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Games PC Independence War 2-edge Of ChaosIndependence War 2: Edge of Chaos [PC Game]

Developed by Particle Systems - Infogrames North America (2001) - Space Combat Sim - Rated Everyone

Players return to deep space for futuristic piracy and warfare in Independence War 2 from Particle Systems. The 1998 release of the original Independence War distinguished itself from many other space combat simulations by incorporating realistic physics into the gameplay and by striving to tell an engrossing story as the player progresses through its missions. This second full release in the series is designed to expand and enhance those features with new characters, a new plot, and a new game ... Read more

Details
Platform: PC
Developer: Particle Systems
Publisher: Infogrames North America
Release Date: August 22, 2001
Controls: Joystick/Gamepad, Keyboard
UPC: 742725216761
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Manual E_of_K GB 1st 7/30/01 12:21 Page 4
Rules and Regulations. 30
Shields and Self Defence. 40 LDA shields. 40 Ramming speed!. 40 Power management. 40 Home Sweet Home. 41 The Base Computer Interface. 42 HANGAR. 42 TRADE. 42 INVENTORY. 42 RECYCLING. 42 MANUFACTURING. 42 COMMUNICATIONS. 42 ENCYCLOPEDIA. 42 The Hangar and Maintaining Your Ships. 43 LOADOUT. 43 CUSTOMIZE. 43 ADD CARGO. 43 MANIFEST. 43 Customizing Your Loadout. 43 Menus. 43 Hardpoints. 44 Heat and power requirements 44 Internal cargo space. 45 Further information. 45 Trading For Fun And Profit. 45 Trades list. 45 Doing the deal. 46 Getting tips. 46 Manufacturing goods. 46 Manufacturing. 47 Piracy. 47 The Law. 47 Cargo and pods. 47 Persuasion. 48 Hauling it home. 48 CREDITS. 50

Contents

Welcome to the Edge of Chaos. 3 Cal Johnston. Jefferson Clay. Jafs. Azraelle Az Takagi. Lori Trieste. Lemuel Smith. Caleb Maas. Hardware Requirements. Minimum specification:. Recommended specification:. Installing EDGE OF CHAOS. The Readme File. Infogrames Customer Service Numbers. Quick Start Guide. Story Mode. Instant Action. Multi-player. Become a Combat Pilot in 60 Seconds. Moving Around. Defending Yourself. More Information. Main Menu. START NEW GAME. LOAD GAME. INSTANT ACTION. MULTIPLAYER. OPTIONS. MOVIES. CREDITS. QUIT. GAME TYPES. LAN GAME. INTERNET GAME OPTIONS.
Options. 12 GRAPHICS. 12 SOUND. CONTROLS. Escape Menus. 3 How to Pilot The New 3 1502-X Command Section. Flying Your Ship. Linear Displacement Drive (LDS) The Heads-Up Display. RETICLE. CONTACT LIST. 6 ORB. 19 MFD. 20 SYSTEM STATUS. 20 GRID. 21 CONTRAILS. 21 BRACKETS. 21 CLOCK. 21. Using the Command Menu. 21 MAIN MENU. 22 NAV SUBMENU. 22 AUTOPILOT SUBMENU. 22 WEP SUBMENU. 22 CMD SUBMENU. 23 DOC SUBMENU. 23 COMMS SUBMENU. 23 Navigation. 23 AUTOPILOTS. 23 THE STARMAP. 24 THE CAPSULE DRIVE AND LAGRANGE POINTS. 25 Using Weapons Systems. 26 Weapon selection. 26 Targetting. 27
Discipline. 30 Shares and bonuses, in order of payment. 30 Command structure. 30 Final word. 30 Leftys Advanced Flight Techniques. 31 Advanced Piloting. 31 The flight computer. 31 Lateral thrusters. 32 Free flight. 32 Heat and Power. 33 Heat and overheating. 33 Power and brownouts. 34 The Engineering Screen. 34 Designation. 34 Alert lights. 34 System information. 35 TRI. 35 Power output. 35 Status display. 36 Leftys Advanced Combat Tactics. 36 Group tactics. 36 Wingmen. 36 Turret Fighters. 37 Tactical camera. 37 Getting the Edge. 38 Sub-targeting. 38 Sneaking around. 38 Remote piloting. 38 Weapon tips. 39 LDSi missiles and LDSi fields. 39 Particle beam cannon. 39 REM missiles. 39 Disruptor missiles. 39

Help Via Telephone/Fax Or Mail In The United States & Canada
For phone assistance, call Infogrames, Inc. Support at 425-951-7106. We have an Interactive Voice Response and Faxback system that is available twenty-four hours a day, seven days a week. If you should need live support, we are available Monday through Friday, 8:00 AM until 6:00 PM (PST). Please note that live Tech Support may be closed on major holidays. We ask that you do the following when calling: be at your system; have your system information ready for our technicians. It will expedite your handling significantly. You may also fax in your Technical Support questions or problems to: (425) 806-0480, or write in to the address below. INFOGRAMES HINT LINE - 1900-454-HINT: $.99/minute. If youre under 18, get a parents permission before calling.
Product Return Procedures In The United States & Canada
In the event our technicians at 425-951-7106 determine that you will need to forward materials directly to us, please include a brief letter explaining what is enclosed and why. Make sure you include the Return Merchandise Authorization Number (RMA#) supplied to you by the technician and your telephone number in case we need to call you. Any materials not containing this RMA# will be returned to you unprocessed. Your mail should be sent to the following address: Infogrames, Inc. 13110 NE 177th Place Suite # B101, Box180 Woodinville, WA 98072-9965 Attn: Technical Support RMA#: (include your RMA# here)
Warranty Policy In The United States & Canada
If our technicians determine that the product storage medium is found to be defective within ninety (90) days of original purchase, (unless otherwise provided by applicable law), Infogrames, Inc. will replace the item free of charge, to the original purchaser, if the item is accompanied by the original dated receipt and packaging. If you do not have the original receipt, or if the warranty period has expired, Infogrames Entertainment S.A. will replace the product storage medium for a nominal fee.
Please do not make unauthorized copies. The program youve purchased was produced through the efforts of many people who earn their livelihood from its lawful use. Dont make copies for others who have not paid for the right to use it. To report copyright violations to the Software Publishers Association, call 1-800-388-PIR8 or write: Software Publishers Association 1101 Connecticut Ave., Suite 901 NW Washington, DC 20036 This program is protected by United States federal and international copyright laws.
Manual E_of_K GB 1st 7/30/01 12:21 Page 8

Quick Start Guide

You dont need to read the whole of this flight manual before pitting your wits against the cutthroats of the Hoffers Wake system, but you are likely to live longer if you do. At least read this guide before powering up your starship and heading out into the lawless Badlands Cluster. There are three ways to play EDGE OF CHAOS: Story Mode To play the story mode, and have the full EDGE OF CHAOS experience, click Start New Game from the Main Menu. In the prelude to the story, Jefferson Clay will teach you how to fly and fight. We recommend that you play at least part of the story before trying Instant Action or Multiplayer. Clay has been around for a long time and knows all there is to know about surviving space combat, so be sure to learn all you can. You are going to be putting those new skills to good use later on. Instant Action Perfect for a quick fix of space combat. The enemies come thick and fast. And they get harder and better equipped the longer you survive. Multiplayer Take on your friends and make new enemies over a LAN or on the Internet. We recommend that you get a little practice in Instant Action or Story Mode before taking on skilled human pilots. Become a Combat Pilot in 60 Seconds We recommend using a joystick to play, and this manual assumes that you are using a joystick with hat switch and throttle. If you dont have a joystick, dont despair - all joystick functions are available via the keyboard. Refer to the separate control guide for more details. Moving Around Controlling your ship is quite simple. Moving the joystick back and forth will point the nose up and down. Moving left and right turns to the left or right. To speed up and slow down, adjust the throttle using the Throttle Wheel or the + and - keys on the keyboard. Defending Yourself The green circle in the center of the screen is the targeting reticle your weapons will fire at objects in the center of this circle. To target an enemy, position your reticle over their ship and press Joystick Button 2 or the T key. Cycle through your primary weapons (guns) with joystick button 4 or the Enter key, and secondary weapons (missiles) with button 3 or the Backspace key. Finally, take aim and pull the trigger to fire at your target. More Information For more in-depth information refer to the main flight manual on page 15. Good luck, Captain!

Astronomy compels the soul to look upwards and leads us from this world to another.
Plato (428 BC 348 BC), The Republic
Manual E_of_K GB 1st 7/30/01 12:21 Page 10

Main Menu

After starting EDGE OF CHAOS you will see the screen shown here. This is the main menu. START NEW GAME Begin a new game in Story Mode. The plot picks up straight after the death of Cals father at the end of the intro movie. LOAD GAME Continue a game you have previously saved in Story Mode. INSTANT ACTION Select this for a quick space battle. Pick a ship from the list and enter the fray. A succession of enemy ships will appear through the jump point for you to engage and destroy. The longer you survive the tougher the waves of ships become. If you score highly, you may be able to earn new ships to fly. MULTIPLAYER Play against your friends over a LAN or via the Internet. Refer to the Multiplayer section below for details. OPTIONS Configure EDGE OF CHAOS to your personal taste. Refer to the options screen section on page 12 for details. MOVIES View any of the movies you have seen so far in Story Mode. The further into the story you get, the more there will be to see. Press Space to stop watching a movie. CREDITS View the list of people responsible for making EDGE OF CHAOS. Press Space to return to the Main Menu. QUIT Exit the game and return to Windows.
Team Deathmatch Join Team Alpha or Team Beta and take on the enemy with the help of your human wingmen. Ganging up on enemy ships will win the day. Capture the Flag A real test of strategy. Your team must steal the other teams flag and return it to your base to score points. Bomb Tag The player who grabs the bomb first scores points by killing all the others, but be careful not to let someone steal it from you. Watch out! The bomb is full of unstable antimatter, and you dont want to be near it when it goes off In Multiplayer your enemies are always highlighted in red on the heads-up display, and any friends in blue. In Deathmatch all the other players are red, because they all want to take you out Any light blue objects are power-ups, which are almost always going to help you out. LAN GAME To play a multiplayer game over a LAN, all the computers must be able to communicate using the TCP/IP network protocol. If you are not sure whether you have this protocol or how to install it, consult your system administrator or Windows documentation. When you enter the LAN GAME screen, the system will search for and display a list of all the games currently being played on your network. When the search is complete, the Searching message changes to Refresh. Click this button to update the list of games. If you move the mouse pointer over an entry in this list, additional information about the server is displayed at the bottom of the screen. This includes the map, game type, and maximum number of players. To join a game, click on its entry in the list. INTERNET GAME Make sure your Internet connection is active before trying to play an Internet game. For more information, consult your Windows documentation. When you enter the INTERNET GAME screen, the system will connect to the GameSpy master server and download a list of games currently being played on the Internet. This process may take several seconds. When the search is complete, the Searching message changes to Refresh. Click this button to begin a new search for games. The entries in the list are sorted by ping time, which is a measure of the connection speed between your computer and the game server on the Internet. You will generally have a smoother and faster game on a server with a lower ping time.

Be careful with that Manual LDS override! If you hit any planets travelling
at half the speed of light, youll leave a heck of a hole.
The Heads-Up Display Your Command Section cockpit does not contain any traditional instrumentation all the flight and combat information you need is presented by the Heads-Up Display, or HUD. The HUD is projected onto the inside of your specially designed helmet visor, so its always in your field of view. The main purpose of the HUD is to display information about your ship, your current target, and other ships or stations that your sensors have detected. The HUD consists of a number of different displays, which we will discuss in detail. RETICLE The green circle in the center of the HUD is the reticle. It displays critical information about your ship and your current target. It is the single most important display on the HUD. The left side of the reticle is the speed display. In conventional flight you can see your speed in meters per second to the left of the center. The orange arc displays your speed graphically, with the small orange triangle marking your set speed. Above the conventional speed display is the LDS speed display. When the LDS drive is engaged, the green arc indicates your speed, and the small green triangle your set speed. The LDS speed scale is geometric, so for each increase of the throttle, the speed is multiplied by 10.
Remember kid, when you fly this thing Im gonna be in the cockpit with you.
You might be a hot-shot, but you still have a lot to learn.
Manual E_of_K GB 2nd 7/30/01 12:26 Page 18
To the right of the reticle, you can see information about your current target, including its name, hull strength, range and speed. If the target is outside the reticle, an arrow within the reticle points out the way you should turn to bring the target back into your sights. The green arc to the lower right of the reticle displays your hull strength, and changes color through yellow to red as you are damaged. If it falls too low it might be time to retreat and repair yourself. Urgent warnings and other status information will flash up in the area below the reticle.
One of the contacts on the list will be highlighted as your current target. To pick a new target, move the highlight up and down the contact list with the , and. Keys, or joystick. All contacts are colour-coded, and this colour is used in each area on the HUD where information about that contact is displayed. The following colours are used: Yellow: Neutral contacts, and contacts not yet identified by your sensors. Red: Hostile vessels and stations. Blue: Friendly or allied vessels and stations. Light Blue: Mission-critical vessels, usually which need to be protected. Green: Waypoints. Each line of the contact list displays the following information about the contact: Faction: The group that owns the vessel. This could be the police, one of the megacorporations, or even indicate that the vessel is an illegal.

GRID When flying in space, a grid of translucent lines is projected onto the HUD. The end of each line is fixed in space, so the lines provide a frame of reference as you move past them. This shows you that you are in motion, how fast you are travelling (represented by the length of the lines) and in which direction. The grid is colored orange in conventional flight, and changes to green when the LDS drive is engaged. CONTRAILS If your sensors detect a vessel that is in motion near your ship, the HUD will display a contrail for that contact. The contrail shows the vessels path, and allows you to see where it has been, as well as predicting where it might go. BRACKETS All contacts detected by the sensors, whether in motion or not, are surrounded by brackets on the HUD to show their size and position. Waypoint brackets are shown as a small diamond. CLOCK This clock display shows how much time has elapsed since your ship last left port. Using the Command Menu One of the most important features of the HUD, and an essential part of the interface between you and your ship, is the command menu. This allows easy access to all the functions on your ship using a common interface, and is perhaps the most innovative avionics feature in the 1502-X.
Hmm This interface is a lot more elegant than those in my day.
The menu is operated with the Joystick Hat or the Cursor Keys. To display the menu, push the Hat in any direction or press one of the Cursor Keys. Once the menu is displayed, select an option by moving in the appropriate direction. You can close the menu by pressing Joystick Button 2 or the Backspace key. Some menu selections open further submenus containing more commands, and others perform actions, labelled with an icon. After performing an action, such as engaging the autopilot, the menu will close automatically. Other menu selections open one of the full-screen HUD displays. These displays can be closed in the same way as the menu, using Joystick Button 2 or the Backspace key.
When these things light up like a Christmas tree, you know youre

Theres also a special combat autopilot called Pursuit. It isnt fitted as
standard, but you might be able to persuade somebody to give you the software.
Manual E_of_K GB 2nd 7/30/01 12:26 Page 24
In general, autopilots are most useful for travelling long distances, both in-system and between systems. They also perform precision tasks like docking. To use an autopilot, select a target from your contact list and then engage the autopilot using the command menu or the appropriate keyboard shortcut. Once the autopilot is engaged, you can change your target to another contact without affecting the autopilots destination. If you have engaged an autopilot and wish to return to manual control, disengage the autopilot using the command menu or by pressing F5 on the keyboard.
To move around the map, use the command menu controls, i.e. the joystick hat or cursor keys. Press Left and Right to cycle through all the waypoints at the current level, or zoom in and out with Up and Down. To select the current waypoint as your navigation target, press Fire or Enter. The waypoint is then added to your contact list and becomes your current target. When a target is selected, the map closes automatically. You can then use your autopilot to approach the waypoint. When the map is first opened, it centres on the nearest navigation waypoint to your ship. If you zoom all the way out of the system, the map will change to displaying the entire Badlands Cluster and the star systems within it. Select a star system to view using Left and Right, and zoom in on it with Up. If you have set a destination and engaged the autopilot, your route is marked with a red line on the starmap.
You can never use your autopilots too much.
Why make life hard for yourself? THE STARMAP The Starmap is an essential navigation tool, used to find your way around the stations, planets star systems of the Badlands Cluster. To activate the starmap, use the command menu or press SHIFT-M. To close the map, press Joystick Button 2 or SHIFT-M again. The starmap displays the following different kinds of navigational waypoint:
We cant leave Hoffers Wake until we get our hands on a Capsule Drive.
Hardware like that is real hard to come by, so someones going to have to owe us one hell of a favour. THE CAPSULE DRIVE AND LAGRANGE POINTS The gulf between the stars is vast. Even using the LDS drive it would take years to travel between systems. The Capsule Effect generates a tiny bubble of independent space-time around a ship. This capsule universe is then detached from normal space and reattached at the destination point, allowing ships to travel immense distances without traversing the intervening space. The Capsule Effect requires vast amounts of energy, and is impossibly expensive in dense gravity fields. For this reason, ships can enter and leave Capsule Space only at Lagrange Points, where the local gravity fields of orbiting bodies cancel each other out. If you are close to a Lagrange Point, the HUD displays a 3D representation at the points location. Ships enter Capsule Space from the blue side of the point and leave it from the red side.

Space Station

Gas Giant (large planet)

Lagrange Point

Planet

Asterod

Asterod Base
Whatever you do, keep clear of the red zone if a big freighter comes
through the point, it isnt going to be able to stop for you. To make use of Capsule Space your ship must be fitted with a Capsule Drive. Once you have acquired the hardware, you simply select your destination on the starmap, and let the autopilot take you there.
Waypoints are arranged according to their orbits, with the systems primary star at the centre of this map. Zooming in on the primary star allows you to cycle through all the planets orbiting it. Zooming in on one of these planets allows you to cycle through its moons and orbital stations, and so on.
Manual E_of_K GB 2nd 7/30/01 12:26 Page 26
Not all destinations can be reached from each Lagrange Point, so the autopilot may have to perform several Capsule Jumps before arriving at the destination. If you have a Capsule Drive, the autopilot will also make use of it to cut down on in-system travel time by using local Capsule Jumps to cover the distance. Experienced captains may wish to select destinations manually and execute their own Capsule Jumps. To do this, fly to the Lagrange Point you wish to depart from and open the starmap. Zoom in on the Lagrange Point and select your destination, then press Fire. When you fly through the point from blue to red, your Capsule Drive will engage and jump you to your destination. Using Weapons Systems Please be advised that NSO Laplace does not advocate the use of weapons in anything but self-defense, and use contrary to this proviso may break the terms of your service agreement and/or limited warranty. Consult your ownership contract and masters license for more details.
Targeting Your weapons are always locked on to your current target. For primary weapons, your HUD displays a lead sight that indicates where you should fire to hit the target, compensating automatically for the movement and range of the target. The lead sight is a cross, composed of four arrows. If the arrows point outward, you are out of range for the current weapon. If the arrows point inward, you are in range. If the sight is rotating, the target is outside the fire arc of your current weapon. When the arrows point inward and stop rotating, the target is in range and guns are locked on open fire! For more information on weapons and tactics see the Advanced Combat Tactics section of this manual on page 36.

Ignore them - now were getting to the fun stuff!
Weapon selection Spacecraft weapons are broken down into two broad categories: Primary weapons: Usually energy or ammo-fed guns, primary weapons have large or unlimited ammo supplies. Secondary weapons: Usually guided missiles, unguided rockets, or other special-purpose weapons. Generally in shorter supply than primary weapon ammo, but with more destructive potential per shot. The currently selected weapon is displayed on the left of the HUD below the MFD. Select from your primary weapons with Joystick Button 4 or the Enter key, and secondary weapons with Joystick Button 3 or the Backspace key. To fire a weapon, press Fire or Space. The current weapon display indicates the charge level of energy-based weapons, or the remaining ammo for missile launchers and ammo-fed guns. If you have several identical weapons, they may be linked and fired simultaneously, in which case the ammo count of each weapon will be displayed.
Keep an eye on your ammo counts it isnt nice to be caught short at the
wrong end of someone elses particle cannon.
Manual E_of_K GB 3rd 7/30/01 12:24 Page 28
Lucrecia, your grandma, gave this manual to everyone who signed on with her. She may have been an outlaw, but she ran a tight ship. You could go far by following her advice.
Pirates Charter and Crew Manual
Fighting, freedom and a fair share
Lucrecia Johnston, Xing Liu, and Lefty OHare
Manual E_of_K GB 3rd 7/30/01 12:24 Page 30
>:: Rules and Regulations ::
Now I know you didnt sign up to be a pirate in order to keep your nose clean, but as long as youre in my crew, youll dance to my tune. And if you dont like it, youll leave. Discipline We run a tight operation and I expect reasonable discipline. Any crewmembers starting fights, drinking on duty and the like will be warned. If they repeat the offence they will lose shares. Anyone who wilfully endangers the safety of the base and crew, anyone who betrays our location or my trust, will be spaced. No exceptions. Off-duty crew can do what they want, provided it doesnt break the above rules or get in the way of operations. Shares and bonuses, in order of payment
She was a tough cookie, and reading this brings it all back. Shes right, too learn all her extra tricks and tactics, and youll be set for anything they throw at you.

long as the key is down, or toggle assist on and off for long periods of time by pressing N. When assist is off, the throttle setting is ignored, and you will drift in whatever direction you were last travelling unless you use your laterals or thrust override controls. You can make use of this drift to strafe large ships set yourself up on a course along their length, then turn off flight assist and you can rotate to bring your guns to bear. Youll still be moving, but not towards the ship, so you their turrets will have a tough time tracking you, and youll not crash into them.
Turning off flight assist might seem like a bad idea, but sometimes it can give you a real edge in a fight.

Heat and Power

Heat and overheating A combat starship is basically a big hot fusion pile with a cabin and guns on it. This generates a lot of heat, which has to be radiated into space by your heat sink. If you are damaged, or you over-use your energy weapons, its possible to generate more heat than the sink can get rid of. Your hull temperature will then start to rise, and this can eventually cause critical damage. To help prevent this, the HUD displays your temperature on a dial to the lower right of the reticle. Pips count around the dial as the temperature increases. If your hull temperature gets too high, the computer will have to shut down systems to prevent serious damage. Although rare, it has been known for ships to be destroyed by over-zealous pilots who ignored the heat warnings. If you find yourself in this situation, you can try the following ways of reducing temperature:
Be careful. Its easy to keep your finger on the override and end up travelling at several kilometers per second. But itll always take as long to stop as it did to get up to speed. This is bad if youre flying towards something big and solid, like a space station.
To fire your lateral thrusters manually, you can hold down ALT and move the joystick. Your ship then moves in the direction you choose, so pushing left slides left, pushing up moves the ship straight up, and so on. The left and right lateral thrusters can also be fired using the keyboard A and D keys. This is often more useful, as you can sideslip to dodge an enemys shots, and at the same time rotate with the joystick to keep your nose (and guns) pointing at him.
> Avoid using weapons, especially energy

weapons

> Avoid using your thrusters and main engines > Reduce your reactor power in the engineering screen Not flying into stars can help with that too
We called this circle strafing, and it can often tip the balance of one-on-one dogfights.
Free flight When you control your laterals directly like this, youll still have the benefit of flight assist. Sometimes its useful to be able to turn this off too. Luckily, you can. Either hold CTRL to turn off flight assist for as Power and brownouts All systems on your ship draw energy from the ships power plant. Most of the time youll have plenty of surplus power, but if you load out too many systems, or your reactor is damaged, then you might suffer a brownout. This is when one or more systems are forced go offline due to a power shortage.

ICON SYSTEM

Propulsion and Drive Systems Weapons Systems Shield Systems
To return the power balance to normal, so that all systems have an equal share, highlight the RESET TRI control below the power bars and press Fire or Enter. Power output Below the TRI is the power gauge. This displays the amount of power that your ships power plant is currently generating. Highlight the bar and move left or right to adjust the amount of power output. The plant may take a few seconds to respond to your changes. Reducing the output reduces the amount of heat generated and can make it harder for other ships to detect you. Most of the time though, youll want to operate on full power.
Manual E_of_K GB 3rd 7/30/01 12:24 Page 36
Status display Finally, at the bottom of the screen there are overall status displays. From left to right the status displays show:

> > > >

System operation lights Overall hull integrity Emission levels Hull temperature
If you order your wingmen to do something dumb, such as defend an enemy or attack an ally, theyll usually complain
If your wingmen succeed in their objective, theyll return to formation with you until you give them another order.
>:: Leftys Advanced Combat Tactics ::
OK, now youve read all my wise words about flight, you get to learn about the fighting part. Theres a lot to take on board here, and youll likely survive without it for a while. There are as many favorite tactics as pilots, so the best approach is to try a few of these tricks in each new encounter to find what works for you.
Turret Fighters You might have heard of T-fighters, but I doubt it. Theyre reported to be a prototype development of the C-fighter technology from the Independence War, but add some interesting wrinkles: when docked to a larger vessel they can act as rotating turrets, or be undocked and support the ship as independent fighters. T-fighters under your command are given orders in the same way as wingmen, using the COMMS submenu of the command menu, or number keys. Youll probably never get to use these, but what the heck

Group tactics

Wingmen Its a rare thing that youll be fighting alone our pilots usually fly in wings of two or three ships. Lucrecia likes to keep things this way since it raises our odds of success. If youre experienced enough to be a wing leader, youll be able to give orders to the other ships on the operation: your wingmen. Wingmen orders can be issued with the command menu (from the CMD/COMMS/WINGMEN submenu) or using the number keys on the keyboard. You can issue the following orders:

You can also sub-target cargo pods docked on to freighters, so you can see if theyre worth pirating.
To select a sub-target, place your reticle over your current target and press Joystick Button 2 or the Y key. The current sub-target is shown in the MFD. Sneaking around There are times when you will wish to conceal the presence of your ship from your enemies. Perhaps you want to sneak into a system and attack a key target, or maybe the cops are taking just a little too much interest in your whereabouts In these situations youll want to take steps to make yourself less detectable. The HUD displays an emission level dial to the lower right of the reticle. This shows how easy it is for other ships sensors to detect you. The higher the reading on the dial, the less stealthy you are. Your emissions are mainly determined by: > Class of your ship. Larger ships are often less stealthy > How much heat you are generating > Your thrusters usage all that plasma is easy to see > Whether your active sensors are enabled Try the following to reduce your emissions: > Reduce the power plant output in the engineering screen > Dont use thruster overrides, and keep the throttle setting low > Turn off your active sensors in the engineering screen > Dont go shooting your weapons all over

Weapon tips

Pretty sensible,
really. LDSi missiles and LDSi fields Normally, an LDS drive can be used just about anywhere. Unless you disable it with an LDSi (LDS-Inhibit) field, that is LDSi field generators are commonly mounted inside space stations to keep local traffic from hitting the station at LDS speeds. You can generate your own LDSi field by firing an LDSi missile or mine. The missile will track a target in LDS and generate a large LDSi field when it detonates. We often use these devices to stop freighters from getting away. Dont forget that the effect of an LDSi missile dissipates over time, so you need to press your advantage and disable the target quickly before it can get away.
Particle beam cannon Most of the energy guns you will use are based on particle beam cannon (PBC) technology. Here comes the science bit: PBCs divert plasma from your ships power plant and use it to emit focused blasts of charged particles at your target. The focussing effect dissipates with range, so PBCs are most effective close-in. Ideally you want to keep one or two kilometres between you and your target. And remember that the most vulnerable part of any ship is its unshielded drive section. REM missiles Remote missiles differ from ordinary missiles in that they are guided by REM-link instead of an internal guidance system. When you launch a remote missile, you REMlink to it automatically as soon as it arms. Fly the missile into your target, or press the Fire button to detonate. The space that would have been used for the guidance system is used for a larger payload, so remotes are often more deadly than standard missiles. You need a steady hand though, so they arent for everyone. Disruptor missiles A special guided weapon that disables the systems on enemy ships, leaving them vulnerable and tumbling. This is particularly useful if you can use the window of vulnerability to cripple or destroy the ship.

This is the safe place Felix was talking about. I cant take you there directly I dont know the exact location. But Lucrecia left a route we can follow, when we get closer.
Flight crew who are off-duty on the base should follow Lucrecias regulations and stay out of the way of my engineering teams theyve got work to do. Xing Liu
He wasnt kidding - the aggressor shield is only activated for a few short seconds. If you get it wrong youll be lucky to survive.

Power management

Remember that you can adjust your power allocation with the TRI? If you do, youll know that it takes a few seconds to open the engineering screen and set up the TRI how you want it. This might not be ideal in combat Luckily, there are shortcuts that can perform rough adjustments quickly. They dont allow the same degree of finesse as the engineering screen, but that isnt really the point.
Manual E_of_K GB 3rd 7/30/01 12:24 Page 42
The Base Computer Interface
Just because were pirates doesnt mean that we dont like convenience. Some of the base systems are automated, so you dont have to do everything the hard way. You can control the systems and make requests of the crew using the base computer system. When you are on the base, activate a terminal in the command office to be presented with the following options: HANGAR Give the ground crews instructions as to how you want your ship loaded out, or signal them to ready it for launch. TRADE Arrange to barter commodities with our fences and market contacts. INVENTORY Check out the spoils this includes all our weapons, cargo other assorted items weve liberated. RECYCLING Convert surplus cargo into raw materials that can be used to manufacture new goods. MANUFACTURING Weve modified the automated terraforming drone factory to produce some more useful equipment. You can use this screen to order the factory to make new items from raw materials. Keep an eye out for any blueprints that we could use to manufacture new items. COMMUNICATIONS Check your email and see if there are any operations going on, or just catch up on the gossip. ENCYCLOPEDIA Your electronic guide to the galaxy at large. The encyclopedia was comprehensive enough when we stole it, and various crewmembers have annotated it with extra information.
The Hangar and Maintaining Your Ships
Different types of mission require different ships, also a different style of equipment loadout. For example, a combat mission will normally require you to be as heavily armed as possible, whereas a reconnaissance mission might be easier in a fast lightly armed ship with an emphasis on stealth systems. LOADOUT The hangar menu displays your selected ship and the current loadout style you are using. The following loadouts are available:

Manual E_of_K GB 3rd 7/30/01 12:24 Page 48
Cargo is carried in standard 50 meter cargo pods, which are attached to the sides of the transports for long journeys. The pods also have small thrusters for moving the cargo around dockyards and storage facilities without needing tugs. This makes life easy for us pirates, since it isnt necessary to send boarding parties onto freighters if we can convince them to release the pods Persuasion Most transport pilots are underpaid, and are not willing to risk their lives for cargo they dont even own. Force them to surrender with a few blasts of your cannon, and they will eject their pods. Try and take out the escort first, or youll be attacked while youre busy with the transport. Once a transport has surrendered, let it go. I take a dim view of needless bloodshed, and if the transports reactor explodes, you could lose the cargo as well. Hauling it home Youll need the help of a cargo pilot if you want to make off with more than one pod at a time. On my operations we take care of all that, and after you clear the area of hostiles a Search and Recovery Vehicle (SnRV) will come in to pick up the pods.
I think there might still be one of those in the bases main bay. But well need to find a capable pilot.
Inspect the pods using your MFD. SnRVs have a twelve-pod cargo capacity, and you can specify exactly which pods to take by tagging them. To do this, sub-target the pod by placing your reticle over it and hitting Joystick Button 2 or the Y key. Tag a pod again to untag it. Tagged pods are displayed in Light Blue on your contact list. If you dont specify which pods you want, the SnRV pilot will pick them.
Check out your loot before you take it home. Youd be amazed at the amount of raw sewage a decent sized space station produces, and you dont want that by mistake.
Manual E_of_K GB 3rd 7/30/01 12:24 Page 50

CREDITS

EXECUTIVE PRODUCER & DIRECTOR Michael Powell. ORIGINAL GAME DESIGN Glyn Williams. PROJECT LEAD Rich Aidley. PRODUCERS Kim Blake, Roger Godfrey. LEAD PROGRAMMER Will Vale. PROGRAMMING Carl Birkinshaw, Chris Box, Brett Laming, Derek Marriott, Tim Page. ADDITIONAL PROGRAMMING Derek Johnson. LEAD DESIGNER Nigel Kershaw. DESIGN & CONTENT SCRIPTING Martyn Bramall, James Moore, Stephen Robertson. ADDITIONAL CONTENT SCRIPTING Jack Aidley, Alex Brown. CONCEPT DESIGNS Michael Todd, Richard Wright, Stephen Tappin. LEAD REALTIME ARTIST Matt Clark. REALTIME ARTWORK Jason Bowers, Trevor Hairsine. LEAD CGI ARTIST Andy Turner. CGI ARTWORK Matt Clark, Paul Clayton, Rich Bentley, Richard Wright, Stephen Tappin, Tim Brown, Trevor Hairsine. INTERACTIVE SCREENPLAY Daniel Greenberg. MUSIC Chris Mann.
SOUND DESIGN Andy Turner. RECORDING Outsource Media: Mark Estdale, Mike Timm. VOICE TALENT Cal: Doug Cockle, Clay: Declan Wilson, Smith: Stanley Townsend, Jafs: Simon Smithies, Az: Risa Hall, Lori: Toni Barry, Maas: Richard Sinnott. Additional Voices Laurence Bouvard, Jo Cammack, Martin Crocker, Damian Gaskin, Gilly Goodman, Lewis Hancock, Glen Kinch, Lindsay Mac, Fiz Marcus, John Moriatis, Joanna Swain, John Tearney, Zac Wilson. MANUAL Roger Godfrey, Will Vale. IT SUPPORT AND TESTING Vincent Formosa. INFOGRAMES SHEFFIELD TEST PILOTS QA Manager Lewis Glover. Supervisor Robert D. Lunt. Localization Test Supervisor Danielle Perez. Pre-Mastering Chris Greatbatch. Lead Testers Sam 'Big Willy Shatner' Attenborough, Nick Tel Star Destroyer Herring. Testers Ian 'Dark Helmet' Whitaker, Ian 'Solo' Hammond, Darren 'Flash' Sellars, Steve Budda 2001 Blower,

doc1

N1 (1.2)

CPU @ SPACE

C@S Launch ! p.2

SPACE SOFTWARES FANS BULLETIN - JANUARY 2009 CPYOUSPACE@gmail.com

Updated issue

Open source simulation

Celestia p.4

Gaming
I-WARs & FREESPACEs web links p.10

Professional simulation

THARSIS SOFTWARE p.16
PARTICLE SYSTEMS & INFOGRAMES

CPU @ SPACE, launch !

Welcome to this first issue of C@S Bulletin, a free media fully dedicated to space related software, all of them ! C@S will have a cross approach, complementing specialized magazines treating effectively of astronomy, space transportation and others space related. This mix of different softwares has justifications. The first is that readers are mostly interested in more than a single space field, and not rarely many different ones. Mixing scientific / technical fields with gaming may surprise but is easy to explain. Appearance of remarkable softwares as ORBITER and CELESTIA unclears the frontier beteween gaming and profesional space. The proof is that Martin SCHWEIGER, creator of ORBITER participated to ESA (European Space Agency) simulation symposium to present his work. Professional software developpers working for space agencies may also come from the gaming world, as THARSIS SW in France which team proves to be very effective in real space activities. On their side gamers & space game developers are also interested in the space quest, something I had very recently confirmed by an exchange with a project manager of one the greatest SciFi games ever published. In the end it has to be precised that many space profesionals grew up with a computer, an old friend used to recall them as avtive WING COMMANDERS ;-). C@S will try to please this vast community of space lovers. C@S Team
Celestia WING COMMANDERs TCS Midway by Sean Murphy

CPU @ SPACE, enroll !

We are looking for writers in the following fields : ASTRONOMY & EDUCATIONNAL : - CELESTIA - ORBITER - REDSHIFT & others PROFESSIONAL : - Launchers dedicated ones - Missions & spacecraft ones FUN GAMES : - WING COMMANDERs, I-WARs, X family, SINS OF S. E., FREESPACEs, BATTLECRUISERs, STAR TREKs, PRIVATEERs, HARDWAR, EPIC & INFERNO, FREELANCER, STARLANCER, NEXUS, HAEGEMONIA and all others Apply at CPYOUSPACE@gmail.com and tell us
a little bit about your passion of space & sw.

EGOSOFT

O.S. SIM.
Hubble & Voyager 2 in my PC : CELESTIA !
Issued for the first time in 2001 CELESTIA has besome since one of the most acclaimed open source sw. Created by Chris Laurel it belongs with ORBITER to a new family of software bridging fun space to the profesional field. CELESTIA is now developped by a full team of passionates. Organized as a planetarium CELESTIA benefits from an accessible interface and OpenGL API. Displays rely on scientific data coming from space agencies missions : solar system pictures come from multiple probes and star positions from the HIPPARCOS catalogue. Planetary environment is based on VSOP87 model for high accuracy. Functions are organized in a way to please the eye of the user. Chosen celestial bodies (numerous ones of our solar system) are dynamically represented with possibilities to change the point of view, speed and switch on/off options. The basic list of bodies (satisfying) can be largely and easily improved with impressive hi-resolution upgrades coming from recent or even current scientific missions. This blend of precision, openness and user friendly software approach promoted use of CELESTIA by agencies, NASA, ESA and others use it for educationnal purpose as well as mission trajectory simulation. Dedicated to the great public CELESTIA is developped for both PC and MAC worlds. Current 1.5.1 release supports WINDOWS, LINUX & MAC operating systems. User documentation is available in English, German and French.
CELESTIA displayed objects

Earth observation

Nebulae (Eagle)
Planetary systems (Jupiter here)

Spacecraft (HST here)

CELESTIA on the web, best links
MOD/Doc/Goodies - links tested in january 2009, but some sites behavior may vary
http://www.shatters.net/celestia/ http://www.celestiamotherlode.net/ http://www.celestialmatters.org/ http://www.lns.cornell.edu/~seb/celestia/ http://learn.arc.nasa.gov/planets/ http://www.shatters.net/~t00fri/texfoundry.php4 http://homepage.eircom.net/~jackcelestia/ http://www.shatters.net/~impulse/Mars_Central/Mars_Central.html

CELESTIA plotting capabilities
Main asteroids belt and planets
Earth and positionned constellations
A view I tested on a 197 inches screen, Thanks Chris Laurel !
VOYAGER 2 at home with CELESTIA

GAMING

Following the best games ? C@S links portal
Having a good overview of what happens in gaming communities isnt always easy. C@S will help you, here are the best (tested) links of two great universes : FREESPACE & INDEPENDANCE WAR. FREESPACE 1 & 2 : FREESPACEs marked with WING COMMANDER PROPHECY the summit of the space shooting era. User friendly they provided their numerous fans with pure fun. The history continues with remarkable open source add ons to discover urgently ! INDEPENDANCE WAR 1 & 2 (Edge of Chaos) : Considered as spaceship simulators I-WARs represent intense experiences for players. They both revealed particularly addictive with famous work on gameplay, scenarios and music. After nearly ten years Edge of Chaos remains an absolute reference.

VOLITION

Independence War 1 & 2, web links portal
Patch/MOD/Doc/Goodies - links tested in january 2009, but some sites behavior may vary
http://www.atari.com/us/games/iwar2/pc http://web.archive.org/web/20030124043407/http://www.independencewar.com/ http://web.archive.org/web/*/http://www.independencewar.com http://www.i-war2.com/ http://www.geocities.com/dreadnt/ http://members.shaw.ca/syntechnology/news.html http://www.torn-stars.com/ http://www.simerge.com/blog/
Independence War 1 & 2, web links (continued)
http://mods.firstones.com/buda5/ http://www.iwarpapermodels.org/ http://members.shaw.ca/syntechnology/links.html http://www.mobygames.com/game-group/independence-war-series http://www.gamekult.com/tout/jeux/fiches/J000000086.html http://www.jeuxvideo.com/jeux/0000/00005367.htm http://www.jeuxvideopc.com/jeux/310-independance-war-2-edge-of-chaos.php
http://www.gamespot.com/pc/sim/independencewar2edgeoc/index.html?om_act=convert&om_clk=gssimilargames&tag=similargames;img;3 PARTICLE SYSTEMS & INFOGRAMES
http://en.wikipedia.org/wiki/I-War_(Independence_War) http://ataricommunity.com/forums/forumdisplay.php?f=137 http://forums.eu.atari.com/archive/index.php/f-17.html

FREESPACE 1 & 2, web links portal
http://scp.indiegames.us/ http://www.sectorgame.com/ http://www.hard-light.net/wiki/index.php/Main_Page http://www.game-warden.com/bsg/ http://babylon.hard-light.net/ http://www.wcsaga.com/ http://www.game-warden.com/starfox/ http://www.gamespot.com/pc/sim/freespace2/index.html
FREESPACE 1 & 2, web links (continued)
http://en.wikipedia.org/wiki/Freespace_2 http://www.mobygames.com/game/freespace-2 http://www.gamekult.com/tout/jeux/fiches/J000000782.html http://www.gamekult.com/tout/jeux/fiches/J000000600.html http://www.wallpapers-zone.com/jeux_video/freespace_2.html http://www.jeuxvideo.com/jeux/0000/00002879.htm http://www.jeuxvideopc.com/jeux/8525-freespace-2.php
http://www.jeuxvideopc.com/jeux/6610-conflict-freespace-the-great-war.php

PROF. SW

From gaming to real space, THARSIS SW
THARSIS SOFTWARE is a very good example of bridges that link different fields of space software. Created in 2006 by three young computering graduates the society works since then for CNES, the french space agency who conducted the development of ARIANE space launchers since 1979. Two of the society creators previously worked in the video game industry, the Prsdt (M. S. Lages) for 2K GAMES and the CEO (M. N. Remia) for VIVENDI UNIVERSAL. F. Rioli on his side brought what he learnt in the aerospace industry. Their creativity, knowledge of modern tools and love for space pushed them to develop their first space environment image generator : MAGRATHEA. Further work led to their selection by CNES to develop a space launcher mission visualisation called SLS. This product benefits from PC world open programming tools. SLS proves to be highly flexible, supporting any type of space vehicle in a realistic planetary environment. Positive results led to the development of other space related multimedia products. http://www.tharsis-software.com/

THARSIS SOFTWARE

Earth with SLS - THARSIS
ARIANE 5 with SLS - THARSIS
MARS with THARSIS MAGRATHEA graphic engine

VALLES MARINERIS

THARSIS SOFTWARE & NASA

VICTORIA CRATER

OLYMPUS MONS

 

Technical specifications

Full description

Players return to deep space for futuristic piracy and warfare in Independence War 2 from Particle Systems. The 1998 release of the original Independence War distinguished itself from many other space combat simulations by incorporating realistic physics into the gameplay and by striving to tell an engrossing story as the player progresses through its missions. This second full release in the series is designed to expand and enhance those features with new characters, a new plot, and a new game engine created from scratch for this title.

 

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Phase26USB DVA-G3340S VR171 Party MDS713 WS-28Z44V KX-TG7301GR Ericsson S302 VGN-Z11mn B IC-V82 LT240 692 1 WFH1276K Only DL Processor GR-DVL720u-gr-dvl720 YFZ450-2007 HI-406BT CMT-LX20I 2070SB MG-3937C 6710B CME250 OT-806 Htdk150EBS Chicco 6560 KG39NY40 CDE-9822RB Dreamweaver A-8067 ICD-UX60 EP738 DPL950 Indianapolis CD34 2500MF P2470HN 14PT1356 350-2008 Hunting 2 Total WAR AG400 2 0 DMT VE F-I90HD LM760 CT-700 2217406-D-WH Disciples II IC-H16T Technical Data LH-RH9509TA BL103 EW1211E2 D1110 BH-202 C28WF560N T57800 NEC E616 DAV-DZ111 ZM21MG 31000W Europe Ii Plus MDA-7755R Music Roland FP-4 Special Razr V3A Bladesystem LP-1500C Wolfdale1333-D667 Stick Frankfurt C70 Syncmaster T200 PSC 1217 Lowrance X52 MX7517J Mark II HTS3367 12 Fighter RSG5dumh Atlinks 2315 AC711 M-IS22 CS-E12jkew Lexmark C534 KAM200 NS0045 Digimax 401 CQ-RDP162N Bk Olympus C-1 KX-TG2620 Singer 211A Review Player S4000 ES-3124 LE37R82B Benq 46W1 Mcm390

 

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