HDTenEightyP/NetNews huggingface dataset:
From: mccullou@cae.wisc.edu (Mark McCullough)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Good Sub sims (or any)
Date: 3 Oct 92 15:19:09 GMT
Distribution: usa
Organization: U of Wisconsin-Madison College of Engineering

While it is true that 688 is a modern sub sim with good graphics (even the
EGA was pretty good I thought.) It is not one I would in any way reccomend.
You are limited to around 9 or so torpedoes, and never more than 6 noisemakers.
This is highly unrealistic.  Also, you do not have the ability to select
your loadout.  How nice it would be to have a balanced loadout for a change.
It only supports the original first flight Los Angelas class sub, not the
newer second and third flight subs which have been operational for some
time now.  It miserably fails to take into account the extreem noisyness
of the alpha submarine (they have a quiet hull, but a noisy reactor.)
Convergence zones are difficult if not impossible to use.  For all I could tell
they weren't in the game at all (very unrealistic.  With the towed array
deployed, a 688 can hear targets 60 miles out.)  The thermocline depiction
does not seem right, 688 has three or four of them as oppossed to what
everyone else seems to say of only one existing, if there is one at all.
Speed control leaves much to be desired (you can only order speeds in thirds
of full speed, and flank speed (above full)).  Torpedoes used are the older
Mk 48s, not the Mk 48 ADCAPs that have been in use for some time (to counter
the Alpha and Typhoon subs.)  The Alpha is presumed to have torpedoes that
have near equal performance to the Mk 48, again not true.  The Alpha does
not have the sub launched ASROC with a torpedo much like the US Sealance,
most reports I have seen give the Soviet subs this capability.  The 688
is portrayed as being noisier than it is, and having inferior sensors to
what it does.  It is assumed that the Alpha is an equal to the 688, and 
stats are modified accordingly.  Well, the far more capable Sierra with
the towed array (something the Alpha really doesn't have, but 688 gives
it) is a much closer match to the L.A.  There is no real US equivilant
to the Alpha, all US designs go for a slower, but quieter design.  The
cavitation on the Soviet subs should be higher at equivilant speeds and
depth, it isn't.  (This was corrected courtesy Toshiba around '84, but
the first to benefit from the new technology was the newer subs, i.e., the
Sierra).

Basically, 688 fails to pass the grade.  A re-make would be welcome, but
then they would try to simulate the Seawolf (which doesn't exist yet, and
may never exist), instead of the third flight L.A. (Providence class).

:)M^2
Newsgroups: comp.sys.ibm.pc.games,rec.games.programmer,comp.sys.amiga.games
From: fletcher@netcom.com (F. Sullivan Segal)
Subject: Re: <None>
Organization:  bottom up!
Date: Mon, 5 Oct 1992 19:29:12 GMT

>> Consider Player A and Player B.  Player A has been playing for two weeks
>> (no more than 8 hours a day, of course :-) and has developed a good character.
>> 
>>         2) B has been playing for much longer than A and has no trouble
>>            wiping out A's character (which he has spent two weeks developing)
>
>Well, that's to be expected. More experienced fighters generally whip up on
>less experienced ones.

Who wants to play fighters?  Other classes are at a disadvantage (even if
the system isn't classed.)
>
>> Some ideas I've kicked around are:
>>         High Level Friends (NPCs) warp in and help A out.
>
>Although the Greeks espoused it, I think 'deus ex machina' is a cheap solution
>to problems.
>
>>         B is declared an outlaw (not that the declaration helps A)
>
>This might work, though. If B is going to be killed if he kills A, he might
>not do it. I think this is the idea behind our system today.
>
>>         Players cannot attack each other unless both agree to the fight. (a
>>                 "safety" mode)
>
>How about "Run Away! Run Away!" (sorry, I couldn't resist :)

Some more obvious alternatives:

o	Initially a PC runs away from anything and everything.  The player
        can change reactions to creatures either by global class, or by 
        instance.  Skills should improve chances of evasion.

o	Only Lawful characters are permitted to be PC's, and therefor
	cannot kill without first doing whatever is legally neccessary.

o	Only Good characters are permitted to be PC's so no characters
	will ever willingly kill one another

o	PC's are initially invisible to one another, and must *meet* before
	they can interact.  (I might leave a sign, indicating my userid,
	and where I am, so that someone else can find me.)  PC's should
	be able to change their looks and become  anonymous again.

o	Offer inexpensive 'raise dead' spells.  Presumably anything
	left in the bank or whatever would still be available.  Say 
	200 G.p. or more in trust at the nearest Temple, and you'll
	be raised automatically when you die (assuming you aren't
	mutilated.)  1000 G.p or more, and you'll be resurrected even
	if you are mutilated.

>>         A dies.

Only if the game sucks.

>Seems logical if B kills him. Maybe you should suggest low-level characters 
>hang around together for mutual proctection? 
Yick!

>Or do a handicapping system, where
>exp. points are determined by experience, but character advancement has
>a multiplier based on the number of hours a week someone plays (but it would
>have to be enforced, and this isn't fair, either).
Gag!



--
                           -F. Sullivan Segal
_______________________________________________________________
 _
/V\  E-Credibility:  (n -- ME) The unguaranteed likelyhood that
 '   the electronic mail you are reading is genuine rather than
someone's made up crap.
_______________________________________________________________
Mail to: fletcher@netcom.com
From: wjb@moscom.com (Bill de Beaubien)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Civ: Democracy is a messad
Date: 28 Sep 92 17:46:46 GMT
Reply-To: wjb@moscom.com
Organization: Moscom Corp., Pittsford NY
X-Newsreader: Tin 1.1 PL5

: When there is civil disorder, you can only build what the people want, in this
: case that was temples, marketplaces, and graineries. If you selected collasea
: and cathedrals you could not buy them as there was civil disorder.
Not that I've ever seen.  As far as I've ever been able to tell, you can always
build a temple, colleseum, or cathedral.
-- 
"Bless me, Father; I ate a lizard."
"Was it an abstinence day, and was it artificially prepared?"
-------------------------------------------------------------
Bill de Beaubien / wjb@moscom.com
From: hchong@netcom.com (Hoi Chong)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: What kind of speakers is everyone using?
Date: 30 Sep 92 21:38:37 GMT
Article-I.D.: netcom.1992Sep30.213837.13875
Organization: Netcom - Online Communication Services  (408 241-9760 guest)

From article <1992Sep30.173418.4492@ichips.intel.com>, by smintz@sedona.intel.com (Stephen Mintz exp 11/92~):
> 
> I have some Altec Lansing ACS-300, of whom I can't say enough good thing
> about...what kind of speakers are the rest of you gamers using, or are you all
> using your stereos?

Big AR self-powered speakers (not the smaller ones).  $500 usual price,
I got it for much less.  2 x 60 watts.
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Renting Games? (Was Re: B-17 Flying Fortress)
From: ppugliese@pimacc.pima.edu
Date: 2 Oct 92 16:32:45 -0700
 <1992Oct1.130322.10706@bcrka451.bnr.ca> <1992Oct2.145056.5611@gw.wmich.edu>

In article <1992Oct2.145056.5611@gw.wmich.edu>, 868gilreath@gw.wmich.edu writes:
> In article <1992Oct1.130322.10706@bcrka451.bnr.ca>, norm@bnr.ca (Norm MacNeil) writes:
>> 
>> In article <kasycz.717870777@ngis>, kasycz@geod.emr.ca (Ray Kasycz) writes:
>> 
>> [stuff deleted]
>>> ever try SWOTL B-17 missions. I mean they're not that bad. At least you can
>>> jump out to map mode and find out where things are. Microprose's main intent
>>> seems to be to have you manage the crew. Actual flying and sound support,
>>> at least for SoundBlaster is tres disappointing... Glad I only rented it...
>>> --
>>> Ray Kasycz                                   
>> Rented?  From where?  As far as I know, it's illegal to rent games.
>> 
>>   Norm.
> 
> It is illegal.  I recently read a pamphlet from the SPA that was quite 
> emphatic about it.  Renting software is against the federal copywrite laws
> (at least in the U.S., please note however that Ray is from Canada.)
> 
> Scott
>> -- 

Don't some companies offer you the deal that if you want to return the
product within 30 days you can & they will only charge you for rent, oops
I mean, a re-stocking fee? Actually, you can return *anything* to Egghead
within 30 days for full refund , no questions asked, as long as it includes
*everything*, registration card specifically. This is an open invitation to
pirate & there's really nothing the SPA can do about it. I think their only
real chance is to continue their education program. It won't eliminate the
problem but it may help to make a difference.

PHIL
Organization: Penn State University
Date: Mon, 5 Oct 1992 23:12:44 EDT
From: <HCM100@psuvm.psu.edu>
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: EMERGENCY: Lightning Club isn't a Police
 <sauron.718319219@femto.engr.mun.ca>

In article <sauron.718319219@femto.engr.mun.ca>, sauron@femto.engr.mun.ca
(Patrick Ryan) says:
>
>No, but some of us think you net.fuckups should mind your own
>net.business.  Wake up and smell the coffee - while what they're doing
>may be immoral, it's not illegal.  Now fuckoff and leave them alone!
>

It may not be illegal in Russia, but is *IS* illegal to receive stolen
material with a copyright in most of the world.  So, by definition, if
they are allowing folks from countries with copyright laws to ftp to
their sight and download this material, they are directly contributing
to the breaking of laws in the receiving country.  And thusly they are
breaking the laws of that country.  You know, globalization, one world
for everyone and all that.  That's why they have Interpol.


Before you go flaming Phat, who is a regular, constructive, friendly and
productive contributor to this group, you should take a look in the mirror
and see if you don't find a REAL net.fuckup looking back at you.  Sheeeesh.

*  Hans C. Masing        |  "When you go in for a job interview, I  *
*  HCM100@PSUVM.psu.edu  |   think a good thing to ask is if they   *
*  Penn State MIS Dept.  |   ever press charges." - Jack Handey     *
From: mhs@fokus.gmd.de (M.Schmeil)
Newsgroups: comp.sys.ibm.pc.games
Subject: piracy
Date: 2 Oct 92 11:58:42 GMT
Organization: GMD-Fokus (Berlin)

cause i have no computers (sold them all in the last two
years) the cops wouldn't find a single pirate-copy at home.
for all systems i owned (vc20, c64, amiga, 286) i never 
bought a program, the only program i remember i was interested
in buying was a c++ - compiler (guess why? the xeroxes of
the manuals would be more expensive than buying the original-
program).

i would buy games if they would cost about 1/3 of what they
are offered.

about the pirated demo (i didn't manage to get it, after 600kB
the ftp server quits the connection): why should anyone have 
problems with it? is it so bad?
From: lchong@zeus.calpoly.edu (Leo Chong)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Falcon 3.01 lockup
Date: 29 Sep 92 18:29:39 GMT
Distribution: na
Organization: California Polytechnic State University, San Luis Obispo

In article <19qpedINN6of@shirley.cs.widener.edu> rgreen@cs.widener.edu (Randy Greenspon) writes:
>Has anyone else had a problem with Falcon 3.01?   I have noticed that it
>seems to lock up after a little while.   I have also had it take up to
>five minutes to use the copy option for loading weapons.  I am still
>trying to figure out why I had been courtmartialed after a mission in
>which I did massive damage to the enemy (I didn't hit any friendlies),
>so I was courtmartialed for weapon neglegence.
>

Mine locks up when flying in turbo mode. (486/50 256i+e cache)
I wish they would have fixed it for OFT but they didn't.  So I just turn
off turbo.  

lchong@athena.calpoly.edu
Newsgroups: comp.sys.ibm.pc.games
From: med50002@nusunix1.nus.sg (CHEONG CHER CHEE)
Subject: Darklands questions
Organization: National University of Singapore
X-Newsreader: TIN [version 1.1 PL6]
Date: Thu, 1 Oct 1992 07:34:20 GMT


     I have a few questions about Darklands.
1) After I'm sent to retrieve a crown from some ruined church for some
merchant in town, I managed to get in and kill all the skeletons but
there's no crown to be found! So I cannot complete the quest and get my
reward. Anyone know how to get around this?

2) When sent to kill a robber knight, I noticed chests and locked doors
which I ignored till I killed the robber knight, follwing which I was
told that I ransacked the castle's treasury but I don't see my party
getting very much richer (or am I mistaken?). Does this mean I have to
open every chest before fighting the robber knight?

3) Trading formulas. Is there any way to assign which character gets the
formula, or do I have to change the alchemist as Leader before trading?

4) Is there any quick way of gaining virtue?

    Actually this game grows on you as you play it, but its pretty slow
on my 386-25, any way to speed up the animation of the characters
walking? once I killed a robber knight on request from the bishop in a
town but after I returned, he refused to see me and everytime I tried, I
got kicked out and my local reputation dropped! Is this a bug?

    Any replies would be most deeply appreciated. Thanks.

						David Cheong
						National University of
         					Singapore
ps yes, my game is original, even in Singapore! Come-on, we're not all
pirates and cutthroats.
Newsgroups: comp.sys.ibm.pc.games
From: opus@cbnewsc.cb.att.com (robin.g.kim)
Subject: Re: Birds of Prey
Organization: AT&T
Distribution: na
Date: Fri, 2 Oct 1992 20:16:09 GMT

In article <1992Oct2.144047.29953@newshost.lanl.gov> masten@beta.lanl.gov (David A. Masten) writes:
>A brief respite from the *fascinating* discussion of piracy:

:^)

>Just wanted to soften my criticisms of BoP.  After screwing around with
>it a bit more,  I find some nice things about it.
>
>OK, the graphics are still seriously behind the times.  There are some
>goofy design decisions.  I don't like the joystick response at all.
>Combat is a little too easy (though not as ridiculously so as F15II).

Chaff and flares are ridiculously effective, but have you ever been
able to evade a missile just by maneuvering?

>But the joystick response hid some nice flight model features.  The
>game models AoA and slip.  Inertia is there, though I would guess not as
>much as it should.  Extra weight definitely affects flight.  Flaps slow
>the plane and add lift, and you can vary them continuously.  Gear and
>flaps can't be actuated at >400 knots.  I've gotten into flat spins.
>Wing sweep angle on the F14,F111 etc affects lift and cruise speed.  But
>you have to control sweep angle manually.  Thrust changes with altitude.
>The lift and drag equations are modelled (thus include velocity and
>density effects).  They recognize that sound speed varies with altitude.
>
>Each plane definitely responds uniquely, though not always as I'd
>expect.  Most seem to take too many G's.  And some are just modelled
>wrong.  Oh well.  But there are some fun things in the game.
>
>Dave Masten
>masten@beta.lanl.gov

My favorite things about the game were:

1) Trying to win the war in one mission using an F-15 or F-16.
2) Watching enemy planes scramble when I've been detected by radar (the
   hangar doors open and they taxi right out onto the airstrip) and picking
   them off when they're low and slow.
3) Flying the AV-8 Harrier around, trying to land vertically in strange
   places (like the bottom of the canyon).
4) Flying the X-15.  At first, I thought it was a dumb plane to include in
   the game, but after seeing lots of net discussion from people trying to
   break the speed and altitude records (this was the Amiga version), I
   decided to give a a shot.  In my opinion, this part of the game shows
   of the flight modelling best.  It is extremely challenging to try to
   judge how high you can go and still regain control of the rocket
   plane on the way down in time to get near the runway and do a dead stick
   landing.  I'll admit that I was never able to do it.  Just don't have
   "the right stuff," I guess.  :^)

Rob
ihlpy!opus@att.att.com
From: dmsilev@athena.mit.edu (Daniel M Silevitch)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Top Scores !!!!
Date: 5 Oct 92 12:30:35 GMT
Organization: Massachusetts Institute of Technology

In article <1992Oct5.000140.6365@tamsun.tamu.edu>, riazm@tamsun.tamu.edu (Riaz Mohammad) writes:
|> We have some top scores for Windows Mine Sweeper and Tetris for Windows. On mine sweeper, our timins are:
|> 				Beg: 6 secs.
|> 				Exp: 138 secs.
|> 
|> For Tetris, we have outdone the 16-bit scoring system and gone into the negative side (the score decreases after 32XXX) and our score was:
|> 
|> 				Tetris: 100,000+ and then we stopped.
|> 
|> We wanted to share these numbers in order to see where we are standing. Please respond by the net or by e-mail.
|> 
|> Thanks.
|> -Riaz.

I have not played Tetris for a long time, so I don't remember my highest score.
In Minesweeper, your beginner's score is terrific, half of mine, but I have
achieved expert times of 115-120 seconds, and here at MIT, the high score for an
X-windows duplicate of expert minesweeper is 81 seconds.

       Daniel Silevitch                         dmsilev@athena.mit.edu
From: ins866n@lindblat.cc.monash.edu.au (D.A. Svendsen)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Wolf3D episode 4 Secret level, invisible guards?
Date: 6 Oct 92 04:50:38 GMT
Organization: Monash University
X-Newsreader: TIN [version 1.1 PL6]



It IS a limitation of the graphics engine.  Apparently it is caused by having
too many sprites on the screen at once.  All the dead bodies take up the
sprites, and the guards - well, the game has no more faces to hand out.
Its been discussed on this newsgroup before, pity you missed it.

I've heard that there's a way through that doesn't involve facing
any guards at all.  I've yet to look for it, though.  Perhaps thats the
solution.

Oh, by the way, the problem goes it you're not LOOKING at the bodies - if
possible, move to a different place.


===========================================================================
 Dean Svendsen - 2nd Year Comp Science    |   
  Monash University - Clayton Campus      | How much wood could a woodchuck  
   Melbourne, Victoria, 3192.             | chuck if a woodchuck could
                                          | chuck wood?  
 email:ins866n@lindblat.cc.monash.edu.au  |   
  or                                      |      - Guybrush Threepwood  
       ins866n@aurora.cc.monash.edu.au    |    Le Chuck's Revenge (Act I)  
===========================================================================
                  A day not wasted is a day wasted!!!
From: swkgohw@nuscc.nus.sg (Goh Winston (Mr))
Newsgroups: comp.sys.ibm.pc.games
Subject: SSI games!
Date: 30 Sep 92 06:08:48 GMT
Organization: National University of Singapore

Well met,

Just did a review of Conflict: Korea for GameBytes. 'tis good, thou
wouldst not waste thy money.  Haven't seen A Line in the Sand yet,
though.

				Sir Launcelot Du Lake
From: jlong@uhunix.uhcc.Hawaii.Edu (John Long)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Falcon 3.0d
Date: 5 Oct 92 22:58:38 GMT
Organization: University of Hawaii at Manoa

In article <1992Sep30.024818.12881@cam.compserv.utas.edu.au> psmith@esk.compserv.utas.edu.au (Paul Jeffrey Smith) writes:
>
>I have the ENEMY SAMS & AAA on Reserve setting, and they are having a great time knocking me out of the air.  Why not put it on none.  No Fun.  I want some SAMS but I don't want them wiping me out EVERY time.  Please Please some tips to avoid SAMS.  I hav read the manual and it is helpful, but someone out their must know something else.
>

Use ECM. When you see the 'big square' turn it on! If you get a LNH 
indication, well, to make a long story short, break 90 degrees... you
want to make that SAM have to TURN HARD to get your butt.

Use ECM. Give it to all your wingmen. Don't leave home without it.

BTW, I finally got OFT yesterday, and had about 1/2 hour to fly it. 
I started a campaign in Kashmir, and decided the B52's I was escorting
would be all right without me, and headed to the Himalayas to check
out the ski conditions... I didn't want to miss lunch, so I clumb up
to 40,000 and kept it at AB5 for speed. Every minute or so I would 
get a ground radar indication *for about a second*. Once in a while
I would get a LNH indication *for about a second*. So that's another
way to avoid SAMS -- fly high like a bat out of hell!

-longjohn
Newsgroups: comp.sys.ibm.pc.games
From: dexb8836@mach1.wlu.ca (Luis De barros u)
Subject: PQ3 Help: Stuck with old la
X-Newsreader: TIN [version 1.1 PL6]
Organization: Wilfrid Laurier University
Date: Tue, 6 Oct 1992 18:07:12 GMT

To leave the stupid cart back at the factory use your handcuffs and cuff the
cart on those pipes on the wall.

Good luck,
	coz I've been playing that game for a while and I still haven't gotten past    that pentagram part on the computer.

Maybe somebody could post a solution?!



***************** Lightning Lewis ************

  
Newsgroups: comp.sys.ibm.pc.games
From: kasycz@geod.emr.ca (Ray Kasycz)
Subject: Re: soundcard for games ??
Organization: Dept. of Energy, Mines, and Resources, Ottawa
Date: Wed, 30 Sep 1992 16:14:35 GMT

luyten@fwi.uva.nl (Hans Luyten) writes:

>Can anyone tell me what soundcard is most used by games ??

Soundblaster or Soundblaster PRO my friend. A SOUND investment...
please excuse the tacky pun

>Hans (a PC-beginner,...)
>-- 
>*************************************************************************
>Home: Hans Luyten, 't Hofflandt 36, 4851TC Ulvenhout, The Netherlands !!!  
>      University of Amsterdam / University of Tilburg            Holland
>*************************************************************************
--
Ray Kasycz                                          
Geodetic Survey of Canada           \                            \
Ottawa, Ontario, Canada              \  Towards Better Gaming...  \
Internet: kasycz@geod.emr.ca          \                            \
Newsgroups: comp.sys.ibm.pc.games
From: ross@kaos.b11.ingr.com (Ross Erickson)
Subject: Re: Strike Demo
Reply-To: ross@kaos.b11.ingr.com
Organization: Intergraph Corporation
Date: Thu, 1 Oct 1992 18:02:39 GMT

>I seem to have a problem running the strike demo.  It seems that every time I try to run it it tells me that I can't initialize my EMS memory.  What does this mean? 

Oh, just call up Origin.  I'm sure they'll be glad to help.

-- 
|------------------------------------------------------------------|
|  Ross Erickson             |                                     |
|  ross@kaos.b11.ingr.com    | "No individual raindrop considers   |
|  205-730-4019 - voice      |  itself responsible for the flood." |
|  205-730-6445 - fax        |                                     |
|  Internet: 129.135.252.87  |                                     |
|------------------------------------------------------------------|
From: jorourke@ocf.berkeley.edu (Jason O'Rourke)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Good Sub sims (or any)
Date: 5 Oct 1992 08:20:19 GMT
Organization: U.C. Berkeley Open Computing Facility
Distribution: usa
NNTP-Posting-Host: whirlwind.berkeley.edu

If a close picture or sub warfare is what you want, then the WWII simulation
of Wolfpack has to be considered.  It quite accuractely portrays the 
difficulty in going after an escorted convoy.  The tin cans can really 
kick your ass if you stick out your nose.  The pack feature (you can hop
from sub to sub) is nice, but the intelligence of the computer sub runners
is pathetic.  You can also play the people on the top, though I had limited
success in this.  Might have been my fault, I don't know.

Jason
Xref: sparky comp.sys.ibm.pc.games:15942 rec.games.programmer:4131 comp.sys.amiga.games:13706