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ACM(6)				 Games Manual				ACM(6)

NAME
       acm - an	aerial combat simulator	for X

SYNOPSIS
       acm [ options ]

DESCRIPTION
       acm  is	a  distributed	air combat simulator that runs on the X	window
       system.	Players	can engage in simultaneous air combat  from  different
       Unix  workstations.  Players fly	jet aircraft equipped with radar, heat
       seeking missiles	and cannon.

       Each player flies something close to either an F-16C Falcon  or	MiG-29
       Fulcrum.

USAGE REFERENCE
       The following command line options are recognized by acm:

       -plane F-16 or MiG-29 or	C-172
	      Select the aircraft type that you'd like to fly.

       -frame-rate n
	      Limits the displayed frame rate to n frames per second.  If nei-
	      ther -frame-rate nor -update-rate	are specified, ACM updates the
	      display  as  fast	 as possible, effectively eating all available
	      CPU time.

       -update-rate n
	      Sets the simulation update rate to n interations per second.  If
	      neither  -frame-rate nor -update-rate are	specified, ACM updates
	      the display as fast as possible, effectively eating  all	avail-
	      able CPU time.  If -frame-rate is	supplied alone the update rate
	      defaults to 50 hertz.

       -watch-frame-rate
	      Print statistics about the actual	display	frame rate on standard
	      output.

       -dis-sim	integer
	      Sets the DIS simulation address to the specified value.  The DIS
	      standard defines this address as an enumerated value correspond-
	      ing  to  a geographical site.  For more information, consult the
	      IEEE 1278	protocol definition.

       -dis-appl integer
	      Sets the DIS application id to the specified value.  This	 value
	      is  used in DIS packets to distinguish your acm application from
	      other DIS	applications running at	the same site.

       -js serial-device
	      Specifies	the local serial port where a Colorado Spectrum	 Work-
	      station  Gameport	 is attached.  The Gameport allows you to con-
	      nect PC-compatible joysticks and use them	with ACM.

       -geometry geometry_spec
	      An X compatible window geometry specification

       -team <1	or 2>
	      Specifies	the starting airfield.	 Airfields  are	 about	50  nm
	      apart.  Team 1 flies F-16's, team	2 flies	MIG-23's.

       -dv    Use  the	X  server's default visual for your screen.  Normally,
	      acm will hunt for	a Visual that has a depth of eight planes.  It
	      will  also  create  a  private  colormap for acm's use.  If your
	      screen's default Visual is an 8-plane PseudoColor	Visual,	 using
	      this  switch will	allow acm to use the "public" Colormap so that
	      other windows won't change color when acm	is in use.

       -simx  Consult the SIM/x	server to obtain  appropriate  DIS  simulation
	      and application identifiers.

HOW TO TAKE-OFF
       Your mouse is the control stick.	 The neutral position is the center of
       your view display -- denoted by the dot in the center of	your heads-up-
       display	(HUD).	Moving the mouse away from you pitches the plane down,
       moving it back pitches the plane	up.  Left and right  inputs  roll  the
       aircraft	in the corresponding direction.	 On the	ground at speeds up to
       100 kts,	nose wheel steering guides the aircraft.

       To take off for the first time, select 20 degrees  of  flaps  (press  H
       twice),	then  press  the full throttle key (the	4 key on the main key-
       board).	Keep the mouse in the neutral position until you are moving at
       about 140 kts, then pull	the mouse about	two-thirds of the way down the
       view window.  You should	pitch up and lift off the ground  fairly  eas-
       ily.   Gradually	 move the stick	closer to the neutral position and let
       your airspeed build -- don't move it back to neutral too	quickly	or you
       will  end  up  back on the ground again!	 As your airspeed passes about
       250 kts,	raise the flaps	(press Y twice)	and landing  gear  (press  G).
       Congratulations,	you're flying a	multi-million dollar jet.

ENGINE CONTROLS
       The following keys control your engine thrust:

	    4	 Full Power

	    3	 Increase Power	(about 2 percent)

	    2	 Decrease Power	(about the same	amount)

	    1	 Idle Power

	    A	 Toggle	Afterburner

       Your  engine  gauge  displays the power that you	are generating.	 Below
       that, you have displays showing your total fuel remaining  as  well  as
       your  current  fuel  consumption	rate.  The afterburner uses fuel at an
       amazing rate; use it wisely.

LOOKING	AROUND
       The keys	of the numeric keypad control which direction  you're  looking
       outside of the cockpit:

		 8 Forward

	    4 Left    5	Up 6 Right

		 2 Aft

       It  pays	 to  look  around  when	 you're	in a combat environment.  Your
       chances of staying alive	increase remarkably.

THE HEADS UP DISPLAY (HUD)
       On the left side	of the HUD is a	ladder showing your  current  airspeed
       in nautical miles per hour (it displays true airspeed).	Above that, in
       the upper left corner, is a G-meter.

       The right ladder	shows altitude;	above that is a	readout	of  your  cur-
       rent angle-of-attack in degrees ("a=X.X").  Your	jet will stall at a 30
       degrees positive	angle of attack	and negative 16	degrees.

       The airplane symbol (something like "-O-") shows	the direction that the
       relative	 wind is coming	from.  The relative wind combines your current
       angles of attack	and sideslip.  A ladder	in the center of the HUD  show
       your aircraft's current attitude.

       The  lower, horizontal ladder shows your	current	heading.  Discretes in
       the lower left-hand corner show the  state  of  your  weapons  systems.
       Slightly	 above	them is	a readout of your current thrust percentage as
       well as the state of your engine's afterburner -- the "AB" symbol means
       the afterburner is on.

USING YOUR RADAR DISPLAY
       The  radar  system  has	a  field of view of 130	degrees	vertically and
       side-to-side.  Radar automatically locks	onto the closest threat	in its
       field  of  view.	 A locked target is displayed as a solid block.	 Other
       hostile targets are displayed as	hollow squares.

       Targeting information is	displayed in the lower	right  corner  of  the
       display.	  The top number is the	heading	of the locked target, the next
       number is the relative heading you should steer to intercept the	target
       (displayed  as  "ddd  R", and the third number is the rate that you are
       closing with this target, expressed in knots.

       You can lock onto other targets by pressing the target  designator  key
       (Q).

WHO'S GUNNING FOR ME?
       Radar  sets  that  are  tracking	 your  aircraft	can be detected.  Your
       Threat Early Warning System  (TEWS)  display  warns  you	 of  potential
       threats.	  This circular	display	shows the relative direction of	radars
       (other aircraft)	that are looking at you.

ARMAMENTS
       Your aircraft is	equipped with heat-seeking missiles and	a 20  millime-
       ter  cannon.   Weapon  information  is displayed	in the lower left-hand
       corner of your HUD.  Different weapons  may  be	selected  by  pressing
       mouse button 3.

       The missiles are	patterned after	U.S. AIM-9M Sidewinders.  They can de-
       tect infrared (IR) targets at any aspect	 (not  just  from  the	rear).
       Their  range  varies  dramatically  with	the altitude and closure rate.
       The missile subsystem couples with your radar set to  provide  time-to-
       impact information when AIM-9's are selected.

EXAMPLES
	acm -js	/dev/tty0  -simx

	acm -geometry 1000x500

KEYBOARD COMMAND LIST
       Stick and Rudder	Controls

       The Mouse if your stick.	 It controls pitch and roll.

       Z -- Rudder Left

       C -- Rudder Right

       X -- Center the Rudder

       Engine Controls

       4 -- Full Power

       3 -- Increase Power

       2 -- Decrease Power

       1 -- Idle

       A -- Toggle Afterburner State

       Radar Controls

       R -- Toggle Radar State (On/Standby)

       Q -- Target Designator

       Flaps

       H -- Extend 10 degrees

       Y -- Retract 10 degrees

       Speed Brakes

       S -- Extend

       W -- Retract

       Weapon Controls

       Mouse Button 2 -- Fire the selected weapon

       Mouse Button 3 -- Select	another	weapon

       Pitch Trim Controls

       U -- Set	Take-off pitch trim

       J -- Set	pitch trim to the control stick's current pitch	setting

       Other Controls

       G -- Retract/Extend landing gear

       P -- Self-Destruct (Quit	the game)

       L -- Launch a target drone

       View Controls (Numeric Keypad)

       8 -- Forward

       2 -- Aft

       4 -- Left

       6 -- Right

       5 -- Up

AUTHOR
       Riley Rainey, rainey@netcom.com

				October	1, 1995				ACM(6)

NAME | SYNOPSIS | DESCRIPTION | USAGE REFERENCE | HOW TO TAKE-OFF | ENGINE CONTROLS | LOOKING AROUND | THE HEADS UP DISPLAY (HUD) | USING YOUR RADAR DISPLAY | WHO'S GUNNING FOR ME? | ARMAMENTS | EXAMPLES | KEYBOARD COMMAND LIST | AUTHOR

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