




*******  Welcome to "FST:  WWII."  ********
						     

	*  Table of Contents *
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	* Section 1:  Overview
	* Section 2:  Tips for New Flight-Sim Players
	* Section 3:  Notes for Flight-Sim Junkies and FST Owners
	* Section 4:  Technical-Support Tips:  (PLEASE READ THIS IF 
YOU HAVE PROBLEMS!)
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** SECTION 1:  Overview **

     With the exception of the graphic front-end in the standalone game, 
"FST:  WWII" was developed entirely with Domark's "Flight Sim 
Toolkit" software.  We've integrated dozens of new features and 
improvements that allow those who own FST to develop their own 
detailed and realistic WWII air-combat scenarios, or customize the 
ones we've developed.  

     Don't own FST?  Don't worry!  Not only can you play all of the 
scenarios we've enclosed, but your can also take advantage of your 
"FST:  WWII" purchase to get $10 off our full-featured and high-
powered "Flight Sim Toolkit" software and design your own aerial 
adventures!


** SECTION 2:  Tips for New Flight-Sim Players **

     If "FST:  WWII" is the first flight-simulation title that you've 
played, there are some basic tips to help you get in the air and having 
fun:

     1)  Use the "Arcade" or "Training" scenarios first.  The flight-models 
(how the aircraft actually perform) are very responsive, forgiving, and 
durable in these missions.  In addition, you'll have plenty of 
ammunition to take it to the bad guys with.  

     2)  Even though the "Arcade" and "Training" flight models are 
easier, the basic concepts of fighter combat still apply.  Keep your 
speed up, and use the strength of your aircraft to greatest advantage.  
Here's a brief list of each fighter's key strengths to keep in mind:

	Mustang:  Very fast.  Make slashing, diving attacks against the 
enemy planes.  Don't let them pull you into a turning fight if you can 
help it.

	Spitfire:  Great maneuverability.  Tight, high-banked duels are the 
Spit's playground!

	Typhoon:  Fast and tough, perfect for attacking ground targets.  
Good maneuverability, but use the Typhoon's climbing ability to climb 
above the enemy.

	Fw-190:  Small, fast, and durable.  Use the Fw-190's speed and 
high roll rate to avoid turning duels with Spitfires.  When in trouble, 
DIVE!

	Me-109:  A good all-around performer, but lacking the 
maneuverability of the other fighters. The toughest fighter to fight and 
win with in the D-Day scenarios.

	Ju-188:  This large, twin-engined bomber survived with its speed, 
but still has to slow down to drop a torpedo.  Don't become too 
focused on the fighters and hit the ground! Make sure and use your 
flaps when making torpedo runs.

	Wildcat:  The Wildcat was outclassed by the Japanese Zero in 
speed and maneuverability.  However, it possessed more firepower, and 
FAR more durability. Try to dive on the enemy, and take them out with 
a good burst.  Forget trying to out-turn a Zero.

	Dauntless:  This bomber was stable and durable, but slow.  Stay 
close to other Dauntlesses to combine the protection from each other's 
tailguns.  Don't attempt to go into battle as a "lone wolf."  If the 
fighters don't get you, the anti-aircraft fire will.  Dive-bombing is the 
best way to ensure a hit, and builds up plenty of speed for your escape.

	Devastator:  This torpedo bomber is obsolete, sluggish, and slow.  
Torpedo runs in the Devastator are very tough.  Use your flaps, drop 
your torpedo no closer than 500 yards or so, and hope for the best!  
(ALT-M gives you a "Torpedo's-Eye View" after you drop it.)  
Remember 100 knots, and NO MORE than 100 feet of altitude when 
you drop the torpedo, or it will malfunction.

	Zero:  This Japanese fighter was fast and maneuverable for its time, 
but lacked the heavy firepower and ruggedness of the Wildcat.  Pull the 
enemy into turning duels, where the Zero reigned supreme.  Avoid 
head-on attacks, and stay away from the bomber's tailguns.

	Val:  Slow and fragile, but maneuverable for its size.  The Val is 
much like the Daunltess dive bomber, and the same tactics work with 
this aircraft.  

	Kate:  A much better torpedo bomber than the Devastator, the Kate 
was faster and more responsive.  However, the same tactics apply with 
as with the Devastator:  Stay close to your wingmen, don't get too close 
to the warships you're attacking, and don't hang around when you've 
dropped your torpedo.  In the role of a dive-bomber, the Kate is much 
like the Dauntless.

	Don't forget to use your rudder when mixing it up with the enemy 
aircraft, or jockeying for a torpedo run.  Real "warbird" pilots relied on 
their rudder pedals to pull off the tough shots that meant the 
differences between life and death.  Don't rely only on the ailerons to 
turn your plane!


** Section 3:  Notes for Flight-Sim Junkies and FST Owners **

	While "FST:  WWII" is intended to be a "fun" flight simulator, 
there are a number of realism features that will appeal to the "serious" 
simulation fans:

	Damage Effects:  The player's aircraft can suffer damage in different 
ways.  The cockpit has a number of instruments that indicate the 
damage the plane is taking.  Handling in all three axes can be effected, 
as well as the engine's power output.  If the player's aircraft is smoking, 
that indicates an engine hit, and an impending loss of power.  The 
computer-flown aircraft suffer identical effects.  During the missions, 
smoking aircraft will be seen "augering in" when their engines die, or 
plowing into the ground when their controls begin to fail.  

	Ground Effect:  Particularly applicaple to takeoffs and torpedo 
runs, Ground Effect provides a small amount of additional lift that the 
player will actually notice.  Don't let a plane's performance in Ground 
Effect lull you into a false sense of security.  Once the carrier's deck is 
out from under you, things might get hairy!  

	Rudder-Roll Relationship:  Players will notice that rudder 
coordination is particularly important with the new flight-modelling 
computations.  Rudder deflection also induces a roll, precisely as it 
does in reality.  The windy conditions of the "Combat" and "Veteran" 
scenarios illuminate the importance of the rudder!

	High-Speed Stalls:  It's possible to pull too much aft elevator and 
cause the wing to enter a high-speed stall through a drastically-
increased angle of attack.  This is referred to by some as "mushing," 
and can be very dangerous to ground-attack aircraft and dive-bombers.  
Don't attempt to
bully a plane too much at high speeds.

	Flight Models:  The "Arcade" and "Training" flight models have 
been tweaked with much higher thrust, and much lower overall wing 
loading than the flight models of the "Veteran" and "Combat" 
scenarios.  The easier models are a ball to fly, but still have to deal 
with the full computational considerations of the more realistic 
versions.  The models of the "Combat" and "Veteran" scenarios are very 
faithful to the actual handling and speed characteristics of their real-
life counterparts, but have had the wing loading (Wing Efficiency) 
adjusted to provide better climb performance.  While this makes these 
flight models less "realistic," it does make them much more enjoyable 
to fly.  FST users who wish to tweak these flight models for the utmost 
in accuracy should start by reducing the Wing Efficiency of each 
aircraft to the 0.5-0.75 range.

     *** WARNING:***  

	The new WORLD.EXE editing Tool IS NOT completely 
compatible with older FST scenarios, due primarily to the additional 
features such as Teams and Bombers that "FST:  WWII" adds.  If you 
have a scenario that you've developed with the -OLD- FST 
WORLD.EXE editing Tool, DO NOT try to edit it with the -NEW- 
WORLD.EXE.  This will result in many of the old scenario's variables 
becoming scrambled, and will not run with EITHER version of FST.  

	For FST users who wish to edit and run the scenarios from DOS, 
the following naming convention is how the game's graphic front end 
selects and loads the individual mission files:

	D-DAY or MIDWAY is the obvious prefix for each theatre.  The 
suffixes are broken into three sections:  Country, Mission, and Skill 
Level (A=Arcade, T=Training, C=Combat, V=Veteran.)  For example, 
MIDWAY.A1A is the file name for a Midway scenario, (A)merican 
Side, (1)st Mission, (A)rcade Skill Level.  D-DAY.G4C is the name for 
a D-Day scenario, (G)erman Side, (4)th Mission, (C)ombat Skill Level.  

	For FST users wishing to adapt their existing FST Scenarios, please
refer to the FORMATS.TXT file in this directory.

	For FST users wishing to experiment with different command-line 
arguments while running the FLY.EXE program from DOS, the 
enclosed ARGS.TXT file has a number of new switches that allow 
considerable flexibility and options in running FST.

     
** SECTION 4:  Technical Support Tips **

	? Problem:  The game runs too slow!

	* Reason:  To run in the 640x480 Super VGA mode, your machine 
should have an S3, ATI, or VESA-compatible accelerated graphics 
card.  Unless you have a fast local bus machine, a non-accelerated 
graphics card will run the game too slowly in SVGA.

	! Solution:  Select the Standard (320x200) Resolution in the 
Display Menu. (9)  Additionally, the Options Menu (3) allows you to 
toggle the Detail off, providing a "Flat Earth" terrain model without 
texture.  While flying the actual simulation, the ESC key will bring up 
the Configuration Menu.  The Display selection in this menu allows 
you to turn off the horizon shading, further increasing the speed the 
game runs at.  Combining all three of these options will enable most 
machines to run the game very well!

	? Problem:  I'm getting the message "Unable to set video mode" 
when I try to play the missions.

	* Reason:  The Display options aren't set for your graphics card, or 
you do not have VESA-compatible 640x480 display resolution 
software installed in your computer's memory.

	! Solution:  Set the Display options in the game to match your card, 
and/or install the proper VESA-compatible software into your 
computer's memory BEFORE your run the game.

	? Problem:  The D-Day scenarios run too slow!  

	* Reason:  The D-Day scenarios are HUGE, each one containing an 
accurate recreation of the invasion of Normandy and the terrain of 
northern France.  A typical mission can have almost 2,000 3-D objects 
for the player to interact with!  You can literally fly for an hour without 
hitting the "end" of the world.

	! Solution:  (**Please use this solution AFTER you've tried 
reducing the display detail levels as the first Solution recommends.**)  
The LODETAIL missions are simplified versions of the D-DAY 
missions.  These have nearly all non-military objects removed to reduce 
the number of polygons your computer must process.  To use these 
simplified missions, you must delete every D-DAY mission in the 
C:\WW2\D-DAY directory, then rename each LODETAIL file to have 
the proper D-DAY prefix.  (Don't worry, it's easier than it sounds...)

	Example:

	Type CD\WW2\D-DAY (return)
	Type REN D-DAY.* HIDETAIL.* (return)
	Type REN LODETAIL.* D-DAY.* (return)


	When all LODETAIL missions have been renamed to D-DAY 
missions, the game will run properly, and the speed of the simulation 
should speed up considerably.  However, if the speed is still too slow 
for your liking, running the D-Day scenarios with the Display option 
set to VGA/Normal will provide a significant speed increase.

	If you later decide you wish to restore the original files....

	Type CD\WW2\D-DAY (return)
	Type DEL D-DAY.* (return)
	Type REN HIDETAIL.* D-DAY.* (return)

	? Problem:  I can't get any sound!

	* Reason:  "FST:  WWII" absolutely REQUIRES a 100% Sound-
Blaster compatible card to be able to play digitized sound effects while 
flying the simulation.  (Some cards advertise 100% compatibility, but 
aren't!  If you get the idea that sound card compatibility is becoming a 
virtual tar-pit in the PC game industry, you're right.)

	! Solution:  FST assumes that your sound card is configured for 
IRQ 5, DMA 1, and Port 220H (default settings).  Any other settings 
need to be noted by the SETBLASTER command in your 
AUTOEXEC.BAT file. Please check the owner's manual of your 
particular card for instructions on how to configure it to the 
specifications mentioned above.  As a last resort, you can enable your 
PC's speaker to play very basic sounds during the game.

	Owners of ProAudio Spectrum sound cards occasionally have 
problems with Sound Blaster compatibility.  Depending on the model 
and manufacture date of your card, setting the IRQ, DMA, and PORT 
addresses can be performed either with jumpers, or through the card's 
installation software.  If your ProAudio refuses to play the digitized 
sounds in the game, please checkyour card's configuration and ensure 
that the proper settings, including the AUTOEXEC.BAT 
SETBLASTER option, is correct for Sound Blaster emulation.  This 
advice is also applicable for owners of the Reveal and Sound Galaxy 
line of sound cards.

	? Problem:  The game locks up, drops me back out to DOS, or gives 
me an "Insufficient Memory" message.

	* Reason:  This is almost always the result of a the computer 
system's memory configuration specified in the AUTOEXEC.BAT and 
CONFIG.SYS programs.  "FST:  WWII" requires only 330k of 
Conventional Memory, and 2 megabytes of Extended Memory.  Very 
few machines are unable to provide this.  If your system refuses to run 
the game, you should try to reconfigure your system to reduce or 
eliminate excessively large RAMDISK or SMARTDRV settings.

	Typing "MEM/C" from the DOS directory provides a detailed 
breakdown on your computer's memory status.  If this shows at least 
330k of conventional memory and 2 megabytes free, "FST:  WWII" 
should have no problems at all.  DOS 6.0 and above contains an 
excellent memory configuration program called MEMMAKER.  
Running MEMMAKER from the DOS directory is simple, fast, and 
can cure many memory headaches.
