iF-22 v1.2 README Interactive Magic 6/28/97 Tech Support: (919) 461-0948 Internet: www.imagicgames.com ----------------------------------------------------------------- This file contains the latest information available about iF-22. The information in this readme file supplements the standard game documentation, and updates it only when necessary. Table of Contents I. Installation & Setup II. Manual Errata III. Performance Options IV. FAQ V. Cool Stuff! VI. Hints & Tips VII. Joystick Configurations VIII. Multiplayer/DirectPlay Limitations IX. Multiplayer Sessions over the Internet using TCP/IP X. Customer Service I. INSTALLATION & SETUP To start the iF-22 installation, click on the 'Install iF-22' button from the autoplay start up menu. A series of options for install sizes and installation locations will be presented to you. After your selections have been made, iF-22 setup will transfer the files you selected and build a shortcut on your 'Start' menu. For best performance, we strongly recommend that you quit all other programs before starting this simulation. This includes closing the special options bar for Microsoft Office and any applications that periodically pop up dialog boxes, such as e-mail and Scheduling programs. To uninstall iF-22 use the 'Uninstall iF-22' shortcut on your start menu. If you have a custom configuration and/or save game files in your iF-22 folder they will not be deleted during the uninstall process. You can delete them manually to fully remove iF-22 from your system. This is the normal operation of Windows 95 compatible software, as it preserves your custom settings should you wish to reinstall and play iF-22 again. Note: Install sizes may vary slightly depending on the formatted capacity and cluster size of your hard drive. In general you should expect a slightly larger install for hard drives in the range of 1 GB (gigabyte) or greater, and a slightly smaller install for hard drives below 1 GB. OPTIMUM SYSTEM SETTINGS iF-22 requires: * Windows 95 * Pentium 90 MHz CPU or faster (Pentium 133 MHz preferred) * 16 Mb RAM * 640x480 SVGA graphics adapter with 1MB video memory * 4X or faster CD-ROM drive * 50MB or greater Windows 95 Virtual Memory available iF-22 requires the CD be in your computer's CD-ROM drive to play the game. AUTOPLAY iF-22 is designed for Windows 95, and features an AutoPlay enabled CD-ROM. AutoPlay simplifies installation of multimedia and gaming titles under Windows 95, by providing instant access to the most common options for a particular product. Autoplay also allows access to slide show demos of recent and upcoming I-Magic games. iF-22's Autoplay menu allows you to install the game, and/or play the game (once installed). To exit out of the AutoPlay program at any time, click the 'Quit' button. To disable the AutoPlay feature hold down the 'Shift' key on your keyboard while the CD-ROM is being inserted into your CD-ROM drive. II. MANUAL ERRATA Page 3, Acrobat - The manual incorrectly states that the Adobe Acrobat Reader is automatically installed at the end of iF-22 installation. To install Acrobat Reader, which allows access to the online manual (iF22.pdf) and the dash-34 manual (iF22-34.pdf), you need to run setup.exe in the manual\windows folder on either CD. Page 13, Flying Campaigns - Add the following sentence at the end of the paragraph, "The Bosnian Conflict is the easiest campaign due to the Serbians somewhat obsolete equipment, while the Russo- Ukrainian War is the hardest campaign." Page 25, PDA: System Setup - Whenever you alter the Terrain Detail option you need to completely exit the game or switch terrain theaters before your change takes effect. Page 25, PDA: System Setup - Model detail has been completely removed, along with Medium Terrain Detail. Under the Flight Stick and Rudders controls, the Keyboard AC (auto centering) option is no longer available. Page 25, PDA: System Setup - A display option, "Display Gradient Sky", has been added to allow you to use high detail sky at the expense of some game performance. Page 32, PDA: Pilot Statistics - Below the squadron emblem on this page are small white F-22 icons for each victory in Head-to-Head Dogfights and a small C-17 icons for each victory in Capture the Flag sessions. Page 41, PDA: Mission Planning, Current mission line - The text under the Primary and Escort Payload and Waypoint buttons always displays, "As Fragged" (as planned). Page 53, PDA: Save - The "Use More Disk Space" and "Use Less Disk Space" options have been removed from the game. After you finish a campaign you can save on the Debriefing and/or Campaign Over screens. Resuming these games sends you to the Debriefing screen and resets the campaign state to "In Progress", allowing you to continue the campaign for at least one more mission. Page 63 and 66, Heads-Up Display, Navigation mode and Weapons mode - The Iron Gun Cross replaces the Watermark when the gun is selected as the current weapon, while in Weapons mode. It does not appear at any other time. For opportunity shots using your gun, use the Watermark to approximate the Iron Gun Cross. Page 65 and 67, Heads-Up Display, Navigation Mode and Weapons Mode - Bearing to waypoints and targets are given in compass degrees (0-360) not in right (+) and left (-) degrees. Page 65, 68, and 70, Heads-Up Display, Navigation Mode, Weapon Mode, and ILS Mode - The declutter option in each HUD mode do not operate exactly as listed in the manual. Page 66, 74, 74, and 91, Heads-Up Display, Weapons Mode; Multifunctional Displays, Tactical Mode and Attack Mode; Bombing: air to ground attacks - Each section should have the following paragraph attached to it, "The only air-to-ground weapon that doesn't operate in the above fashion is the AGM-88 HARM missile. To attack targets using a HARM, you'll need to lock onto a radar emitting target and turn toward it. Use the AIM-120 procedures listed in the Air-to-Air Weapon Deployment section when using AGM-88 HARM." Page 89, Multiplayer Sessions - During Head-to-head dogfights and Capture the Flag (CTF) sessions you can replenish you weapons and fuel by flying below 1,000 feet AGL (above ground level) within 1 mile of your airbase. Whenever you meet these criteria you get a "Notice: Weapons replenished" message. In the Ukrainian CTF, the "Blue" side has an inherent advantage in that it's transport takes a much more direct route to the neutral airbase. In Bosnia, neither side has an advantage. Page 95, PDA: Debriefing - In addition to the options stated, we have included a "Re-Fly Mission Now" button that allows you to re-fly your last mission. However, each time you re-fly a mission your possible effect on the campaign system (aiding advances) diminishes, so try to make your first pass at each mission your best. Page 98, Ending a campaign - Replace the first sentence with, "The Bosnia campaign ends when either side captures all but three of the theater objectives. The Ukraine campaign ends when your side captures all but five or the enemy captures all but three of the theater objectives. Replace the first sentence of the second paragraph with, "After 25 missions, the United Nations (UN) steps in and tries to get each side to agree to peace." Page 152, Russian built ground-to-air weapons - The Russians have produced a version of the BMP-2 equipped with SA-16 and SA-18 ground-to-air missiles. We have included this vehicle, referred to in iF-22 as the "BMP-2 AD" (Air Defense), so don't be surprised if you see it in your Defense MFD mode. III. Performance Options iF-22 has been designed and implemented to be enjoyable on a broad variety of systems, from unaccelerated 90 MHz Pentiums with 16MB of RAM to 3D accelerated 200 MHz Pentiums with 32 MB of RAM and beyond. The tradeoff between frame rate (how often the screen gets updated), image quality, and hard disk space requirements is a matter of personal choice, so iF-22 offers several options to allow you to customize the simulation to your hardware configuration. A little experimentation with each of these will help you decide which combination matches your system and the way you want to play the game. For better game performance try the following: Make sure no other applications are currently open, as they force resource sharing under WIN95. Next try allocating at least 50MB of virtual memory under the WIN95 Control Panel. Before allocating virtual memory you need to defragment you hard drive using the Disk Defragmentor under the Start Menu, Programs, Accessories, System Tools. Next go to the Control Panel, select System, Performance, and finally Virtual Memory. In general the more RAM and virtual memory you have, the better the game runs. Preflight User Interface Performance If you elect not to install the Art Files during iF-22 installation, you will experience short delays while navigating between preflight screens. You can eliminate these delays at any time by installing the Art files to your hard drive using iF-22 AutoPlay. Flight Screen Resolution The game offers three options for Flight Screen Resolution: 640x480, 800x600, and 1024x768. The lowest resolution (640x480) will give the best performance on all systems. If you have a faster machine, say a P133 or greater, or a 3D accelerator card, you may want to try experimenting with the higher screen resolutions. The higher resolutions will provide more visual detail, including crisper cockpit and HUD display and more detailed out-the-window graphics. Note that many 3D accelerators do not have enough memory to run the game at 1024x768 resolution. Terrain Resolution The installation program and the Theater Setup screen allow you to control the installation and selection of High Resolution or Low Resolution terrain. The High Resolution setting provides much more detail in the terrain, at the cost of occasionally accessing the CD drive and hard disk to swap terrain texture as you fly. These CD and hard drive accesses may cause occasional, brief dips in performance, especially on slower machines. There are two ways to get around this, if need be. You can install the High Resolution terrain onto your hard disk, to alleviate CD access slowdowns, or you can select the Low Resolution Terrain setting on the System Setup screen. Installing the high resolution terrain on your hard disk will still allow you to see full detail in the terrain, at the expense of approximately 300MB of hard disk space (!). Selecting Low Resolution Terrain prevents CD access during flight, at the expense of losing much visual detail. Most customers should not need to take either of these steps. 3D Accelerator Cards iF-22 will perform well without a 3D accelerator, but will be even more enjoyable when played with the benefit of a quality 3D accelerator. The game supports most of the 3D accelerators via Direct 3D, but the implementations of Direct 3D on some cards don't handle the high volume of texture swapping that iF-22 requires. DirectX 3 Please ensure that you have installed the latest DirectX 3 drivers for your particular accelerator; many of the boards we have tested with have shipped with out-of-date drivers that were buggy or didn't perform as well as they could. Check your 3D accelerator vendor's Web site or Technical Support hotline for the latest driver information. Cloud Display On some systems, the display of textured clouds can significantly degrade the frame rate of the game. You can turn this on or off on the System Setup screen. If you turn it off, you'll still get the cloud layer effect as you pass through the clouds, but you won't see textured clouds when you point the nose of the plane at the cloud layer itself. Gradient Sky and Smoke Trails The System Setup screen allows you to turn each of these visual effects on or off. Turning them off may give you a small performance increase at the expense of some visual quality. Turning Smoke Trails off may deprive you of some visual cues that you'll need to play the game effectively, so we don't recommend turning these off. IV. FAQ General Items: The name of iF-22's executable file has been changed to iF22.exe to avoid confusion with existing F-22 flight Sims. Cloud heights listed under Meteorology data in Mission Briefings on the Mission Selection screen are erroneously in meters instead of feet. To approximately convert them to feet multiply the value by 3. To exit the Campaign or Single Mission loop in the preflight interface use the Main button on the bottom of the PDA. To completely uninstall a theater/terrain set, you need to first exit and restart the game. This guarantees that all the theater files or "freed up" for deletion. Next select the Theater Setup button on the Main Options screen. On the Theater Setup screen select the theater you wish to uninstall and press the appropriate "Remove" button. If you attempt to uninstall a theater after flying any type of session, some or all of the theater files may still be accessed within the game and are thus unavailable for deletion. It is possible, although extremely rare, to get a WIN95 "blue screen" error entitled "Error Reading CD-ROM in Drive:" while loading and evaluating missions. To alleviate this problem put the other iF-22 CD in your CD-ROM drive. FAQs: Question: On some or all of my of my Preflight screens I have missing bitmaps and pictures. How can I correct this? Answer: You are probably not seeing all the pictures because you only have 1MB of video memory. Try pressing the F1 key to redraw your screen. This should correct the problem. Question: My aircraft flies funny using my joystick. As I push my stick right or left, my plane actually climbs for a brief moment before performing the desired maneuver. Why? Answer: You probably have your joystick "Dead Zone" too high. Try calibrating your joystick with no Dead Zone. Next expand your Dead zone until the small white dot representing your joystick position stops moving. This should remove the unwanted noise for your device, while giving you maximum performance. Question: In Padlock view (F3) I can't tell how to maneuver to bring my nose around to the target. Answer: In the upper right corner of the HUD is a small dot with a line extending from it. The dot represents your aircraft and the line represents the direction you should fly to bring your nose around to the target. Question: Why am I only getting 99% thrust when my throttle is fully engaged? Answer: This sometimes occurs when your throttle calibration is slightly off. To fix this, don't run your throttle all the way up when calibrating it. Stop just short of maximum throttle to ensure that you can reach 100% thrust. Question: By hitting ground targets, can I effect the enemy's ability to win a battle on the ground? Answer: Yes. By destroying enemy ground vehicles and installations near the front line, friendly forces are more likely to gain a decisive advantage and capture ground from the enemy. Question: I see a SAM in my Defense MFD, but it doesn't shoot at me once I'm in range. Why? Answer: It could be one of three things. First right click on it to see if it is an EWR station, as they do not fire at you. Second, if your Enemy Difficulty Level is set to Harmless, SAMs and aircraft do not fire at you. Third, your stealth may have allowed you to penetrate inside their minimum range before they could even detect you. Question: If we take out an airport does this weaken the enemies ability to respond to us? Answer: Absolutely. All allied and enemy aircraft are physically based at airports (look around while on the ground). If the enemy loses an airport, he fields fewer aircraft, who now must fly farther to reach their objectives. Question: I'm not sure I understand what the Weapon Acquisition and Track Circle does on the Attack MFD. Answer: It graphically displays what your missile can see, since all missiles have a limited field of vision. In order to get a "SHOOT" cue your current target, represented by a filled white dot, must be within the larger Weapon Acquisition and Track Circle. When launched your missile can acquire and track its intended target. Question: How does the shootlist determine which planes are selected? Answer: It prioritizes them by first by range and then by angle off your nose (whether you are pointing toward them). It then prepares a shootlist of X targets, where X is the number of weapons you have of the selected type plus one for each wingman in your flight. Question: Exactly how do I drag and drop waypoints? Answer: Pick up the waypoint you wish to move by clicking on it with your mouse and holding the button down(you should see an indication on the Chatbar that you are moving a waypoint). Move the mouse to the new location for the waypoint and release the mouse button to drop the waypoint. Question: I can move and alter some waypoints, but not others. Why? Answer: In iF-22 you are a Flight Leader and don't have the authority to change your home airbase or targets (only your Squadron Commander can do that). The only waypoints you can move and edit are Navigation and Patrol waypoints. If you are on an Escort mission, and on some SEAD missions, you can't even change those because you need to fly the same waypoints as the flight for whom you're performing escorting or SEAD. Question: How do I tell another player to attack my current target without yelling across a room? Answer: Select a target using one of the normal methods and send the "Attack my current target" message to the other player using your IFDL communication system (k key). He will see the communication and see a dashed circle around the target you want him to attack. Question: All of my targets disappeared from my radar, but I know they're there because they are still shooting at me. Answer: Check to make sure you didn't accidentally turn off your radar. The radar key, 'r', is next to the target key, 't', and it is very easy to accidentally hit it when you're cycling through targets. Question: Sometimes when I have an IFDL with my AWACs, I can't see all the aircraft and ground objects in my vicinity. Why? Answer: The AWACs aircraft has a radar range of approximately 300 miles. Just like your own radar it is affected by the RCS of the aircraft it attempts to detect. On the Mission Planning map you can find out where the AWACs will be "on station", but he is not guaranteed to be on station at the beginning of your mission or that he will stay there your entire mission. Therefore, both radar range and RCS, along with the actual location of the AWACs affects what you can see using an AWACs IFDL. Question: How do I chat with other players before flying in Multiplayer session? Answer: Simply left click on the chat bar (black bar running from left to right across the bottom of your screen) after joining any multiplayer session. Question: Why does my hard drive get almost constant access after completing a mission? Answer: iF22 is swapping terrain off you hard drive and compiling information necessary to evaluate not only your mission, but also the hundreds or even thousands of computer flown missions. V. Cool Stuff iF-22s campaign system is completely dynamic so fly near the front line and find some friendly and enemy aircraft flying close together. Target a friendly or enemy aircraft and watch them dogfight from the target chase view F5. Enjoy the action! Keep you eyes open for SAM and Air missile launches, which works best when Smoke Trails are turned ON. Start a multiplayer capture-the-flag or cooperative single mission with invulnerable to weapons turned ON. Find an enemy airbase or heavy SAM area and fly through it! Take turns following each other players through the SAMs and watch the missiles ARC up from the ground after your buddy (Smoke Trails turned ON). Now to complete the fun vector in on the SAM locations you saw and gun them down! Try flying "nap of the Earth" or extremely low over the terrain in Bosnia. Use you radar altimeter (Shift-a) to watch you altitude above the ground. To avoid crashing, make sure your flight path marker is above the horizon when climbing and watch your altitude when diving. Flying below 300 feet really gives you a sense of speed, not to mention reduces the number of SAM and Air launches. Sneak up behiund a slow moving aircraft such as a Mi-24 Hind or An-12 Cub transport and kill it with your gun. When it explodes follow the burning hulk down and see it explode when it hits the ground! Oh yeah...make sure you pull up at the last minute or you'll be a ground pattie too! Take a look at iF-22's supplementary manual entitled, "Nonnuclear Weapons Delivery Manual" located on CD-ROM 1 under the "Manual" directory. This manual is designed to let you focus on the combat or "attack" portion of iF-22 without having to read the entire printed manual first. VI. HINTS AND TIPS Check our website, www.imagicgames.com, for the latest information regarding iF-22. Takeoffs: The F-22 has an awesome amount of power at takeoff and things happen very quickly. Runways lengths in iF-22 are actual lengths of the airfields they overlay in the real world. Most are in the 6,000' to 9,000' range. The F-22 at full military power needs less than 3,000' for takeoff. If you find yourself 'leaping' off the runway at high speeds (over 180-200 kts), you may try practicing your takeoffs at less than full power. Set 75-80% takeoff power and try to takeoff. As you become more proficient you can increase the power and reduce your takeoff distances and times. General Flight: Your best climb speed for fuel planning purposes is 400 kts until reaching Mach .92 then .92 to your cruise altitude. For greater escort mission success: When performing Escort missions take a few AGM-88 HARM missiles in your flight to take care of any SAM sites that lay in your path, because you can't tell the flight you are escorting to avoid the unforeseen threats. They're counting on you to get them home safely! For greater escort mission success: Maintain a position over or slightly ahead of the escorted flight to hit the threats before they come in range of who you're escorting. General: USE YOUR WINGMEN EARLY!! Get your wingmen out on targets early. Once the furball begins it's difficult to find the time. Emergency Low Fuel Procedures: The F-22s maximum range for fuel emergencies (low fuel, fuel tank damage) is at 45,000' and 2.5 degrees of AOA. When approximately 100 miles from your landing field, pull the engines to idle and slow to about 6 degrees AOA. Lower the nose to maintain 6 degrees AOA until the approach. VII. JOYSTICK CONFIGURATIONS (all files are located on Disk 1 under the "joystick" directory) Standard Two-Button Joystick Pitch up: pull back Pitch down: push forward Roll right: push right Roll left: push left Fire selected weapon: button 1 (trigger) Select next weapon: button 2 Standard Four-Button Joystick with hat switch Pitch up: pull back Pitch down: push forward Roll right: push right Roll left: push left Fire gun: button 1 (trigger) Fire selected weapon: button 2 Select next weapon: button 3 Arm Weapon: button 4 Snap view top: hat up Snap view rear: hat down Snap view right: hat right Snap view left: hat left Thrustmaster F-16 FLCS and TQS Combination (qiF22.b50 and qiF22.m50) F-16 FLCS Operation Pitch up: pull back Pitch down: push forward Roll right: push right Roll left: push left Fire gun: button 1 (trigger) Fire selected weapon: button 2 (btn s2) Button toggle: button 3 (btn s3) Launch chaff and flare: button 4 (btn s4) Snap view top: hat up (btn h1) Snap view rear: hat down (btn h1) Snap view right: hat right (btn h1) Snap view left: hat left (btn h1) Rotate up 45: hat up (btn h2) Rotate down 45: hat down (btn h2) Rotate right 45: hat right (btn h2) Rotate left 45: hat left (btn h2) Select next weapon: hat up (btn h3) Select previous weapon: hat down (btn h3) Toggle flaps up/down: hat right (btn h3) Toggle gear up/down: hat left (btn h3) Select next MFD mode: hat up (btn h4) Select previous MFD mode: hat down (btn h4) Select next MFD: hat right (btn h4) Select previous MFD: hat left (btn h4) F-16 TQS Operation MFD range inc/dec: range knob Radar on/off: range knob push in (btn t6) Zoom views: antenna knob Dog fight switch middle: Lock target: radio switch up (btn t2) Shoot list: radio switch down (btn t3) Select next target: radio switch right (btn t4) Select previous target: radio switch left (btn t5) Air brake on/off: thumb switch left (t9) Afterburner on/off: thumb switch right (t10) Dog fight switch up: Send Com1 message: radio switch up (btn t2) Send Com2 message: radio switch down (btn t3) Send guard message: radio switch right (btn t4) Send network chat: radio switch left (btn t5) Wheel brake: thumb switch left (btn t9) IFF check: thumb switch right (btn t10) Dog fight switch down: Lock target: radio switch up (btn t2) Shoot list: radio switch down (btn t3) Select next target: radio switch right (btn t4) Select previous target: radio switch left (btn t5) Air brake on/off: thumb switch left (btn t9) Afterburner on/off: thumb switch right (btn t10) Thrustmaster WCS Mark II and Standard Joystick (kiF22.adv and kiF22.mdf) WCS Mark II Operation Base switch setting: Black switch setting to digital, Red switch to analog. Rocker Switch Up: Engines: button 4 Gear: button 5 Wheel Brakes: button 6 Afterburners: button 3 Previous Waypoint: button 2 Next Waypoint: button 1 Rocker Switch Middle: IFF: button 4 Status MFD: button 5 Navigation MFD: button 6 Flares: button 3 Chaff: button 2 ECM: button 1 Rocker Switch Down: Combat MFD: button 4 Time Acceleration: button 5 Normal Time: button 6 Previous Target: button 3 Next Target: button 2 Create Shoot List: button 1 CH Pro Throttle and Standard Joystick (iF22.ptc) CH Pro Throttle Operation Hat Switch #1: Send Com1 message: thumb switch up Send Com2 message: thumb switch down Send guard message: thumb switch right Send network chat: thumb switch left Hat Switch #2: Lock target: thumb switch up Shoot list: thumb switch down Next target: thumb switch right Previous target: thumb switch left Hat Switch #3: Player chase view: thumb switch up Target chase view: thumb switch down Reverse tactical view: thumb switch right Missile/bomb view: thumb switch left Hat Switch #4: Select next MFD: thumb switch up Next mode in selected MFD: thumb switch down MFD zoom in: thumb switch right MFD zoom out: thumb switch left Button #1: Radar on/off Button #2: Flares Button #3: Chaff Button #4: Afterburner on/off VIII. Multiplayer/DirectPlay Limitations General DirectPlay issue: After playing/connecting to TCP/IP, modem, or serial sessions you must restart the program before attempting to connect to another session. This is a known problem with DirectPlay2. General DirectPlay issue: While any DirectPlay dialog box is displayed do not click on anything except the dialog box, and do not minimize the dialog box, as this can crash the game. Also, if you try to move a WIN95 message box (typically prompting you to insert the appropriate iF-22 CD) that is displayed over preflight screens it will disappear from view. If this happens hit the Enter key and message box will usually re-appear. General DirectPlay issue: While any DirectPlay dialog box is up your WIN95 screen saver, if enabled, can activate, which causes the game to crash. To avoid this problem, disable your screen saver before starting the game. DirectPlay modem issue: DirectPlay has problems if two players use the same callsign in a modem game. IX. Multiplayer Sessions over the Internet using TCP/IP: To initiate a Multiplayer session you need to Press the "Report for Duty" button on the Main Options screen and then the "Multiplayer" button on the Ready Room screen, which takes you to the Multiplayer Setup screen. 1. On the Multiplayer Setup screen select a Service or connection type and press the "Accept" button, which takes you to the Network Setup screen. A window on top of the Network Setup screen appears for typing the Host machine's IP address. If you are going to setup the iF-22 session type your own IP address, otherwise type the Host machine's IP address. To discover your IP address go to the Control Panel, Network, and select TCP/IP. Press the Properties button and select the IP Address folder, which displays your machines address. At this point all players have the "Create", "Refresh", and "Cancel" commands available. 2. a. The session creator or "Flight Leader" sets up the basic session parameters and selects the "Create" session command, which takes him to the Session Setup screen. b. Other players or "Wingmen" should hit the Refresh button until they see a session they wish to join: the wait between session creation and when potential players can see the session can be as much as 15-20 seconds using the TCP/IP connection type. To join a session simply select the session and press the Join button. Sessions are generally named Callsign's Session (Session Type), where Callsign is the session creator's callsign or name and Session Type is the type of session he has created (Dogfight, Capture the Flag, or Cooperative). Joining a session takes you to the Session Setup screen. 3. On the Session Setup screen you can monitor the progress of the session by watching each player check their "Ready" box, changing their status to Ready. The session cannot begin until every player is "Ready!" a. The Flight Leader can set up the mission preferences while waiting for the Wingmen to join. Once all the players are "Ready", including yourself, the Accept button becomes available to launch the game. b. Wingmen should review the Flight Leader's session preferences. Once the Flight Leader sees a ready status for all of his wingmen, he can press the "Accept" button and launch the game. If the Flight Leader has not authorized you to make preference changes by clicking the "Allow Editing of Preferences", your stuck with his selections. Wingmen will note their "Accept" command is not highlighted and they can only "Cancel" out of the session. 4. After the session is launched, players in Dogfight and Capture the Flag sessions go directly to their starting positions, either In the Air or on the Runway and the play begins. In Cooperative sessions, the game generates a list of single missions and takes all players to the Mission Selection screen. a. On the Mission Slection screen the Flight Leader can review the missions and select one to fly by pressing the "Accept" button. Try to give the Wingmen a chance to review the missions and make suggestions before pressing "Accept". b. Wingmen should review the available missions and make suggestions to the Flight Leader regarding the mission they wish to fly. In the end though, the Flight Leader is in charge and selects the mission for the session. 6. After the Flight Leader selects a mission, everyone goes to the Mission Planning screen. Each player should review the mission setup and discuss the overall flight plans and tactics. a. Only the Flight Leader gets to accept the mission plan and press "Take Off" when ready. Again try to give the Wingmen time to review the mission before pressing "Take Off". b. Wingmen can only review and discuss the mission plans, and wait for the Flight Leader to press "Take Off". 7. After the Flight Leader presses "Take Off" everyone goes to their respective starting positions. Have fun! X. CUSTOMER SERVICE If you have questions or need additional assistance with this or any other Interactive Magic product, feel free to call our Customer Service Department at (919) 461-0948, Monday through Friday between 9AM - 9PM EST. ----------------------------------------------------------------- 'Windows 95' and 'Explorer' are registered trademarks of Microsoft Corporation. 'Pentium' is a registered trademark of Intel Corporation. 'Adobe' and 'Acrobat' are trademarks of Adobe Systems, Inc.