- INTERCEPTOR VERSION 1.0D -----------------------------------------------

November 22nd, 1994
VGA Planets Utility for VGA Planets v3.00.
Interceptor v1.0d (eta)  Copyright (C) 1994 by C. J. Holz
VGA Planets is Copyright (C) 1992-1994 by Tim Wisseman

- WHAT IS INTERCEPTOR? ---------------------------------------------------
    Interceptor examines the data from visible enemy ships, and provides
    (*) detailed enemy ship information.  VGA Planets does not always
        provide a description of enemy ships, if they are in orbit.
    (*) estimate on final destination.  An enemy ship may be headed for
        one of your planets, the necessary action can then be taken.  If
        it a freighter headed for another planet, then it could be assumed
        to be colonizing or transporting minerals
    (*) New plantary projected destination applied to predicted final
        destination.  This method uses the angle used for estimating the
        final destination, which has at least 9 decimal places to provide
        a more accurate and very precise (100% correct during testing) way
        of getting an interception.
    (*) projected destination for the next turn.  This information would
        be most useful to privateers or for any cloaking vessel that
        wishes to intercept an enemy ship without de-cloaking.  This has
        since been reviewed and made more accurate.
        Mathematical bugs probably generated by HOST.EXE are now correctly
        interpreted to provide a single estimated destination.
    (*) estimate on departure point.  Home planets or owned planets could
        be located by this method, a large assault could then be lead
        against it, or a planet to stay away from, or sold as information
        to other players.
    (*) batch file error levels.
        level 1 - no directory or player specified.
        level 2 - files not found in specified directory or incorrect
                  directory specified.
        level 3 - specified player number not found.
    (*) hyperspacial jump ship departure / destination estimation.  Useful
        as a warning when a hyperspacial ship approaches the 350 light
        year range with one of your own planets, or to find the planet
        where it just jumped from.
       Introduced /CUT switch.  This will remove headings and other non-
        -vital information from the report to reduce its size, but it will
        make it less readable to the novice used.
       INI file setup.  Default devices for ships (hyperspacial,
        gravitonic, cloaking, terraform 50, and terraform 100) can be
        specified with the hull number 1 to 105.
       Ignore field for INI file.  Specify certain ships to ignore by
        specifying the ID number.  Useful when you have several allied
        ships from another race in you territory and you don't need to
        know where they are headed.  Useful also in reducing the report
        size.
       closest armed friendly ship to the enemy ship.  To allow fast
        interception of the enemy ship.  An armed ship is determined by
        having move than 0 beam weapons installed, or having torps or
        fighters loaded.
       planetary gravity well corrections, for projected destinations
        and hyperspacial calculations.

    Note: the  symbol is for new features since the last version.
          the  symbol is for possible improvements for uture versions.


- WHAT IT CAN'T DO! ------------------------------------------------------

    Interceptor can only read enemy ship data that is normally available
    in a game, it can't give friendly codes, or the precise destination of
    the enemy ships.  It uses such information as current location,
    heading and warp speed to provide a best guess.

- HOW DO I USE INTERCEPTOR? ----------------------------------------------

    Simply place the INCEPT.EXE program file into you VGA Planets
    subdirectory where all the data files are kept.
    To use it, simply type:

        INCEPT.EXE [dir] [/P#]

    dir  = the directory that contains your game data.  This must always
           be specified first ( . = current directory)
    /P#  = the player number you which to analyse ( * = all players in
           directory specified)
    /CUT = removes headings and excessive information for a reduced output
           when you start getting several pages of interception reports.

    Player information must be unpacked first by using UNPACK.EXE
    The best method, is to run INCEPT.EXE and print out the output file,
    so the information is ready when you run PLANETS.EXE

    These files are needed required by INCEPT.EXE
    UNIVERSAL DATA FILES (game directory or current directory):
        XYPLAN.DAT   - xy coordinates of starfield
        PLANET.NM    - planet's names
        RACE.NM      - race's names
        HULLSPEC.DAT - hull names
    PLAYER DATA FILES (in game directory):
        INIT.TMP     - lists which players RST's are unpacked
        SHIP##.DAT   - the player's ship data
        PDATA##.DAT  - which planets the player owns
        TARGET##.DAT - data on visible enemy ships
        SHIPXY##.DAT - data on ship masses
        GEN##.DAT    - turn number

        INCEPT.INI   - device and ignore ships are specified
                       this can be in the game or current directory

    The output file produced by INCEPT.EXE is:
        INCEPT##.TXT - this file is generated in the game directory,
                       previous output files are renamed as BAK files


- WHAT SORT OF OUTPUT IS GENERATED? --------------------------------------

Turn number 23.  Interception report for The Solar Federation

  1/  3 | Who: Privateer             | XY: 1707, 2645 | Warp 9 | Heading: 210
ID#  43 | Name: More Death to all... | Hull: BLOODFANG CLASS CARRIER       
Devices: None                                         | Weight:  167/ 270 kt
-- POSSIBLE DESTINATIONS -----------------------------------------------------
Target Name                 Prob Distance Turns X   ,Y    Heading Projected
 P 89  Lynx Ceti            100%    32.24     1 1691,2617  209.74 In Range
*P452  Helios                20%   289.63     4 1566,2392  209.13 1667,2574
*S  8  Survey 8              20%   289.63     4 1566,2392  209.13 1667,2574
*S 19  Cruiser 19            20%   289.63     4 1566,2392  209.13 1667,2574
       Projected destination....    81.01     1 1666,2574
-- POSSIBLE DEPARTURES -------------------------------------------------------
Depart Name                 Prob Distance Turns X   ,Y    Heading
 P 60  Graf                 100%    81.08     1 1676,2069   30.66
Closest armed ship: ID6 at 189.32 LY


  2/  3 | Who: Bird Man              | XY: 1391, 2411 | Warp 9 | Heading:  -1
ID#  41 | Name: Friendly neighbour   | Hull: DETH SPECULA CLASS FRIGATE    
Devices: None                                         | Weight:  201/ 175 kt
-- POSSIBLE DESTINATIONS -----------------------------------------------------
Target Name                 Prob Distance Turns X   ,Y    Heading Projected
*P332  Kaye's World         999%     0.00     1 1391,2411   -1.00 NONE
*S 21  Destroyer 21         999%     0.00     1 1391,2411   -1.00 NONE
       Projected destination....     0.00     1 1391,2411  (NO WAYPOINT)
Closest armed ship: ID21 at 0.0 LY


  3/  3 | Who: Cyborg                | XY: 2548, 2851 | Warp 9 | Heading: 126
ID#  26 | Name: Jumper               | Hull: B200 CLASS PROBE              
Devices: Hyper                                     | NetWeight:   70/  95 kt
-- POSSIBLE DESTINATIONS -----------------------------------------------------
Target Name                 Prob Distance Turns X   ,Y    Heading Projected
 P 17  Alkalurops 459       100%    40.80     1 2581,2827  126.03 In Range
       Projected destination....    80.80     1 2613,2803
-- HYPERSPACIAL PRESENCE -----------------------------------------------------
Hyper  Name                 Prob Distance Turns X   ,Y    Heading
*P140  Rappaport            100%   352.46     1 2197,2883  275.21
 P144  Antilia              100%   348.49     1 2878,2963   71.25
*S 37  The Big Gun          100%   348.74     1 2224,2722  248.29
Closest armed ship: ID37 at 348.74 LY


- EXPLANATION OF EXAMPLE: ------------------------------------------------

    All visible enemy ships are examined, here there were two.  Each
    record is marked at the top left corner.  The rest of the header is
    information gained from the data files.  This gives the details:
      (*) who owns it
      (*) current location in XY coordinates
      (*) current warp speed
      (*) heading (rounded off by HOST)
      (*) ID number
      (*) the ship's name
      (*) the hull type (Super Freighter, PL21 Probe...)
      (*) the attached devices on the hull (hyperspacial, gravitonic,
          cloaking, terraform 50, and terraform 100)
      (*) netweight/maxweight.  The netweight of the ship is = fuel +
          cargo + weapons.  The maxweight = maximum fuel + maximum cargo.
          The maximum weapon weight was not added because it cannot be
          calculated without knowing the actual weapon type, and the
          number installed.
    When looking at the first example, the most important thing to note is
    the hull type.  Its a carrier.  The second ship is apparently a
    friendly ship hanging in orbit of one of my planets.  The third ship
    is a hyperspacial ship.  Its possible to guess where it may have just
    come from if it just came of a jump, or if its lining up to jump to
    one of your own planets.

    The information is what was generated by INCEPT.EXE.

-- POSSIBLE DESTINATIONS -----------------------------------------------------
Target Name                 Prob Distance Turns X   ,Y    Heading Projected
*P452  Helios                20%   289.63     4 1566,2392  209.13 1667,2574

    In order from left to right, 
      (*) TARGET, DEPART, HYPER.  "P" stands for planet.  "S" stands for
          ship.  "*" stands for yours.  So a "*P" is your planet.  A plain
          "P" is just a planet (another player could possibly inhabit this
          planet)  The number following is the ID code of the planet or
          ship.
      (*) NAME.  This is what the planet or ship is called (With ships,
          the hull name of you own ships is Not listed)
      (*) PROB.  This is the estimated percentage of chance that the ship
          is headed towards this target.
          The closer, and the less deviation in heading, the higher the
          percentage will be, and the more likely it is headed to that
          target.
          When the probability shows up as 999% (as in the second example)
          it means that the ship has no waypoint set (no heading or no
          warp factor set).  Its distance should show up as 0.00
      (*) DISTANCE.  This the measurement of how far away it is in Light
          Years (LY).
      (*) TURNS.  This is how many months or turns the ship is away from
          reaching this target at its current warp speed.
      (*) X Y.  This is the XY coordinate of the target.
      (*) HEADING.  This is the actual heading to two decimal places that
          the target lies from the enemy ship.
      (*) PROJECTED.  A secondary form of Projected destination listed
          below.


    Finally is the "Projected destination".  The are two type of Projected
    Destination's.  The Projected destination and the Planetary projected
    destination (for Possible Destinations).
    The Projected Destination is the calculated destination of that enemy
    ship for the next turn, provided it does not change heading (ie.
    change waypoint), or change warp factor or enter a gravity well near a
    planet.  This is useful for cloaked ships attempting to intercept
    without having de-cloak.  So far the projected destination has been
    very accurate in testing.
    Previously I has found that sometimes a ship would travel further than
    as calculated but this has been solved.
    Firstly the Projected Destination.
        This is a plain projection using the current heading of the ship
        to pin point where it would end up next turn if it was headed into
        DEEP SPACE.  This heading unfortunately is rounded off, so the
        heading is less than accurate but when the enemy ship isn't headed
        toward a planet, its the most accurate calculation there is.
    Last is the Planetary projected destination.
        To overcome errors in the rounded heading, if a ship is assumed to
        be to headed toward a particular planet, a more accurate heading
        is used to calculate the projected destination within one turn.

                              Distance Turns X   ,Y
    Projected destination....    81.01     1 1666,2574


    Closest armed ship.  This information I've just developed, so comments
    are welcome.  Its basic purpose is to find an armed ship that would
    reach the enemy ship the quickest to allow fast interception.
    Currently the information for this only lists the ID of the nearest
    ship and how far away it is.

    Closest armed ship: ID37 at 348.74 LY

- STRATEGIES AND HINTS ---------------------------------------------------

    When playing against other players who also use this program to keep
    track of ship movements, its best to use the old tried-and-true method
    of submarine evasion used late in the second millenium, on Earth
    during the period know as the Second World War.
    Ships basically perform a zigzag pattern, never headed directly
    towards their target, but always moving in the general direction.
    This way enemies won't know where you are going unless they watch a
    ships movements for several turns, and by that time the ship will have
    reached its final destination.
    Also cloaked vessels won't be able to do manual interceptions, since
    the ship's movements cannot be predicted.

- COMMENTS ---------------------------------------------------------------

    This is yet another beta test release of INCEPT.  I'm still looking
    for any good ideas to make it better, or to fix any bugs that I
    have not found.
    Any ideas, comments, suggestions for future versions or this
    documentation would be appreciated, no matter how bizarre.

- DISCLAIMERS ------------------------------------------------------------

    This program should not in any way damage your game data or computer,
    the only file it writes to is the output text file.
    Lastly, I cannot guarantee that this program won't damage or cause
    loss of data.  I cannot be held responsible for your own actions in
    the use of this software.

- WHERE TO GET AN ORIGINAL COPY FROM -------------------------------------

    Maybe you have lost it, hacked it, patched it, deleted it, erased it,
    formatted it, copied over it, moved it, or just lost it in
    transmission.
    Well you can get it on the internet by FTP'ing to:
        risc11.cahs.colostate.edu
    or emailing me (see address's below) and I'll send it back UUencoded
    (or by another specified format)
    If you have access to a BBS, good luck because I have no idea who'd
    have this.
    Maybe it'll be on TIM's BBS "Tim Continuum" at (209) 877-4921.
    If you don't have access to these wonderful things then I wondering
    how you got this program in the first place.  If so, just send me
    money (about US$ 5) and an address, then I'll mail it back to you on
    its own disk.

- HOW TO CONTACT ME ------------------------------------------------------

    Any correspondence can be addressed to:
            cholz@wilbur.mbark.swin.oz.au
            u3942255@pluto.mbark.swin.oz.au

    Or snail mail it to:
            Chris Holz
            22 Reumah Court
            Heathmont
            Victoria 3135
            Australia

    This program is shareware, so distribute it freely.

- END OF FILE ------------------------------------------------------------
