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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

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Manual E_of_K GB 1st 7/30/01 12:21 Page 2

EPILEPSY WARNING

A very small percentage of individuals may experience epileptic seizures when exposed to certain light patterns or flashing lights. Exposure to certain light patterns of backgrounds on television screens while playing computer games may induce an epileptic seizure in these individuals. Certain conditions may induce undetected epileptic symptoms in persons who have no history of prior seizures of epilepsy. If you or anyone in your family has an epileptic condition, consult your doctor prior to playing. If you experience any of the following symptoms while playing a computer game: dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement, or convulsions IMMEDIATELY discontinue use and consult your doctor.
Welcome to the Edge of Chaos
In the twenty-fourth century, the citizens of the Core Systems lead a life of opulence and luxury. However, far from Earth and its notions of justice, powerful corporations rule the Badlands Cluster with an iron fist. The brave few who were prepared to make a stand have paid the ultimate price for their courage On the cold frontier of Known Space, the murder of one man will set in motion events that could lead to freedom for the Badlands or to the utter annihilation of humanity. Cal Johnston You are Cal Johnston, tough, smart and a born leader. You were only 12 years old when you witnessed Caleb Maas brutally murder your father, Felix. Now, 15 years later, you may finally be able to exact your revenge. Jefferson Clay Clay is a one-of-a-kind computer simulation of an ancient war hero. When he died more than a century ago, his personality and knowledge were preserved. Clay serves as your mentor and guardian. Jafs A gifted smuggler and forger, Jafs is Cals best friend and confidant. He is also a skilled cargo pilot and an adept negotiator. Azraelle Takagi Cool and enigmatic, little is certain about Azraelle. However, she is an exceptional combat pilot and was once a pirate of some considerable renown. Az has never really revealed her true reasons for joining Cal. Lori Trieste Young and idealistic, Lori is Azs close friend and ally. What she lacks in combat experience she makes up for with dogged persistence. Lemuel Smith Despite his towering stature and partially cybernetic body, Smith is genial and popular. A self-taught engineer, he has remarkable skill in any field involving machinery. Caleb Maas Sadistic and cruel, Caleb is the recent heir to the Maas Industries fortune. His keen instinct serves him well in both starship combat and the boardroom.

PACK CONTENTS

2 CD ROM Disks This Manual Edge of Chaos Control Guide Registration Card

CAUTION

Mishandling can damage the CD-ROMs that hold INDEPENDENCE WAR 2: Edge of Chaos. Please remember to fill in the questions on your registration card and return it. The information will help us in developing future games you want to see. Thank you.

QUERIES

If you should find either the program or the documentation unsatisfactory in some way, please write and let us know.
EDGE OF CHAOS On The Internet
To keep informed with all things related to the INDEPENDENCE WAR universe visit Infogrames website at www.edgeofchaos.net. Here you will find a wealth of information for pilots, heroes and rogues of all abilities. For more information on the Independence War Universe, visit Particle Systems website at www.independencewar.com.
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

.7. 8 8

Multiplayer. 10
Manual E_of_K GB 1st 7/30/01 12:21 Page 6

Installation Guide

EDGE OF CHAOS is designed for computers using the Microsoft Windows95b, Windows 98, Windows 2000 and Windows ME operating systems. The game also requires Microsoft DirectX8.0, and you will be able to install this on your computer as part of the installation process. Hardware Requirements Minimum System Requirements: AMD K6-MHz or Intel Pentium II 300 MHz or better. 64 MB RAM. 16 MB DirectX-compatible 3D Video Card. 600 MB hard drive space for installation. 128 MB hard drive space after installation. Microsoft DirectX-compatible sound card. 4x CD-ROM drive. Recommended specification: AMD Athlon or Intel Pentium III or better. 128 MB RAM. Microsoft DirectX-compatible sound card. 16x CD-ROM. 600 MB hard drive space for installation. 128 MB hard drive space after installation. 3-axis 4 button joystick with a 4-way hat switch. 28.8 Kbps modem for internet multiplay. In addition your machine should have the following: Microsoft DirectX 8.0 (installed by the game). Installing EDGE OF CHAOS After starting your computer place the CD marked EDGE OF CHAOS Install Disk into your CD-ROM drive. Follow the on screen instructions to install the game. If you do not have Autoplay enabled, open My Computer and double-click on the icon for your CD-ROM drive, then double-click on SETUP.EXE to start the install program. If you do not have Autostart enabled, open My Computer and double click on the CD-ROM drive icon. Double click the SETUP.EXE program. After the game has installed you can play from the Windows Start button by selecting Program Files -> EDGE OF CHAOS.

Customer and Technical Support (U.S. & Canada)
Assistance Via World Wide Web
Get up-to-the-minute technical information at the Infogrames,Inc. web-site, at: http://www.us.infogrames.com, twenty-four hours a day, seven days a week. Through this site youll have access to our FAQ documents (Frequently Asked Questions), which contain our latest troubleshooting information. Youll have access to a Message Board and links to our E-Mail area where you can leave us your tech support problems and questions if you do not find your answers within the FAQ.
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.

Manual E_of_K GB 1st 7/30/01 12:21 Page 14
Manual E_of_K GB 2nd 7/30/01 12:26 Page 15
NSO Laplace 1502-X Command Section: Provisional Prototype Flight Manual NSO Laplace Armadillo-Works R&D Facility, Bessus, Hoffers Wake 5th February 2325
HIGHLY CONFIDENTIAL EYES ONLY
This flight manual sometimes reads more like a sales brochure.
I guess they wrote this back when they were still trying to sell this Command Section to the Navy. Ive added some notes to fill in the gaps. So pay attention, kid. Clay
Manual E_of_K GB 2nd 7/30/01 12:26 Page 16
How to Pilot the New 1502-X Command Section
NSO Laplace is proud to present the new 1502-X Command Section. This advanced prototype allows you to fully command any compatible starship from the comfort of an armored yet high-visibility bubble cockpit, giving maximum combat and operational effectiveness for minimum investment in personnel.
In fact, most of the test pilots couldnt handle the extra workload.
But I reckon youre better than that. Previous designs required a skilled bridge crew to operate a vessel. However, using Laplaces patented avionics and command and control technology, a whole starship can now be controlled by a single person. The first thing any starship commander needs to do is learn to fly their ship. Dont be daunted - its a lot easier than it looks. With our new command section, every vessel from the smallest tug to the deadliest warship is flown in exactly the same way. And remember, the 1502-X is a capable ship in its own right. It can ferry three people around a star system in comfort, giving convenience for owner and crew. Flying Your Ship Most of the time, you will be in conventional flight, with your ships course and speed controlled by your drive and thrusters. The drive assembly at the rear of the ship vents superheated plasma from the main reactor ring to move the ship forwards. An array of smaller maneuvring thrusters all over the outer hull are used to point the ship in the desired direction. You control the maneuvring thrusters with your joystick in a similar fashion to aircraft controls. Moving the joystick back and forth will point the nose up and down (pitch). Moving left and right turns to the left or right (yaw). You can rotate the ship around its long axis (roll) by using the twist action on a 3-axis joystick, or by holding down Joystick Button 2 and moving the stick left and right. To control the drive, choose your desired forward speed with the Throttle Wheel on your joystick or the + and - keys on the keyboard. This is called your set speed. Your flight computer will fire the drive automatically to reach your set speed in the direction you are pointing.

It takes a while to get used to reading the ORB its easier to pick out
individual targets with the contact list and reticle, but the ORB lets you know where the bad guys are concentrated in a battle. All contacts are color coded as for the contact list, and the current target is indicated with a flashing blip.
Manual E_of_K GB 2nd 7/30/01 12:26 Page 20
MFD The large display in the upper-left of the HUD is the MFD, or Multi-Function Display. This presents several useful pages of information depending on the circumstances. In-flight comms: Whenever another person (in another vessel or on-board your own) wishes to talk to you, their portrait or a camera view of their ship is displayed in the MFD, and subtitles are displayed at the top of the HUD. If you are asked a question, you will be presented with a list of responses. Pick the response you want using Up and Down on the Joystick Hat or keyboard Arrow Keys, and press Fire or Enter to broadcast it. Targeting: Most of the time, the MFD will display your current target. For waypoints, stations and other geography you will only see the name and type of the target. If you have targeted a ship, more information will be displayed, including the targets hull strength, and for advanced pilots, the current subsystem you have targeted. Scanning: When you target a cargo pod, your sensors can read the UCP (Universal Cargo Profile) code stencilled onto the pod and display the contents. SYSTEM STATUS The row of indicator lights in the top-center of the HUD, between the MFD and ORB, displays the status of each of the individual systems on your ship. A system is represented by two lights, one above the other. The upper light shows the systems damage level. An undamaged system has a green light, with the color changing through yellow to red as the system becomes more damaged. If a system is not in perfect condition, the light will blink as a warning. The lower blue light shows the systems power level. If the system loses power, the light will blink and become dim.
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.

(Keyboard shortcut F6)

Hey, that sounds a lot like the bridge workstations on my old corvette.
Maybe less has changed than I thought. NAV SUBMENU STARMAP: Open the starmap screen. UNDOCK: Detach your ship from stations and other vessels. AUTOPILOT: Open the autopilot submenu. MENU: Return to the main menu AUTOPILOT SUBMENU PREV: Select previous autopilot NEXT: Select next autopilot APPROACH/FORMATE/DOCK/PURSUIT: Engage the selected autopilot. DISENGAGE: Stop the current autopilot and return to manual control NAV: Return to the NAV submenu Autopilots are covered in more detail in the Navigation section on page 23. WEP SUBMENU ZOOM IN/OUT: Zoom the HUD view in to allow you to inspect and target distant contacts. Only available if an imaging module is installed and functioning. TOGGLE AIM ASSIST: Engage or disengage aim assist, which uses the gimbal mountings on your guns to track your target automatically. Only available if a CPU is installed and functioning. MENU: Return to the main menu
Formate: Fly to another ship and maintain formation with it, following wherever it leads.

(Keyboard shortcut F7)

Dock: Attach your ship to another ship or station.

(Keyboard shortcut F8)

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.

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.
Manual E_of_K GB 3rd 7/30/01 12:24 Page 34
The HUD displays the power plants output level next to the temperature icon. The icon will hide itself if the power level is not changing, and there arent any power problems. You can also see the power levels of your individual systems on the HUD system status display, or in the engineering screen.
System information Below the three warning lights is the system information bar. Highlight this bar and move left and right to cycle through all the systems on your ship. Each system will display a series of status bars, which display damage status and power consumption. Some systems may provide additional information, for example, ammo counts for weapons.

The Engineering Screen

The engineering screen allows you to inspect, and in some cases control, the systems on your ship. Dont forget that you cant modify your loadout from this screen you need to go back to base and fit the equipment there. Use the command menu controls (Joystick Hat or Cursor Keys) to move the highlight around the engineering screen. The options available depend on the control you currently have selected. Well look at all the options, from top to bottom. Designation At the very top of the screen is the name and class of the ship you are flying.
Certain systems may be activated and deactivated. For example, you might want to turn your active sensors off to keep other ships from spotting you. Press Fire or Enter to toggle a system on and off. TRI The Tactical Resource Interface lets you adjust the way power is distributed between engines, weapons and shields, boosting one group of systems at the expense of the others. To adjust the TRI, select one of the power bars and move left or right to change its level. The other bars will also you allot power, and the point in the TRI will move to graphically display the current balance.

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:

Key 9 0

Turret Fighter Command Cease fire Attack my target Fire at will Attach/detach
We heard about the T-Fighters when we stole your command section from Laplace, but we never found out where they were keeping the prototypes. Damn shame too Lefty and Xing Liu were really keen on the idea.

Key 5 6

Wingman Command Report in Defend me Attack my target Defend my target Dock to my target Halt
Tactical camera Most of the time, youll use your eyes and the view out of the cockpit window to fly. In a complex furball, it can be easy to lose sight of your target, and this is where the tactical camera comes in. Your HUD will display an external view of your ship in the lower part of the screen, with the camera always locked to your target in the center. Some pilots find this makes controlling the ship harder, but its great for keeping an eye on your target. Select the tactical camera with F2, and press F1 to return to the cockpit.
Manual E_of_K GB 3rd 7/30/01 12:24 Page 38

Getting the Edge

Sub-targeting If you get close to an enemy ship, you can target its individual systems and take them out. A system targeted in this way is called a sub-target. This is great for piracy, since you can destroy a freighters thrusters or LDS drive to prevent it escaping.
protocols are standard across a wide range of vessels, but there are also clever security systems to prevent (say) heartless pirates from making off with freighters remotely
Actually, we did do this once, but thats a story for another time.
To remote pilot another ship, select it as your current target. Attempt the REM-link using the CMD submenu of the command menu, or by pressing SHIFT-R. If the remote link is successful your HUD will display a camera view from the other ship, and your control inputs will be routed through the link, allowing you to control the target ship. Cancel the link in the same way you established it. A word of warning: while you are REM-linked, your own ship is dead in space, and may get into trouble.

This information is updated whenever you make a change to the loadout, and it will warn you if your modification has made the loadout dangerous. If your ship cant satisfy the power requirements, a power brownout will occur. One or more systems will run at less than full efficiency or even shut down altogether. More importantly, if the ship cant dissipate the heat it generates, a heat build-up could damage and possibly destroy the vessel. Internal cargo space Some systems, weapons and upgrades are big enough to require significant amounts of space inside the hull. Larger ships tend to have more space for these systems than smaller ships. The amount of internal cargo space available is updated whenever you make a change to the loadout. If there is little or no free space remaining it may not be possible to fit certain large systems. Further information More information about specific ship systems, weapons and upgrades can be found in the base encyclopedia.
> Light hardpoint: For weak weapons. > Medium hardpoint: Can hold a wider range of weapons,
including missile launchers
> Heavy hardpoint: Can hold the most powerful weapons > Countermeasure mount: Some ships have a special
countermeasure launcher. A missile launcher fitted to this mount may only be loaded with flares and other decoys. Countermeasures loaded here will be fired automatically if missiles target your ship.
Trading For Fun And Profit
We may be pirates, and we may want weaponry and upgrades for our ships, but its rare to find and successfully raid a weapons convoy. Apart from anything else, theyre usually heavily defended. We need to be able to trade the goods we do steal for the weapons we want. Luckily, if we dont want something theres usually someone in the Badlands who does, and we have fences and other contacts who can arrange deals for us. If you need to arrange a specific trade, access the trading system from the base computer by selecting Trade. Trades list The trade screen displays a list of all the trading opportunities available to us. A trade is always a barter arrangement were illegal so the money markets are closed to us. Instead, we give them something and we get something in return. As a rule, we dont trade away anything we could use on a ship you never know when things are going to come in handy For simplicity, all the trades are in amounts of one or more full pods of the cargos in question.

I dont know if therell be any blueprints left now, but if we ever get the base fully functional, we can even sell the goods we manufacture.

>:: Piracy ::

Well, I couldnt let Lefty and Xing Liu have all the fun here are some useful tips Ive picked up along the way. Lucrecia Johnston The Law Piracy is a capital crime. But then you knew that before you signed on, didnt you? The local police are a trigger-happy bunch, who take a dim view of our operations usually they will kill a suspect rather than go through the inconvenience of a trial. Keep your distance from the cops if you can. Cargo and pods Nearly all the corporations and organisations in the Badlands Cluster operate large transport vessels that ferry cargo between orbital space stations. This cargo often contains juicy valuables that we want to get our hands on.
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,
Richard 'Lagrange' Arrowsmith, Mark 'Bucko' Bridges, Mick 'Ice Pirate' Sanderson, Jack Bishop, Mark Newton, Matthew Eanor. QA SAN JOSE Director of Studio Operations Michael Gilmartin Lead Tester Chris McQuinn Testers Jason Pope, Scott Springer, Chris Sur, Don Gorday, Jason Kausch, Brian Turner SPECIAL PARTICLE SYSTEMS THANKS Abbie, Ruth Aidley, Ash Colclough, Sian Estdale, Susan Grundy, Katell Jentreau, Anna Marriott, Claire Powell, Maria Scanlon, Tim Randall, Christine Robertson, Matthew Robertson, Katherine Rogers, Kim Ryalls, Vicky Trivett, Micky Vale, Kerry Warhurst, Hannah Morton, Paul Beaumont, Donna McParland. INFOGRAMES PRODUCTION EXECUTIVE VP label Olivier Goulay. Production Director Eric Labelle. UK Production Manager Ivan Davies. Producer Simon Livesey. Vice-President Marketing Europe Larry Sparks. Vice-President Production and Publishing Europe James North-Hearn.

Manual E_of_K GB 3rd 7/30/01 12:24 Page 52

INFOGRAMES US

EXECUTIVE PRODUCER Christophe Gomez Producer Dave Brown Marketing Tom Richardson Donna Cornwell Marketing Services Cecelia Hernandez David Ellison W.D. Robinson Lead QA Analyst Chris McQuinn Assistant Lead QA Analyst Jason Pope QA Analysts Donald Gorday III Tom Andrade Brian Turner Dave Red Strang Chris Plep Ted Tomasko Greg Hertager Marquel Basurto David Farrior Gabe Sprague Josh Prigg David Cantwell Compatibility Lab Supervisor Dave Strang Lead Compatibility Analyst Geoffrey Douglas Smith Compatibility Analysts Randy Jones Randy Buccholz Greg Akatiff Jason Duke Ted Tomasko Mike Le Doux Special Thanks to: David Abrams Dorian Richard Jean-Philippe, Jason, Erick, Cos, Greg M., Gregg N., Patty Nicole Francine, Matt, and Nicole.

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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