WORDS FROM THE AUTHOR After I graduated from the Terran Confederation Space Naval (TCSN) Academy, I was immediately assigned to fly missions against the Kilrathi. The flight simulator at the Academy had taught us basic combat strategies, given us a feel for the different ships and cockpits and acquainted us with fighters from the Kilrathi fleet. But the simulated missions we flew at the Academy were hardly comparable to a real-life dogfight.
TCSN SIMULATOR The Wing Commander Academy trains every student in a variety of different classes and exercises that will adequately prepare him or her for real-life combat in space. In our effort to save the Confederation from the depredations of the Kilrathi, we can only afford to send the very best pilots out to defend our homes. Innumerable hours of training, classes and simulator practice turn our students into ace Confederation pilots before they launch their first actual mission.
SIMULATOR CONFIGURATION To the right of the computer console you see a wall panel. Lean over to the panel and press on it once. The panel slides back into the wall, revealing a simulator configuration menu for Music and Sound FX as well as a joystick calibration option. Pressing the buttons MUSIC and SOUNDFX once toggles their respective functions between active and inactive. You may also want to calibrate your joystick before you embark on your first simulated mission.
COMPUTER CONSOLE Configuring Your Mission You are now ready to turn your attention to the heart of the flight simulator: the computer console. Once you have taken a seat, click on the computer screen in front of you to activate the simulator. While you are configuring your mission at the computer console, you may select your choices by clicking with the left or the right mouse button.
Nav Point Currently Being Drawn Hostile Fighter Name You’ve Given This Mission Difficulty Level of Opposing Pilots Cursor over Hostile Fighter to Select it Your Ship Capital Ship (friendly or hostile) Asteroid Field Data Pod or Ejected Pilot Identity & Intelligence of Selected Object Random Placement COMPUTER CONSOLE Sartha Drakhri Jalkehi Grikath Strakha Jrathek Dorkathi Ralatha Ferret Rapier Broadsword Epee Sabre Crossbow Morningstar Wraith Asteroid Field Mine Field Data Pod
Randomizer and Gauntlet Options If you prefer the unexpected, try the Randomizer and Gauntlet options. The Randomizer button is located in the bottom row of buttons. Select the RND button, click anywhere on the viewscreen and this feature will generate unpredictable patterns of objects and hostile ships at the selected nav point. This option is particularly useful in preparing you for the unpredictability of combat in space.
Pressing the SELECT SHIP button, in the upper right corner of your console, (or hitting P on your keyboard) brings up an option screen with the different ships you can choose to fly. When you select a particular ship by single-clicking on it, the screen will also indicate the ship’s weapon loadout. Once you have decided which ship you want to fly this mission, and have clicked on it, hit SELECT to save and return to the main option screen.
Saving a Mission on a Floppy Disk If you want to save a mission onto a floppy disk, you must first save the mission in one of the allocated slots. Note the slot number(s) of the mission(s) you are transferring to a floppy, then exit to DOS on the simulator computer and insert a disk into the desired disk drive.
IN THE COCKPIT Once you have instructed the simulator to execute your mission, you find yourself in the cockpit of your chosen fighter. The introductory class Confederation and Kilrathi Ships has already provided you with basic information on ships and fighter cockpits. However, this will be your first experience in a “real” cockpit. When the TCSN simulator begins to execute your mission, the gauges and indicators of the ship you have chosen appear as the simulator emulates a real fighter.
Radar Display The circular screen in your cockpit is a radar display. This screen does not indicate distance to a particular ship. Instead, the six sections of the display show you how far you must rotate to be able to see that ship through your front view screen. While this is the single most important screen in your cockpit, it may sometimes also be the least intuitive. Use your experience in the simulator to become an expert at radar interpretation.
Left VDU (Visual Display Unit) Damage Status. From time to time, the left VDU shows a profile of your fighter and its current status. When you begin taking damage, this profile appears on your left VDU along with a message indicating which system was damaged or destroyed. Pressing D also brings up a damage report, indicating how seriously your ship has been hit. Undamaged components appear in green, while damaged systems are displayed in red, along with an identification of the affected system. Weapons.
Speed Indicator The speed indicator consists of two gauges. “Set Speed” indicates the speed your fighter tries to maintain on its own (comparable to the cruise control in a car). “KPS” shows the ship’s current speed in kilometers/second. Press + to increase your speed. To slow down, press – . (If you are flying your mission using a joystick or mouse, please refer to the Reference Card for the equivalent commands.
IN-FLIGHT SYSTEMS Targeting System When the Targeting System is activated by pressing T, your Targeting screen displays a profile of the ship you have targeted, as well as any damage the target has already suffered. When the targeting feature is active, one ship in your view screen will automatically be targeted. Red brackets indicate an enemy ship. Friendly ships will be bracketed in blue. Even if there is more than one ship visible through your front view screen, brackets will only appear around one ship.
Communications System The Communications System may be activated by pressing C on the keyboard of your simulator. The Communications screen then presents you with the potential recipients of your message — the currently targeted enemy or your wingman. If there is only one possible recipient in the area, you don’t need to designate the receiver — the simulator will skip over this option screen and immediately present you with the next screen (see the following paragraph). Each receiver is listed by number.
SPACECRAFT OF THE TERRAN AND KILRATHI FLEETS The ships in the Confederation and Kilrathi fleets come with a wide variety of designs and functions. The particular type of ship you fly during each mission will depend on your primary objective. For example, capital ships with phase shields can only be destroyed with torpedoes, Mace missiles and Leech missiles. The simulator will familiarize you with the advantages and drawbacks as well as the primary functions of each fighter.
Crossbow Class Bomber Length 24 m Max. Velocity 370 kps Cruise Velocity 200 kps Acceleration Average Max. YPR 8 dps Mass 40 tonnes Weapons Neutron Guns (2) Torpedoes (4) Pilum FF Missiles (3) Mass Drivers (3) Rear Turret Turret Guns (2) Armor Fore and Aft Shields 25 cm equivalent each Front and Rear 20 cm each Left and Right 25 cm each The Crossbow is a formidable Confederation anti-capital ship bomber. It combines impressive armor and shields with good maneuverability and traveling velocity.
Ferret Class Patrol Fighter Length 10.2 m Max. Velocity 500 kps Cruise Velocity 360 kps Acceleration Good Max. YPR 8 dps Mass 10.5 tonnes Weapons Mass Drivers (2) Armor Fore and Aft Shields 6 cm equivalent each Front and Rear 6.5 cm each Left and Right 4.5 cm each The Ferret is the fastest light fighter in the Confederation fleet. Only the Wraith, a Confederation ship model currently in development, will be able to fly at higher velocities than this basic fighter.
Rapier Class Medium Attack Fighter 19 m 450 kps 250 kps Excellent 10 dps 15 tonnes Length Max. Velocity Cruise Velocity Acceleration Max. YPR Mass Weapons Laser Cannon (2) Dart DF Missiles (2) Pilum FF Missiles (2) Armor Fore and Aft Shields Front and Rear Left and Right Particle Cannon (2) Javelin HS Missiles (2) Chaff Pods (2) 8 cm equivalent each 6.5 cm each 5 cm each Widely used on most carriers, the Rapier was an instrumental force in the Vega campaign.
Wraith Class Length Max. Velocity Cruise Velocity Acceleration Medium Fighter 16 m 600 kps 400 kps Excellent, by far the best acceleration of any of the ships 10 13.5 tonnes Max.
Dorkathi Class Length Max. Velocity Cruise Velocity Acceleration Max. YPR Mass Turrets Transport (Military) 95 m 200 kps 100 kps Poor 2 dps 5000 tonnes Flak Guns (3) Armor Fore and Aft Shields Front and Rear Left and Right 19 cm equivalent each 17 cm each 16 cm each The Dorkathi is one of the most commonly encountered Kilrathi capital ships. Being a transport, it is not equipped with phase shield protection.
Grikath Class Heavy Fighter Length 17.7 m Max. Velocity 330 kps Cruise Velocity 200 kps Acceleration Poor Max. YPR 3 dps Mass 27 tonnes Weapons Neutron Guns (3) Torpedoes (3) Chaff Pods (3) FF Missiles (3) Rear Turret Turret Gun (2) Armor Fore and Aft Shields 17 cm equivalent each Front and Rear 16 cm each Left and Right 14 cm each When you see Grikath fighters attacking your space station, act quickly.
Jrathek Class Medium Fighter Length 20 m Max. Velocity 500 kps Cruise Velocity 350 kps Acceleration Excellent Max.
Sartha Class Light Fighter Length 8.3 m Max. Velocity 400 kps Cruise Velocity 220 kps Acceleration Good Max. YPR 4 dps Mass 12.5 tonnes Weapons Neutron Guns (2) DF Missile (1) Armor Fore and Aft Shields 5 cm equivalent each Front and Rear 4 cm each Left and Right 3 cm each The Kilrathi Sartha is a light fighter comparable to the Confederation’s Epee. The Kilrathi fighter is slower and not as maneuverable as the Ferret or the Epee. Shields and armor are extremely weak.
WEAPONS OF THE TERRAN AND KILRATHI FLEETS Strategies in space combat depend not only on the ships you and your opponents are flying, but also on the weapon loadouts of every fighter. For example, if you know your enemy only has short range blaster capabilities and no chaff pods, you will try to eliminate him at long range with particle cannon and missiles.
Pilum Friend-or-Foe Missile (FF). This missile recognizes a distinctive signal broadcast by all registered ships of the Terran Confederation. (Hijacked Confederation ships will have been deleted from the registry.) An FF missile targets the nearest ship that isn’t broadcasting. This means it will also zero in on Confederation ships with damaged broadcasting systems, including your own. Spiculum Image-Recognition Missile (IR).
MANEUVERS AND STRATEGIES At this point, I would like to call your attention to some of the most important strategies in space combat. We have already gone over innumerable strategies and maneuvers in class at the Academy. However, it is easy to forget theoretical training in the face of a formidable enemy heading straight for you and your wingman. Even a simulator can only prepare you to some extent for this terrifying experience.
AFTERBURNER SLIDE 4. At a range of 1000 - 1500 meters, the nose of your ship should be aiming at the lead enemy ship. Thumb the fire button for maximum effect, then turn and follow the enemy wing. 3. At a range of about 2000 meters, turn hard to the right. Make sure you don't change elevation during the turn. 2. Straighten out and immediately punch your afterburners hard, making sure you achieve maximum velocity. 1. At a range of 3000 - 3500 meters from your target, turn left about 30 degrees.
Concentrate on One Foe. Once you have hit an enemy, it is advisable to keep that particular fighter in your sights until he is destroyed. If you switch between targets, each will have time to regenerate its shields and blaster power and it will be harder to finish them off. Cooperate with your Wingman. Learning how to cooperate with your wingman in dogfights and other missions is one of the most vital skills you will ever acquire.
ATTACKING A CAPITAL SHIP Kilrathi Dorkathi-class Transport 1000 meters – turn left or right Hit afterburners Hit afterburners Gun barrage from 1500 to 1000 meters Launch missiles before 2000 meters Epee Begin approach beyond 4000 meters
WINGMEN PROFILES During my years at the Academy, Maniac was one of the most colorful students there. In spite of barely adequate performance in class, he managed to beat everyone in the simulator. He had a definite talent for flying and soon he was dusting his opponents with his unconventional and daring tricks. But talent alone does not necessarily make you an accomplished fighter pilot.
Angel, Captain Jeannette Devereaux, has flown countless missions for the Terran Confederation. She is one of the steadiest, most consistent fighters we have put in the field. She has never failed to loyally protect her wing commander and has always managed to keep her head in even the most heated dogfight. She is also an exceptionally beautiful and mysterious woman, but that is another matter…. I flew many missions with her before we were separated at my request.
ONLINE SERVICES AND BULLETIN BOARDS Many of the most popular online services provide access to ORIGIN company news, product updates, release dates, technical support and game hints. In addition, ORIGIN has established its own electronic bulletin board as a customer service. America Online. You can e-mail Customer Support at ORIGIN CS or Marketing at OSI. To reach our Customer Support board in the Industry Connection, press CTRL-K for “Go to Keyword.” Then type ORIGIN in the Keyword window.
CREDITS Producer Thomas Blom Executive Producer Dallas Snell Programming Jeff Everett, Brent A.
® ™ I N S TALL GUIDE Welcome to Wing Commander Academy. The following includes quick installation instructions, for users familiar with the process, and a more detailed, step-bystep guide to installing the game. If you experience any difficulty, consult Troubleshooting (pp. 3-4). To avoid compatibility or memory problems, please take a moment to confirm that your machine matches the system requirements.
Abort installation. This option allows you to cancel the install process. (You may also abort the installation process at certain other points while the files are being copied to the hard drive by pressing ESC.) You will be asked to verify all abort requests, giving you a chance to change your mind and continue with the installation. I N S TA L L I N G THE GA M E If you are installing the game, you will be prompted to insert various Wing Commander Academy disks.
Installation Fails Exiting CONFIG.SYS and Modifying AUTOEXEC.BAT In the unlikely event that installation fails, an error message should tell you the nature of the problem. See Troubleshooting (below) for solutions to some common problems. After typing these lines, you should exit and save your file. Do so by typing: ALT-F X Y TR O U B L E S H O O T I N G Next you need an AUTOEXEC.BAT file on your boot disk. Type: EDIT A:\AUTOEXEC.
A: Both are trying to play with less than 586K (601,000 bytes) free. If the game does this, use the DOS command CHKDSK and read the last line of output. It should say “XXXXXX bytes free.” This is the amount of free RAM available. If this number is less than 601,000 bytes, modify your AUTOEXEC. BAT and CONFIG.SYS files. You may want to use a system boot disk instead of modifying the CONFIG.SYS and AUTOEXEC.BAT files on your hard drive.
® ™ REFER ENCE CARD Console Commands Select Next Clear Ship Wingman Load Save Execute Escape ENTER TAB C P W L S X ESC Selects feature currently under cursor Moves to next command button Clears action sphere Selects ship Selects wingman Loads game Saves mission Runs mission Returns to simulator room Spaceflight Commands TO FIRE Gun/Tractor Weapon Targeting Comp.
SIMULATOR OPTIONS Message Duration M Music CTRL-M Sound CTRL-S Score S Pause Slower Faster Exit Eject P ALT-+ ALT-– ALT-X CTRL-E Changes message duration Toggles music on / off Toggles sound effects on / off Displays score (in gauntlet mode) on right VDU Pauses game Slows speed of game Increases speed of game Exits to DOS Ejects from ship and returns to simulator room CAMERA VIEWS Front Left F1 F2 Right F3 Rear F4 Chase Battle Tactical Missiles Tailing F5 F6 F7 F8 F9 Front view Left view / go to
Using a Joy s t i c k Between Missions. Move the joystick to maneuver the arrowshaped pointer around the on-screen picture. When the pointer’s shape changes into a cross, press button #1 to select functions. In Space. The diagrams on the right show the movements of the joystick and the use of the joystick buttons for basic flight control.
Using a Key b o a rd Hold for longer burn NUMERIC KEYPAD Between Missions. Use ↓, ↑, ← and → (or the numeric keypad) to move the arrow pointer. When the pointer’s shape changes into a cross, press E NTER to select functions. In Space. Both the numeric keypad (with NUM LOCK off) and arrow keys are active for controlling flight.
NOTE This manual and the software described in it are copyrighted, with all rights reserved. Under the copyright laws, this manual or the software may not be copied, in whole or part, without written consent of Electronic Arts, except in the normal use of the software or to make a backup copy of the software. The same proprietary and copyright notices must be affixed to any permitted copies as were affixed to the original.