HDTenEightyP/NetNews huggingface dataset:
From: ptran@watserv1.uwaterloo.ca (Phat H Tran)
Subject: Re: Why Should Anyone Buy Falcon 3.0/OFT?
Organization: University of Waterloo
Date: Sat, 5 Sep 1992 01:57:14 GMT

In article <188098INNfdn@usenet.INS.CWRU.Edu> eam3@po.CWRU.Edu (Eric A. Meyer) writes:
>
>   So, help me out here.  I'm interested in flying an F-16 into
>combat, dogfighting and hitting ground targets, dodging hills,
>and so on.  I'm also NOT interested in acquiring a piece of software
>which will annoy me incessantly with its bugs/mistakes/etcetera.
>From all accounts, buying Falcon 3.0/OFT will give me both the
>plane and the pain.
>   Well?  Pick something you really love about the game and tell
>me (us) why.  What makes it special?  How does it add to the game?
>(Try to pick something relatively minor.  Everyone will no doubt
>want to rave about the terrain features and how detailed they are.
>Be different, please.  If you really want to talk about how great
>the terrain is, email me directly.)

What I love most about Falcon 3.0 is Spectrum Holobyte's very large,
very detailed, and very dynamic world model.  Even without your F-16,
you can roam around the theatre and be mesmerized at all the little
things that go on around you.  With all other sims, the world outside
the cockpit is static and dull.

The campaigns are also extremely well-done.  According to the manual,
Falcon uses a strategic engine to figure out what the enemy will do
and what your future missions will be, based on the current status of
the theatre.  It's akin to the computer playing a wargame, and you're
one of its pieces.  But that doesn't mean you have no free will in the
game.  Though you are given a mission objective, you are free to 
take out targets of opportunity along your path, or assign a flight or
two to take care of the situation in another part of the theatre.  The
landmark features seem to be very functional.  Take out a SAM site
and you will put it out of commission for the next several missions
until it is repaired, for example. 

In sum, with Falcon 3.0, SH has wrapped an impressive artificial world
around an already outstanding virtual jet.

Phat.
Newsgroups: comp.sys.ibm.pc.games
From: ptran@watserv1.uwaterloo.ca (Phat H Tran)
Subject: Re: Falcon 3.0: Operation Fighting Tiger Notes
Organization: University of Waterloo
Distribution: na
Date: Mon, 7 Sep 1992 16:04:54 GMT

In article <18f1o1INN23b@agate.berkeley.edu> dbr@ocf.berkeley.edu (Daniel Rosler) writes:
>>In article <Bu3EJ2.BFw@watserv1.uwaterloo.ca> ptran@watserv1.uwaterloo.ca (Phat H Tran) writes:
>>
>>with your left hand(maybe this isn't a good idea if too many people own
>>thrustmasters weapons control) while flying joystick with right.  Or at
>>least make it an option so people can stick to their old habit.   Or
>>maybe have a mode where you can zoom out, sort of like the picture on page 74
>>so that you can keep track of your enemy after he pulls a hard right and still
>>look for enemies on your a$$ on your radar screen(numbers don't have to appear
>>on the overhead display in this model; maybe a needle altimeter and airspeed
>>indicator is good enough w/o numbers; heck, make it look like a real cockpit!)
>

I didn't write any of that, BTW.  Those were the words of the person whom
I quoted.

>I think that Electronic Arts used a good system in their F/A 18 game.  On the
>keypad, "4" moved your head to the left about 5 degrees and "6" moved it to the
>right.  "5" centered it, and other keys had other meanings (up,down...). It was
>extremely useful when a plane was just to the side a bit because one could 
>still see and use the HUD and radar.

Now that you brought up EA, I did like how the numeric keypad can be used
to rotate your head in the cockpit views in CYAC.  Such a feature for the
in-cockpit views in Falcon would indeed come in handy. 

Phat.
From: jaguar@outb.wimsey.bc.ca (Jeremy Reimer)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: GODS by Konami
Date: 11 Sep 92 23:32:08 PDT
Organization: Wizard Online

Re: SFII for the IBM.

There will be a release of Street Fighter II for the IBM PC.  I have seen what purports to be a demo of this game on local BBS, it is more of a "preview" than a demo.

I was expecting more. The graphics looked like some 5-year old with a 256-color paint program copied them from memory from the original game.  There is no excuse for this.  MCGA mode is very similar to the SNES graphics mode, and the SNES version is almost indistinguishable from the original.  

The animation was better than I expected.  Controls were terrible, unresponsive, especially with the joystick.  Sound consisted of a whole bunch of digitized .VOC files (real VOC files too) that correspond to the digitized sounds used in the arcade.  There was no Adlib music during the game, but there was a theme before the game.  

--- Via UCI v1.02 (C-Net Amiga)
Organization: University of Illinois at Chicago
Date: Wednesday, 9 Sep 1992 08:46:27 CDT
From: ALAN C. FUSCO, Ph.D. <U38339@uicvm.uic.edu>
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Falcon 3 on 386sx?
 <1992Sep7.154108.29643@magnus.acs.ohio-state.edu>

I guess we all have different tolerance levels. I am playing Falcon 3 (OFT)
on a 386sx/16 with 5.5 megs of memory 1 of which has been set up as a disk
cache. I play on maximum detail level and find the game more than acceptable.
Of course, I do have a fast VGA card, but still I am amazed at how well the
game plays with on my system. I installed it (for a brief time) on a 386/33
at work and still found the 386sx worked well. Now ACES is a different story!
I may be wrong, but the OFT expansion disk appears more fluid and the details
much better than the D patch. It really is a must have.
--Alan
Newsgroups: comp.sys.ibm.pc.games
From: bcash@crchh410.BNR.CA (Brian Cash)
Subject: Re: wizardry
Keywords: ?
Reply-To: bcash@crchh410.BNR.CA (Brian Cash)
Organization: Bell-Northern Research Ltd.
Date: Sat, 05 Sep 1992 01:00:16 GMT

In article <1992Sep4.190009.2618@meeg4.uark.edu>, jmb@meeg4.uark.edu
(jeff bateman) writes:
|> am new to this but i was just wanting to find out some info on 
|>Wizardry: Bane of the Cosmic Forge.  I have come to the drawbridge 
|>and i cant seem to get the right combination. Can anyone give me the
|>answer to this ?
|>
     
Hint: you have to do ONE thing TWICE and everything else ONCE.
(I got it on the first try.  But then again, I'm an engineer :) )

PS Not twice in a row.

Brian /-|-\
Newsgroups: comp.sys.ibm.pc.games
From: rap50204@uxa.cso.uiuc.edu (Speed Racer )
Subject: Help needed in playing CASTLES
Organization: University of Illinois at Urbana
Date: Tue, 15 Sep 1992 21:54:20 GMT


I need some help in CASTLES by Interplay.
How do I get some resources to build more walls, towers, etc.?

If you know please email me at rap50204@uxa.cso.uiuc.edu


Newsgroups: comp.sys.ibm.pc.games,comp.sys.amiga.games
From: cs902125@ariel.yorku.ca (SHUK C YIP)
Subject: Nova 9
Organization: York University, Toronto, Canada
Date: Fri, 4 Sep 1992 23:21:46 GMT

HELP! HELP! HELP!
I need help for Nova 9 from Dynamix.
1. How can I kill the big boss "dinosaur" at level 3? (Sauria planet)
2. Does the mine explode automatically?
3. How can I get to the scene at manual p.24? (not the preferences
menu)
4. Is there any cheat mode for this game? (or special technique)
Thanks in advance.
Newsgroups: comp.sys.ibm.pc.games
From: smintz@sedona.intel.com (Stephen Mintz exp 11/92~)
Subject: Re: GODS by Konami
Originator: smintz@lander
Organization: Intel Corporation
Date: Fri, 11 Sep 1992 15:53:19 GMT


One quick question, if any of you have solved it, in the third part (at least I
think it is the third part of world one, there is a wall that rises showing a
door to a treasure room, I found this door only once, and I have never been able
to trip it again, it is just before you come to the area with the flying
gargoyals, and the trap door the to trojan guardian....any one know how to open
the wall?
Newsgroups: comp.sys.ibm.pc.games
From: knutson@mcc.com (Jim Knutson)
Subject: Re: Getting locks on helos......
Keywords: helos that won't go down!
Organization: MCC, Austin, TX
Date: Mon, 14 Sep 1992 22:22:32 GMT

In article <BuIvn6.Av7@watserv1.uwaterloo.ca> ptran@watserv1.uwaterloo.ca (Phat H Tran) writes:
>I full well know about the heat from those turbine engines, Dave.  But
>I have no idea how hot they are compared to jet exhausts, and since 
>Sidewinders in F3 never lock on them, I will assume that they are
>relatively cool.  If the Sidewinder was designed mainly to home in on
>jet airplanes, then its threshold could have been raised to make it less
>prone to confusion from ambient heat.  The chopper engines could very
>well be below this threshold.

IR missles are designed to lock on to a heat source that stands out
from a colder background.  In this case, jet turbine exhaust against a
cold sky.  Helicopters use jet turbine(s) for power just like planes
do.  Perhaps someone should try getting lower than a helo and try
locking on a look up instead of a look down.  I've never tried it
though.  However, IR missles should have no problem with locking onto a
helo.  Just look at how many the Russians lost in Afganistan to
stingers.  Again, it's a heat source against a cold background.

>
>What's the logic behind turning off your radar when using heat
>seekers?

I don't know if this problem happens in real life or not, but it is
somewhat logical.  The idea here is that the seeker in the IR missle
can be (read IS) slaved the radar locked target.  However, ECM can
project an image of the target which is away from the actual target.
This can make the seeker look where the target isn't and therefore your
missle won't lock.  Again, I don't know if this occurs in real life.  I
have my doubts, but I can live with it.

-- 
Jim Knutson
knutson@mcc.com
cs.utexas.edu!milano!knutson
Wk: (512) 338-3362
Newsgroups: comp.sys.ibm.pc.games
From: stevep@ims.com (Steve Poulsen)
Subject: Re: Clue needed for U7 - getting to Skara Brae
Organization: Integrated Measurement Systems, Inc.
Date: Fri, 4 Sep 1992 14:58:10 GMT

In article <1992Sep2.090133.9222@hemlock.cray.com>, kak1@cypress31.cray.com (Kevin Kramer) writes:
|> 
|> Possible Spoiler
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
|> 
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|> 
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|> 
|> 
|> 
|> Alganor told me to seek out the tortured one in Skara Brae but I sailed
|> over their and it is all blocked and before when I walked over there this
|> Grim Reaper dude wouldn't talk to me.  How can I get this guy to sail me
|> over, I have not heard any clue about this at all in the game.

Isn't the Grim Reaper dead?  Hmmmm....Do you have a spell that lets you
talk to dead dudes?

-Steve-

--
Steve Poulsen, Integrated Measurement Systems, Inc.  Beaverton, OR  USA
Voice: 503-626-7117   Fax: 503-644-6969   Fidonet: 1:105/31.6
INTERNET: stevep@ims.com   Compuserve: [70262,3115]
From: cm@ariel.its.unimelb.EDU.AU (Charles Meo)
Newsgroups: comp.sys.ibm.pc.games
Subject: Carrier Strike
Date: 14 Sep 92 12:19:12 GMT
Organization: Solbourne Computer Australia

Any Yamamotos and Halseys out there? This is my big fave at the moment,
but I'm a little concerned about a couple of possible misfeatures.

First, Japanese radar in the 'Both Human' mode doesn't seem to start until
8/43 (should be 8/42). Second, planes vanish--I can't be more specific,
but I have noticed it happen especially when a carrier is damaged but not
burning (that would be too obvious). That is, you can land a strike, then next
time you look there are less planes, then less again the next time, and so
on. Most intriguing--anyone seen this, or have an explanation?

Are there any other games as good or better out there? Not speaking of
simulators--can't stand 'em. Keyboards make rotten cockpits IMHO.

Chuck
-- 
Chuck Meo
Solbourne Computer Australia
cm@ariel.ucs.unimelb.edu.au
'SYS5R4: one size fits nobody'
From: jferra@buscard.fidonet.org (Jim Ferraiolo)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Computer Crimes
Date: Tue, 08 Sep 92 13:56:21 EDT
Reply-To: jferra@buscard.fidonet.org (Jim Ferraiolo)
Organization: The Business Card (BBS), Lawrence, MA - Data: 508-682-5329

bryce@sdf.lonestar.org (Bryce Hamm) writes:

> > Or they bust someone who has access for something & then cut
> > a deal with him.
> 
> Well, correct, but it would be hard to do, any REAL(like 3+ gigs, 115.3,
> a dist site for a major cracker) pirate board, is HARD to get on,
> and you usually have to have 5 GOOD people to vouch for you,
> and you 99% of the time better have 5 REALLY good people
> vouching.. it's not as easy as most people think to get on a pirate
> board.. it's a voting enviroment, you know 15 YES votes get you on
> and 1 no votes delete and blacklist you..  and if your caught trying another 
> more BBSing life... 1 black ball and its the end..  
> 
> again, i am not supporting piracy,!! in fact
> 

It's not quite THAT bad.. 


-----------------------------------------------------------------------------
   The Business Card (BBS), Lawrence, Massachusetts - Data: (508) 682-5329
   SysAdmin:  murph@buscard.fidonet.org / ...!ulowell!wizvax!buscard!murph
From: MBS110@psuvm.psu.edu (Norman St. John Polevaulter)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Secret doors in W3d
Date: 10 Sep 92 21:30:28 GMT
Organization: The Leader Desslok School of Diplomacy

In article <1992Sep10.190011.11234@wam.umd.edu>, mmeltzer@wam.umd.edu says:

>I did find one behind the wall in the first floor elevator room, so I'm
>assuming that the secret walls are anywhere, but  how are you supposed to
>find them?  Search every single segment of wall in the whole castle?

Er... well...

...yes, actually.

Two helpful things, though. First, the doors are often (not always) in
a "logical" place, IE, behind a wall hanging, in a corner, between two
barrels, opposite a real door, etc.

Second, an easy way to search an entire wall for secret passages: face
it, hold down the space bar to search continuously, and use the strafing
movement to examine the entire wall in one go!

[Your blood pressure just went up.]       Mark Sachs IS: mbs110@psuvm.psu.edu
       DISCLAIMER: If it ain't money, Penn State doesn't care about it.
   "Ladies and gentlemen, I've suffered for my music! Now it's your turn!"
From: jorourke@ocf.berkeley.edu (Jason O'Rourke)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Stunts tracks
Date: 14 Sep 1992 02:39:49 GMT
Organization: U.C. Berkeley Open Computing Facility
NNTP-Posting-Host: tornado.berkeley.edu

It is definitely possible to clear more than one space, IF
you are going about 180 mph.  The three indy cars can easily
do it, the Ferrari can if given a long straight, a turn
and another long straight.  The only trick is in getting the
track editor to accept it.  Generally, I put in a ramp, a 
flat, and then a blank.

As for only being able to use indy cars, I've yet to see a course
that favors anything else, let alone the LM.  Anyone care
to prove this untrue?

Jason O'Rourke
From: shanks@saifr00.cfsat.honeywell.com (Mark Shanks)
Newsgroups: comp.sys.ibm.pc.games
Subject: Falcon G Limits
Date: 14 Sep 92 23:19:42 GMT
Organization: Honeywell Air Transport Systems Division

In article <92258.152536CDF1@psuvm.psu.edu> Carl Fago <CDF1@psuvm.psu.edu> writes:

>In state of the art fighter design the pilot is now the limiting component.

As far as that goes, it's true. One feature NOT implemented in F3 is
G-LOC : G-induced Loss of Consciousness. The AF and Navy don't want to
talk about it too much, but the F-15/16 and F/A-18 are quite capable
of loading on Gs at such a high rate that the pilot can not adequately
prepare (perform proper straining manuever) and therefore loses 
consciousness. Earlier generation fighters could pull the Gs, but they
were loaded at a lower rate, so that many pilots could anticipate LOC
and fly "grayed out". The newer aircraft, particularly the F-16 with
its nearly-isometric stick (never mind the highly touted reclining
ejection seat), can pile the Gs on so fast the pilot blacks out before
he knows what hit him. The G-limiters in the 16 and 18 don't prevent this
from happening, they just try to keep it to a reasonable level.
Research is on-going on what to do to prevent this and what to do if/when
it DOES happen.

For realism, S.H. should implement a screen blanker under high G
onset rates - that would fix some of you airmchair jet jockeys!

Mark Shanks
Newsgroups: comp.sys.ibm.pc.games
From: rdippold@qualcom.qualcomm.com (Ron Dippold)
Subject: Re: Acroymns
Organization: Qualcomm, Inc., San Diego, CA
Date: Thu, 10 Sep 1992 18:00:29 GMT

cvadrshe@vmsb.is.csupomona.edu writes:
>Just out of curiosity, does anyone know what the following means:

>INC, THG, FLT, TDT, TRSI, RZR, etc.

INC - International Network of Crackers
THG - The Humble Guys
FLT - Fairlight
TDT - The Dream Team
TRSI - ?
RZR - Razor
-- 
If an experiment works, you must be using the wrong equipment.
From: erich@eye.com (Eric Haines)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Another Postscript Civilization Advances Chart
Date: Mon, 7 Sep 92 15:39:39 GMT
Organization: 3D/EYE, Inc.  Ithaca, NY

In article <1992Sep4.175009.964@walter.cray.com> lrg@crud.cray.com (Lee Gordon) writes:
>     I just finished uploading a postscript chart showing the advances in
>Civilization.  It's in /pub/MSDOS_UPLOADS on wuarchive.wustl.edu and it's
>called civad.ps.  Someone had produced a similar chart earlier (the person's
>name eludes me), and I found it to be very helpful.  The chart is pretty
>straightforward, but there's a couple things I'd like to point out.  First,
>the chart is done in a tree fashion.  That is, each level of advancement in
>the tree is dependent upon the previous level.  Also, I removed all redundant
>dependencies.  For example, the Computers advancement requires Electronics
>and Mathematics.  However, Mathematics is required to get to Electronics.

The reason these are in the original chart is because of diplomats.  Say you
steal Electronics and didn't have Mathematics.  You won't be able to advance
to Computers until you get Mathematics.  Unlikely, but that's why I put in the
dotted paths.


>The other chart showed this with a dotted line.  I didn't have room for it
>so I left it out.  And finally, the chart shows what things you can produce
>after a given advancement, and which Wonders are negated when you get that
>advancement.  The '~' character indicates the effects of the given Wonder
>are cancelled.

Hey, I like it!  I'm not sure why you inverted the progression, but it's cool
to see advances as a upward reaching pyramid.  For some reason, our GhostScript
previewer doesn't display the '~' character, but your chart does print just
fine.

By the way, I've just uploaded again the other Civilization play aids and
chart I've compiled & collected onto MSDOS_UPLOADS, just in case anyone wants
them.

Eric Haines
From: ry01@ns1.cc.lehigh.edu (ROBERT YUNG)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Cheat/Debug help needed for DUNE!!!!!!!!!!!!!!!!!!!!
Date: 12 Sep 92 16:21:05 GMT
Organization: Lehigh University

In article <18qhc6INNf6n@usenet.INS.CWRU.Edu>, bz556@cleveland.Freenet.Edu (Josh
ua E. Randall) writes:
>
>In a previous article, ry01@ns1.cc.lehigh.edu (ROBERT YUNG) says:
>
>>I've played DUNE for 100+ game days. I have control of more than 75% of the
>>planet and I'm about to kick some major ass when all of a sudden, the emperor
>>wants a ton of spice! There is NO more spice on the planet (at least not on
>>the conquered territories). I do not have enough time to conquer more
>>territories befor the big E decides to blast me. Please help! Anybody know how
>>to get my spice level up (infinity would be nice)? BTW, do I REALLY need
>>ecology in dune? Why can't I just kick butt? THANKS!!!!!!!!!!
>>
>
>No, don't waste your time with ecology, it just depletes your spice.  In
>the game you are currently in, you might try ordering everyone to become an
>army (I mean *everyone*, including the prospectors) and sending every
>f---ing one of them to attack the enemy castle.  If you lose it won't
>matter that you don't have any spice left, now will it?
>
>--
>Joshua E. Randall
>bz556@cleveland.freenet.edu
>My motto:  "So little time, so little to do."  --Oscar Levant
>

I would love to do that but they keep on saying something about "jumping into
the lion's den". What wimps!!!
-- 
 (%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%)
  |  Off-campus address...                                          |
  |     first alley down this street, left refrigerator box. :-)    |
  |                                                                 |
   \_(Robert) Bobby Yung_______RY01@Lehigh.Edu_____________________/
Newsgroups: comp.sys.ibm.pc.games
From: ross@kaos.b11.ingr.com (Ross Erickson)
Subject: Re: New Rules of Engagement
Reply-To: ross@kaos.b11.ingr.com
Organization: Intergraph Corporation
Date: Wed, 9 Sep 1992 14:32:42 GMT

In article <andersc.715651749@honte>, andersc@xi.uleth.ca (Colin Anderson) writes:
>  I just picked up the Rules of Engagement demo from ftp.ulowell.edu,
>great stuff!  There was (I think) a rumor or two about a second part
>to the game, i.e. Rules of Engagement II.  Does anyone know if this
>is still on the way?
>
Wow!  Someone from my hometown.  Give a big hello to Indian Battle
Park.  YES, ROEII will ship, but not for some time.  Don't look for it
until next year.
-- 
|------------------------------------------------------------------|
|  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: jtb5@po.CWRU.Edu (Justin T. Ballard)
Newsgroups: comp.sys.ibm.pc.games
Subject: Global Conquest Patches Needed
Date: 7 Sep 92 01:14:02 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: slc12.ins.cwru.edu


Does somebody have or no where I can get the patches for 
Global Conquest. I didn't get them before when they were on
wuarchive and now they are gone. Thanks in advance.
-- 
					Justin Ballard
					jtb5@po.cwru.edu
Newsgroups: comp.sys.ibm.pc.games
From: heidi@ucthpx.uct.ac.za (Heidi de Wet)
Subject: Re: Goodbye Ultima Underworld!
Date: Tue, 8 Sep 92 08:54:09 GMT
Organization: Dept of Elec Eng, UCT

bartels@sweetpea.jsc.nasa.gov (Jeff Bartels 283-4167) writes:
>I finished it yesterday. Today, I am lonely. What will I do without new places to
>explore? What will I do without the soundtrack playing to me through my
>headphones? Alas, goodbye my fine game!

Give yourself a challenge: play again as a shepherd! ;-)

-- 
--------- Heidi de Wet ---------- heidi@ucthpx.uct.ac.za ---------

For the finest galactic travel
                             Kippenhan Cruiseliners gets you there
Newsgroups: comp.sys.ibm.pc.games