I wouldn't call it a 'crises' because I didn't do any of that stupid stereotypical crap (hairpiece / sports car / cheat). In fact, my experience has been positive (health and marriage), more of a life-course correction I made almost 15 years ago which I plan to stay on. But now I want to permanently (not another false start) embrace some hobbies that once brought me joy (triggered by a new cheap guitar). And modern-era flight sims bring me joy.
So I thought I'd start (again) with MicroProse's Fleet Defender which IMO is one of the more polished sims. Already I've progressed further than ever with the intention of successfully completing all campaigns.
++++++++++
But going through my old dusty archives, I found some weird stuff, and I don't even know how I got it (or how many years/decades ago).
Like some interesting C files from Fleet Defender...
==========
SUPPORT.C "// DON'T USE THIS! USE SCOTT'S ARCTAN ROUTINE. MUCH MORE ACCURATE!!"
Yo Scott, you still around? Feeling nostalgic?! ==========
BOATS.C /* File: boats.c */ /* Author: Scott Elson */ /* */ /* Game logic for Fleet Defender: boat behaviors */
int whichourcarr; // holds value for which boat our carrier int boatnum; // index of this boat in "ps" array int junktime = -999;
extern int friendfire; extern int enemyfire; extern int firstbehaveshow; extern UBYTE lastadded; extern long oldFPX; extern long oldFPZ; extern UWORD oldAltval; extern int olddog; extern char Txt[]; extern COORD xydist (); extern long LMul ();
extern COORD Px,Py; extern long PxLng, PyLng; extern int OurHead,OurRoll, OurPitch; extern UWORD AirSpeed; extern SWORD Knots; extern UWORD Alt; extern int Demo; extern int FIRST_ENEMY_TRACE,DMAX9; extern int TSpeed;
extern int Rtime; extern int PovMisl; extern int detected, atarg; extern COORD xlast[],ylast[]; extern int zlast[]; extern int Rcolor; extern int CloseBase[],CloseDist[]; extern int CloseGuy; extern int Iflew; extern int LastRate; extern int REALFLIGHT; extern int RunwayLeftX; extern RPS *Rp3D;
extern struct PlaneData far *GetPlanePtr(int PlaneNo); extern struct PlaneData far *ptype;
extern int planecnt; // used since somebody desided to make i static // and after the planes file grew to more than // 5000 lines I got sick of it and desided to // kludge something so I could split the file. // I kept I static in this file so wouldn't // infect something else
extern int pdest; // pitch angle to plane's destination
extern int droll; // delta roll this frame
extern int AIWingMan;
extern int tempvar; extern int tempbehavevar; extern struct _path_ aipaths[]; extern struct _wayPoint_ aiwaypoints[]; extern struct _action_ aiactions[]; extern int PlanesLaunched; extern int Fticks; extern int Speedy;
extern struct FPARAM{ long X; long Y; long Z; long VEL[3]; int MAT[9]; } FPARAMS;
extern carriers far carrier; extern int ONTHECAT; extern int ONTHEHOOK;
//*************************************************************************** void doboats() { int i; int maxrollval; struct Planes *psi; // pointer into "ps" structure array for this boat long cdx, cdy; int orgbasespeed;
PLANES2.C /* File: Planes2.c */ /* Author: Scott Elson */ /* */ /* Game logic for Fleet Defender: plane behaviors */ ==========
With some Stealth stuff in the FD source... FLIGHT2.C /************************************************************************ * * * Project: Stealth Fighter(TM) * * * *<t> Flight Equations * * * * Author: Jim Synoski * * Written: Jan 1988 * * Last Editted: Jan 22,1988 * * * * Copyright (C) 1988 by MicroProse Software, All Rights Reserved. * * * ************************************************************************/ ==========
And check this out... 3DOBJECT.C
/*----------*/ /* /* File: 3DObject.C /* /* Auth: Andy Hollis 11/25/87 <<<<< Amazing !!! /* /* Edit: Hacked yet again for F15 III, AWH - 8/92 /* AND YET AGAIN FOR F-14, MJM 4/93 /* /* Routines to draw a 3D object. - NOT!! /* /*----------*/ ==========
I believe I have only a little of the source, but still interesting to look at. One more, this time posting the complete file... RADARS.C
extern int timetargetplayer; extern long PxLng; extern long PyLng; extern COORD Px,Py; extern UWORD Alt; extern int CloseDist[]; extern int detected; extern COORD xlast[],ylast[]; extern int zlast[]; extern int pulse,pulsee; extern int Rtime; extern int JAMMER[]; extern int FTicks;
int CloseGuy; int DMAX9;
int LastSpike; int LastMud;
extern struct PlaneData far *GetPlanePtr(int PlaneNo); extern struct MissileData far *GetMissilePtr(int MissileNo); extern struct RadarData far *GetRadarPtr(int RadarNo);
//*************************************************************************** // Process enemy ground radar sites doradar() { int i; struct Radars *r;
if (LastSpike) LastSpike -= FTicks; if (LastMud) LastMud -= FTicks;
// determine active radar
// Make sure that the Rdrs array is set up properly before this // is working
// for (i=0; i<NERADAR; i++) { for (i=0; i<NRADAR; i++) { r = Rdrs + i; r->status &= ~RACTIVE; if (r->rclass != RL_NONE && !(r->status&DESTROYED)) { --r->pause; if (r->pause < 0) { // r->pause = 256*FrameRate/(32+(r->alert>>2))+i; r->pause = 512*FrameRate/(32+(r->alert>>4))+i; } else if (r->pause == 0) { r->status |= RACTIVE; detect (i); } } } }
//*************************************************************************** // Radar detection check detect(int i) { COORD dist,xydist(); int signal,j,k,angl,a,m; long x,y; int targetnum; struct RadarData far *tempradar; struct MissileData far *tempmissile; long ldist; int gtnum;
// check if returning a signal
// SCOTT - The radar list needs to be read in like the new data list stuff // A radar list is built and the various types are stored
if (!Night && dist <= 2) { // visual signal = dist+1; Rdrs[i].alert = 255; }
// check if detected
if (signal>dist) { if (Rdrs[i].alert + (5<<Diff) <256) { Rdrs[i].alert += (5<<Diff); } else { Rdrs[i].alert = 255; }
if (Rdrs[i].alert>127) { tempgotcha = 1; gotcha(targetnum); tempgotcha = -999; if (!(Rdrs[i].status&RTRACK) && (tempradar->detectiontype==RADAR)) { if (!(Damaged&D_ECM)) { if(targetnum == MAXPLANE) Sound(N_RadarSearch, 1,0); if (CloseGuy==0 && !LastMud) { Message("Singer!",RIO_MSG); Speech(SINGER); LastMud = 8*60; } } } Rdrs[i].status |= RTRACK; }
if (!(Rdrs[i].status&RTRACK) && (tempradar->detectiontype==RADAR)) { if (!(Damaged&D_ECM)) { if(targetnum == MAXPLANE) Sound(N_RadarSearch, 1,0); if (CloseGuy==0) { TEWS_SPOTTED (i); // set TEWS display if (!(Rdrs[i].status&RSEEN) && !LastSpike) { Message("Spike!",RIO_MSG); Speech(SPIKE); LastSpike=8*60; } } } }
Rdrs[i].status |= RSEEN;
// SAM WILL BE FIRED IF: // 1) MISSILE IS ASSOCIATED WITH RADAR INSTALLATION // 2) NOT OUT OF MISSILES // 3) RADAR ALERT LEVEL IS HIGH ENOUGH // 4) PLAYER IS NOT CLOSE TO FRIENDLY BASE // 5) PLAYER IS WITHIN MISSILE ENVELOPE
// m = r[j].mtype; tempmissile = GetMissilePtr(tempradar->missiletype); a = (CloseGuy ? ps[targetnum].alt : Alt);
if (tempradar->missiletype == ML_NONE) return 0; // 1) if (Rdrs[i].status & NOAMMO) return 0; // 2) if (Rdrs[i].alert <= 250) return 0; // 3) /* if (CloseDist[CloseGuy]<NM10) return 0; */ // 4) if (dist > tempmissile->range) return 0; // 5) if (dist < tempmissile->minrange) return 0; // 5) if (a > tempmissile->maxalt*3281L/4) return 0; // 5)
if (JAMMER[CloseGuy]) { if (tempradar->jam>(Rtime+i)%10) return 0; }
x = (long)(Rdrs[i].x + 8)<<HTOV; y = (long) Rdrs[i].y<<HTOV;
if (tempmissile->homing==IR_1 && !CheckTailAspect (x, y)) return 0;
// k= (Diff ? i%Diff : 0) + 15; // planes use the first fifteen slots k = FindEmptyMissileSlot2 (NPSAM, NESAM, i);
//*************************************************************************** // General radar detection algorithm for ground radars and planes Rsignal(COORD x,COORD y,int z, int type,int *ang,int *dst,int isfriend,int *targetnum) { COORD dist,dist1,xydist(); int dx,dy,dx1,dy1; int signal, alt, DeadZone, cap; int founddist, cnt; int friendflag; struct RadarData far *tempradar;
for (cnt=0; cnt<NPLANES; cnt++) { if ((ps[cnt].status & ALIVE) && (ps[cnt].status&ACTIVE) && (!(ps[cnt].status&(CRASH|CIVILIAN))) && (ps[cnt].speed)) { /* Planes in the air */ if(!FriendMatchType(cnt, isfriend)) { dist1 = xydist(dx1=ps[cnt].x-x, dy1=ps[cnt].y-y); if ((dist1<dist) || (!founddist)) { founddist = 1; dist=dist1; dx = dx1; dy = dy1; CloseGuy=1; *targetnum = cnt; } } } }
*dst = (int)((long)dist*32/825); // convert to Km *ang = angle (dx,-dy);
tempradar = GetRadarPtr(type);
signal = tempradar->range;
if(!founddist) *targetnum = -999;
// dead zone for ground-based radar only
if (z==0 && tempradar->detectiontype == RADAR) { alt = (CloseGuy?ps[*targetnum].alt:Alt);
// Dead Zone is approx: Capped at: // Level 3 - 1013 ft per 10NM 10000 ft // Level 2 - 1216 ft per 10NM 12000 ft // Level 1 - 1500 ft per 10NM 14000 ft // Level 0 - 2026 ft per 10NM 16000 ft
if (dist<475) dist = 475; // min dist 10 NM DeadZone = ((long)dist<<HTOV)/(30+(Diff*10)); cap = 4000 - (Diff*500); if (DeadZone > cap) DeadZone = cap; if (DeadZone > alt) signal = *dst; }
if ((AWG9_REALITY_LEVEL==AWG9_AUTHENTIC) && AWG9_SNIFF && Diff>=2) { signal -=signal*2/8; // reduce range by Diff factor } else { signal -=signal*(3-Diff)/8; // reduce range by Diff factor }
return signal; }
//*************************************************************************** // We've been detected !! (Arghhhh) gotcha (int targetnum) { int i;
detected = FrameRate<<8; DMAX9 = FrameRate<<6;
if (targetnum != MAXPLANE) { if((ps[targetnum].status & CRASH) || (!((ps[targetnum].status & ALIVE) && (ps[targetnum].status & ACTIVE)))) return(0); xlast[1]=ps[targetnum].x; ylast[1]=ps[targetnum].y; zlast[1]=ps[targetnum].alt; InterceptControl(targetnum); ps[targetnum].time = Gtime; /* Us this to tell us last time plane detected */
// Make sure the Rdrs array is setup properly before turning this on // for (i=0; i<NTARGET; i++) { for (i=0; i<0; i++) { if (Rdrs[i].rclass!=RL_NONE) { Rdrs[i].alert = rng (Rdrs[i].alert, 10<<Diff,255); } } }
//*************************************************************************** // General radar detection algorithm for ground radars and planes // When looking at only one specific plane int RsignalOne (COORD x,COORD y,int z, int type,int *ang,int *dst,int isfriend,int targetnum) { COORD dist,dist1,xydist(); int dx,dy,dx1,dy1; int signal, alt, DeadZone, cap; int friendflag; struct RadarData far *tempradar;
if(targetnum < -1){ tempradar = GetRadarPtr(type); signal = tempradar->range;
if(targetnum >= 0) { if ((ps[targetnum].status & ALIVE) && (ps[targetnum].status&ACTIVE) && (!(ps[targetnum].status&(CRASH|CIVILIAN))) && (ps[targetnum].speed)) { /* Planes in the air */ if(!FriendMatchType(targetnum, isfriend)) { dist1 = xydist(dx1=ps[targetnum].x-x, dy1=ps[targetnum].y-y); dist=dist1; dx = dx1; dy = dy1; CloseGuy=1; } } }
*dst = (int)((long)dist*32/825); // convert to Km *ang = angle (dx,-dy);
signal = tempradar->range;
// dead zone for ground-based radar only
if (z==0 && tempradar->detectiontype == RADAR) { alt = (CloseGuy?ps[targetnum].alt:Alt);
// Dead Zone is approx: Capped at: // Level 3 - 1013 ft per 10NM 10000 ft // Level 2 - 1216 ft per 10NM 12000 ft // Level 1 - 1500 ft per 10NM 14000 ft // Level 0 - 2026 ft per 10NM 16000 ft
if (dist<475) dist = 475; // min dist 10 NM DeadZone = ((long)dist<<HTOV)/(30+(Diff*10)); cap = 4000 - (Diff*500); if (DeadZone > cap) DeadZone = cap; if (DeadZone > alt) signal = *dst; }
if ((AWG9_REALITY_LEVEL==AWG9_AUTHENTIC) && AWG9_SNIFF && Diff>=2) { signal -=signal*2/8; // reduce range by Diff factor } else { signal -=signal*(3-Diff)/8; // reduce range by Diff factor }
return signal; }
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run
Inline advert (2nd and 3rd post)
#4620240 - 02/07/2307:09 PMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: MarkG]
I'm currently using speech-to-text to create a Word doc of the complete Fleet Defender Strategy Guide. I'm doing it this way for a few reasons:
1. 80+% of Guide is campaign/mission walk-throughs with pics solely of easily recreatable mission map screens (no in-play screens, although I may add some later). Guide info is almost all text-based.
2. The few illustrations are very simple and easily recreatable using AutoCAD.
3. When I lived in Jax, FL I had a place to take my EF2000, F-22 ADF, TAW and F-117A Manuals to have the spines removed for PDF scanning. Does Kinkos even exist anymore? I don't believe I ever unpacked my scanner from last move.
4. I'm going to like having an editable version of the Guide to forever keep it an active project. I'll release when done.
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run
#4620241 - 02/07/2307:14 PMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: MarkG]
Joined: Apr 2001 Posts: 119,069PanzerMeyer
Pro-Consul of Florida
PanzerMeyer
Pro-Consul of Florida
King Crimson - SimHQ's Top Poster
Joined: Apr 2001
Posts: 119,069
Miami, FL USA
It's known as "FedEX Office" now. FedEx bought Kinkos in 2004 and eventually dropped that brand name.
“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#4620257 - 02/08/2312:34 AMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: MarkG]
I used to go to Kinko's to print out stuff on a laser printer for some graphics I produced for a small software company. Back when the cheapest laser printer you could buy was a few thousand dollars. Now I have a full-color laser printer in my house that I paid less than $300 for.
Ken Cartwright
No single drop of rain feels it is responsible for the flood.
Oh yeah, laser is the way to go (recently purchased my first laser printer, but B&W).
++++++++++
For anyone still interested in Fleet Defender, here's a teaser of the beginning of the Strategy Guide in txt format (after quick clean-up, speech-to-text kinda iffy..."-" marks new paragraph)...
FLEET DEFENDER THE OFFICIAL STRATEGY GUIDE
by Bruce C. Shelly
CONTENTS ***********
CHAPTER 1 INTRODUCTION DESIGNING FLEET DEFENDER Simulating the F-14 Wingman and Squadron The Artificial Intelligence Missions THE OFFICIAL STRATEGY GUIDE Description Using the Guide
CHAPTER 2 RADAR RADAR OPTIONS Standard Mode Standard Search Mode Standard Track Mode Moderate and Authentic Modes Pulse Doppler Search (PDSRCH) Pulse Doppler Single Target Track (PDSTT) Range While Search (RWS) Track-While-Scan-Automatic (TWS-A) Track-While-Scan-Manual (TWS-M) Boresight (BRST) Vertical Scan Lockdown (VSL) RADAR SCANNING AWG-9 Scan Patterns Scan Pattern Parameters Moderate Mode Scan Patterns Authentic Mode Scan Patterns ACHIEVING TARGET LOCKON Standard Mode Lockdown PDSRCH and RWS Lockon Losing Radar Lock RADAR TIPS AND TROUBLESHOOTING In General Radar Screen Explanations Radar Cross Section RIO Assistance Levels Using TWSA and TWSM Modes Activation and Setting Scan Patterns Target Identification Target Designation Reading Target Information Launching Missiles Data Link Targets Using Combat Maneuver (ACM) Radar Modes
CHAPTER 3 AVIATOR NOTES STARTING A MISSION Preflight Checklist Postlaunch Checklist AIR-TO-AIR WEAPONS AIM-54 Phoenix Sparrow Sidewinder Guns AIR COMBAT General Tips Corner Velocity Enemy Pilots Fighting the Weirdos T-28 Dragon TBF Avengers Flying Saucer GENERAL PILOT TIPS Target Identification Tracking Information Television Camera System (TCS) Reverse Tactical View The Big Picture Fuel Management Drop Tanks Efficient Fuel Line Landings SQUADRON MANAGEMENT Sharing the Experience Using Your Wingman Fighting Position Sanitize Attack My Target Go Tactical Loose Goose SOVIET SCRAMBLES
CHAPTER 8 FIGHTING WITHDRAWAL SITUATION AND MISSIONS
CHAPTER 9 RETURN TO NORWAY SITUATION AND MISSIONS
CHAPTER 10 ASSAULT ON THE KOLA PENINSULA SITUATION AND MISSIONS
CHAPTER 11 KHYBER RIFLES SITUATION AND MISSIONS
CHAPTER 12 INDIAN OCEAN CRUISE SITUATION AND MISSIONS
CHAPTER 13 INDIAN ROPE TRICK SITUATION AND MISSIONS
CHAPTER 14 RETURN TO ROK SITUATION AND MISSIONS
CHAPTER 15 PUSH ‘EM BACK SITUATION AND MISSIONS
CHAPTER 16 PICK A CARD SITUATION AND MISSIONS
ACKNOWLEDGMENTS **********************
Late in 1993, Larry Russell of MPS Labs, MicroProse Entertainment Software, first proposed that I write this strategy guide. At the time, MicroProse was considering preparing such guides for all their software releases and publishing these books themselves. Because so many old friends from my own MicroProse days had been involved with the project, I welcomed the opportunity before even seeing the game.
I counted on two factors: first, I was certain the talented staff assembled to develop the game would create a fine product; second, I was certain that my longtime friendship with much of the team would assure that I received all the help I would need. I was right on both counts.
I want to thank everyone involved in creating Fleet Defender, and especially those who helped me directly while preparing this guide. Larry Russell not only served for much of 1994 as the editor for all of the strategy guide projects, but he also was my main contact and source of materials. Larry wrote the game documentation and designed most of the missions.
Scott Elson programmed the missions and provided me with the files from which the mission information was obtained. For several weeks I was on the phone with Scott almost daily deciphering the code. Mike McDonald programmed the radars and provided me with several pages of valuable notes that were the basis for Chapter 2. Chris Clark also worked on missions and was considered one of the hottest Fleet Defenders. I relied on him and the quality assurance crew for much of the information in Chapter 3. When I needed an answer about game play quickly, Chris always had the answer. I need also mention George Wargo, a former F15 pilot, who graciously led me by the hand through some of the intricacies of flight and air combat.
I visited my old haunts in April of 1994 and had the chance to talk to several members of the Fleet Defender team about their work. Scott Elson and Mike McDonald each shared part of their day with me. Vaughn Thomas was the lead tester on the quality assurance team, and he arranged for me a meeting with most of his top Fleet Defenders: David Ginsburg, Walter Carter, Russell Clark, Andy Mazurek, Mike Wise, Scott Zlotak, and Bob Abe. Recordings of those conversations proved very valuable when the writing got underway in earnest.
John Possidente took over the outside writing projects in the middle of 1994 and I want to thank him for helping to bring the guide to completion.
On the Prima Publishing side, I want to thank my editors, Dan Foster and Brett Skogen, for their help on this challenging collaboration. My thanks go also to Colleen Green, copy editor, and Jimmie Young, book designer.
And back at my office, which is also my home, I want to thank my wife Barbara for being so willing and understanding a partner in my writing. I must also mention with gratitude Samantha Jane, our ten pound Yorkshire terrier with the fifty pound personality, who is my exercise consultant. Yes, I believe it is time for another walk right now.
Bruce C. Shelly
INTRODUCTION 1
Within the first six months following its release, Fleet Defender quickly won acclaim as one of the most realistic and challenging flight simulators in the entertainment software industry.
Meanwhile, responses have been collected from the first generation of Fleet Defender players. These include information about the more difficult parts of the game to understand, strategies and tactics that have been discovered, and requests for additional information from the players themselves. This strategy guide addresses these player requests and passes along additional information that will add to your enjoyment of Fleet Defender.
Another purpose of this guide is to provide additional and correcting information that is not included in the original game documentation. In entertainment software development, the documentation that is included with the product is usually completed long before the software itself. Game development may continue for weeks or months after the manuals or sent off to the printer. Although most of the game design is finished in time for inclusion in the documentation, there are usually a few things added, deleted, or changed that don't make it into the game manual. Reporting these differences is one of the purposes of this guide.
Finally, the release of Fleet Defender Gold adds six new campaigns and many new missions to the original game. This guide discusses these enhancements, as well.
Before describing the contents of this guide in more detail, let’s discuss the design and implementation of Fleet Defender.
DESIGNING FLEET DEFENDER The F-14 was selected for MicroProse’s next flight game because a quality detailed simulation of modern carrier aircraft had not yet been achieved. The F-14 plays a unique role in the modern air battlefield, and the design team believed that simulating that role offered many interesting game situations.
Early on in the design process, the Fleet Defender development team decided on several goals. One goal was to strive for a high level of realism. Often in entertainment software, realism is ignored or downgraded in favor of gameplay—as it should be. But the designers felt that selective use of realism would enhance the game.
As part of the drive to provide a balanced combination of realism and entertainment, the designers built a rich mission environment in which the player plays one role while many other characters act out theirs. Although the player’s actions are an important determinant in how individual missions proceed, other encounters may occur simultaneously that also contribute to the mission's outcome. This is known as the big picture. For example, while the player leads an escort team on an air strike in one part of the world, other friendly aircraft might attack another enemy installation. The overall success of the mission may hinge on the player’s group’s performance, but the player of other battles going on around him.
The big picture includes the normal CAP patrols around the carrier, ASW patrols, search and rescue helicopters on standby to pick up downed crews, the Hawkeye performing its AWACS mission, the other ships of the carrier task force, enemy recon aircraft, neutral air forces defending their airspace, and even the occasional civilian passenger aircraft passing by. The inclusion of the Reverse Tactical View makes it possible for the player to jump to the scene of other action in the world. While he carries out his role, he can witness the performances on other parts of the stage.
The player functions as part of a team, in this case the F-14 squadron based on the carrier. While the player’s personal success is the main motivation for play, the success of his squadron is also important and perhaps critical to a successful campaign. To ultimately succeed, the player must occasionally forgo personal satisfaction in favor of team accomplishment. The player enjoys the payoffs of his own promotions and medals, plus those of his squadron. Fleet Defender offers the chance to play on the championship team, as well as the satisfaction of becoming Most Valuable Player.
The team aspect of Fleet Defender is somewhat of a break from the traditional view of solitaire entertainment software, in which the player is the hero. In that view, there is no team. Success or failure depends solely on the player. While the player has the opportunity to be the hero in Fleet Defender and must do very well at a minimum, he must share part of the action and glory with his squadron. At times in the game the player has little to do, because friendly F-14s win the air battles before you can make a significant impact.
To make all this happen, the designers set smaller goals for the game that add to a significant whole. Among these are simulating the role of the F-14, providing a realistic and useful wingman, implementing a sophisticated artificial intelligence, and building campaigns of challenging and interesting missions.
==========
Going to take a while to format and polish, but it'll be nice when I'm done (DOC and PDF).
++++++++++
Wife even noticed I've got my flight sim mojo back for real!
Told her I need to spend a couple of grand or so because I can't play this on my Win2k/XP desktop (2001)...
THE MOST AUTHENTIC TOP GUN SIMULATOR! - DCS F14 Tomcat Supercarrier Ops
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run
#4620279 - 02/08/2307:31 AMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: MarkG]
^ I cleaned up my start of the FD Strategy Guide above and finished the Table of Contents to show what all the book contains. Some big ideas for this project, but for now I'm going to work on getting the first 4 chapters completed (with tables and pics) as the rest is post-training campaign play-throughs (as seen in the TOC). I'll complete those as I play through the game.
Speech-to-Text isn't working so well so I'm just going to type it all up. Time consuming, but what a great way to learn the details!
Will eventually do the same with the SUBWAR 2050 Strategy Guide.
DOS rules!
Unlike Windows-based games which often become unplayable over time (especially when you don't possess compilable source code), these games will last forever! I have no doubt that 100 years from now, whatever OS we might be running, there'll be a compatible DOSBox (or equivalent) for playing our favorite DOS titles.
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run
#4620280 - 02/08/2307:47 AMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: MarkG]
EDIT: Oh, cool! Also supports PDF (for Key Reference). I don't have a website server yet, but this will do for small docs.
Last edited by MarkG; 02/08/2307:52 AM. Reason: Test successful :)
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run
#4620331 - 02/08/2309:23 PMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: MarkG]
In case Scott stumbles upon this thread, I thought he might get a kick out out some FD source filename nostalgia...
I also apparently have a 3D editor for the game that works in Win2k/XP (but not Win10).
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run
#4620341 - 02/09/2303:03 AMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: MarkG]
Joined: Jun 2002 Posts: 11,049Crane Hunter
Veteran
I had a retro phase were I played Fleet Defender in the early 2000s, but I just couldn't bring myself to play it now, especially when DCS F-14 exists.
I purchased Fleet Defender from GOG, and as with all of my GOG DOS sims, the first thing I did was to strip out the added GOG content leaving only the original game files (easy to tell, mostly by file dates). All I need from GOG besides the core game are the PDF docs and the DOSBox Config file (I use my own DOS batch menu system to load DOSBox configs).
Although heavy for a DOS title, my entire Fleet Defender game folder is under 18MB (7MB zipped)! That’s the kind of full game sizes I enjoy working with. Loading the game and all gameplay is lightning quick, and no DRM/online umbilical. ‘Authentic Mode’ across the board is challenging enough to be interesting but not overwhelming, mostly relaxing. My only peripheral is a Logitech Wingman.
But really, it's all about kicking the Soviets out of Norway!
TL;DR: 18MB of easy-to-manage fun, 1980's WWIII over Kola Peninsula.
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run
#4620345 - 02/09/2304:50 AMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: MarkG]
This is my other favorite game (developed by Particle Systems, published by MicroProse 1993)...
<320x200 images scaled x2>
Observing a shark at the bottom of the ocean under the lowest layer...
Stealth gameplay (especially regarding sonar: active vs. passive), evasive maneuvering/knuckles/decoys, multiple thermal layers (and they matter), Subwar 2050 is a very atmospheric blast with beautiful pixel art, IMO.
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run
#4620408 - 02/09/2306:24 PMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: MarkG]
One more test update with Chapter 1 completed (speech-to-text working much better, but needs final proofread and formatting)...
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run
#4620409 - 02/09/2306:28 PMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: MarkG]
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run
#4620410 - 02/09/2306:51 PMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: MarkG]
Joined: Apr 2001 Posts: 119,069PanzerMeyer
Pro-Consul of Florida
PanzerMeyer
Pro-Consul of Florida
King Crimson - SimHQ's Top Poster
Joined: Apr 2001
Posts: 119,069
Miami, FL USA
I haven't played Falcon 3.0 since about 1995 but Falcon 4.0 I was playing as recently as 2012 or so.
“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#4620411 - 02/09/2307:09 PMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: PanzerMeyer]
I haven't played Falcon 3.0 since about 1995 but Falcon 4.0 I was playing as recently as 2012 or so.
Falcon 3 is still in my play queue (GOG package).
++++++++++
Wanted to note that in the Subwar 2050 video I posted above, that guy was clueless (although I thank him for posting it). And he didn't show one of the cooler features of the game, a smooth panable 2D cockpit with a 135 to 225 degree FOV. You can only pan horizontally, but making it look right in 2D takes some artistic skill, and they pulled it off quite nicely.
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run
#4621113 - 02/19/2308:43 PMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: MarkG]
Great stuff! FWIW, I've got Subwar 2050 from GOG, but haven't played it yet.
So, you have no idea at all where those F-14 source code snippets came from? I don't remember that game being leaked...
#4621125 - 02/19/2311:19 PMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: MarkG]
Joined: Apr 2001 Posts: 119,069PanzerMeyer
Pro-Consul of Florida
PanzerMeyer
Pro-Consul of Florida
King Crimson - SimHQ's Top Poster
Joined: Apr 2001
Posts: 119,069
Miami, FL USA
Oldest game I’ve recently played is Portal which was released in 2004. So a bit retro but not super retro.
“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#4621158 - 02/20/2308:40 AMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: mikew]
<Couldn't sleep, thought I'd catch up with other stuff like this.>
Apologies to you mikew and to PM, I should have checked this thread earlier.
mikew, I don't think I have enough to compile anything (there's references to compiler and possibly custom libraries that I don't have), but I'll dig into it and get back to you on that. EDIT: And figure out a way to get you the files as I always have bad luck on those free file services and don't have my own server yet.
Subwar 2050 has fantastic atmosphere for a DOS title IMO, but like Fleet Defender, I had to tweak the config files to get it to work properly. But it does play perfectly now on my Win10 laptop. I can probably help with that if you have a problem (I remember something with the mouse settings).
Tomorrow I'm back on the Fleet Defender Strategy Guide (chap. 2 Radar and the rest are much longer than chap. 1 so it's taking more time).
Last edited by MarkG; 02/20/2309:05 AM.
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run
#4621159 - 02/20/2308:55 AMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: MarkG]
I'm back for good on retro sims, I have no doubt. I can feel it. It's just that local news mentioned something about Black History Month and it popped in my head to do a music playlist that I've been talking about for forever and never got around to. It's done, so now it's back to where I was on this thread.
In Fleet Defender we can shoot down UFOs! WooHoo! And flying dragons too. But no commie spy balloons.
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run
#4621160 - 02/20/2309:44 AMRe: Think I'm coming out of my mid-life stupor / some Fleet Defender source
[Re: PanzerMeyer]
Oldest game I’ve recently played is Portal which was released in 2004. So a bit retro but not super retro.
Yeah, that's pretty old. Every once in a while I replay Call of Duty (2003) to completion, and probably the newest game I play to that degree.
I've been meaning to install some old Windows games on my Win10 laptop just to see what still installs/works (F4:AF, Medal of Honor (AA/PA), Delta Force BHD/? [green box], some Need for Speeds). I still enjoy the heck out of Need for Speed SE (DOS), though.
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run