HDTenEightyP/NetNews huggingface dataset:
From: mcn@cwru.edu (Michael C. Neuman)
Subject: Re: Borg Servers (try b62150)
Reply-To: mcn@b62103.student.cwru.edu
Organization: Case Western Reserve University, Cleveland, Ohio, (USA)
Date: Tue, 1 Sep 92 03:40:18 GMT

In article <78742@ut-emx.uucp> davidt@ccwf.cc.utexas.edu (David Teo) writes:
>
>	I really hope that server gods will set up some borg hours instead of
>making it completely borgless.  You see, I am creating robots for the
>IBL and therefore, I need to test my robots in T-Mode.  

  Pretend my server is 24 hours borgs--there are only a few hours (9am-1pm  
every work-day) that it's not, so go ahead and try 'em out there... I'm testing  
my robot and borg there as well, so hopefully we can get enough of the ex-rwd4  
borgers onto my machine to get LOTS of tmode time...

  b62150.student.cwru.edu [129.22.242.198]  Port 2592

--
Mike Neuman                mcn@b62103.student.cwru.edu
			   NeXTmail accepted!!!
"To make a machine that will be proud of us." - Thinking Machine's motto

Newsgroups: rec.games.netrek
From: dsaraned@eos.ncsu.edu (DORIAN SERGIO ARANEDA)
Subject: NEWBIE NEEDS HELP! 
Originator: dsaraned@c00176-100lez.eos.ncsu.edu
Reply-To: dsaraned@eos.ncsu.edu (DORIAN SERGIO ARANEDA)
Organization: North Carolina State University, Project Eos
Date: Fri, 4 Sep 1992 20:11:51 GMT


I would like to know if anyone can help me.

I would like to get started with Netrek but I cant under stand how.

I used ftp to get to Bigmax.ulowell.edu but after i got connected I did 
 
not know what else to do.  

If anyone can help me get started in this game I would really apreciate it.



                           Dorian S. Araneda

                           dsaraned@eos.ncsu.edu
--------------------------------------------------------------------------------
From: kumeda@beach.csulb.edu (ANDY KUMEDA)
Newsgroups: rec.games.netrek
Subject: Re: New Server
Date: 3 Sep 92 17:58:52 GMT
Organization: Cal State Long Beach

In article <185ejnINN938@news.aero.org> srt@aero.org (Scott "TCB" Turner) writes:
>	Synch.ucla.edu is a netrek synchronized swimming server.
     
     This is a joke right?!?  ... I hope. 

Andy
-- 
new .sig under construction
From: jecoleb@eos.ncsu.edu (The Handshake of Death)
Newsgroups: rec.games.netrek
Subject: Re: NeXT software, new server, new rank scheme
Date: 29 Aug 92 19:30:02 GMT
Reply-To: jecoleb@eos.ncsu.edu
Organization: undergraduate, the Val Ckurai School of Ogging: F.R.O.G., Inc.
Originator: jecoleb@c00506-119rd.eos.ncsu.edu


mcn@cwru.edu (Michael C. Neuman) writes:
>jecoleb@eos.ncsu.edu writes:
>| This sounds like a lot of fun, really, although some may argue that
>| the incentive for excellent play is diminished without rank to shoot 
>| for.
>  I think my purpose in trying this out is to make rank less of a 'given', and 
>more of an 'earned' thing. You shouldn't BE a Commander/Captain if you don't  
>read messages, for example, or screw up in some tougher game situations. Rank 
>is arbitrary in the original system--this just gives the players a little more 
>control over it. Especially this is designed for players who scout  
>bomb--typically some of the most valuable players on a team are scout bombers, 
>yet they get virtually no DI for doing it. I suppose primarily, this should  
>make rank 'mean' something, instead of being just who scums best. 

     Agreed.  Note that I said "SOME may argue," not "*I* argue". ;)  

cks@hawkwind.utcs.toronto.edu (Chris Siebenmann) writes:
> I find that I play better when no one knows who I am and the rank I
>gain is ephemeral. Certainly I try more things out and learn more.
>It's also a great way to work out frustrations and the like; no one
>is hugely surprised if a guest spends half an hour ogging anything
>that moves.

     Once again, agreed, which is why I've got enough throwaway character
names to fill some Third World nations.  Just ask Mike. 

     A team that wins is not a team that scums for rank;  the low survival
rate of planet-escorts, SB-oggers, scout bombers and home-planet takers
give THAT fact away.  On a normal server, there's always at least three kinds
of players--
1) Those who play to win, and say "screw stats."
2) Those who play to raise their various stats another notch towards Admiral.
3) Those who randomly slam into things at tremendous speeds.

     With Mike's new promotion system, type #2 is blown out of the water. The
acid test, I suppose, will be to see whether those who remain are the clued
type #1s or a brigade of type #3 guests. ;)

     Of course, the scums aren't TOTALLY eradicated by this--there's always 
the ratio scums like me who clean up on the type #3s.  (hee hee hee...)

				   	 Video Sex Pope, 
					    the state-of-the-art in
					       NCSU ogging technology
			              (geez. time for a hardware upgrade.)
-- 
----------jeff the wonder llama, jecoleb@eos.ncsu.edu

------"I am a penis. Worship me."--lead singer of rock band Bicycle Face,
     vainly attempting to gain attention of the crowd at the Cat's Cradle 
     in Chapel Hill, while opening for Mojo Nixon & The Toad Liquors
From: maroo@soda.berkeley.edu (Maroo Lieuw)
Newsgroups: rec.games.netrek
Subject: Re: The BEST in the WORLD!!!
Date: 31 Aug 1992 07:44:43 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <8oH9PB1w165w@heroes.UUCP> yap@heroes.UUCP (Yap Yap Yap) writes:
>> The best player i've seen is Yea Boy!!!!.  Duck Dodgers is very, very good  
>> however.

>     The best player in the world is MUCUS.  I think Spaceace is just 
>jealous of him (that's why he didn't make it in any of Spaceace's 
>choices) although, I am suprised that Spaceace didn't chose himself for 
>any of those catagories....


	Well having playing in the GB vs Cartel scrimmage against
both Spaceace! and MUCUS PIG.  I would tend to disagree with you.  This 
being my first time I have seen mucus play for more than 10 minutes tried
analyze his play and thought that it was quite ineffective.  I don't know 
if he was chosen to sit in neutral space as a cruiser and wait for people
to carry, but in a INL type game sitting around is very CLUELESS that is 
unless your a scout bomber waiting for a pop. (IMHO)

---Amazing


Newsgroups: rec.games.netrek
From: rjones@sulaco.NoSubdomain.NoDomain (Ray Jones - Perp)
Subject: Re: AA vs RankScum, kinda
Reply-To: rjones@dsd.es.com
Organization: Evans & Sutherland Computer Corp.
Date: Sun, 30 Aug 92 21:59:07 GMT

In article <EecH4Fq00VBBIGbW5=@andrew.cmu.edu>, "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
>
>BTW, we found a cute bug with the INL sever.  If you indi a planet
>before the game starts, the server will crash.

Hmmm.. Thought I fixed it so that couldn't happen.  I wonder why it
crashed.

Oh well, I'll fix it so you can't indie/take over a planet before the game
has started.  In the next release, of course.

>ZZnew guy

-- 
                                          rjones@dsd.es.com
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Way to make netrek much more challenging.
Date: 29 Aug 92 23:27:21 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <930O03.y71c100@amdahl.uts.amdahl.com> fadden@uts.amdahl.com (Andy McFadden) writes:
)>
)>color.red:	green
)>                ^^^^^
)>This would really make a Rom/Kli game challenging :-)
)>A bunch of green ships cruising in and out of yellow alert! (NO Red)
)
)Good heavens!  It's almost (gasp) black and white!
)
)Spaceace! almost tagged me yesterday until I noticed the little 'G' in the
)flags area had changed to a little 'Y'.  You start noticing little details
)like that when your team has four free armies and they're all on your ship. :-)

This brings up something I've noticed when I've played on color machines;
it's easier to see the change to red alert on a black-and-white; the
dotted borders jump out at you.  I think the color clients should
work the same way; green and yellow are solid borders, red is dotted.
 -Tom
Newsgroups: rec.games.netrek
From: genie@netcom.com (The Genie)
Subject: Re: What the hell!!!!
Date: Fri, 04 Sep 92 05:09:53 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 

In article <ladnuuINN66m@sal-sun68.usc.edu> rone@usc.edu (Ron Echeverri) writes:
>
>The network is REALLY wierd.  I've been getting tons of "unknown packet types"
>whenever i play elsewhere than calvin, and today netrek dumped core on me
>twice.  Why does netrek dump core?  Why am i getting so many unknown packets?
>
>HELP! can't even play a decent hockey game w/o having it die... :-(
>
>5150

No, it's USC's gateway of telling you: Do not play xtrek.  :)


Gene
Newsgroups: rec.games.netrek
From: rjones@itchy.dsd.es.com (Ray Jones - Perp)
Subject: Re: Commented Code... "Where can I find some"
Organization: Design Systems Division, Evans & Sutherland, SLC, UT
Date: Mon, 31 Aug 92 00:59:25 GMT

In article <1992Aug30.224223.23282@cis.ohio-state.edu> rubin@chocktaw.cis.ohio-state.edu (Daniel Rubin) writes:
>Just wondering if anyone knew of a ftp site that has netrek code with 
>comments or maybe someone out there has modified the code and has added
>comments.  I am espically looking for a heavily commented x11window.c

Hahahah!!! Whoop!  Heh!  Heheheheh... *sigh* Bwahahahaha!  heh

heh...

I don't think it exists... maybe in the NBR.

"Hacking netrek is like playing chess, but with more pieces."
--
                                          rjones@dsd.es.com
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: "Illuminus Cartel" @L vs. Berkeley Scrimmage
Date: 29 Aug 1992 08:41:45 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <oebmTwK00awHIolUMZ@andrew.cmu.edu> Greg K Chung <gc2n+@andrew.cmu.edu> writes:
)
)One problem we had was with the Berkeley names... it wasn't clear who
)was who, and the organizer (Mojo) hadn't provided me with the player
)roster at all...  Who knows who these people are???

It was just a scrimmage, geeze.  If you *must* know...

)  The Orions:
)           CYBERPUNK (O0) with 6 planets and 77 armies.

Hell Peacock

)       UndeadWarrior (O1) with 6 planets and 34 armies.

Amazing

)              Gaiden (Oa) with 4 planets and 78 armies.

Duck

)              ksmith (O9) with 5 planets and 7 armies.

Iolo the Bard

)            D.I. Joe (Ob) with 3 planets and 15 armies.

Pyro Joe (Netrek Hall Of Fame award for the name selection)

)         Space Ghost (O4) with 1 planets and 69 armies.

Ginger Lynn

)       Rotting Flesh (Oe) with 1 planets and 30 armies.

Sandia

)           PINEAPPLE (O8) with 1 planets and 22 armies.

Me.  Sandia and me weren't in the whole game, for various reasons, so
these numbers aren't complete.


)This being the first game IC has played, we didn't fare too badly even
)considering the calibre of CMU help that we got.  And of course it never
)was expected that our little @L team could beat the mighty UCB team!

Especially with you having 5 CMU players playing at home, and us
having *really* nasty lag for the second half of the game.  

We took the lead at the beginning and never relinquished it, at 
various times owning ORG, CAN, RIG, CET, BET (Agri, had that almost
the whole game), DEN, VEG, and ALP (neutral, AGRI).  We averaged
12-13 planets; they battled back to own 9 with about 10 minutes left,
but we managed to take ORG and CET with about 5 minutes left;
they took CET back but were totally out of armies, and we took
DEN with about 20 seconds left for a final score of 13-7.

Doosh.
 -Mojo
From: tsang@cs.washington.edu (Donald Tsang)
Newsgroups: rec.games.netrek
Subject: Re: Sturgeon...
Date: 31 Aug 92 15:36:40 GMT
Organization: Computer Science & Engineering, U. of Washington, Seattle

In article <> osyjm@cs.montana.edu (Jaye Mathisen) writes:
>Does anybody play on sturgeon?  I gave it a whirl last night...

Nope nope... I never play there.


>Hated it.  The mods are cool, but the only real ship to play is a BB, with
>the phasers that reach across the galaxy.

Actually, phaser damage, range, and fuel cost are identical between
the "fighting ships" (DD, CA, BB).  The only difference is recharge
time (phaserfuse = 10, 8, 6 respectively), simulating "number of
phaser banks".


>I don't know what you're supposed to use for planet taking, an AS can't
>defend itself, something like only 3 torpedos...

Read the motd...  (hint: not a BB)

AS' just need escort.  Still nothing beats it when the enemy has lots
of armies to be bombed...


>It was weird.

Umm, thanks?

-- 
Donald Tsang                    "Ho!  Haha!  Guard!  Turn!  Parry!  Dodge!
tsang@june.cs.washington.edu     Spin!  Ha!  Thrust!"
..!uw-beaver!june!tsang                       -- Robin Hood Daffy
Newsgroups: rec.games.netrek
From: dvtoft@iastate.edu (Daniel V Toft)
Subject: Re: Way to make netrek much more challenging.
Organization: Iowa State University, Ames IA
Date: Fri, 28 Aug 1992 18:46:43 GMT

In <1992Aug28.170122.6592@colorado.edu> sherod@news.Colorado.EDU (Scott Herod) writes:

>I discovered a way to make the game much harder.  In your 
>.xtrekrc file add the line

>color.red:	orangered

color.red:	green
                ^^^^^
This would really make a Rom/Kli game challenging :-)
A bunch of green ships cruising in and out of yellow alert! (NO Red)

>Then sit in the wait queue for discovery for a half an hour
>and hope t-mode is Rom vs Kli.

Dan \ Black Knight

Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Mon, 31 Aug 1992 23:25:33 -0400 
From: Greg K Chung <gc2n+@andrew.cmu.edu>
Subject: Re: Sturgeon...

Excerpts from netnews.rec.games.netrek: 31-Aug-92 Sturgeon... Jaye
Mathisen@cs.montana (499)


> Does anybody play on sturgeon?  I gave it a whirl last night...

> Hated it.  The mods are cool, but the only real ship to play is a BB, with
> the phasers that reach across the galaxy.

> I don't know what you're supposed to use for planet taking, an AS can't
> defend itself, something like only 3 torpedos...

> It was weird.
> -- 


For those who are concerned:

SC's are mondo.

Try to scum a kill from a CA-CA fight or something, then take planets to
get millions more kills.



I bet you didn't know that if you have 100 kills and hit "-" in the
refit menu, you get a DD-ATT.


Newsgroups: rec.games.netrek
From: sherod@news.Colorado.EDU (Scott Herod)
Subject: Re: Please
Organization: University of Colorado, Boulder
Date: Mon, 31 Aug 1992 17:07:37 GMT

Ouch.  Looks like my fault that talk.bizarre was included in the
newsgroup line.  I'm very embarrassed.

New mantra:

When using f(ollowup) on rn I will check the newsgroup line.
When using f(ollowup) on rn I will check the newsgroup line.
When using f(ollowup) on rn I will check the newsgroup line.

Scott
Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: DECStation UDP client problems.
Organization: FSU Physics Dept.
Date: Thu, 27 Aug 92 19:29:58 GMT

I downloaded the client for the DECStation and it won't run.  I'm on
a 5000/200, not a 3100 but the blessed non-UDP client works fine.  I've
also been trying to build the client on my DECstation because of some
unique display problems I have (PC with X that only goes to 800x600) and
have encountered the same problem.

The problem shows up in x11window.c when making a call to XParseColor.  It
seems the program chokes when using named colors.  It was bombing on
black so I substituted '#000' and it worked fine through black but choked on
the next color.

I would appreciate it if somebody could:

1. fix the UDP client.

2. send me the #nnn for the different client colors or how to get them.  If
   they can send these to me and I can get the thing working I'll post the
   fixes or email them to whomever the person that deals with this is so
   1 can be accomplished.

3. Shoot the DEC people that made this #$%& buggy C compiler.  I have a list
   of math functions that don't work, they just return 0 always.

On another note, when Quarterdeck finishes downloading the PC DJGCC libraries
for DesqView/X I'm going to try to port the client to my pc.  If anyone is
interested just yell.  Note you will need DV/X, an ethernet card and the
FTP inc stuff to hook it up.  Your talking $400-$600.

		Roger
		books@fsunuc.physics.fsu.edu
Organization: Sophomore, Mechanical Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Thu,  3 Sep 1992 01:39:48 -0400 
From: "John O. Kim" <jk5x+@andrew.cmu.edu>
Subject: Re: The BEST in the WORLD!!!

 
yap@heroes.UUCP (Yap Yap Yap) writes:
 
>     The best player in the world is MUCUS.  I think Spaceace is just 
>jealous of him (that's why he didn't make it in any of Spaceace's 
>choices) although, I am suprised that Spaceace didn't chose himself for 
>any of those catagories....
 
    I personaliy think should leave themselves out of the "I am the
Best!" catagories...These discussions are just silly...really....I will
go on record thou, that I think SpaceAce! is the best player in
CMU.....Mucus....Well...is real good and alot of fun to play with....is
not up to Rob's caliber
 
 
>     MUCUS have a "yap" account?  Nope, this is the one true Yap.  In 
>fact, I would be suprised if MUCUS even knew I existed.  That's ok, 
>because I know who the best in the world is though....MUCUS!  All others 
>(Yea Boy!!!! excluded) are MUCUS wanabees.  Even Spaceace! trys to equal 
>MUCUS' greatness.  It will never happen!!

    Sorry.....Rob has been playing longer than MUCUS has and SpaceAce!
has his own way of playing the game....and that is to win....MUCUS on
the other hand plays mostly to OGG...Mucus thou is real helpful with
this most of the time.


Yea Boy!!!!!
OffensiveTackle


Newsgroups: rec.games.netrek
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Subject: Re: What would you call...
Organization: School of Computer Science, Carnegie Mellon
Date: Thu, 3 Sep 1992 00:01:34 GMT

> If you're into being on the receiving end of 15-minute genocides[TM],  
drop
> me a line, and we'll set up a scrimmage.  We'll understand, of course,  
if
> you're a little scared.  We would be, except we're just too good.
> 
> 
> hugs,
> rjones

I am wondering, are you going to put your money where your mouth is?  I am  
hereby challenging your team to play my team sometime next week, on a  
server yet to be disclosed.  We do not fear you.  We ARE your masters.  My  
team:

Team name undecided:

Yea Boy!!!!
Mergatroid
Non-Stop!!
Spaceace!
Fear!
Videodrome
NSX
Phantom
Psycho Bomber

Run in fear, cowards.

Rob
From: surge@milton.u.washington.edu (Jonathan Sari)
Newsgroups: rec.games.netrek
Subject: Re: Bronco Lives
Date: 27 Aug 92 14:07:57 GMT
Organization: The Barbarian Hordes of Gnur

In article <2cXG03AS66NZ00@amdahl.uts.amdahl.com> fadden@uts.amdahl.com (Andy McFadden) writes:
>In article <Bt9Jss.BtA.1@cs.cmu.edu> jch+@cs.cmu.edu (Jonathan Hardwick) writes:
>>Treacle trek.  However did we play in this?
>
>For those of you who don't have a dictionary nearby, "treacle" is more commonly
>known as "molasses".
>
>That's the nice thing about r.g.n, you increase your vocabulary by leaps
>and bounds.

So *that* is the nice thing.  I've been wondering that for ages.

Ensign Pac-man
-- 
  surge@u.washington.edu, BITnet: surge@milton, UUNet:uw-beaver!surge@milton
"What's in it for me?" "Enough cash to buy the Outer Hebridees."
"14 shillings sixpence?"
From: terence@sunset.janet.ucla.edu (Terence Chang)
Newsgroups: rec.games.netrek
Subject: Ship explosions (was Re: UPENN is gonna RULE!!! [not])
Date: 2 Sep 92 05:12:19 GMT
Organization: University of California at Los Angeles, EE Dept.

In article <Btrty4.6AE.2@cs.cmu.edu> jch+@cs.cmu.edu (Jonathan Hardwick) writes:

>ObTrek : why do ship explosions appear on the edge of your tactical
>display seconds AFTER the ship dies?  Everyone involved in the combat
>sees the ship explode at the correct time.  But if you wander into the
>zone within the next few seconds, you see the explosion time-delayed
>on the edge of your tactical display.  Feature or bug?  If feature,
>what was the intent behind it? 

It's an artifact.  The client animates the explosions.  The server
only tells the client that a ship has exploded if an explosion is on
the tactical display that did not exist on the previous update.  Since
there's no information on when the explosion occurs, the client
performs the full sequence, even if time-delayed.

It's probably not worth the bother to "fix".

Terence


--
"People who get nostalgic      |  Terence Chang:
 about childhood were          |    e-mail: terence@janet.ucla.edu
 obviously never children."    |            or an acceptable facsimile thereof
       -- "Calvin and Hobbes"  |            (subject to change w/o notice)
From: rone@aludra.usc.edu (Ron Echeverri)
Newsgroups: rec.games.netrek
Subject: Re: Hockey? An Offsides Rule
Date: 2 Sep 1992 22:15:25 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu
Keywords: puck, hockey, your face

In article <1992Sep2.165144.15183@wuecl.wustl.edu> flan@starling.wustl.edu (Ian Flanigan) writes:
>I had an idea one night as I was getting seriously pounded by a crippling  
>string of torps.  What if torps just made inelastic collisions with your ship?
>You'd take no damage, just get slowed way down. The torps could have different
>"mass" depending on the type of ship shooting.  Dunno how this would play, but
>it's an idea.

Wow!!!! Why didn't i think of that!!?? Great idea! (bav, take note)


5150
From: jf41+@andrew.cmu.edu (Jonathan R. Ferro)
Newsgroups: rec.games.netrek
Subject: Re: Hockey? An Offsides Rule
Date: 2 Sep 92 01:53:00 GMT
	<epa.715371081@cygnus.cis.ksu.edu.cis.ksu.edu>
Organization: Carnegie Mellon, Pittsburgh, PA

epa@cis.ksu.edu (Eric P. Armstrong) writes:
> My idea for this is to add a "penalty box" for each team that would be
> on the left and right sides of the arena in the middle.  Players would
> be teleported to the penalty box when they kill someone.  This adds
> some more difficulty to the game, since you want to only damage
> opponents instead of just going ahead and killing them.

This is unreasonable.  You are already penalized for killing someone
when he returns in a brand-new ship and is now more useful to his team
than he was before.  That is already incentive enough to only damage
opponents.  The last thing we need to do is add more complications like
penalties when interest in the game is finally stable and rising.

Could "How about a penalty box in hockey?" be added to the Frequently
Suggested Improvements list?

--
Jon Ferro		MIT Transportation Modelling Research Center (TMRC)
jf41+@andrew.cmu.edu	"We can hack it!"
SGNTR VRS VRSN 3.1B: Strppd nd cmprssd fr qckr trnsmssn! nfct yrs tdy!
Newsgroups: rec.games.netrek
From: rjones@itchy.dsd.es.com (Ray Jones - Perp)
Subject: Something worse than B&W screens
Organization: Design Systems Division, Evans & Sutherland, SLC, UT
Date: Sat, 29 Aug 92 06:01:10 GMT


Small screens.  I was forced to play on one about 60% the size I was used
to.  And since my home directory was trashed, I had no way to specify a
smaller font.  Result:  I get to choose between seeing the Player list, or
my status bar (don't even think about the status window!), and a choice
between being able to send and being able to read messages.  I chose
reading and seeing my status, and tried SC bombing.

It was like I was a clueless newbie again.  I never realized just how much
I send messages.  I had an inkling (usually my 20 line team message window
has one message not from me).  I've decided that trek, for me, is not the
ogging, the planet taking, the bombing, or dogfighting.  

I'm a message scum.

--
                                          rjones@dsd.es.com