemy aircraft without ever
having to leave the ground.

Also, as noted earlier, despite the absence of historical emphasis in the main
arena, many Air Warrior pilots take an avid interest in World War II aviation.
Thus, in addition to the regular, ongoing battle, players also conduct
historically based special event scenarios.  In these, every attempt is made to
recreate a situation from history and often these events succeed in creating the
atmosphere and authenticity of the air battles you may have read about.

Finally, there is the other side of human competition: the player community.  In
the course of flying with and against other people you will make friends and
experience a camaraderie not possible in regular computer gaming.  Much of what
goes on in Air Warrior does not happen in combat; it takes place on the bulletin
boards and in the relationships that develop among people who play the game.  No
computer simulation is more involving on so many levels than Air Warrior.


                  FEATURES OF AIR WARRIOR ON THE GENIE NETWORK

When you play Air Warrior on the GEnie network, the skies you've flown offline
become filled with people from all over the United States and Canada.  Some are
hunting alone, looking for unwary prey; some are flying as loose groups of
fighters, looking for a fierce, multi-bogey air battle; others are flying
coordinated missions with bombers, fighters, and troop transport planes.
Meanwhile, in another arena, new pilots may be receiving instruction from one of
the game's top aces, either as informal participants in Air Warrior's weekly
training sessions, or as cadets in the comprehensive Air Warrior Training
Academy.

MAIN AREA - GEnie Page 870;2

Arenas
There are multiple arenas on page 870.  When you enter  page 870;2 you are put
into arena 1 - a half-time area where realism features are relaxed.  Arena 4 is
real-time, full realism.  To get a list of all active arenas, type /arena after
you've entered 870;2.

Campaigns
Every three weeks the theater of operation alternates between Europe and the
Pacific.  This three week period is known as a campaign and at the end of each
"camp" scores are tabulated and reset.

Plane Restrictions
Whereas all types of Air Warrior aircraft are always available offline, plane
choices in the main arena have certain restrictions based upon the active
theater.  Jets are rarely available in either theater.  German aircraft are
restricted to Europe, and Japanese aircraft are available only in the Pacific.
All American planes, with the exception of the F4U Corsair, are available in
both theaters.  Of the two British planes, the Spitfire is restricted to Europe,
but the Mosquito is available in both theaters.  On aircraft carriers, only the
Corsair and the Zero are available.  Every country has access to all the
aircraft available in a given theater.

Airfields
Though the same airfields are used in the main arena as are available in other
forms of Air Warrior play, there are additional distinctions between the fields
that only apply on the network.

Main Fields
In network play, main airfields (X:1 in Europe; X:14 in the Pacific) are nearly
indestructible by bombing, and they cannot be captured.  Their anti-aircraft
batteries and control towers, which house their country's radar, can be
destroyed, but other airfield facilities cannot be damaged.

Sovereign Fields
These are owned by a country and cannot be captured, but they can be damaged or
knocked out of action due to bombing.  In Europe these are the X:2, X:3, and
X:21 airfields; in the Pacific they are the X:19 fields plus the aircraft
carriers (X:12 and X:13).

Capturable Airfields
There is one group of airfields in each theater than can be captured by any
country.  These are the N:4, N:5, N:6, and N:11 fields in Europe and the N:15
and N:16 fields in the Pacific.  Whereas each country has its main airfield and
a group of sovereign airfields, there is no such duplication among capturable
fields.  For example, there are three number 2 airfields in Europe - one for
each country - but only one number 4 field.

When a European campaign begins, three of the capturable airfields start out
with an owner.  A-land owns field 6, B-land has field 5, and field 4 initially
belongs to C-land. This is why you will hear people to refer to N:6 as A:6,
regardless of who owns it.  Field N:11 begins a Europe camp completely neutral.

Both capturable Pacific airfields begin as neutral facilities, though their
prized, central location means that they will change hands often over the course
of every Pacific campaign.

Vehicle Garages
In Europe, each country has one sovereign vehicle garage. It's listed as that
country's number 10 airfield, even though aircraft cannot take off from it.
Vehicles, however, are available at all airfields, even aircraft carriers,
despite the fact you can't drive a vehicle very far on a CV.  The three other
vehicle garages in Europe "fields" 7,8, and 9) start off as neutral and
capturable.

The Pacific has only two garages.  They are "fields" 17 and 18; both are on the
Atoll and, like all Atoll facilities, both start out neutral and capturable.

Production Facilities
Apart from network play, Air Warrior's factories and refineries are just
features on the landscape.  In the main arena, however, a production and supply
system operates that can be disrupted by bombing operations.

Anti-Aircraft Batteries
Referred to as Triple A or, more commonly, as ack, is controlled by the Air
Warrior host and can be very deadly.  Ack does not appear in either offline or
head-to-head play and it's not all that easy to spot in the main arena.  They
appear as small black turrets near certain airfields: three acks at each
country's main European airfield, two at each Pacific main field, one at every
capturable airfield, and one on each aircraft carrier.

The other major ground structures in Air Warrior, such as bridges and capital
cities, can be destroyed by bombs in the main arena, though their destruction is
of little strategic importance in the game.

Other Considerations of Network Play

 Friendly Fire
Your bullets can damage friendly aircraft.  If you shoot down two friendly
planes within 24 hours your country will no longer allow you to carry live
ammunition.  Your status is reduced to persona non grata (PNG).  You can either
defect to another country or return after 24 hours and your PNG status will be
reset.

Rear View Distance Distortion
Due to the nature of network play, distance information in your rear view is not
always accurate.  Depending upon the speed your aircraft and a pursuing aircraft
are traveling, the reported distance will be longer than it really is. Thus, at
high speed, you should subtract 200-400 yards from the distance you're seeing on
your computer - twice that in realtime play.

Network Delay Effects
When many pilots are flying simultaneously the GEnie network has to distribute
copious quantities of data over the phone lines.  This can delay the
communications between your computer and the host.  One result is a phenomenon
known as warping, where planes seem to change positions suddenly.  Hitting
warping targets is difficult and you will have to apply, to a greater degree
than normal, the principles of deflection shooting.

When your target begins to freeze and then warp to another position, keep in
mind that the target itself is still flying normally, even though he appears
erratic to you.  Try to visualize his true flight path and anticipate where
he'll be when he stops warping.

To evaluate the status of your network connection while flying, type <esc> D
[enter].  If the delay is 2 or greater, chances are that you will be seeing
warps.

Logging Onto Air Warrior's Main Arena

Pick a Handle

Before you log onto GEnie to play Air Warrior for the first time, try to think
of a handle for yourself.  The online world makes a distinction between a person
and a persona. The former is who you are personally - the individual you see in
the mirror each morning.  The latter is who you are in the game - a person no
one sees, yet a character developed completely out of your conduct in the game
and on the bulletin boards.  For many people, the two are pretty much the same,
yet for reasons surpassing the scope of a gaming manual, you need a handle to
enter the world of Air Warrior.

At first, many Air Warriors took the names of famous World War II aces, such as
Galland and Bader, but that practice soon disappeared as the game developed its
own subculture apart from history.  Nowadays, a handle can be practically
anything.  Some are macho (Nick Bigrod), some are self-effacing (Dead Duck),
some involve references to literature (Dr. Pangloss), some are bluntly crude
(Vomit) and some make little sense whatsoever (Just a Rubberhead).  In other
words, almost anything will do, so long as it's not obscene.

Keep in mind that your handle will be abbreviated for you by other Air Warrior
pilots.  This is both a sign of familiarity, and it saves keystrokes inflight.
Normally, this isn't a matter of great concern, yet some pilots, such as
Assassin, discovered to their occasional dismay that some handles don't
abbreviate very well.


Logging On

If you want to use the Air Warrior program's automatic log on feature, be sure
to enter your GEnie ID and password in the User Info dialog box in the Config
menu.  If you want the program to take you right the Air Warrior main arena,
enter m 870;2 in the Command field.

In the Telephones dialog box, enter as one of your phone book entries your local
GEnie node number.  Be sure the baud rate is not set higher than 2400 and that
your script is set to GENIE.CMD.  Finally, select this phone entry by clicking
on the circle to the far left hand side.

From the MultiUser menu, select Connect.  The Telephones dialog box will appear.
Enter or select you local GEnie node number, and click Ok.  The program will
dial your local GEnie node, give it your GEnie ID and password and, after the
opening announcements have appeared on the screen, it will take you to main
arena.


Entering the Main Arena
After you've entered the main arena, some of the menu buttons along the top of
the program's interface will change and a line or white bar will appear along
the bottom of the screen.  The area below the line is your communication buffer;
when you type, the characters appear here until you hit the enter key to send
them.  The communication buffer can hold one, extended line of type.

The Commands Menu

"Show" Commands
The commands in the show section give you information.

Airfields
This gives you a listing of airfields available to your country, along with
their status.  Any ammo, maintenance, or fuel status below 100 is impaired and
you'd best select another field to take off from.

Zones
The active Air Warrior theater is divided into zones. Selecting this command
gives you a count of how many players are in each zone.

Roster
This command will give you a listing of every player currently online in the
arena you're in.  You will also see listed the aircraft flown by your
countrymen, but the aircraft choices of your enemies will be blank.

Status
This will show you your current status.  It is particularly useful when you're
enlisting a bomber crew and you want to know which positions are still
available.

The "Move to" Commands
These commands move you to other areas of the arena.

Country
Here you can select which country you wish to be a member of. You can change
your countries once every 24 hours.

Field
This command takes to an airfield's briefing room.

HQ
This takes you to your country's headquarters.

Room
There are 9 general conference rooms in each Air Warrior arena.  You enter the
arena in general conference room 1. Use this command to move to the conference
room of your choice.

Set Handle
This selection will prompt you for a handle.  Just enter it and click Ok.

Load Bombs
With medium or heavy bombers, bombs are loaded automatically. If you want to
load bombs onto a fighter, however, you will need to use this command at the
airfield briefing room after you've selected the fighter you want to fly.

Choosing Your Aircraft
You have to be in an airfield briefing room before you can select an airplane.
Click the Aircraft button and you will see the plane selection menu you normally
find in offline play.  After you've made your choice and clicked Ok,
confirmation of your plane selection will appear on the terminal screen.

Taking Off
Just type /fly or select fly from your Commands menu.


Entering Host Commands Manually
Many of the host commands you'll want are not available from the Air Warrior
program menus.  These include dueling mode, squadron commands, and bomber crew
assignments.  All manually entered host commands begin with a slash (/) followed
by
the command.  A complete list of host commands can be found at the end of this
manual.

IMPORTANT:  Two recently implemented commands do not appear on the front
end menus.  These are:

/ARENA
This shows you the available arenas within page 870.

/MOVE [arena #]
This moves you to arena of your choice.



Ending a Flight on GEnie
A flight in an Air Warrior arena on GEnie ends when you either a) get shot down,
b) bail out of your airplane and touch down on the ground, or c) land your
   aircraft and
hit <esc> e [enter].  Unlike offline flight or head-to-head play, <esc> e will
not work
unless you are on the ground and have come to a complete stop.

Exiting the Game
Click the Exit button from a conference area to leave any Air Warrior arena.
You
cannot exit an arena inflight.

Exiting GEnie
From any GEnie prompt, just type BYE [enter] and GEnie will log you off the
network.  Sometimes it will take a few moments for GEnie to process your log off
request.  Avoid exiting GEnie by turning off or disconnecting your modem;
occasionally, GEnie will think you're still on the network after you've
disconnected
unless you use the recognized log off procedure.


AIRCRAFT RADIO PROCEDURES - Network Play

Using the radio is confusing at first because there are several forms of radio
communication.

Channel 1
This is the only open channel all countries can hear.  Your radio is tuned to
channel
1 when you begin your mission. Although channel 1 is an open channel, you can
only
pick it up if your radio is tuned to it.

Channel 2
This is the open channel for a country.  Each country has its own separate
channel 2
and members of a country can receive radio traffic on this channel regardless of
what
channel they're tuned to.

Channels 3-999
Each country has these channels available and, like channel 2, radio traffic on
these
channels can only be exchanged by members of a country.  Unlike channel 2, you
have
to be tuned to one of these channels to receive it.  For instance, if a C-land
pilot is
broadcasting on channel 175, only C-land pilots tuned to channel 175 can hear
him.  If
he broadcasts a message on channel 2, every fighter pilot in C-land will hear
his
message no matter what channel their radios are tuned to.

The purpose of these radio channels is to allow groups within a country, such as
a
squadron on a coordinated mission, to communicate without involving other
country
members.

Broadcasting on the Radio


To broadcast a message on the channel your radio is tuned to, begin the message
with a slash (/).  In fighters, you can broadcast on channel 2, no matter what
channel
your radio is tuned to, by beginning your message with an apostrophe (). After
typing
any radio message, you send it by hitting the enter key

Bombers operate a bit differently.  In a bomber, the apostrophe is reserved for
the
intercom which only broadcasts to crew members inside the plane.  If a bomber
pilot or
member of the bomber crew wants to communicate on channel 2, he has to tune his
radio to channel 2, and begin his message with a slash.

Tuning your radio

In-flight, you tune your radio by hitting the escape key, then the letter t
followed by the number of the channel you want to tune to, and then press the
enter key.  It will take a few moments for the radio tuning control to change to
your desired channel.

From conference rooms on the ground, you can go into the radio room and
communicate with pilots in the air.  Type /tune [radio channel] and hit return
to go on the radio and tune to your desired channel from any conference room
area.

Identifying Radio Transmissions

In-flight radio communication is formatted, to a limited extent, to let you know
its origin.  Channel 2 communication is precede by an asterisk and the sender's
player number, intercom messages from crew members are formatted with
parentheses surrounding the player's number, and messages from players on the
ground show their full handle prior to the message.

Formatting, however, fails to differentiate between the open channel one, and
country specific traffic on channels 3-999.  Both contain the sender's plane
number, followed by his message, with no added, identifying cues.  Still, this
is not as confusing as you may think.  You cannot hear messages on channels 3-
999 unless you're tuned to the channel the message is broadcast on and, if
you're tuned to a channel other than 1, you cannot hear channel 1.  Thus, if
you're tuned, say, to your country's channel 69, you know that all radio
messages beginning with just the player number and the message were also
broadcast on channel 69.

For example, a message from a friendly pilot on channel 2 would look like this:

     *1527: Is that you in the 109, Bluie?

If he were broadcasting over the intercom on a bomber, it would look like this.

     (1527): How did I get here?

If he were broadcasting on a country's channel other than 2, it would take this
form:

     1527: What are you doing back in A-land?

Over channel 1, it would look the same as if he were broadcasting on any other
tuned channel other than 2.

      1527: FEED ME!

And if he were broadcasting from a conference room, here's what his message
would look like:

      -)-STILETTO---: Goodnight all!

Because people cannot identify what channel a conference room radio message is
broadcast on, it's a good idea to provide that information when you use the
radio from the ground.

       -)-STILETTO---: (on 2) Poof!


                              Air Warrior Training

Air Warrior features online air combat instruction on the GEnie network.

Tuesday Night Training (TNT), Sunday Afternoon Training (SAT) - GEnie Page
868

These are informal training sessions held every Tuesday night beginning at
9:00PM ET, and every Sunday afternoon beginning at 4:00PM ET.  Both are
conducted by Air Warrior aces and feature open question & answer discussions
followed by inflight training exercises.

The public training arena on page 868 is open for use at any time.  It features
the same terrain and flight model as they main arena, although some damage
effects are disabled and players stay inflight after they've been shot down.
Page 868 also features target drones and the simultaneous availability of both
the European and Pacific theaters.

Air Warrior Training Academy (AWTA)

For more formal air combat instruction, the Air Warrior Training Academy offers
a comprehensive six week online course, complete with a training manual and
detailed maps. AWTA is sold as a flat rate package that includes all training
materials and 18 hours of online time in the AWTA arena on GEnie at substantial
savings.  Cadets also receive free access to the AWTA software library where
they can upload films of their exercises for critique by their instructors, or
download training films and help files.  To enroll for the Academy course, go to
GEnie page 868 and select AWTA sign up from the menu.


                Policy on Hacking, Cheating, and Abusive Language

Computer program hackers often create so-called "cheats" for computer games that
provide functions and advantages not intended by game designers.  For most
games, all cheats serve to do is reduce the challenge of the game for
individuals who choose to employ the cheat.

Air Warrior, however, is a multiplayer game.  If one person were to hack the
program in a manner that gave him an unfair advantage in network play, it could
ruin the game for dozens of other players.  Any player found to be using a
version of Air Warrior that has been altered to enhance any manner of aircraft
performance will be banned permanently from network play.

Abusive Language

In a competitive game like Air Warrior, emotions can run high at times.
Nonetheless, players who direct obscene, harassing, or abusive statements at
other players will receive a warning to stop such behavior.  A player, once
warned, may be banned from network Air Warrior play if he repeats the offense.


                                     GUNNERY

Deflection Shooting

Air Warrior employs time-of-flight gunnery.  Once you pull the trigger, your
bullets travel on the course you set for them, and if they collide with an
aircraft along their flight path, you will get a hit.  If you shoot right at a
hard turning target, chances are that your target will be somewhere else by the
time your bullets arrive.  Shooting where you think your target will be when
your bullets get there is known as pulling lead, or deflection gunnery; you
adjust your tracer stream to your target's course and speed.

Effects of Maneuvering

A fighter is a flying platform with fixed guns.  Thus, it's a lot harder to
concentrate your gunfire if the aircraft is performing hard maneuvers.  You will
see this reflected in your tracer stream which will appear to bend as you
maneuver, making it much more difficult to hit your target.

Lead Computing Sight (LCS)

Also known as the pipper, this is a floating diamond that shows you where your
bullets will go.  You can enable it in the Aircraft dialog box in the Options
menu.  Many veteran Air Warrior players use tracers alone to judge the path of
their bullets, but for a new player the pipper can be an immense help in showing
you the effects of maneuvering on the flight path of your bullets.  Just by
flying around for a few minutes offline, watching the pipper as you maneuver,
you can gain a sense of the effect G forces have on gunnery.

Using the bracket keys ( [ and ] ), you can change the pipper's range. The
pipper gets smaller as you increase the range, reflecting the smaller area you
have to hit as your distance to the target increases.  Changing the pipper's
range does not change the range or setting of your guns, however.  In actual
World War II era fighters, wing mounted guns were set to concentrate or converge
their fire at one point at a specific distance, typically 300 yards for the P-51
Mustang, for example.

Boresight

This is a simple, fixed center point indicating where your tracer stream will go
if you are pulling no Gs and performing no maneuvers.  Many Air Warrior pilots
use the boresight as a gross reference point, and employ the tracer stream for
fine tuning.

Gun Range

Operative gun range is between 650-800 yards, depending upon realism settings,
but, as noted in the Lethality section, long range hits are not as effective as
ones scored at shorter ranges.  This maximum range is based on the speed of the
bullets (2400 feet per second) and the duration of their effectiveness (two
seconds).  When you add the speed of your aircraft to that of your bullets, your
actual maximum gun range can be well over 1000 yards -particularly if your
target is moving toward you at high speed - but the best way to become deadly in
air combat is to learn to work for shots at closer ranges.

Seeing Your Hits

From a distance of 500 yards or less, you will see the hits you score register
on your target.  Flashes will appear on your victim, and parts of his plane will
break off.  If you hit his oil or fuel lines, smoke will billow from your
target, and if you land the decisive blow his plane will explode.  Hits scored
at distances greater than 500 yards also register but you will not see them.
You will, however, see an aircraft explode due to long range hits.

Battle Damage

Taking hits from gunfire produces unpredictable results. Sometimes you can take
several hits without damaging a vital system on your aircraft and other times
one hit will destroy a critical system.

Smoke

When smoke starts to spew from your aircraft it means that either your fuel or
oil lines have been damaged and are leaking.  If it's an oil line hit, you will
lose oil pressure.  Eventually your engine will suffer oil starvation and seize
up.  Fuel system damage means you are leaking gasoline and you'll soon be
running on fumes.  In either case, you should head for home as soon as you can.

Elevators

Sometimes gunfire hits will damage the control lines to your elevators or sever
them entirely.  When this happens, you lose some or all of your pitch control
(forward/backward control on the stick).  There is nothing you can do to
compensate for complete loss of your elevators.  The only option available is to
bail out of your aircraft.

Ailerons

When your ailerons are damaged, your ability to roll the aircraft is diminished.
As with elevators, you cannot compensate for the complete loss of ailerons.

Engine

If the engine is hit in a critical area, it will stall and you will not be able
to restart it.  Try to bring your plane in for a "deadstick" landing or bail
out.

Flaps

Hits can sever your flaps controls.  Your flaps will remain in the position they
were in when you suffered the damage.

Landing Gear

Your landing gear may become stuck due to battle damage. This means you'll have
to perform a wheels up, belly landing.


                             AIRCRAFT POWER SETTINGS

In Air Warrior you will need to make power adjustments for added boost, to
conserve fuel, or to keep your maneuverability in high speed dives.

Throttle adjustment

If you use the keyboard to control your throttle, pressing the lower case "c"
raises your throttle by 7% and lower case "v" lowers it by 7%.  For other
control devices, such as a CH Flightstick throttle wheel or a ThrustMaster
Weapon Control System, you will have to learn how to judge intermediate settings
by looking at your on-screen throttle lever.

General Rules for throttle settings

Maximum Cruise - 80% throttle
This gives you the best compromise between speed and fuel consumption.  Fuel
consumption at 80% throttle is roughly half that of War Emergency Power.
However, you should not fly into combat at a cruise setting.

Military Power - Full Throttle
This is the maximum safe power setting except in high speed dives.

War Emergency Power (wep)
This is maximum output, one setting above full throttle. When flying with wep
you are pushing the engine to its limits and you can only do so for a few
minutes.  When you've flown on wep for as long as your engine can tolerate it,
the wep light on your instrument panel will go out and wep will no longer be
available to you for the rest of the flight.

Air Warrior models "compressibility," meaning that your control surfaces will
begin to lock up above a certain speed.  Each plane's compressibility threshold
is different, but a good general rule is to avoid wep in high speed dives, and
throttle back for extreme nose-down maneuvers, such as a Split-S.  It's best to
think of wep literally - power for an emergency. When you're diving you have
gravity and the normal output of a high performance engine helping you along;
you don't need wep in that situation.

Aircraft considerations for wep

F4U Corsair, F6F Hellcat, P-47 Thunderbolt & Bf109F Franz
These fighters employ water injection for emergency power and can use wep
longer than aircraft that, in effect, redline their engines to gain an added
boost.

Focke Wulf 190
The Focke Wulf has GM1 nitrous injection to boost high altitude performance, and
you activate it when you hit the wep key.  If you employ wep in the Focke Wulf
at low or medium altitudes it will not provide the level of boost that wep does
on other fighters.  You can use the Focke Wulf's wep above 20,000 feet to
increase climb performance, and above 25,000 feet to enhance overall engine
performance.


LETHALITY

Lethality is not a word that tumbles off the tongue in normal conversation, but
it's an essential concept in the Air Warrior game.  To understand how it works,
imagine shooting a 2 by 4 with a BB gun.  While it might penetrate or at least
dent the target, the mass of a BB and the velocity at which it travels out of
the muzzle of a BB gun is not enough to cause any serious damage.  Now imagine
shooting the 2 by 4 with a .45 caliber firearm.  The mass of the bullet and the
energy of the explosive charge that propels it could blow the 2 by 4 apart.
This is much the way lethality is calculated in Air Warrior: it is the sheer
force of the bullets and/or cannon shells fired from your aircraft.

Weaponry
Weaponry varies on the fighters modeled in Air Warrior. When you shoot, the
program calculates the kinetic energy the armaments on your airplane produce,
and applies that to whatever aircraft you hit.  Each aircraft type, in turn, has
its own capacity for punishment.  Thus, how lethal you are, apart from your aim,
is a matter of what you're shooting with and what you're shooting at.  There are
other considerations as well.

Distance
As your bullets and/or cannon shells travel through the air, they lose kinetic
energy, plus they tend to disperse. Your guns are twice as lethal at distances
under 200 yards as they are at distances between 200 and 600 yards.  Lethality
is further reduced at distances between 600 yards and the maximum range of 800
yards.  Maximum practical guns range in the full realism is 650 yards.

Ammo Load
Most of the airplanes modeled in Air Warrior carried unequal amounts of
ammunitions for their guns.  For example, the Focke Wulf 190 carried 950 rounds
for its two machine guns, 500 cannon shells for two of its four 20mm cannon, and
280 shells for the remaining two cannon.  When you press the trigger on the
Focke Wulf, all of its guns fire.  Thus, as you go through your ammo load, some
guns are going to run out of ammunition before others do, and your overall
lethality will diminish in steps before you run out of ammo entirely.

In regular play, Air Warrior gives you three times the documented ammunition for
the plane you fly.  If you choose realistic lethality, however, or fly in the
full realism arena or scenarios, you receive the actual ammo load the aircraft
carried in combat.

                             CHOOSING YOUR FUEL LOAD

Air Warrior models both an airplane's fuel capacity and its actual fuel
consumption based upon detailed test flight data. While actual World War II
pilots did not instruct their crew chiefs to load less than a full tank of fuel,
the Air Warrior game seldom forces you to employ an aircraft's full range or
maximum flight duration.  Thus, you can select whatever fuel load you think is
suitable for your mission.

Fuel load is set in the Aircraft dialog box in the Options menu.  The amount you
enter is a percentage of a full tank. External tanks or drop tanks are not yet
available in Air Warrior.

Each aircraft has a different sized internal fuel tank.  The following are
fighter fuel tank capacities in gallons:

P-51 Mustang            180
P-47 Thunderbolt        305
F6F-3 Hellcat           250
P-38 Lightning          410
F4U Corsair             178
Spitfire Mk IX          137
Focke Wulf 190          141
Messerschmitt Bf109F     88
Yakovlev 9              118
Ki-84 Frank             185
Mitsubishi A6M5 Zeke    155

From the above data it's clear that a fuel load percentage does not represent
the same quantity of fuel on every airplane.  10% of a full tank would be nearly
nine gallons on the Bf109F, but twice that amount on the Mustang.  Each gallon
of fuel adds six pounds of weight to the airplane.  Thus, you should choose fuel
load based upon an aircraft's fuel carrying capacity.  You don't want to be
hauling around a lot more fuel than you need, because the extra weight will
reduce your fighter's performance.

Fuel Consumption

High performance aircraft engines modeled in Air Warrior consume an enormous
amount of fuel at full throttle.  In the actual war, fighter pilots flew at full
throttle for brief periods of time, and in Air Warrior you too will have to
practice fuel conservation on long missions

Most engines in Air Warrior consume between 200-250 gallons per hour at the war
emergency power (WEP) power setting.  That figure is cut in half, however, when
you reduce throttle to 80%.  When you first start playing Air Warrior, it's a
good idea to load 50% fuel and fly at full throttle until you gain a sense of
when it's safe to ease off a bit.


                          CLASSIC AIR COMBAT MANEUVERS

Many air combat simulations cite classic air combat maneuvers (ACM) to create
an atmosphere of realism.  Knowing authentic ACM in Air Warrior, however, is not
a quaint touch; rather, it is an essential skill you will need to become
successful in the game.

Energy - In Brief

Energy is the most important concept in ACM.  It's best understood as a dynamic
combination of airspeed and altitude. Airspeed is a measure of an aircraft's
instantaneous ability to maneuver; altitude is a measure of an aircraft's
potential ability to gain speed quickly by diving.  Together, they comprise a
plane's energy state.  Think of airspeed as cash in your pocket, and altitude as
money in the bank.  Climbing reduces your airspeed but increases your stored,
potential speed; diving withdraws speed from your account to be spent
maneuvering your airplane

The Energy Market of Air Combat

Maneuvering is the process of exchanging energy for position. Classic ACM are
proven moves, perfected over decades, designed to gain you the most
maneuverability for the least cost in energy.

Air combat is perhaps the only contest where it's both honorable and desirable
to shoot someone in the back.  This is the goal of ACM - to spend your energy to
gain a tail shot.  There are three good reasons for this:

1. The enemy's guns will not be pointing at you.
2. With tail shots you do not need to lead the target as much when shooting.
3. The tail offers the best position from which to adjust to a target's evasive
   moves.

Basic ACM cannot be easily illustrated in an ASCII test file, but here are some
fundamental descriptions.


Simple Aileron Roll
Sideways movement of the stick causes your plane to roll. The aileron roll is a
basic component of every air combat maneuver.

Break Turn
The break turn is a hard, flat turn of last resort when you're under attack, and
it depletes your energy rapidly. It's an aileron roll followed by sharp,
backward pressure on the stick.  The idea is to get out of the way of an
attacker's bullets as quickly as possible.  Usually pilots employ the break turn
when caught by surprise, and it's a short-term solution at best.

If you use this maneuver, make sure you turn INTO the attack, if possible.
Breaking away from an attack presents your tail to the enemy.

Immelman Turn (Half Loop)
An energy efficient method of reversing your course, usually to set up a
subsequent shot after making a high speed firing pass, is the Immelman turn.
This is a vertical 180 degree turn - with an aileron roll at the top.
While it may preserve your energy, it can make your plane an easy target.
Generally, you should avoid using this maneuver when enemies are within gun
range.


Split - S
Derived from the English expression Split Arse, due to how the maneuver feels to
the pilot, it is a half loop in reverse.  You use it to attack a target below
you and you need a fair amount of altitude to execute it.  Roll the plane
inverted, then pull back on the stick until level.

New players often dive right at lower targets head-on.  Not only is this a bad
angle from which to hit the target, it also affords the target an equal
opportunity to hit you.  With the split-s, you allow the bandit to pass below
you and then you dive onto his tail.  This requires timing but it's an effective
move.

Vertical 8
The Vertical 8 is two half loops performed one right after the other.  You can
accomplish this only if your airspeed is very high.  If a slower bandit tries to
follow you, and he isn't watching his airspeed closely, he will stall below you,
giving you an excellent opportunity to attack him.

High Yo Yo
This is perhaps the most difficult maneuver for new players to understand and
use.  An attacker makes a high speed pass on slower defender who attempts to
evade with a break turn. The attacker converts his speed into altitude by
pulling his fighter into the vertical.  While he does this he rolls his plane so
that his cockpit points in the direction his quarry fled.  By pulling back on
the stick as he rolls, he steers his vertical momentum toward the attacker,
allowing him to dive onto the defender's tail.


                                AIR WARRIOR RADAR

Important Commands
F1              Turns radar screen on/off
<esc> M0        Set radar to short range
<esc> M1        Set radar to medium range
<esc> M2        Set radar to maximum range (default)
/*ru            Unbiased radar/icon mode (default)
/*re            Enemy biased mode
/*rf............Friendly biased mode
/*rb............Bomber biased mode

Air Warrior does not have radar resembling the equipment World War II day pilots
had in their aircraft.  During most of the Second World War, pilots received
radar information over the radio from radar stations on the ground.  In the
interest of game play, however, each pilot in Air Warrior is given his own radar
display showing what his country's ground based radar is receiving.
Understanding how radar works in the game is an essential skill.

The Range of Radar

Radar is based at the control tower of a country's main airfield (X:1 in Europe
and X:14 in the Pacific).  Its range covers roughly one third of the map in any
theater.

Radar Map and Grid

When you bring up the radar screen you see a grid representing sectors 12.5
miles wide.  These sectors are charted and fixed.  As you fly and move across
sectors, the grid moves; it's not a static overlay.   The short white lines are
airstrips corresponding to airfields marked on your map, and the cross in the
center is your plane.  No matter which direction you fly in, the top of the
screen is always north and the cross representing your plane stays centered in
the screen.


Radar Counters

When you're flying Air Warrior on the GEnie network, you will see colored boxes
in the upper left hand portions of sectors that have air traffic.  These are
your plane counters and they tell you how many enemy and friendly aircraft are
in a sector.

Each light colored box along the top of a sector grid represents an enemy plane
flying in that sector.  The darker boxes below represent friendly planes in the
same sector.  Plane counters operate even if your country's radar has been
knocked out by bombing or you are flying beyond radar range.


Tracking Icons

If an aircraft is within range of your country's radar and is also within 17,000
yards of your plane (except in full realism areas where radar icon range is
generally shorter), it will appear as a tracking icon - both on the tactical
display surrounding your radar screen, and on the screen itself as a short line,
colored to reflect its nationality.  The former reports its existence and
distance from you, and the latter reports its position.  If your country's radar
has been destroyed or you are flying out of radar range, tracking icons will not
appear until bogies get to within one mile of your plane.


Radar view range

In a target rich environment, plane counters become less important than simply
being able to follow the flow of the action nearby.  Shortening the radar's view
range helps you cut down the clutter.  By hitting the escape key, and then
typing M1 [enter] you gain an intermediate radar view of the skies around you.
You can reduce the view area even further by typing <esc> M0. This is the
minimum view range and it can be very useful for putting hostile skies choked
with airplanes into a manageable focus.

Biased View Modes

You can track a maximum of 12 airplanes on radar.  Biased view modes allow you
to choose which sorts of aircraft you want among those 12.

The default unbiased mode will show you the 12 aircraft closest to you, no
matter if they're friendly or enemy planes.  Normally, this setting will work
fine.

When there are more than 12 nearby planes, and you select enemy biased mode,
enemy planes will receive first priority for display.  Likewise if you choose
friendly biased mode, the display priority shifts toward showing you nearby
aircraft from you country.

For example, let's say there are 16 planes within range of your radar: eight
enemy and eight from your country.  In unbiased view mode, the nearest 12 will
show up on your radar, regardless of nationality.  If you set your radar to
enemy biased mode, your radar will track all eight enemies plus the nearest four
friendlies.  On friendly biased mode, all eight friendly planes will appear on
your radar screen, along with the nearest four enemy aircraft.

Setting biased view modes is much like sending a radio message.  You type a
slash (/) followed by an asterisk (*) and the mode: ru (radar unbiased), re
(radar enemy), rb (bomber biased), or rf (radar friendly).

If you find this confusing, keep in mind that most Air Warrior pilots never
change their radar from the unbiased default mode.


                            DIVEBOMBING - Online Only

Preflight Command:
/bomb.........load bombs on your airplane

In-flight Commands:
<esc> sd        enables divebomb sight
<esc> a         arms bombs
 b              drops a bomb if bombs are armed
<esc> sg        enables fighter gun sight

Dive Bomb Sight

Air Warrior employs a bit of post World War II technology for dive bombing: the
Continually Computing Impact Point (CCIP).  This sight appears as an illusive X
where your pilot's gun sight would normally be, and it's the same color as the
one you chose for your LCS gun sight.  Like any bomb sight, it shows you where
your bombs would land if released. However, if you enable the CCIP you will
rarely see the magic X.  Why?  Because in most flight situations if you drop a
bomb, its impact point would be below you.  Thus, to use the CCIP you have to be
flying at an angle or at a speed that would place your bomb's impact point in
front of you.

Arming bombs

You have to arm your bombs (<esc> a [enter]) before you can drop them.

High Angle Dive Bombing

If you dive at a steep angle the CCIP's X will appear. You want to maneuver your
plane in order to put the X on your target and then hit the B key to release a
bomb.  The hazard here is that you may not be able to pull your plane out of the
dive before you too become an impact point on the ground. Thus you don't want to
start high angle dive bombing runs from three or four thousand feet.  Also, you
can improve an airplane's handling in a dive if you reduce throttle, or lower
flaps before you enter a steep dive.  On the F4U Corsair, P-38 Lightning, F-86,
or MiG-15 you can deploy divebrakes as well.

Low Angle Dive Bombing

This is often referred to as strafe bombing because you approach your target as
if you were strafing it.

You begin a low angle dive bomb run from a greater distance away from your
target than you would for a high angle strike.  As you get close to the ground
at high speed the CCIP will appear.  Maneuver your plane until the X is on your
target and release your bomb.  The primary hazard with this approach is getting
blown up by your own bomb.  Make sure you're at least 300ft above the explosion.

Important Note for All Forms of Dive Bombing: Remember that it takes a full
second after you've hit the B key for your bomb to actually release.  Thus, if
you immediately yank the stick after hitting the B key, your bomb may be pulled
off target.

"Bombing the ceiling is not allowed"

This peculiarly phrased error message means that you have attempted to release a
bomb under negative Gs - a common occurrence if you push forward on the stick to
make a last second flight adjustment just as your dropping your bomb. You must
release bombs under positive Gs.

Choosing a Fighter Bomber

All fighters, except the Zero, can carry at least one bomb.  The Mustang,
Lightning, and Corsair can carry two.  No fighter carries bombs unless you load
them before you head out on the runway.  You can load bombs on your plane with
the bomb button on your Command menu, or you can type /bomb at the airfield
before you take off.  You cannot load bombs once you are in the airplane.

The plane you choose as a fighter bomber is generally a matter of experience and
personal preference.  Keep in mind that you'll probably be flying it as a
fighter at some point in the mission and, even if you don't, dive bombing
usually pushes an aircraft to its performance and maneuverability limits.
Therefore you should probably avoid taking a plane you've never flown before
simply because it carries two bombs.

Weight and Drag from Bombs

Each bomb adds 550 pounds to your fighter.  Not only will the added weight and
drag reduce your aircraft's climb rate and speed, it will impair its maneuvering
ability as well.

Dropping Bombs Over Friendly Territory

If you get jumped by enemy fighters and you want to ditch your bombs over
friendly territory do not fear; your bombs will do no damage to your own
country's aircraft, or facilities.

Dive Brakes

In Air Warrior, four fighters are equipped with dive brakes: F4U Corsair, P-38
Lightning, F-86, and MiG-15. On all, except the Corsair, you deploy them by
pressing the spacebar. The dive brakes stay deployed until you release the
spacebar. The 38's divebrakes are actually a specialized flap designed to modify
the airflow over the wings and restore pilot control at speeds above 375 knots

Corsairs used their landing gear doors as divebrakes. Hitting the semicolon key
opens them and hitting it again retracts them.


                   BOMBER BASICS - Level Bombing, Network Play

Inflight Commands:
<esc> z moves you between the bombardier and pilot positions.
<esc> a opens/closes your bomb bay doors.
b       drops half your bomb load.

From the Bombardier Position:
]       increases bombsight magnification
[       decreases bombsight magnification

Flying a bomber is much like flying a fighter except that bombers are slower and
less maneuverable.  With medium and heavy bombers, bombs are loaded onto your
plane automatically when you select it from the airfield briefing room.

There a two fundamental mistakes new pilots often make when they fly a bomber
for the first time.  First, you have to remember to turn on all of your engines;
it's surprising how many people forget to do this at first, accustomed as they
are to single engine fighters.

Second, you should tune your radio.  An apostrophe (') preceding a radio message
in a bomber functions as an intercom; only people in your airplane will see it.
If you want to talk to friendly aircraft over channel 2, you have to tune your
radio to 2 (<esc> t2) and use a slash (/) before your radio message.  Double
check your radio frequency, because occasionally a tune command is delayed or
does not take effect at all.  If your radio is set to channel 1, then you could
find yourself broadcasting information about your mission to all of your
enemies.

The most important tool of a good bomber pilot is a comprehensive map.  Maps
can be downloaded from the Multiplayer Games Software Library on the GEnie
network, or you can order extensively detailed maps online from Kesmai.

The most important skill of a good bomber pilot is the ability to navigate to
the target in a manner that provides a good approach for a bomb run.
Approaching an east/west oriented rectangular target, such as a factory, from
the north or south is not a winning strategy.  Your bombs don't drop all at
once; rather, they fall sequentially and land in a spread.  Thus the approach is
crucial.

Although you can't drop bombs offline, you can fly to various targets and use
your bombsight.  As with any skill mastered in Air Warrior, proficiency comes
with a lot of practice, and while offline bombing practice may not be especially
exciting, it is inexpensive.

Bomber Targets

Discussion of strategic targets and their value is covered in Advanced Tactics.
Generally, however, bombing does not involve a complex strategic objective; what
bomber pilots usually want to do is blow up something important to the enemy as
quickly as possible.

Radar
Nothing annoys the enemy quite the way losing his radar does. He can keep on
fighting effectively - veteran pilots know how to operate very well indeed
without radar - but with a distinct inconvenience.

Radar is located in the control tower at each country's main airfield (X:1 in
Europe; X:14 in the Pacific).  Generally, it takes four bombs to kill a control
tower, though there is a random element to all bomb damage.  Once destroyed, a
control tower stays out of action for 30 minutes.

Radar is a tough target to hit.  The tower will call out to friendly aircraft,
warning them of an enemy attack, as you approach.  Further, main airfields are
protected by three anti-aircraft batteries that can chew any attacking aircraft
to pieces in a matter of moments.  You'll have to fly above 5280 feet (1 mile)
to avoid the "ack" but the higher you fly the tougher it will be to drop your
bombs accurately on a target as small as a control tower.  Finally, a country's
main airfield is deep within its territory making it hard to reach undetected.

Airfields

You can knock an airfield out of action for 30 minutes by dropping eight bombs
on the runway.  All eight must land within five minutes of each other.  Thus if
you miss and land fewer than 8, chances are you will fail to take out the field
unless you are flying with other friendly bombers.  Main airfields are nearly
indestructible; while legend has it that 60-80 bombs will destroy one, no one
has yet succeeded in doing so.  Destroying an airfield forces the enemy to take
off somewhere else, and often it can be more useful to impair an airfield's
facilities rather than take out the field altogether.

Anti-Aircraft (ack)
Killing the ack at an airfield will leave planes taking off from the field far
more vulnerable to attack.  The ack is the smallest and hardest to hit of all
bombing targets, but they take only one bomb to kill.  They are controlled by
the Air Warrior host computer and will not appear during offline flight or head-
to-head modem play.

When you destroy an ack, the host broadcasts a message that the ack has been
shot down and a kill has been recorded. These look similar to the messages you
see when a player has been shot down; the difference is that ack "player"
numbers begin with the number 70.


Fuel
Each airfield has three, small fuel storage tanks clustered together.  It
usually takes two bombs to destroy one, but often the resulting explosion takes
other nearby fuel tanks with it.  Damaging an airfield's fuel supply reduces the
potency of the gasoline available at the field, and, in turn, the performance of
aircraft that subsequently take off there.

Ammo Dumps
These short, solitary buildings contain ammunition for the airfield.  They take
four bombs to destroy and once destroyed, aircraft taking off from the field
will have a reduced supply of ammo.

Aircraft Hangers
Aircraft hangers are the buildings with sloped roofs at airfields.  It takes
three bombs to destroy one, and its destruction reduces the ability of the
airfield to maintain its planes properly.

Strategic Targets - Factories and Refineries
These produce the spare part, ammo, aircraft, and fuel needed to resupply
damaged airfield facilities.  For a thorough discussion on bombing these
strategic targets and how damage and resupply works, see the Strategic Bombing
section in Advanced Tactics.


                                 BOMBER DEFENSE

There are five basic methods of defending bombers in Air Warrior.

Stealth
They can't kill you if they don't see you.  If you fly below 200 feet, you will
not show up on radar.  You will, however, show up as a tracking icon if you get
within 5000 yards of an enemy plane.  Thus, the stealth approach works best if
you also pick a flight route that avoids enemy planes.  If your radar shows many
enemy counters in a given sector, you'd best avoid that sector.

Fighter Escort
Fighter escort can be arranged from the very beginning of a mission, but usually
it's organized on the fly.  After you've taken off, get on channel 2, tell your
countrymen what you intend to do, and ask if anyone is available to escort you.

Friendly fighters can also serve as escort without their even knowing it.  If
you see that your side has achieved numerical superiority in a sector you might
want to capitalize on that and fly your bomber through while your fighters have
the enemy tied up.

Gunners
Before you take off you can enlist players to fly as gunners on your bomber (see
Bomber Gunnery).  Bomber gunners receive a lethality bonus and can be effective
against enemy fighters just so long as there are not too many.

High Altitude Defense
Flying at 20,000 feet or more not only keeps you above most enemy fighters, it
also gives you a method of escape by enabling you to dive and build up speed.
There are two major drawbacks to high altitude bombing, however.  First, bombers
do not have outstanding rates of climb, and just getting to 20,000 feet is
expensive.  Second, as your altitude increases, so does the difficulty of
hitting your target.

Low Altitude Defense
This is largely a desperation tactic if your attempt at stealth by flying under
radar fails.  If you are at low altitude and are attacked by enemy fighters,
drop your bomber down to extremely low altitude - 10 feet or less above the
ground.  Often, an enemy fighter will crash trying to kill you, though many Air
Warrior pilots are wise to this tactic.

               USING THE BOMBSIGHT - Medium and Heavy Bombers Only

Important Commands
<esc> z Takes you from the pilot's seat to the bombardier position.
<esc> z Hitting z again returns you to the pilot's seat.
<esc> a Opens/closes bomb bay doors.
]       Increases bombsight magnification
[       Decreases bombsight magnification
b       drops half your bomb load

Air Warrior's level bombsight is patterned after the famous Norden Bombsight
from World War II.  It allows the bombardier to control the plane during a bomb
run and it computes the likely place your bombs will land given your altitude
and velocity.  You don't have to lead the target with this sight; just drop your
bombs when the crosshairs are on it.

Moving from the pilot's cockpit to the bombardier's position switches on the
autopilot.  You can switch it off if you choose, by hitting the X key, but
generally you only want to make slight adjustments to your course when you're on
a bomb run.  If you've set yourself on a good bomb run angle before switching to
the bombsight, you should only need to apply rudder controls to line up your
target.

When bombing from medium to high altitudes, you will probably need to employ
magnification to see your target and line it up.  Also remember that with level
bombing, as with dive bombing, there will be a delay after you hit your bomb
release before the bombs actually drop.

 Be sure to open the bomb bay doors before attempting to drop your bombs, and
remember to close them afterward; open bomb bay doors create considerable drag.

                    CREWING UP A BOMBER - GEnie Network Play

Briefing Room Commands:
/join [player number] [position] - Asks bomber pilot to put you on his airplane
                                   in the specified position.
/status [player number] -       Shows you what crew positions are still
                                available on the bomber pilot's airplane.
/accept [player number] -       This is how the bomber pilot accepts your offer
                                to sign on as a member of his crew.

Inflight commands:
<esc> j[position] -   Jump to another position on the bomber (crew only; the
                      pilot cannot move around the plane).

  Available gunner positions depend upon the plane.  For the B-17,
for example, these are the available positions: Upper, Tail, Ball, Chin, LWaist
(left waist) , RWaist.  Some planes, such as the A26 Invader have a Lower gunner
position

<esc> oj        toggles control between joystick and mouse

Bomber gunners receive a lethality bonus, and a good gunner with a steady hand
will save many a mission from disaster.

Signing Aboard
To crew up a bomber, the pilot has to choose the plane he wants to fly, the
gunners have to ask to come aboard, and the pilot has to accept them.  This all
has to happen from a conference or briefing room prior to flight. If you are
unsure what positions are available in the bomber, run a status check on the
bomber pilot (/sta [player number]).

Moving Around the Aircraft
With the exception of the pilot, who must stay at his position, crew members can
jump to other positions on the bomber, so long as someone does not already
occupy that spot.  This can also be useful when you've run out of ammunition at
a gunner position.

Using the Intercom and Radio
Your radio works a bit differently when you fly as a gunner or a bomber pilot.
Preceding a radio message with an apostrophe () broadcasts it only to other
people on the bomber; it functions as an intercom, not as your country's channel
2 the way the apostrophe works on a fighter.  If you want to broadcast on
channel 2, you'll have to tune your radio to 2 (<esc> t2) and begin your radio
message with a slash (/).

Turret Controls
For auto-turrets, gross turret movement is controlled by your mouse or joystick.
Manual turrets are controlled by keys A and D keys on your keyboard, though you
still use your joystick or mouse for fine aiming control.  Most players find
that the mouse works best for gunning.  Although you can switch between your
mouse and joystick in-flight, mouse sensitivity is set before you take off
Reducing mouse sensitivity will usually give you greater control.


                      STRATEGIC BOMBING - EUROPEAN THEATER

Whereas air to air combat in Air Warrior pits pilots against each other
directly, bombing is an attack against the enemy's host controlled
infrastructure.  The object in bombing is to diminish your enemy's ability to
wage war by impairing his airfields.  Strategic bombing has its greatest impact
if multiple, related targets are destroyed within a short period of time.  Thus,
truly effective bombing demands teamwork and timing.

Strategic Targets: Fuel

Fuel Supplies.
Every airfield has a group of three gasoline storage tanks clustered together.
Each tank takes two bombs to destroy, yet the explosion of one may take adjacent
tanks with it. When an airfield's fuel supply is damaged, the quality of the gas
available at the field diminishes.  The standard 100 octane fuel may become 85
or even 70 octane.

Damage to an airfield's fuel usually results in host efforts to resupply it.  A
drone C-47 transport plane is dispatched from the affected country's X:21
airfield bound for the injured field, as well as a convoy of drone supply
trucks. When the C-47 arrives, the field's fuel is restored to full potency for
15 minutes, after which the trucks should arrive to effect replenishment that
will last until the fuel is bombed again.

Oil Refinery
A country needs its oil refinery to replenish its stores of gasoline at airfield
gas storage facilities that have been destroyed by bombing.  If you destroy the
enemy's "refer" you make fuel resupply impossible until the host can rebuild the
refinery (about 30 minutes).  However, if an airfield's fuel is damaged BEFORE
the refinery is, then resupply planes and trucks will already be enroute to the
damaged field.

Each country has one refinery and it's located near that country's X:1 airfield.
A refinery consists of four buildings next to three cracking towers.  The towers
are the important structures here, and each one requires two bomb hits to
destroy it.


Strategic Targets: Ammunition and Spare Parts

Much the way the fuel system works, ammunition and spare parts are locally
stored at airfields and each country has a factory manufacturing ammo and one to
create spare parts.

Ammo Dumps
These are tough little targets.  They are short buildings, sitting by
themselves, one at each airfield.  You need to hit one with four bombs to
destroy it.  Destruction of an ammo dump reduces the ammo load - usually cannon
shells - of airplanes taking off from the affected field.

Ammo Factories
Each country has one of these located near its X:1 airfield. Destroying it takes
four to six bombs.  As is the case with a refinery, if a country's ammunition
factory is gone, and one of its airfield's ammo dumps is destroyed shortly
thereafter, resupply cannot begin for at least 30 minutes while the host
rebuilds the factory.

Aircraft Hangers
There is one airplane hanger at each airfield.  You can readily identify one by
its sloped roof.  It takes three bombs to blow up a hanger.  Once gone,
airplanes taking off from that field have poor maintenance, reduced durability,
and may even be leaking gas or oil on takeoff.

Spare Parts Factories
Yes, this works the same way the ammo factory or refinery does.  When it's
destroyed, resupply of airfields with bombed out hangers is retarded.  And, like
other factories, it takes four to six bomb hits to destroy and 30 minutes to
rebuild.

Aircraft Factories
Each country has an aircraft factory producing one type of aircraft - either
Spitfires or Focke Wulfs - and if it is blown up, then any airfields that lose
their hangers while the aircraft factory is being rebuilt also lose their supply
of the fighter the factory makes.

Runways
Rather than diminish the quality of an airfield, some people prefer the more
direct approach of putting the airfield out of action entirely.  You have to
drop eight bombs directly on the runway to knock it out of action and no plane
will be able to take off from the field for 30 minutes thereafter.

Maintaining Damage to Enemy Facilities
Apart from subsequent bomber strikes to key manufacturing facilities before they
can be rebuilt, there are other measures you can take to impair resupply and
repair efforts.

You can shoot down resupply cargo planes and strafe resupply truck convoys.
They're not difficult to find because you know their point of origin (X:21 for
spare parts and ammo; X:1 for fuel) and their destination (the airfield you or
your teammates have just trashed).  The hazard here is that you'll have to fly
very low to get them and this will leave you vulnerable to fighter attack.

STRATEGIC BOMBING: THE PACIFIC THEATER

There are far fewer strategic bombing targets in the Pacific because the ammo,
maintenance, and airplane factory system does not operate in that theater,
although there are factories.  There is a refinery too for each country but only
the X:19 airfields are affected by damage to their fuel tanks.  Instead, the
focus of bombing in the Pacific generally involves the capturable Atoll
airfields, N:15 and N:16.

Nonetheless, the X:19 airfields are valuable because they're not as far away
from the action as the X:14 main fields, and they're not smack-dab in the middle
of the fighting the way the Atoll fields tend to be.

Resupply of X:19 is provided by C-47s only, taking off from the country's X:14
field.  Although main airfield fuel cannot be damaged you can hamper resupply by
destroying the nearby refinery, just like you can in Europe.

Lacking a means to impair most airfields, bomber pilots usually opt for closing
them down.  As in Europe, closing an airfield requires eight bombs on the
runway.

Aircraft carriers operate a bit differently.  You can sink a CV with six bombs
or damage its maintenance or fuel with fewer.  A destroyed CV will reappear
after an hour.

                    OPERATING ARMORED VEHICLES - Network Play

Important Commands
<esc> jg        jump to tank gun position
<esc> ju        jump to upper machine gunner position (T-34)
<esc> jh        jump to hull machine gunner position
<esc> jd        return to driver position
A               rotate turret left
D               rotate turret right

Although you can drive vehicles offline, you can only operate their guns during
online network play on GEnie.


T-34 Tank
The T-34 tank's cannon has a range of 9000 yards but its range is reduced as you
increase the gun sight magnification. When you first try tanking, it's best to
shoot at targets considerably short of maximum range.  You can judge if the
explosion is in front or behind your target, and can adjust the elevation of the
gun to compensate if you need to.  For this sort of adjustment, the mouse offers
much finer control than a joystick.  Hit your escape key and then type the
letters oj [enter] to toggle between joystick and mouse control.


Flakpanzer IV Whirlwind
Moving to the main gunner position of a Flakpanzer puts you behind the Flak's
battery of four, 20mm cannon.  The Flakpanzer is primarily an anti-aircraft
weapon with a maximum range of only 600-700 yards and, thus, does not have the
elaborate gun sight of the tank.  The Flakpanzer's cannon can be effective
against tanks and other Flaks as well as paratroopers.



                    CAPTURING AIRFIELDS - GEnie Network Play

Inflight Command (troop transport only):
'*GO    tells a paratrooper to jump.

Capturable Airfields:

Europe - fields 4,5,6,11; vehicle garages 7,8,9.
Pacific - fields 15,16; vehicle garages 17,18.
Realism Europe - fields 86-88; vehicle garages 89-91
Realism Pacific - fields 64-66; vehicle garages 70-72


Capturable airfields are often prized because they are the closest to the
action.  To capture an airfield, you have to destroy its control tower and land
eight paratroops on it.  Generally it's a good idea to destroy the field's ack
as well because it will shoot your troop transport and kill your paratroops
before they take the airfield.

By comparison, capturing a vehicle garage is far simpler. All you have to do is
drop troops on it.  There is no tower or ack to destroy, and the enemy seldom
pays much attention to their vehicle garages.

Preparing, or "prepping" an airfield for capture requires bombs, though tanks
have been known to provide this service. The towers at the Pacific capturable
fields only require one bomb each to destroy them, as does the 11 field in
Europe. All the others need 4 bombs each to kill them.  This means that in order
to prep the tougher fields in Europe you will need at least a medium bomber, or
three fighter bombers to have sufficient bombs to take out the tower and the
ack.

After an airfield has been prepped, troops have to arrive in a C-47 transport
plane within 30 minutes.  When you select the C-47, troops are automatically
loaded aboard.  Dropping troops requires at least 500 feet of altitude (they
refuse to jump otherwise) and the command ordering them to jump is unusual.
Instead of an escape key sequence, you use the intercom key (the apostrophe)
followed by an asterisk and the word GO.  All together it's '*GO and, in effect,
you are getting on the intercom to order your troops to hit the silk.  Repeat
this command until all eight troops have jumped.

Where to drop the troops is a matter of judgment.  Dropping right above the
airstrip can be hazardous because defenders in Flakpanzers will have an easy
time picking them off as they hang there in their parachutes.  Similarly,
dropping above the end of the runway affords enemy planes taking off from the
embattled field a chance to shoot them.  Usually the safest approach is to drop
your troops 1000-1500 yards away and to one side of the airfield.

Capturing an airfield can be very difficult if the enemy is determined to hold
onto it.  When you destroy the field's ack, notice of its death is broadcast on
channel 1, alerting the enemy to your intentions.  Also, C-47s are easy to shoot
down and they have no guns to defend themselves.  Moreover, to block the
capture, the enemy can shoot the paratroopers to prevent eight of them from
reaching the field.  Thus, airfield capture often requires good teamwork among
bombers, fighters, and transports.  When you finally capture the field, however,
and see the message to that effect broadcast by the host over the radio, it can
be enormously satisfying to everyone on your side who took part.


                            DUELING MODE - Main Arena

Preflight Commands (issued from a conference or briefing room):
/duel [player number]   ask a player to duel.
/accept [player number] accept the invitation.
/deny [player number]   decline the challenge.

You can challenge any player to a duel by issuing the dueling command.  They
will only receive the invitation, however, if they are in a conference area or
airfield briefing room. When offering to duel another player, it's best to do so
from a conference room so that your opponent can meet with you and arrange the
terms of the duel.  Duels are not limited to just two players; any number can
join in as long as they've all accepted the dueling invitation from the same
person.

Dueling mode shares the same arena with the regular players and you will hear
channel 1 radio traffic from the arena while you're dueling.  The difference is,
you won't see the regular players and they won't see the duelists.  Also,
duelists are not limited to the same theater and airplanes as the main arena
players.  Thus, for example, Zeros can duel Spitfires although both normally
don't fly in the same theater.  Damage from the main arena does apply to dueling
mode, however.  If A:3 has bad fuel in the regular game, it will have bad fuel
in dueling mode as well.

Radio communication works differently in dueling mode.  When you use the
apostrophe to communicate over channel 2, your duel opponent will hear it, as
well as what you say over channel 1.  Duelists, unlike regular arena players,
generally don't have a country to communicate with.  If you fly a duel with
several players and need to communicate with the pilots on your side without
your opponents overhearing, you'll have to tune your radio to a channel other
than 1 or 2, and have your other comrades tune to the same channel.

When you land and exit your airplane, crash, bail out, or get shot down, you
leave dueling mode.  To continue the duel, you have to go through the
invitation/acceptance process from the beginning.  The results of duels apply to
your arena score, and the rules for country defection also apply to duels.  In
other words, if you defected as part of your duel, you will not be allowed to
return to your original country for 24 hours.

If you receive an unexpected invitation to duel, check the roster and find out
where the player issuing the challenge is located.  Usually it's a good idea to
meet up with your prospective dueling partner before accepting the duel.
Sometimes people issue dueling invitations just to get your attention, or you
may find that the sort of duel the challenger wants does not appeal to you.  If
you've accepted his invitation and decide not to duel him, you could find
yourself returning to arena play wondering where everyone went, because you're
in dueling mode and the other players are not.  If this happens, just land and
exit your plane and you will leave dueling mode.


                   AIR WARRIOR SQUADRONS - Main Arena on GEnie

General commands:
/team [squadron leader number]  list a squadron roster.
/withdraw       leave your current squadron.

These are squadron commands that must be issued with the principal parties
occupying the same room:
/invite [player number] asks player to join your squadron.
/ask [player number]    asks a squadron leader if you can join his squadron.
/accept [player number] accept a pending squadron invitation.

Squadron leader commands:
/rename [new name]      rename your squadron.
/expel [player number]  kicks a player out of your squadron.
/disband                disband your squadron.  Before using this
                        command you must expel all the members first.
/transfer [player number]   transfer leadership of your squad to another
                            squadron member.

For many Air Warrior players, squadrons are an essential part of the game.  In
some cases they define a theme and a style of play for a group of pilots, but
generally an Air Warrior squadron is just a loose collection of people who enjoy
flying together.  Most squadrons fly together one night of the week.  This works
well for people who want to budget their playing time, and it ensures that they
will have people to fly with when they play.  There are no easily defined rules
for joining squadrons, because each squad has its own attitude toward
recruitment. Some recruit anyone and everyone while others are quite selective
in whom they'll allow in.  One thing is certain: you cannot play Air Warrior for
very long without receiving an invitation from at least one squadron.


               HISTORICAL SCENARIOS - GEnie Network Play, Page 867

Many Air Warrior players are also avid aviation history enthusiasts who enjoy
recreating historically based battles from the Second World War.  Historical
scenarios are designed by the players.  They are conducted on a terrain far
larger than the Europe or Pacific theaters in page 870, and create conditions
unlike the wide open play of the main arena.  There are usually two competing
sides in a scenario, and each has a specific strategic objective and a limited
number of pilots and plane types with which to accomplish their mission.
Although scenario play generally pits aircraft against their historic foes
(Spitfires versus Messerschmitts, for example) often the more creative
scenario designers will substitute planes to serve in the place of fighters or
bombers unavailable in Air Warrior.

The following is a scenario created by DoK GoNzO that was played in August,
1993.  It incorporates many of the better scenario elements and should give you
an idea of how scenarios work.

 KURSK II
 ========

 DESCRIPTION:

     The Battle of Kursk rages on. The Red Air Force has been assigned to
     destroy key installations of the Wehrmacht. At their disposal are 2
     squadrons of fighters (Yak's and La's) and a squadron of lend-lease
     B-25 bombers. Facing them is a small composite squadron of the
     Luftwaffe.

 FORCES:

     Russians:
         Field: A34
         Forces: HQ: 2 Yak-9D
                 12 B-25 (Lend-Lease)
                 24 Yak-9D
                 8 La-5 (Ki-84)
         Radar: OFF
         Mission Alt.: Bombers limited to 10,000 ft MAX
         Targets: B Ammo Factory
                  B Refinery
                  B Industry

     Germans:
         Fields: B31, B36, B37
         Forces: HQ: 2 Me109F-4 or Fw190A-8
                 8 Me109F-4
                 8 Fw190A-8
         Radar: ON
         Altitudes: ANY

 GAME SETTINGS:

     - Real-time is ON.
     - All realism effects except engine over-rev are ON.
     - Visual range is 8K, icon range is 5K.

 SPECIAL RULES:

     - No fighters may carry bombs.
     - Disengagement: once bombs are dropped, the Russians are considered
       "safe" once East of the main North-South river. Germans may not
       pursue beyond this point. They may, however, patrol anywhere prior
       to bombs being dropped on target. (No, you can't leave Me's and
       Fw's East of the river and intercept the returning bombers there.)
     - The Russians may split their bombers any way they see fit provided
       that the smallest grouping is at least 3 planes. (I don't want
       bombers all over the place in 1's and 2's - if I see this sort of
       thing I may rule that the bombers got "lost" enroute and scrub
       their bombs.)
     - If all the pilot spots get filled, and the host can take the load,
       I may allow a few gunners in the B25's.
     - Other than the pursuit over the river rule, there are no movement
       restrictions on the map. The Russians can detour anywhere ON THE
       MAP they want in order to attack.
     - Players which are shot down or crash or are lost over enemy
       territory are considered dead for the rest of the mission. So if
       you spin in - you are dead for the duration of the mission.
     - Germans may land at ANY of their fields in order to re-arm or
       re-fuel. Bailing out scraps the plane and the player may no
       longer fly. Ditching is OK - the player may then replane from the
       nearest friendly field.
     - People who get dumped from the host are not counted as dead. If you
       get dumped, make sure to tell the CM so as soon as you return.
       Depending on the situation, it may be possible for you to rejoin
       the battle.
     - Russian bombers may never exceed 10,000 feet altitude.
     - Russian fighters may re-arm or re-fuel at any of their fields. They
       must take-off from the same field they landed at. Damaged planes
       which ditch on friendly Russian territory may not fly again, but
       are not counted as killed - so it pays to get wounded planes back
       home.
     - The Russian player may at any time call for a mission abort. He
       does this by notifying the CM and then getting all his planes East
       of the N-S river. Once all Russian planes are East of the river,
       the abort is executed by the CM by calling MISSION OVER - ending
       the mission.


 SCORING:

     Each mission will be scored as follows:

         +10 Russians destroy one target.
         + 8 Russian damage one target.
         + 7 Russians destroy second target.
         + 5 Russians damage second target.
         + 4 Russians destroy third target.
         + 2 Russians damage third target.
         + 2 Russian BONUS if no bombers are destroyed.
         - 1 For Russian bomber destroyed.
         - 1 For every 3 Russian fighters destroyed.
         - 2 German BONUS if no targets damaged.

     (Example 1: The Russians attack all 3 targets - they destroy 1 and
     damage the other 2, losing 6 bombers and 12 fighters in the process.
     The score for that mission would be: +10 +5 +2 -6 -4 = +7.)

     (Example 2: The Russians attack the same 3 targets - but get
     intercepted and only damage 1 while losing all their bombers and the
     same 12 fighters. The score for this mission would be: +8 -12 -4 = -8.)

     (Example 3: The Russians attack one target, destroy it, and lose 12
     fighters but no bombers in the process. The score for this mission
     would be: +10 +2(Bonus) -4 = +8.)

     (Example 4: The Russians attack one target en masse, and then follow
     through to a second target. They destroy both, but lose 9 bombers and
     24 fighters along the long mission route. The score for this mission
     would be: +10 +7 -9 -8 = 0.)

     (Example 5: The Russians attack one target en masse but get jumped
     before the escort organizes - all 12 bombers are lost before getting
     close to target, after which the Russians withdraw to the East to
     preclude further losses. The score for this mission would be:
     -12 -2(Bonus) = -14.)

     The mini-campaign will be scored by adding up the results of the
     missions, and dividing by the number of missions. This aggregate will
     be applied as follows:

         +10.0 - +++++   Russian Decisive
         +6.00 - +9.99   Russian Substantial
         +2.00 - +5.99   Russian Marginal
         +1.99 - -1.99   Draw
         -2.00 - -5.99   German Marginal
         -6.00 - -9.99   German Substantial
         -10.0 - -----   German Decisive

     Note that the way this is scored, a side must CONSISTENTLY DOMINATE
     the missions in order to win. One big win or loss will NOT do it. On
     the other hand, the scoring system is geared to generate a draw if
     both sides play it safe. In such a case, the Russians will likely be
     getting to their target, but taking moderate losses in doing so. The
     points for such missions will end up generating a draw. So there is
     incentive on each side to go for the VERY successful missions. For
     the Russians, this means destroying at least one target without
     losing any bombers. For the Germans, this means destroying every
     bomber before it can reach target, and then as many fighters as
     possible.

 PROCEDURES:

     The following procedures will be used to get play under way:

     T-30 : Players start to assemble in their respective GC's:
            GC3 - Germans
            GC4 - Russian Fighters
            GC5 - Russian Bombers
     T-15 : CM will begin polling the CO's for player head counts.
     T-5  : Assuming all players arrive by this time, we will then do
            final checks of rosters and final briefings.
     T+0  : Russian bombers take off and climb - they may move North or
            South as they see fit, but NOT West.
     T+4  : Russian fighters take-off.
     T+5  : German planes take-off - FIGHT IS ON!


Kursk II featured success by both sides during 8 missions stretching over 4
weeks.  The final result was a draw.


If you're interested in these special events, the best way to find out about
upcoming scenarios is to read Category 5 on the Multi-Player Games Bulletin
Board (page 1045;1).  Here is where new scenarios are announced and player
comment on ongoing scenarios.


                       SCORING SYSTEM - GEnie Network Play

Conference Room Commands
/rank.................list individual player scores
/rankteam.............lists squadron scores

The Air Warrior host assigns scores for accomplishments in fighter combat and
bombing.  Scores are tabulated in the main arena and are reset every three weeks
when a campaign ends.

Individual Scoring
Scoring is weighted to reward pilots who survive their missions.  If you land
after shooting down another aircraft, for example, you will receive full credit
for the kill.  If you get shot down, you will get only 25% of the points you
would have earned had you survived.  Bailing out over friendly territory is
worth one third credit, and ditching your plane (landing on something other than
the runway) in friendly territory is worth half credit.  Also, you'll get more
points per kill if you survived your previous mission. This bonus increases as
your streak of missions without deaths grows.  Finally, you gain more points for
kills over enemy territory because usually they're more difficult than
those made close to home.

Bomber scoring follows the same pattern of credit based on how your mission
ends, but the survival streak bonus does not apply to bombing.  Bombing, by its
very nature, happens over enemy territory and, thus, there is no bonus for
strikes over hostile lands.

Squadron and Country Scores
A squadron's score is simply the cumulative score of all members of a squadron.
Similarly, the score for a country is the sum of all its pilots' scores.

Scoring Titles
At the end of every campaign, all scores are tallied and the top scores in these
categories are posted on the banner you see when you log onto GEnie page 870:

        Top two fighter pilots
        Top two bomber pilots
        Highest scoring fighter squadron
        Highest scoring bomber squadron
        Top country score
        Top World War I score

All campaign scores are then placed in the Multiplayer Games software library
and are available for download.


                           THE FIGHTERS OF AIR WARRIOR

Fighters of Legend versus the Fighters of Air Warrior

    "The reason 'our' Jug stinks is that the real Jug would have stunk if it
had had to perform in our arenas.  The 'virtues' of some of our favorites
disappear in the small world of AW."
        Eyeballs

     Many new Air Warrior players are disappointed to discover that they
favorite planes from history are not always the top performers in the Air
Warrior simulation.  For example, the P-51 Mustang is often depicted, quite
rightly, as the fighter that won the air war in Europe.  Yet, most new players
find themselves hopeless outclassed if they fly a Mustang in the Air Warrior
arenas.

     One reason for this sort of discrepancy with the historical record is that
in the actual war, with some extremely rare exceptions involving captured
aircraft, Mustangs never fought Spitfires, Lightnings never fought Hellcats,
Focke Wulfs never tangled with Me109s.  In arena play, Air Warrior fighters are
not facing their historic adversaries.

     Second, and perhaps more importantly, Air Warrior fighters are not filling
their historical roles in the arena.  The Mustang made its mark as a high
altitude escort fighter capable of flying to Berlin and back.  In Air Warrior
arena play, people are paying for their time online.  Thus they're not climbing
very high, and they're looking to get to the fight fast.  Performance alone does
not make an aircraft valuable in war - its ability to serve a needed role well
does.  The vast majority of the time we only look to one role for fighters in AW
- low altitude dogfighting.

     Finally, in actual World War II air combat, the vast majority of kills were
achieved against opponents who never saw what hit them.  Few WWII aces got their
kills by dogfighting.  Rather, they were masters of seeing the enemy before they
were seen, positioning themselves so that they were difficult to see (diving out
of the sun, for example), or attacking enemy aircraft that were otherwise
occupied, such as the Mustang's primary target - bomber interceptors.

           Air Warrior Scenario Play - Where History Can Repeat Itself

     "If you get a bunch of 47s up above 30K

     and see some 109s diving on buffs at 25K

     and you get on their 6 before they see you

     and then the 109s try to dive away to safety,

     THEN you will see how wonderful the 47 was!"

          Eyeballs

     While the page 870 arena is the best place to learn air combat skills
against living opponents, Air Warrior scenario play offers the best way to
experience historical matchups and situations.  In historical scenarios,
aircraft serve in the roles they were created for, and face the aircraft they
were designed to fight.  It is in scenarios that legendary aircraft have the
opportunity to live up to their reputations.  To learn more about scenarios,
read the Historical Scenario section of this manual.


Spitfire MK IX

Aside from a light ammo load, the fundamental reason an Air Warrior pilot would
hate the Spitfire is because it's too good an opponent.  The Spit is fast,
extremely maneuverable, and cannon equipped, making it the most popular plane in
the European Theater.

History

Reginald Mitchell designed the Spitfire based upon his seaplane - the
Supermarine S6 - that set speed records and won the Schneider Trophy in 1931.
Unfortunately, he died in 1937 before his remarkable creation ever saw combat.
Mitchell hated the name, Spitfire; he preferred "Shrew."  Though his fighter
would have been just as deadly no matter what it was called, perhaps the
Luftwaffe should be grateful than their pilots never had to report that they had
been attacked by a flight of Shrews.


The Spitfire in Air Warrior

The Spitfire dominates the European Theater of Air Warrior. Although the British
used a variation of the Spitfire in the Pacific during World War II - a carrier
plane called the Seafire - the Spit is available in Europe alone.

Traditional weakness of the Spitfire, such as its limited range and narrow track
landing gear, are not a factor in the game.  One historic drawback of the plane
is relevant; the Spit carries a light ammo load and loses more than 80% of its
lethality once half its ammo is gone.

In every aspect of air combat the Spitfire excels.  It has a high roll rate,
excellent maneuverability, rapid climb rate, good speed, and guns second only to
the Focke Wulf for sheer lethality.  Although the Spit holds onto energy very
well, most pilots use it for turn-and-burn dogfighting - what many Air Warrior
players refer to as stallfighting.

The Spitfire in Full Realism

Virtues

The Spitfire holds energy better than any fighter in Air Warrior - realism or no
realism.  It suffers less induced drag than any fighter in Europe, and can boom
and zoom brilliantly, though, given its superb dogfighting abilities even under
full realism, few pilots choose to do so.  This is one sweet plane to fly.  It
handles extraordinarily well and can half-loop at speeds as low as 150 knots.

Vices

Only one thing prevents the Spitfire from being the most popular full realism
fighter in Europe: ammo load.  It's not simply that the Spit has a short clip.
Rather, it's the enormous plunge in lethality the Spit suffers after half of its
ammo - its cannon shells - is gone.  This is why many pilots refer to the
Spitfire as the one kill wonder.  Also, many pilots have trouble with blackouts
in a Spitfire, owing to its ability to pull high Gs at low speed.  Finally, as
its speed gets higher, its controls get stiffer until you lose virtually all
control over the plane around 450 knots.

The Spit in Scenarios

Unlike earlier marks of the Spitfire, the Spit IX has a decent sized fuel tank.
It's also a good fighter at very high altitudes - better, in fact, than the
Mustang.  Its one drawback in scenarios is its chief handicap in all other
facets of Air Warrior play: too few bullets and cannon shells.

Tips

Given the oft mentioned light ammo load, the Spit works best for pilots who are
good shots.  Although the Spit has a small supply of ammo, its guns are potent,
rewarding the sniper rather than the sprayer.  Stay off of the flaps when flying
a Spit, except to get over the top on low speed vertical maneuvers.  The
Spitfire has no maneuvering flap setting, and its flaps down position is
intended to create increased drag for landing.

Armament: two, .50cal. machine guns; two, 20mm cannon. Ammo Load: 500
machine gun rounds; 240 cannon shells. Payload: One, 550lb bomb.


Chance-Vought F4U-1 Corsair "Hog"

The Corsair embodies the American approach to fighters in World War II: build an
enormous aircraft and load it with an abundance of horsepower, armor, and
ammunition.

History
Part of the Corsair's greatness is the result of a fortunate accident.  The need
to shorten its landing gear, due to the weight of the plane and its intended
role as a carrier based fighter, was complicated by the enormous size of its
propeller.  The unconventional yet adopted solution was to bend the Corsair's
wings into their now classic gull-wing shape.  This also put the wing roots at
exact right angles to the fuselage - a configuration later discovered to be
ideal for reducing drag.

The Corsair's sheer power was no accident.  Its notoriously durable Pratt &
Whitney Double Wasp radial engine produced over 2000 horsepower - one of the
most potent aircraft power plants of the war.

The Corsair in Air Warrior
Though a few F4Us served in Europe, the Corsair is only available in Air
Warrior's Pacific Theater.  As in the actual war, the Hog in Air Warrior faces
many aircraft that can easily out-turn it at slow speed, yet it's faster than
its more nimble opponents, except perhaps the Ki 84.  Thus, the Corsair must
stay fast and avoid turning fights against all the Pacific fighters, save the
Mustang.  Only at high speeds does the Hog handle well.

The F4U is an exceptional dive bomber and its advantages over the other two bomb
fighter bombers - the Mustang and the P-38 - are durability and ammo load.  In
fact, the Corsair is the most durable fighter in Air Warrior and possesses the
most ammunition of any fighter in the game.


The Corsair in Full Realism
In a full realism environment where planes cannot endlessly execute high G
maneuvers, the Corsair is an even better fighter  Speed and durability, though
important in any Air Warrior battle, become much more crucial when the going
gets real.  In fact, with the possible exception of the Me109, no fighter in Air
Warrior benefits more from full realism than the Corsair.  Many Air Warrior
pilots believe that the F4U is clearly the finest full realism fighter in the
game.  Those who hold this belief, however, are among the most experienced of
players. The Hog is only effective for pilots who know its secrets.

Virtues

     Fast, and a good climber, the Corsair is also extremely durable; only the
P-47 can take more punishment than the F4U.  The Corsair dives better than the
P-38, is faster than the Hellcat, and is far more maneuverable in the vertical
plane than the Mustang.  Further, with its powerful engine and low drag gull
wings, the Hog may be the best energy fighter of all.  Also it has, along with
the Hellcat, the most plentiful ammo load of any fighter in Air Warrior.

Vices

     The Corsair's departure behavior is nothing short of horrendous; it takes
both experience and skill to readily recover from spins in the F4U.  The Hog
turns poorly in low speed, flat turns, and is easy meat when it gets slow.

The Corsair in Scenarios

No plane is better suited for scenarios than the F4U.  In addition to its
already detailed qualities, it also has excellent range and its performance
holds up well at high altitudes.

Tips

     You can sharply improve the Hog's turning performance at low to medium
speeds (160-200 knots) by employing one notch of flaps, though this will avail
you little against Hellcats, Franks and Zekes.  Use throttle adjustments in nose
down turns to cut your turning radius, especially in a looping fight.
     Against Zekes, employ the F4U's tremendous advantage in horsepower and
climb rate to stay above your quarry.  Against high Zekes, use the Hog's
advantage in high speed maneuvering to make the Zeke bleed off its energy
relative to you.  Against pursuing Franks at co-alt, you cannot out-run them,
but you can climbout on them using a 3k/min climb rate and WEP if you begin this
tactic from top level speed.

Armament: six, .50 cal. machine guns. Ammo Load: 2350 rounds. Payload: two,
550lb. bombs.

F6F-3 Hellcat

History

     Descended from the Wildcat, the Hellcat, like several other American
designs, owed much of its success to its engine - the Pratt & Whitney R-2800
Double Wasp.  In contemporary terms, the F6F is a Wildcat on steroids, with
nearly twice the horsepower to go with its power plant's legendary durability.
     Though many people consider the F4U Corsair the epitome of American WWII
naval airpower in the Pacific, the Hellcat was, far and away, the Navy's most
successful fighter of the war, accounting for over 6000 air-to-air kills.  It
was this homely work horse that stole air superiority away from the sleeker,
more nimble Japanese Zero.

The Hellcat in Air Warrior

     The F6F is the best example of the phrase, the whole is greater than the
sum of its parts.  The Cat is not fast; only the Zero is slower.  Both the Ki-84
and the Zeke can out-turn it.  The Corsair and the Lightning can out-climb it.
Nonetheless, the Hellcat has rapidly become the most popular fighter in the
Pacific theater because of it combination of attributes - though great at
nothing, it does everything well.  It has a good climb rate, turns beautifully -
particularly at high speeds - is very durable, and possesses, along with the
Corsair, the largest ammo load of any fighter.

The F6F-3 in Full Realism

     One historical aspect of the Hellcat comes sharply into play under full
realism - it is extremely forgiving.  Unlike many fighters, you can really horse
the Cat around.  While it is capable of some rather determined spins, it will
accept much mishandling before it enters one.

Virtues

     Aside from its easy-going departure characteristics, the Hellcat dives well
and has a remarkable ability to turn at high speeds.  It can absorb a lot of
punishment, and has a plentiful supply of ammunition.

Vices

     Although many players stallfight in the Cat, it can be easily out-turned at
low speed by Franks and Zekes.  It also bleeds energy relative to the Corsair,
Mustang, and Lightning.  Finally, despite its reluctance to depart, the F6F can
get into nasty spins if pushed beyond its generous limits.

The Hellcat in Scenarios

     The Cat has two important scenario play strengths: range, and its already
noted ammo load.  It lacks, however, good high altitude performance.  The
Corsair, Mustang, and Thunderbolt are all better performers above 35,000 feet.
Fortunately for the F6F in historically based scenarios, all the better high
altitude fighters also fly on the Allied side.

Tips

     Keep the Cat fast.  It achieves its best turning performance at speeds
between 225 and 270 knots.  Even if it gets slow, however, it's not as helpless
as a Stang, Jug, or Hog at low speed.  You can devour those fighters in a
stallfight, but be easy meat for a Zeke, Ki, or P-38.

    Stay off the flaps.  The Hellcat has two position flaps -  full up or full
down - and the down position is for increased drag for landing, not for
maneuvering.

Armament: six, .50 cal. machine guns. Ammo Load: 2350 rounds. Payload: two,
550lb. bombs.


Lockheed P-38J Lightning

The P-38 may be the best all-around airplane in Air Warrior, and it's a good
choice for new players, except under full realism.

History

Referred to as the "Fork-tailed Devil" by the Luftwaffe, the P-38 was the only
truly successful twin engine fighter of World War II.  Relegated to primarily a
ground attack role in Europe, the Lightning's greatest success as a fighter came
in the Pacific against lightly armed and armored Japanese fighters.  Dick Bong,
America's most prolific ace, scored all of his 40 kills in a P-38.

The P-38 in Air Warrior

Although not the best in any single aspect of performance, the Lightning
provides perhaps the best combination of speed, climb rate, lethality, ammo
load, pay load, maneuverability, and durability of any fighter in Air Warrior.
Also, the 38 is the only American fighter equipped with a cannon, giving it a
distinct, added punch.

The P-38 is the most maneuverable American plane in Europe and is a close second
to the Hellcat in the Pacific, but it's best used as an energy fighter.  Be sure
to watch your airspeed, however.  Just like the actual aircraft it's modeled
after, the Lightning suffers a loss of pilot control at speeds above 375 knots.
Use your divebrake (spacebar, or lower thumb button on the TM FCS) to regain
control or to improve the plane's handling in steep dives.

While the 38 has astonishing instantaneous turning ability, avoid prolonged
turning fights against Spitfires, Hellcats, and Zeros because these planes have
far better sustained turning rates.  Also, the 38 has the lowest roll rate of
all the Air Warrior fighters.  Get in the habit of using your rudder to help it
out in a roll.

The Lightning in Full Realism

Virtues

     Even under full realism, the P-38 retains the best combination of
firepower, ammo load, speed, climb rate, durability, and maneuverability of any
fighter in Europe, and is a match for any fighter in the Pacific.  It can
maintain the vertical at astonishingly slow speeds as well, in part due to its
flaps which, unlike most fighter flaps, add lift as well as drag.

Vices

     Whereas the 38 is a great choice for new players in half-time, relaxed
realism, it is strictly an expert's plane under realism.  Its lateral
maneuverability is diminished, its sluggish roll rate really needs strong rudder
authority, and its departure behavior can be vicious if the pilot fails to take
corrective action instantly.  Further, the Lightning's legendary problems with
compressibility in a dive become even more noticeable in real time.  Two heavy
engines out on the wings create severe problems for a P-38 entering an
uncontrolled spin.  In short order, an uncontrolled spin becomes an
unrecoverable flat spin.  You must take immediate corrective action because if
you find yourself in a flat spin the only choice you have left is bailing out of
the aircraft.  Finally, the 38 suffers in the tough, high lethality realism
gunnery environment because it's such a large target.

The P-38 in Scenarios

     In Pacific scenarios, the 38 can shine.  Its great range and ample ammo
load can keep it effective over a long mission, plus it can completely dominate
a Zeke or Ki in every department above 30k.
     Against German fighters it's a different story.  While the 38 can out-
perform the Focke Wulf - particularly at high altitude - it will find itself
overmatched in a high altitude dogfight with a Me109.

Tips

     Use the 38's maneuvering flap setting (one "notch" of flaps) at medium
speed and its fabulous instantaneous turn performance to cut inside of your
opponent.  As noted above, the 38's flaps add lift as well as drag, so you will
pay a price, but you can finish opponents faster in the realism arena.
     Employing full flaps will give the Lightning a very low stall speed, which
is very useful in getting over the top on a low speed half loop.  While you
can't flat turn very well at 150 knots, you can, however, go vertical.  Be
careful to keep your wings parallel to the horizon as you approach a stall or
else the 38 will spin with determination.
     Against co-alt Zeros, use the horsepower and climbing ability of the 38 to
get above your opponent.  A zoom climb, followed by a climbing spiral can be a
very effective tactic here.
     Don't be afraid to use the dive flaps (the brake key) to keep your
Lightning under control at very high speeds.  Apply them for brief periods -
only a second or two at a time - to maintain control at or above 375 knots.  You
can also use these specialized flaps as an effective divebrake for divebombing,
cutting your turn radius, or even as a method of slowing down in a hurry for a
quick landing.
     Finally, as mentioned earlier, make liberal use of the rudder to increase
your roll rate.  If you fly the 38 a lot,  you'd probably appreciate a good set
of rudder pedals.

Armament: Four, .50 cal. machine guns; One, 20mm cannon. Ammo load: 1600
machine gun rounds; 150 cannon shells. Payload: Two, 550lb. bombs.


North American P-51D Mustang

Probably the best known World War II fighter in the United States, the Mustang's
name comes up all over the world when experts discuss which propeller driven
fighter was the best of the war.  The aircraft's most remarkable attributes,
however, do not always come into play in the Air Warrior game.

History

Though developed in 1940, the P-51 did not come into its own until late 1942
when the British, for whom the plane was originally built, decided to replace
its standard Allison engine with the more powerful Merlin engine.  Still, it
would take American military leaders nearly a year more before they understood
the virtues and importance of the Mustang as the long range strike and escort
fighter that would eventually change the course of the air war in Europe.

The Mustang in Air Warrior

As noted earlier, very often new players, familiar with the Mustang of legend,
are dismayed when they fly the plane in Air Warrior.  Many of the Mustang's
fundamental qualities, such as its splendid high altitude performance and
enormous range, do not come into play in the main Air Warrior arena on GEnie.
Fights above 20,000 feet, where the Stang is at its best, are rare and players
fly, at most, tens of miles to get to a fight, not hundreds.  Further the game's
lethality model favors cannon equipped planes; the P-51 has machine guns only.
Nonetheless, the Mustang's assets can be employed effectively by pilots who know
how to put them to use.  It's the fastest prop fighter in the game at most
altitudes, one of the most durable, and while its guns are not especially
lethal, the 51 carries a lot of ammunition and holds onto its maximum lethality
through 70% of its ammo load.  Its speed also makes the Stang an unstoppable
dive bomber.  Fly the Mustang with patience and use it strictly as a boom and
zoom energy fighter.  It was in this sort of fighting the Mustang earned the
legendary reputation it so thoroughly deserves.


Flying the Mustang Under Full Realism

     Perhaps more than any aircraft modeled in Air Warrior, the Mustang
represents the difference between an essential fighter in war, and a useful
aircraft in a simulation.  The P-51's best attributes are seldom brought into
play in Air Warrior, even under full realism.

Virtues

     The Mustang possesses a superb combination of speed, acceleration, and
smooth high speed handling, plus it holds onto energy extremely well.  Unlike
other fighters that suffer progressive control stiffness at high speeds, the
Mustang's roll rate actually improves with speed.  It is also a durable fighter
with decent guns and a good ammo supply.

Vices

     This is an aircraft that must stay fast to be effective.  The 51 has
vicious departure behavior, difficult spin recovery, and a terrible low speed
turn rate.  The Stang also resists half loops at speeds below 225 knots.
Mustangs have a nasty tendency to enter accelerated stalls and uncontrolled
spins with little warning.  In addition to the standard stick forward/opposite
rudder technique to recover from an uncontrolled spin, you'll also have to
reduce throttle sharply.


The Mustang in Scenarios

     The more a scenario serves to recreate the conditions actual Mustangs flew
under, the more impressive this fighter becomes.  The P-51 has long legs,
handles well at high altitude, and has enough ammo to get the job done.

Tips

     Like the Focke Wulf, the Mustang is far more suited to wingman tactics than
to out-and-out dogfighting.  An intelligent pair of Mustang pilots, working
together, can harass any number of lower altitude opponents with impunity.
     The successful solo Stang driver has to be an opportunist, making well
executed passes onto foes occupied with activities elsewhere.

Armament: 6, .50 cal machine guns. Ammo load: 1880 rounds. Payload: up to 2,
550lb bombs


P-47D Thunderbolt "Jug"

     Like the Yak 9, the Thunderbolt is more an aircraft of historical
significance than a viable choice in the arena.  Also, like the Yak, its primary
role is in history-based scenarios.

History

     The P-47's nickname, the Jug, is, as you might imagine, a commentary about
the plane's bloated, pug-nosed appearance.  However, this was lost on the RAF
who thought Jug was short for Juggernaut.
     Although all fighters are designed with their power plants in mind, the Jug
is a case of a fighter designed completely around an engine - the Pratt &
Whitney Double Wasp R-2800, the most important American aircraft engine of the
war.  Although its dimensions precluded sleek, low drag configurations for the
aircraft that employed it, it overcame this deficiency with sheer muscle: 2300
horsepower on WEP in P-47D.
     The Thunderbolt was the largest single engine fighter of World War II, and
its appearance led many - particularly in the RAF - to dismiss the design as
ungainly and ill-suited for a fighter role against nimble Luftwaffe aircraft,
such as the Me109 and FW 190.  What the Jug had, however, that the RAF fighters
lacked at the time was range.  It served as an able bomber escort until late '43
when the Merlin powered Mustangs arrived.
     Though the Jug had been displaced in its original role by the Mustang, it
later surpassed its successor in the job the P-51 initially performed: ground
attack.  Whereas the Mustang's inline engine had made it vulnerable to ground
fire, Jugs could absorb significantly more damage, and deliver a far more potent
payload.

The Thunderbolt in Air Warrior

     By the late 1944 era modeled in Air Warrior, the P-47 is obsolete as an air
superiority fighter.  As ground attack is limited in AW, the Jug has few uses in
the arena beyond whimsy.  it is supreme, however, in two aspects: it dives well,
and can absorb the most punishment of any AW fighter.  Also, it can carry two
bombs, and its 8, .50 caliber machine guns are potent if you can manage to bring
them to bear.

The P-47 in Full Realism

     Unfortunately, the Thunderbolt benefits little from realism.

Virtues

     Apart from its already noted firepower, diving ability, and durability, the
Jug is probably the most reluctant of Air Warrior fighters to enter a spin.
It's an extremely stable aircraft.

Vices

     The P-47's stability comes at a price - this aircraft hates to maneuver.
Turning ability is an oxymoron with the Thunderbolt, and half loops are an
adventure, even if you begin the maneuver at 300 knots.
     Finally, despite its formidable guns, the Jug has a small ammo load for an
American fighter.  You'd get the same 8 machine guns, much more ammo, and better
maneuverability flying an A26 bomber, not to mention 6 extra bombs.

The P-47 in Scenarios

     If the Thunderbolt has a role in Air Warrior, it is in scenarios.  Here,
one of the Jug's noted attributes comes into play: high altitude performance.
The P-47 is the fastest of all AW piston engine fighters above 30,000 feet. It
also has the range to stay airborne over long, scenario missions.

Tips

     Don't fly this plane in the arena unless you have a sense of humor.

     If you do, work with a wingman and employ the Jug as a vulcher magnet.
Enemy pilots flock to P-47s and you and your wingie can be effective with a
goodly amount of separation, and good communication.  The 47's speed, diving
ability, and durability make it perhaps the perfect choice for bait-and- drag
tactics - the art of getting enemy planes fixated on one target while setting up
a wingman for a shot.

Armament: eight, .50 cal. machine guns. Ammo Load: 1600 rounds. Payload: two,
550lb. bombs.

Mitsubishi A6M5 Zero "Zeke"

The Zeke is Air Warrior's pure dogfighter.  Nothing turns as well and at such
low speeds as the Zero, but nothing blows up as quickly if you make a mistake.

History

Although the Zero had been used by the Japanese for 18 months prior to Pearl
Harbor, it came as a total surprise to the U.S. air forces.  American fighters,
such as the P-40 Kittyhawk and P-39 Airacobra, were ponderous, under-powered,
outdated machines compared to the astonishingly maneuverable Zeke.  America did
find an answer to the Zeke's dominance but not through making a more nimble
airplane.  Instead they built faster, more durable, and heavier armed fighters,
and avoided turning with the Zeke altogether.

The Zeke in Air Warrior

The Zeke's deficiencies are many.  It's the least durable piston engine plane in
Air Warrior, has the smallest ammo load, and is clearly the slowest of the
fighters.  It climbs poorly, bleeds energy quickly, and has sharply limited
turning ability at high speeds

Nonetheless the Zero is one of the most popular planes in the Pacific due to its
phenomenal turning ability at low speeds. The Zeke is perfect for the sort of
fighting most common in the Pacific: low speed dogfighting in tightly clustered,
multiplane engagements - the so-called furball.  It can do an Immelman turn at
under 120 knots and an alert Zeke pilot can get out of the way of most Boom &
Zoom (B&Z) high speed attacks even if his airspeed is very low.  The Zeke is fun
to fly, but if your idea of fun is surviving and landing your missions, then
you'd best choose another fighter.

The Zeke Under Full Realism

Virtues

     Even under full realism, the Zero is the sweetest handling plane in the
game.  You can still make those dramatic "bat turns" even at low speed.  Its
departure characteristics are docile as well.

Vices

     As with the actual Zero, the Air Warrior Zeke is so slow, it seems like
it's flying in half-time, particularly when it's facing American fighters.  It's
also, as noted, the most fragile prop fighter, and its positively anemic ammo
load seems all the more paltry in realism.  Further, the Zeke hates speed; its
controls nearly seize up at speeds over 300 knots, and its wings rip off at very
high speed.  The Zeke also has distinct structural limitations that severely
limit the number of Gs you can pull at high speeds.  In short, if you pull more
than 7Gs at speeds above 250 knots, your flight will end abruptly.

The Zero in Scenarios

     Its lack of horsepower really handicapps the Zero in scenario play,
especially at high altitudes.  The Zeke's maneuvering advantage vanishes
entirely above 25k.  Its strong suit in scenarios is range.

Tips

     Deflection or long range shots are a complete waste of time in a Zero.  For
this fighter to be effective, it must use its maneuvering advantage to acquire
short range, "in the saddle" shots.
     You can compensate to some extent for the Zeke's slow speed by employing
bold lead turns, but if you get too bold you will present your opponent with a
shot and, as noted, Zekes do not take damage well.

Armament: two, 7.7mm machine guns; two, 20mm cannon. Ammo Load: 250
machine gun rounds; 250 cannon shells. Payload: none.


Nakajima Ki-84 Hayate "Frank"

The Ki-84 is a fighter with few flaws; it's fast, maneuverable, and lethal.

History

Late in the war, after taking a pounding at the hands of powerful, heavily
armed, and durable American aircraft, the Japanese Army wanted a fighter that
could compete with heavy U.S. airborne iron on its own terms.  In design at
least, they certainly succeeded with the Ki-84.  Japan's badly decimated
aircraft industry, however, was not up to the task of producing the plane.  Had
the Frank not suffered from appalling manufacturing deficiencies, it certainly
would have been one of the greatest prop fighters of the Second World War.

The Ki-84 in Air Warrior

Fortunately for Air Warrior Frank pilots, the game does not model the failures
of material and workmanship the actual Ki suffered.  The Frank has a 1900
horsepower Homare engine in an airframe more than one ton lighter than the
Corsair.  This gives the Frank startling speed - faster than even the Mustang at
low altitudes - along with a good climb rate.  The Frank can out-turn every
plane in the Pacific except the Zero, at low speeds, and the P-38 at high
speeds.

The Ki is lethal, sporting two 20mm cannon in addition to two machine guns, but
its lethality drops sharply after 35% of its ammunition is gone.  Nonetheless,
the total ammo load on a Frank is substantial.

Most planes in Air Warrior come with distinct assets and limitations that
dictate the way you should fight when flying them.  The Ki, however, is so
versatile that it appeals to energy fighters and turn-and-burn dogfighters
alike.  It's main deficiency against American planes is durability, but that is
perhaps its only drawback.

The Frank in Full Realism

Opinions vary widely over the values and vices of the Frank in full realism.
Some call it, "the Focke Wulf of the Pacific," due to its mixture of great guns
and speed, combined with its nasty departure characteristics.

The Ki's fundamental structural  limitations, compared to American fighters,
become more of an issue in full realism. Whereas an American fighter can pull as
many as 8 or 9 Gs briefly at high speed, a  similar stress to the Frank's
airframe would rip its wings off.

Virtues

The Ki-84 is extremely fast - the fastest fighter in the Pacific at the low to
medium altitudes where most battles take place in the online, network arena.
In addition, the Frank is extremely maneuverable, particularly at speeds between
150-250 knots.  At these speeds, only a Zeke can outturn it.
Lastly, the Ki has good guns, an ample ammo load, and excellent range.

Vices

The Frank is not a sturdy aircraft.  At high speeds you constantly run the risk
of ripping its wings off in maneuvers, and its controls turn to mush above 350
knots.  Also, the Ki will depart into violent spins if pushed beyond its low
speed limits.  Stalling this airplane when its wings are not parallel to the
horizon is almost certain to induce a nasty spin.

Finally, with its radial engine and high parasitic drag, the Ki accelerates
poorly, and bleeds energy badly - especially in straight, boom and zoom
maneuvers.

Flying the Ki in Scenarios

Initially, most pilots would regard the Frank as an ideal scenario fighter due
to its range, guns, ammo load, speed, and maneuverability.  While it indeed
possesses these attributes, the Ki is absolutely terrible at the extreme
altitudes typical in scenario play.  It can barely maintain level flight at
35,000 feet - a common height for combat air patrols in the better high altitude
fighters.

Tips

Throttle back in nose-down turns, especially if you're entering the turn at high
speed.  Many novice Ki pilots tend to enter compressibility, over control the
plane to compensate, and then rip the wings off when they regain control of the
aircraft.  Watch your airspeed in high speed tail chases, especially against
American fighters.  Again, compressibility is the enemy here; you will lose
control over your plane before the pilot in the American fighter will.  If you
throttle back, or make constant, though slight, flight adjustments as you reach
speeds of 375 knots and above, you can often stave off or delay the onset of
compressibility.

Armament: two, 20mm cannon; two, 12.7mm machine guns. Ammo load: 700
machine gun rounds; 240 cannon shells. Payload: One, 500lb bomb.


Focke Wulf 190A-8

History

British Spitfire Mk V pilots were holding their own against the Luftwaffe's
front line fighter, the Bf109, in the late spring of 1941.  Then the sudden
appearance of the Focke Wulf 190 nearly threw the RAF into panic.  Faster, more
maneuverable, and possessing the most devastating armament yet seen in a
fighter, the Focke Wulf was to become Germany's most impressive mass produced
prop fighter of World War II. Its emergence resulted in the rapid development of
the Spitfire Mk IX.  Until then, the RAF attempted to console its anxious pilots
by telling them that the Spitfire could outturn the Focke Wulf.  One RAF pilot
is reported to have stood up during such a briefing and shouted, "But turning
does not win dogfights!"

The Focke Wulf 190A-8 in Air Warrior

Turning ability does dictate the winner of many dogfights in the Air Warrior
main arena, but the turn fight is not the Focke Wulf's forte.  Although it has
the highest roll rate of any plane in the game, the 190 has a poor sustained
turn ability, particularly when it's slow.  The plane also lacks the sort of war
emergency power other fighters enjoy.  Its GM1 nitrous injection is strictly to
enhance the Focke Wulf's high altitude performance, and it is not as effective
at low altitude as wep is on other fighters.  The Focke Wulf's assets are
strictly speed and firepower; of the European theater prop fighters, only the
Mustang is faster, and the 190's guns are the most lethal in Air Warrior.
Despite this, the Focke Wulf pilot must choose his engagements wisely and
avoid Spitfires at equal and higher altitude.

In short, the 190 is not a good choice for the new player. Focke Wulf fliers
must be very savvy in their engagements, and that requires a goodly amount of
Air Warrior experience.

The Focke Wulf in Full Realism

Virtues

All of the Focke Wulf's previously noted qualities - speed, firepower,
durability, and ammo load - also work to its advantage in full realism.  Its
high speed handling is particularly handy in real time as well.

Vices

Relative to the Me109, Spitfire, Mustang, and P-38, the Focke Wulf bleeds energy
terribly.  Its radial engine configuration presents much parasitic drag.
Not only does the Focke Wulf turn poorly, and struggle in the vertical, it also
has mean spirited departure behavior.  It will produce vicious spins if pushed
beyond its tender flight envelope.

The 190 in Scenarios

When presented with its historical role - that of a bomber interceptor - the
Focke Wulf is a terrifying beast. It can blow through close escort and deliver
kills so quickly that often the first hint the enemy has of its presence is the
destruction of one of its bombers.

Also, the 190 has enormous range, and can stay airborne throughout the longest
scenario missions.  As a dogfighter, however, particularly at high altitudes,
the Focke Wulf is completely out of its element.

Tips

As with most pure energy fighters, the Focke Wulf is most effective as a member
of a team, or as an opportunist. Whereas the 109 or Spitfire must saddle up on
the tail of an opponent to achieve multiple kill missions, a 190 driver has the
guns and the ammunition to kill several planes without having to maneuver with
his targets; he only need acquire his victim in his sights for a short period.
Where the Focke Wulf truly excels is as a member of a mixed pair - flying with
an angles fighter such as a Spit or 109.  The more agile plane usually draw the
most attention, thereby setting up the 190 for shots.  If the 190 is attacked,
the angles fighter can defend it.  Although not well suited to dogfighting, the
Focke Wulf can stay defensive for a long period of time by employing its
superior roll rate, thereby giving his partner ample time to clear his tail.

Armament: two, 13mm machine guns; four, 20mm cannon. Ammo load: 950
machine gun rounds; 780 cannon shells. Payload: one, 550lb bomb.


Messerschmitt Bf109F-4 "Franz"

Previously modeled in Air Warrior as the 109G-6 "Gustav,: this legendary German
fighter was no match for other available fighters, except perhaps for the
Russian Yak-9.  Recently, however, the Gustav has been replaced in the game by
the earlier F-4 "Franz" variant that many Luftwaffe pilots praised as the finest
109 of all.

History

Late in 1940, based upon lessons learned in the Battle of Britain, Willy
Messerschmitt's Augsburg design team reworked their notorious Bf109.
Previously, it had been the finest fighter in the world, but its supremacy was
seriously challenged by the British Spitfire.  The result was the F series:
aerodynamically streamlined, faster, and far more maneuverable than the previous
E, or "Emil" series.  The Franz variant was short lived, however, as the need
for more heavily armed bomber interceptors grew.


The Me109 in Air Warrior
Like all German aircraft, the 109 is only available in Europe.  As the Franz
version has only recently been introduced to Air Warrior, yet it quickly became
a very popular choice, especially in the full realism arena.  The Franz remains
lightly armed with a limited supply of ammunition, although its lethality holds
up over most of its ammo load.  It's not a particularly durable plane, and you
will have to take a larger percentage of a full fuel load in the 109 due to its
small gas tank.

Still, the Franz has the highest climb rate of any prop fighter in Air Warrior
and it's faster than either the Focke Wulf or the Spitfire at medium altitudes.
Its water injected war emergency power boost lasts twice as long as the 10
minutes of wep most fighters possess.  Also, the Franz is capable of full
performance on reduced octane fuel; you don't have to check the gas quality at
an airfield when you fly the 109.

The Me109F-4 in Full Realism

No aircraft in Air Warrior has benefitted from full realism more than the Me109.

Virtues

The 109 has exceptionally manageable departure characteristics.  It is reluctant
to spin, it recovers easily, and it can turn well at low speeds.  Its
ammunition, while not in large supply, holds its full lethality over nearly its
entire load.  This plane climbs like a rocket, particularly on WEP.  Also, its
low thrust-to-weight ratio gives it the best level acceleration of any AW piston
engine fighter.

Vices

The Franz's ease in spin recovery diminishes sharply with a full fuel tank,
which you often need given the 109's tiny gas tank - the smallest of all the AW
aircraft.

Also, the 109 lacks the sheer speed of a Focke Wulf or Mustang at most altitudes
and, like the Spitfire, it suffers progressive control stiffness above 300
knots.

The Franz in Scenarios

It's in scenario play that the deficiencies in the 109 really show.  Its short
range, limited ammo load, and control problems in a dive - especially from very
high altitudes - require a lot more from the pilot than most of the AW fighters.

Tips

As noted earlier, you have to be more tender with the 109 when she has a full
fuel tank.  In arena play, don't be afraid to climb out on WEP; you've got
double the WEP of other European fighters and you can use it to gain altitude
fast.  Only use the 109's maneuvering flap setting to help you get over the top
of a low speed half-loop.  Far from being helpful in flat turns, it actually
performs more like an airbrake.

Armament: two, 13mm machine guns; one, 20mm cannon. Ammo Load: 600
machine gun rounds; 200 cannon shells. Payload: one, 550lb bomb.


Yakovlev Yak-9D

Yak fliers in Air Warrior generally choose to fly the Yak as a joke.  The Yak-9
is the weakest fighter in the game: slow, sluggish, weakly armed, and fragile.

History

The Yak-9 embodied the Soviet approach to fighter design in the Second World
War.  Innovation and elegance were discarded entirely in favor of durability and
ease of production, as Russia was forced into compensating through sheer numbers
what she lacked in first rate materials and experienced pilots.  Nonetheless,
the Yak-9 was a formidable fighter, and gave its chief Luftwaffe opponent - the
Messerschmitt Bf109 - a good deal of trouble, especially at low altitudes.

The Yak-9 in Air Warrior

Yak attacks are rare in Air Warrior and seldom conducted with the level of
seriousness typical of most missions.  The best reason to fly the Yak is for an
odd sort of fun; if you kill an opponent with your Yak, you have embarrassed
him, but if he kills you he has not accomplished anything to boast about. If
you're new to Air Warrior, avoid this plane entirely.

The Yak-9 may not be formidable, but at the moment it is the only Russian World
War II fighter available in the game.  As such, its use is generally confined to
historical, Russian Front scenarios that exclude or limit the number of Air
Warrior's more deadly aircraft.

If you fly the Yak and have any aspiration to survive the experience, choose
opponents at far lower altitudes than yourself.  The Yak will turn capably for
short periods of time, but it bleeds energy quickly.  Thus, even against a lower
or slower foe, if you make a mistake you will likely die.

The Yak-9 in Full Realism

Use standard stall and spin recovery procedures when flying in a real arena in a
Yak.  Data on the Yak's distinctive low and high speed qualities are scarce and
the plane's behavior is less individualized than it is for many of the other Air
Warrior fighters.

The Yak in Scenarios

Whenever the Yak is employed in scenarios, it usually outnumbers its opponents
significantly.  Thus many pilots have amassed impressive records flying the Yak
in special events.  It must be due to skill, as well as numbers, because the Yak
has short legs, is terrible above 25k, and has an unspectacular ammo load.

Armament: two, 13mm machine guns; one, 20mm cannon. Ammo Load: 600
machine gun rounds; 400 cannon shells. Payload: one, 550lb bomb.


Messerschmitt ME 262A Sturmvogel (Stormbird)

The ME 262 is not normally available in the main Air Warrior arena on GEnie
except on occasional jet nights and in certain historical scenarios.

History

Without question, the ME 262 was the most formidable fighter aircraft of World
War II, largely because it possessed technology a generation ahead of propeller
driven airplanes.  What's surprising is that Willy Messerschmitt began
development of this jet fighter before the Second World War began.  Fortunately
for the Allies, technical delays in the development of Jumo jet engine, along
with inexplicable misjudgments on the part of German leadership, kept the 262
out of action until the war was all but lost for Germany.

The ME262 in Air Warrior

The Sturmvogel is seldom enabled in Air Warrior, except for historical
scenarios, because it tends to disrupt the normal balance of the game.

Nonetheless, when the ME262 is available, players are often surprised that they
do so poorly while flying it.  The 262 is an unstoppable fighter just so long as
you don't try to dogfight in it.  Not only does it lack the low speed
maneuverability of a propeller driven fighter, it also can't withstand the
amount of combat damage the prop planes can.  Jet aircraft consume far more fuel
than piston engine planes, and the Sturmvogel is a flying gas can.  It blows up
with the least amount of damage of any fighter in Air Warrior.

Flown properly, nothing can boom and zoom like the ME262. It's 50 knots faster
than any other plane in the game, and it's capable of 15,000 foot zoom climbs
that leave pursuing piston engine fighters hanging on their props.  More than
any other Air Warrior aircraft, the 262 requires patience.

The Sturmvogel Under Full Realism

Virtues

In half-time, it was readily possible to lead turn a 262 in a prop fighter; in
real time, such maneuvers are nearly impossible.  As with the actual Me262, this
is practically an unstoppable plane in the hands of someone who knows what he's
doing, owing to its sheer speed and near flawless high speed handling.  In
addition, the 262's already withering armaments become all the more devastating
with realistic lethality.

Vices

The 262 is as vulnerable as a Gooney Bird when its slow.  It accelerates poorly
and takes a long time to build up its energy state.  It's also as fragile as a
Zeke when it comes to taking hits - a distinct problem with high lethality.  You
have to exercise extreme care when maneuvering the ME262 at high speeds because
it will pull an enormous number of Gs with just a little bit of stick
deflection.  Aside from blacking out, you can easily rip the wings off the
aircraft if you pull back abruptly on the stick.  Landings are difficult too
because it's hard to slow the 262 down; it doesn't have a propeller to create
extra drag at low throttle.

The Me262 in Scenarios

You would think the 262 would be even more frightening than the Focke Wulf is as
a bomber interceptor, an it is dangerous in this role.  It lacks the ammo load
of the 190, however, and it will blow up if it takes a couple of hits from
bomber gunners.  It also lacks range, and it can't mix it up in a dogfight.
What it can do is cover ground in a hurry, avoid advance escort completely, and
deliver a lethal punch before gunners and close escort can react.

Tips

Stay fast, avoid headon shots, and nothing can touch you.  You will have a tough
time killing agile fighters who know enough to get out of your way.  Be
extremely careful in nose down turns because the turning radius and speed of the
262 tends to fool pilots with little experience in the plane.  This is a polite
way of saying that folks tend to auger a lot when they first try the 262.
The 262 has no remarkable spin characteristics.  If you go into an uncontrolled
spin, normal recovery procedures will be effective.

Armament: four, 30mm cannon. Ammo Load: 720 cannon shells. Payload: one,
550lb bomb.


                     THE BOMBERS AND VEHICLES OF AIR WARRIOR


Boeing B-17  Flying Fortress

This is the airplane that comes most readily to mind when people think of the
heavy bombers of World War II.  It is the most durable aircraft in Air Warrior,
carries the biggest payload (12 bombs), and has six gunner positions.  If you
want to crew up a bomber and strike more than one target, this is the aircraft
to choose.


North American  B-25J Mitchell

Although the most significant American medium bomber of the Second World
War, the B-25 in Air Warrior is seldom used except for historical scenarios.
What it comes down to, in game play, is that what ever the B-25 can do, the A26
can do better.  The Mitchell carries six bombs, eight .50 caliber guns in the
nose, and five gunner positions.


De Havilland  Mosquito MKXVI

The sole defense of the "Mossie" is speed.  It has no guns or gunner positions,
yet only a well flown Mustang can catch it. As the Mosquito can only carry four
bombs, it's a special purpose bomber in Air Warrior.  Many players use it on
missions against enemy radar.


Junkers JU88A4

The Junkers 88 was perhaps the most versatile of all Luftwaffe aircraft.  At
various times in the Second World War, the JU88 served as a level bomber, dive
bomber, ground attack aircraft, and radar equipped night fighter.  In Air
Warrior, however, this bomber is little used apart from historical scenarios.
It carries four bombs, has one pilot operated machine gun, and three gunner
positions.


Mitsubishi G4M "Betty"

The Betty was the front line Japanese medium bomber of World War II.  Its asset
was extreme range, but it was distinctly under powered and had no armor or self-
sealing fuel tanks. American pilots were often astonished at how quickly the
Betty burst into flames when attacked.  The Betty carries four bombs and has
five gunner positions.

Douglas  A26B Invader

The Invader in Air Warrior is the fastest medium bomber, with the exception of
the Mosquito.  Unlike the Mosquito, the A26 has formidable armament: eight, .50
caliber machine guns in the nose, plus two gunner positions.  The A26 also can
carry eight bombs, making it ideal for striking at enemy airfields.


                           THE VEHICLES OF AIR WARRIOR

Douglas C-47 Slytrain "Gooney Bird"

Developed from the DC-3 passenger plane, the rugged, dependable C-47 made a
crucial contribution to the Allied war effort during World War II, serving as a
transport for troops, supplies, and wounded soldiers.

While not an exciting plane to fly in Air Warrior, the C-47 serves an unique
role: it provides the only means available to carry paratroopers for airfield
capture.  You can also employ the Gooney Bird as a cargo transport to resupply
damaged airfields.


Soviet T-34 Tank

History

A total surprise to the German invaders in the summer of 1941, the T-34
completely outclassed contemporary German armor.  The T-34 was fast, dependable,
extremely rugged, and its 76mm main gun packed enormous firepower.  Subsequent,
and now famous, German tanks, such as the Panther and Tiger, were developed
specifically to improve upon the T-34.

The T-34 in Air Warrior

Few people employ the tank in Air Warrior but for those with the patience and
skill necessary to master its 76mm cannon, it can be a devastating weapon.  Its
big gun has a range of 9000 yards and it carries 55 shells, each with a third
the power of the standard 550lb bomb issued to airplanes in the game.  This
means that it can do more damage than most bombers, although its speed, glacial
in comparison to airplanes, limits its usefulness.

You can use a tank to destroy most targets that are vulnerable to bombs: anti
aircraft batteries (acks), towers, hangers, fuel storage tanks, ammo dumps, even
planes on a runway.  You cannot destroy an aircraft carrier or close an airfield
with a tank, however.

The T-34 can take on a crew of three, in addition to the driver: a main gunner,
a hull machine gunner, and an external machine gunner on top of the turret.

An enemy tank's appearance at an airfield most always draws a lot of attention.
Often the flustered enemy will mount an extensive effort, occupying several
pilots, to rid itself of the tank.  Thus, tanking can be a useful strategy if
your country is significantly outnumbered.

Pitched tank battles are rare in Air Warrior.  The game is, after all, about air
combat, not armored warfare.  Still, the T-34 tank provides a powerful and
entertaining alternative to the battle in the virtual skies.


Flakpanzer IV Whirlwind

The Flakpanzer is an armored anti aircraft vehicle available at all airfields
and vehicle garages in both Europe and the Pacific.


History

Consisting of a turret battery of four, 20mm anti aircraft guns, mounted on
obsolete German tank chassis that had been returned from the front for overhaul,
the Flakpanzer was truly a makeshift armored vehicle.  It was only produced for
a few months in the latter half of 1944, and was replaced with a model that
employed larger, more effective guns.

The Flakpanzer in Air Warrior

The Flakpanzer provides the only player controlled anti aircraft weapon in the
game, and it can be thoroughly lethal in the right hands.  Its four 20mm cannon
deliver a punch comparable to the Focke Wulf and it has over four times the
Focke Wulf's supply of cannon ammunition.

In addition to airfield defense against enemy planes, the Flak is an effective
weapon against paratroops during airfield capture attempts.  It is also an
effective anti-tank weapon at short range, but its guns will not damage
structural facilities such as aircraft hangers, and fuel tanks.

Mostly, the Flak is useful for immediate airfield defense when you can't take
off safely from an embattled field, and there isn't time to take a fighter from
another airfield to help out.  In those situations there is no reason to drive
the Flakpanzer.  Just jump to the gunner position and start shooting at the
nearest enemy plane.  Although your effective range is only 600 yards, you can
begin firing when incoming targets reach 700 or 800 yards away.  There is little
need to practice ammo conservation in a Flakpanzer.

Armament: four, 20mm cannon; one, 7.92mm machine gun. Ammo load: 3200
cannon shells; 1600 machine gun rounds


Other Vehicles

Air Warrior also has the Wiley's Jeep and a cargo transport truck.  The jeep has
a single, .50 caliber machine gun; the truck has no armaments whatsoever.
Neither is used by Air Warrior players very often, although some pilots use
jeeps to pop out onto airfields to check for nearby bandits; then, if they find
an enemy strafing or bombing the field, it won't go against them in the scores
as a death in a fighter.


                   THE MULTI-PLAYER GAMES ROUNDTABLE (MPGAMES)
                               Page 1045 on GEnie

GEnie's Multi-Player Games Roundtable provides Air Warrior players with a
variety of valuable services.  You can get to the MPGAMES RT from any GEnie
prompt by typing either m1045 or its keyword, MPGAMES.

Public Bulletin Boards (1045;1)
The Air Warrior bulletin boards in the MPGAMES RT offer a broad array of
forums ranging from discussions on strategy and tactics, to the free-wheeling
exchanges of opinion in the Crash & Burn Cafe.  The bulletin boards (or bb)
provide an accessible and inexpensive way to ask questions, improve your game,
and get to know the Air Warrior player community.  In addition, the bulletin
boards furnish news of the latest developments in Air Warrior, along with
announcements of historical scenarios, online contests, and other special
events.

There are four bulletin board categories for Air Warrior in MPGAMES.  Each
category contains upward of 20 separate topics.  You can find ongoing
discussions on most any subject related to the game.

Software Libraries (1045;3)
Here you can download gun camera films, maps, help files, sound samples, and an
assortment of useful or utterly bizarre contributions from the Air Warrior
players.

Real-Time Conferences (1045;2)
Air Warrior holds a weekly Real-Time Conference (RTC) where people get
together in an online room to discuss various topics.  Sometimes RTCs feature
special guests, such as Air Warrior's designer, programmers, aces, and colorful
figures.

Private Bulletin Boards (1048;1)
Multi-Player Games' Guild page offers private bulletin boards for Air Warrior
squadrons and historical scenario participants.  Here you can discuss strategy,
plan missions, and share you opinions in a secure, forum accessible only to
other squadron members.

Private Libraries (1045;3)
Squadrons can also have private software libraries. Generally these contain
combat films, squadron artwork, insignia, membership directories, and humorous
war stories.


                                  HOST COMMANDS

A host command always begins with a slash (/) and most can be abbreviated to
just the first three letters.
/exit   leave the arena.  Actually, just /e will do the trick in this case.
/handle [handle]        sets your handle.

These commands provide you with information:
/rank           lists individual player scores.
/rankteam       list team scores.
/roster         list all pilots currently in the arena.
/airfield       lists airfields, and shows you their status.
/strategic      lists country scores and gives you the status of strategic
                facilities.
/convoy         lists convoys active in your country.
/port           tells you which host computer port you are on.
/who [player number]    gives a condensed summary of a player.
/score [player number]  gives you another player's score.
/score  displays your score.
/room   lists all players in the room you're in.
/status [player]  gives you a player's status and informs you of the
                  computer he's using.
/arena..............................shows active arenas.
/real...............................lists the realism options in effect.

The following commands transfer you from one Air Warrior page to another:
/main   go to main arena.
/train  go to the training page.
/scenario       go to scenario arena.
/move [arena #].....................moves you to an arena.

These commands move you to various conference facilities:
/hq     go to your country's headquarters.
/gen [room number]      go to general conference room 1-9.
/goto [airfield number] go to airfield briefing room.
/tune [channel] takes you to the radio room, tuned to the
                specified channel.

These commands are available at airfield briefing rooms:
/fly    take off in an aircraft or vehicle
/plane [plane number]   Select a plane the old fashioned way.
/available      lists the planes available at the airfield.
/bomb   loads bombs on your airplane
/bomb [number]  load a number of bombs fewer than the
                maximum load.
/cargo [cargo type]     load [f]uel [a]mmo or [s]upplies onto a C-47
                        transport plane.
/join [player number] [position]   asks a player if you can sign aboard as crew
                                   member on his bomber or vehicle.
/observe [player]  asks a player if you can ride along as an observer.
/accept [player]        accept a request to join or observe.
/deny [player number]   deny a request.

The following commands regarding dueling can be issued from any conference
area:

/duel [player number]   challenges a player to a duel.
/accept [player number] accept a dueling challenge.
/deny [player number]   decline the challenge.

General squadron commands:
/team [squadron leader number]  list a squadron roster.
/withdraw       leave your current squadron.

These squadron commands must be issued with both parties in the same room:
/invite [player number] asks player to join your squadron.
/ask [player number]    asks a squadron leader if you can join his squadron.
/accept [player number] accept a pending squadron invitation.

These are squadron commands that can only be issued by a squadron leader:
/rename [new name]      rename your squadron.
/expel [player number]  kicks a player out of your squadron.
/disband        no, disbanding a squadron is not this simple; you must expel all
                the members first.
/transfer [player number]  transfer leadership of your squad to another squadron
                           member.  This command cannot be abbreviated.


                               AIR WARRIOR JARGON

There is a language to air combat.  Given that people using the radio in Air
Warrior are typing and flying at the same time, most terms are abbreviated or
become acronyms, and some are creations of the game entirely.

AAA     Anti-aircraft artillery.
Ack     same as AAA.
AFK     away from the keyboard.
Alt     Altitude.
Angels  Another term for altitude, in thousands of feet
        (i.e.: "Angels 10" means 10,000 feet).
Auger   Crash landing.
B4      Before.
BRB     Be right back.  This means you'll be away from your computer for
        a moment.  It's followed by "back" when you return.
Bandit  Enemy plane.
Bingo   Used if you're out of or short on something, followed by the item
        you lack (i.e.: "Bingo ammo")
Bogey   Unidentified aircraft.
Buff    Bomber.
Bug     To run away.
B&Z     Boom and zoom; a style of fighter attack.
Cat jumped on my keyboard.....No abbreviation or acronym for this common
        excuse has yet been devised.
CC      I understand.
Con     Short for icon, meaning you are close enough to pick up a local
        tracking icon (i.e.: "Con C Spit!").
CR      Climb Rate.  When flying formation it's useful to let people know
        what your climb rate is or to conform to theirs
        (i.e.: "CR=4" means your climb rate is 4,000 feet per minute).
Deadstick...Flying without the aid of engine power.
DeathStar...Heavily gunned bomber on the full realism page.
Dien    Dying.
Ditch   To land safely somewhere other than a runway.
Drone   A computer controlled aircraft/player.
Dump    You were disconnected from Air Warrior against your will.
Dweeb   An unskilled player.
E       Energy.
Efighter        A type of fighter aircraft suited to high speed attack, but not
        dogfighting (i.e.: "Grab an efighter"), or a pilot who practices boom
        and zoom energy tactics (i.e.: "He's a pure efighter")
Egg     Bomb.  Sometimes this is used as a verb meaning to bomb
        (i.e.: "I egged him on the runway").
Fiter   Fighter.
Frog Auger   When you crash, sometimes it takes the host a few moments to
             process your virtual demise.  From your cockpit it appears, for a
             second or two, that you've hopped off the ground, hence the term.
Furball   A thickly populated dogfight.
<g,d,r> Grinning, ducking, and running.
Glider  Same as deadstick.
hehe    Laughter.
Hdg     Heading, usually followed by what heading it is (i.e.: "Hdg 090").
Icon    Same as Con above.
IMHO    In my humble opinion, yet rarely is there much humility involved with
        this acronym's use.
In      Means you are engaging the enemy.  This is often said with a bit more
        enthusiasm, such as "In In In!"
Jabo    German term for fighter bomber (Jagdbomber).  Although it is seldom
        used in the game, the manual author likes the sound of it when used as
        a verb (i.e.: "I jaboed the sucker!").
K       One thousand (i.e.: "Bogey at 5k")
Kts     Airspeed in knots.
L8r     Later, meaning see you later.
No Joy  You don't see the plane that someone has pointed out to you.
Off     You are disengaging.
OiNk........I remembered this time, DoK ;)
One hit [system].....Means that a single hit from gunfire has taken out a
                     critical system (i.e.: "One hit engine!")
OTW     On the way.
Out     Same as "Off" except sometimes "Out" is followed by your exit heading
        (i.e.: "Out 245").  Out can also refer to how far away you are from
        something you're trying to reach (i.e.: "Hang on!  5k out")
OTOH    On the other hand.
Ping    Feedback, on your end, of a hit you've suffered.  For example, a
        ping-less death means that you've been shot down without
        hearing bullets hit your plane.
Poof    Tells people that you are logging off immediately; a last good-bye
        before exiting the game.
Prep    To prepare an airfield for capture.
Refer   Refinery.
Rgr     Roger, same as CC.
ROFL    Rolling on floor laughing.  It means you think something is very funny.
        This has many variations, from LOL (laughing out loud) to ROFLASTC
        (Rolling on floor laughing and scaring the cat).
RTB     Return to base.  Sometimes this is followed by the number of the field
        where you plan to land (i.e.: "Rtb 19").
SBL     Surrounded by Lostness.  A confused player.
Smoke   Generally used as a verb in Air Warrior, it means to leak oil or fuel
        due to hits from gunfire or to cause the same to happen to someone else
        (i.e.: "I smoked him!").
Stallfight      A dogfight occurring near stall speed.
Vis     I see (i.e.: "Vis C Stang").  This is similar to "Con" except it
        includes more distant planes that you may have identified with your
        radar.  Generally, "Vis" is less urgent than "Con."
Vulch   From the noun, vulture, in Air Warrior it becomes a verb, meaning to
        prey upon a nearly or completely defenseless victim.  "Nice vulch!" is
        not entirely a compliment.
Warp    Network delays causing planes to appear as if they're jumping around,
        rather than flying around.
:)      A sideways happy face.

You will see many, many variations on this.  Here are a few:
:-)     this one has a nose
8-)     this one is wearing glasses
;-)     this one is winking
:^)     tongue in cheek
:(      A sideways, unhappy face.  Usually, with this one, you are spared the
        variations.

There are communications customs that don't contain words.  Many pilots count
out their kills over the radio.  Some pilots, when they urgently need
assistance, will issue three blank radio messages to signify a distress call.
 ----------------------------------------------------------------------------

    Well, that's enough to get you started.  As I said at the beginning of this
file, this is a considerably shorter version of the Air Warrior manual.  You can
order the complete, two booklet set online by going to page 870 and selecting
menu item 8.  The printed version has detailed plane performance charts for each
aircraft, illustrations of the planes and basic ACM, plus many quotes on
tactics from the game's best players, along with extended tactical discussions,
and plane performance comparison charts.

    If you have any problems, questions or comments regarding Air Warrior,
please feel free to write me email at either KESMAI.SUP, or BLUEBARON.

    Have fun, and welcome to "The Show" of air combat simulation :-)

                                                  Jonathan @ Kesmai
                                                  a.k.a. Blue Baron