Reviews & Opinions
Independent and trusted. Read before buy Games PC Wing Commander - Privateer!

Games PC Wing Commander - Privateer


Bookmark
Games PC Wing Commander - Privateer

Bookmark and Share

 

Games PC Wing Commander - PrivateerAbout Games PC Wing Commander - Privateer
Here you can find all about Games PC Wing Commander - Privateer like manual and other informations. For example: review.

Games PC Wing Commander - Privateer manual (user guide) is ready to download for free.

On the bottom of page users can write a review. If you own a Games PC Wing Commander - Privateer please write about it to help other people.
[ Report abuse or wrong photo | Share your Games PC Wing Commander - Privateer photo ]

 

 

Manual

Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
Manual - 1 page  Manual - 2 page  Manual - 3 page 

Download (English)
Games PC Wing Commander-privateer, size: 1012 KB

 

Games PC Wing Commander - Privateer

 

 

Video review

Wing Commander Privateer 2 (1996) PC game trailer

 

User reviews and opinions

<== Click here to post a new opinion, comment, review, etc.

Comments to date: 2. Page 1 of 1. Average Rating:
cshellem 5:53am on Friday, May 14th, 2010 
The caption "We create worlds" that runs alongside all of Origin Systems games could not be more true than with this epic movie-style sequal to Privat...
Commandres 7:26pm on Saturday, March 13th, 2010 
Pleasure of trying out was Privateer 2 : The Darkening. Released in 1996 by Origin.

Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.

 

Documents

doc0

Wing Commander - Privateer Gemini Gold

Wing Commander

PRIVATEER

Privateers Manual

Gemini Gold 1.03

Editor: John Cordell

Table of Contents
IMPORTANT..... 1 INTRODUCTION..... 1 CREDITS...... 2 GETTING STARTED..... 4 ACQUIRING THE PROGRAM..... 4 INSTALLING THE PROGRAM..... 4 Windows Installation.... 4 GNU/Linux Installation..... 4 Mac Installation..... 5 CONFIGURING PRIVATEER GEMINI GOLD.... 5 LAUNCHING PRIVATEER GEMINI GOLD.... 11 ON THE BASE..... 12 THE CONCOURSE..... 12 QUINE 4000..... 14 MISSION COMPUTER..... 15 TRADING CARGO..... 17 SHIP DEALER...... 19 COMMONLY AVAILABLE SHIPS.... 21 CUSTOMIZING YOUR SHIP..... 30 THE GUILDS..... 34 THE BAR..... 37 IN FLIGHT STATUS CHECK.... 38 BASIC FLIGHT TRAINING..... 38 ADVANCED FLIGHT TECHNIQUES.... 39 TAKE A LOOK AROUND YOU.... 42 THE COCKPIT..... 43 NAVIGATION..... 45 TARGETING..... 46 COMMUNICATION..... 47 COMBAT..... 48 ENGAGING IN COMBAT WITH AN OPPONENT.... 48 DEATH...... 51 Self-Destruct.... 51 Reloading the latest Savegame.... 51 MISCELLANEOUS GAMEPLAY FUNCTIONS... 51 Quitting..... 51 Pause..... 51 Music..... 51
GEMINI SECTOR.... 52 THE FRONTIERSMAN: INTERVIEW WITH A PRIVATEER... 52 GEMINI SECTOR: AN OVERVIEW.... 59 Quadrants..... 59 Base Types..... 60 SURVIVAL TIPS..... 62 GLOSSARY..... 65 DOCUMENT HISTORY..... 66 RESOURCES..... 67 APPENDIX 1: TUTORIALS.... 68 TUTORIAL 1: FIRST ARRIVAL.... 68 TUTORIAL 2: YOUR FIRST CARGO RUN.... 70 TUTORIAL 3: MAKING SOME MORE MONEY.... 71 TUTORIAL 4: COMBAT..... 72 TUTORIAL 5: WHAT NEXT?.... 73 COPYRIGHT INFORMATION..... 74 QUICK KEY GUIDE..... 77 NAVIGATION-DIRECTION KEYS..... 77 NAVIGATION-SPEED/VELOCITY..... 77 TARGET-SELECT.... 78 COMBAT..... 78 COMMUNICATION (GENERAL)..... 79 CAMERA-CONTROL..... 79 GAME-COMMANDS..... 79 TURRET(S)..... 79 INFO/MISSION/CARGO..... 80 SOUND AND MUSIC..... 80 MULTI FUNCTION DISPLAY..... 80

Important

We offer our thanks to the authors of the original Privateer for their inspirational game that drove us to recreate it so that it works on our computers once again. We know their hard work and effort has not gone to waste with the obsolescence of the old game, but instead provided the seeds for and has fed and watered and allowed this remake to grow. We would like to remind users that while the source code to the game engine (vegastrike) is GPL'd, the engine data used in Privateer Gemini Gold is for personal use only, not to be involved with anything promotional or commercial. We would like to credit the authors of Privateer and Origin Systems Inc. for their ideas and images that allow Privateer Gemini Gold to be what it is today Some descriptions and images in this manual were extracted from the original Privateer Manual created by Origin Systems Inc. 1993.

Introduction

Privateer takes you to the seamy side of the Wing Commander universe. In the far reaches of space, you live by no man's rules but your own. The fringes are populated by a volatile mix of pirates, miners, mercs and Kilrathi, all struggling to make a quick buck. With advanced technology pioneered by Wing Commander and Strike Commander, Privateer gives you the excitement of head-to-head space combat and the challenge of survival in cutthroat trading circles on the frontiers of civilization. (Back of the Official Game Box) Considered by many as one of the grandfathers of Space Simulation games, Privateer was released as part of the Origin Systems Inc. Wing Commander series in 1993. Based within the Wing Commander universe, it allowed the player freedom to play the game in a completely non-linear manner. Of course, there was always the fixer mission for Sandoval Sadly, the original game is difficult (if not well nigh impossible) to run on modern computer systems. For those not inclined to maintain a second computer to run older games, Privateer Gemini Gold re-introduces the world of Privateer using the Vega Strike engine.

Credits

Privateer Gemini Gold Project Lead Programming & Support Artwork & 3D Modeling Sound Editing Quality Assurance Playtesting John Cordell Daniel Horn, Andy Westrate, Jason Winzenried, Claudio Freire, Michael Strein, Daniel Oberhoff Chris Hale, Lathan Stanley, Howard Day, Claas Kuhnen, Jason Winzenried, Martin Edel, Roman K., Kevin, Turbo, John Cordell, Brad McKinstry, Strangelet, Gammaray, Bob McDob, Claudio Freire, Zeog, Marc, Dmitriy L., Jacub Pietron, Jacek Cichy, Hunne Claudio Freire, Erica Sievers Laurel Victoria Daston Kai Frederking, Dr. Laurent Jeanpierre, Gary Bohms, Kraut, Brad McKinstry Ron McKeown, David Medley, Marcus Rumpf, B.J.Tolputt, Pickle, Vaskal StormRider, Nicolas Conception, Marc, The Mage, The Fan, Menacer, Kenner, Darkmage, Martinsa, Magnum, MichaelTSM, Kraznaya, Ljuin, CopyCat, MrAndersen, Geno, Charlieg, Nathan K., Zapper, Draken Stark, FekLeyrTarg, Gunther John Cordell Laurel Victoria Daston, Matthew Kruer, John Cordell Origin Systems Inc., Sourceforge, Vegastrike developers and all contributors not mentioned above Jason Winzenried Mike Byron, Daniel Horn, Alex Rawass, John Sampson, compughatt, Scheherazade, spiritplumber, Surfdargent Tom Bennett, John Cordell, Bob Garrish, Peter Griffin, Nikolay Ivliev, Matthew Kruer, Michael Lechner, Brad McKinstry, Eder Vieito, Jason Winzenried, Darkmage, Fire Hawk, Scheherazade, VonHelton Ryan Anderson, John Cordell, Gwendolynne Rocchi-Creasy, Darkmage, Justice, smatthews Roger Zaarin Holten Gwendolynne Rocchi-Creasy, Simon Smith John Cordell Ryan Anderson, Peter Griffin, Johnathan Heyden, Daniel Horn, Joe Keefe, Matthew Kruer, Robert Morris, Thomas I Richter, Gwendolynne Rocchi-Creasy, Jason Winzenried, Chemus, Crumb, Dumpshock, Floater, Ghost, hoovsbin, Hurleybird, ilricca, incubator, kilolima, KnightLight, Lazy Panda, Lone Wolf, LordUther, Moonsword, Mirage, powel99, Rushifell, ScAvenger001, spiritplumber, tcat92, Vengeance, zergnerd Joe Keefe, Kim Scutts Matthew Kruer John Cordell John Guentzel, Ben Lesnick, Matthew Kruer Beth Loubet, Anthony Nichols, Kirsten Vaughan David Ladyman, Beth Loubet Bill LaCoste, Jerrold Harrington, Edwin Herell, Tom Kassebaum, Starr Long, Joel Manners, Dan Orzulak, Toby Shelton, Dee Starns, Todd Wachhaus, Phil Wattenbarger Chris Douglas Trey Hermann 2

Configuring Privateer Gemini Gold

Windows Configuration

To configure Privateer Gemini Gold for your system, you need to access the configuration settings: 1. Run the Privateer Setup program from the Start Menu; 2. Directly open the program file setup.exe in the /bin folder; 3. Directly editing the vegastrike.config file (recommended only for advanced use only).

Linux Configuration

To configure Privateer Gemini Gold for your system, you need to access the configuration settings: 1. First time only - run vegastrike to start the setup tool and then launch the game; 2. In the future to change options run vegastrike --setup; 3. Directly editing the vegastrike.config file (recommended for advanced use only).

Mac Configuration

1. Double-click on the setup icon to modify your personal preferences saved in your home directory. 2. Directly editing the vegastrike.config file (recommended for advanced use only).

Configuration Settings

Computer
This selection specifies the available RAM on your system for use by Privateer Gemini Gold. Determines: o o o o o maximum number of sounds possible at any one time number of systems data (objects, names, etc.) cached in RAM and background simulated number of systems data (objects, names, etc.) stored to hard drive for reuse speed of physics rounds from which frame rates are interpolated play weapon sound as: single or multiple weapons; and looped sound or sound per blast
<256 Mb RAM Low number of available sounds; limited systems caching for simulation in RAM and storage of systems data to the hard drive; simulated frame speed is very low; only plays a single looped weapon sound. 256 Mb RAM Similar to above but simulated frame speed is slightly faster. 512 Mb RAM Reasonable number of available sounds; more systems data is saved to the hard drive; simulated frame speed dramatically improved; plays multiple weapons sounds on a sound per blast basis. 640 Mb RAM High number of available sounds, increased systems caching in RAM for simulation and more systems data saved to the hard drive; Slight increase in simulated frame speed.
1024 Mb RAM Large number of systems data now saved to the hard drive for reuse and slightly faster simulated frame speed.

Optimized

Launching Privateer Gemini Gold in Linux
1. Run privateer from your command line to launch the game.
Launching Privateer Gemini Gold for Mac
1. Double click on the Privateer icon to launch the game.

On the Base

The Concourse

Landing Pad

When starting Privateer for the first time, the Landing Pad is the in-game screen you encounter first. After youve landed at a base, the Landing Pad will usually be your first view of the base. Note the ship located in the foreground. This is your current ship. At the beginning of the game, it is the Tarsus, a gift to you from your deceased grandfather.
The Landing Pad serves two functions: It is the player's portal into the base. Moving the cursor around the screen will cause the exits to become highlighted. Clicking on the Concourse exit, for instance, will take you to the Concourse Screen. It is your departure point when launching a ship back into space. The Landing Pad displays your current ship. To launch into space, click the left mouse button on the ship.

Concourse

After you have arrived at a base, station or planet, you might want to do a series of things, which includes searching for new missions, replacing or upgrading weapons and ship, trading some cargo or just have some rest and recreation. The Concourse serves as the primary interface to all these base functions:
The usual locations are: Mission Computer (p15) - to select random missions. Commodities Exchange (p17) - to buy and sell cargo. Ship Dealer (p19) - to upgrade your ship and purchase a new ship. Merchants Guild (p35) obtain better cargo missions after joining the guild. Mercenaries Guild (p34) obtain better mercenary missions after joining the guild. The Bar (p37) - have a drink and chat with the locals.

Quine 4000

The Personal Computer is as important to you as to your character. Your character uses it to keep track of business obligations and finances. You use it to save and load games. Effective and quick use of the Personal Computer is crucial to both of you. The Personal Computer answers questions like, How much money do I have? and Which missions have I not finished? and Just what do I have in my cargo hold, anyway? It is only available while you are at a base. All the information it provides is available through your MFDs and nav map during spaceflight. To pull up your Personal Computer, type STRG + C or click at the upper left corner of the Landing Pad. To exit the Personal Computer, click on the PWR (power) button at the bottom of the unit. The Personal Computer cannot be accessed while you are interacting with another computer. Therefore, you cannot access it while at the screens for the Commodities Exchange, Mission Computer, Ship Modification, Software Dealers or guilds computers. SAVE. The Personal Computer is the only place to save a game, so you can only save while docked at a base. When you click on the save button, the screen says SAVE GAME as: and offers you a box eight characters wide in which to name your game. If you have other saved games, they are listed below the box. To save your game, name it and click on SAVE. To save over an existing game, click on the name of the old one it appears in the box. The only limit to the number of saved games you may have is the amount of available space on your harddrive. To exit the Personal Computer, press the PWR button at the bottom of the unit. LOAD. You can only load a game from your Personal Computer, which is available only during your stay at a base. When you elect to load a game, the screen reads LOAD GAME: and offers you a box in which to type the name of the previously saved game you are loading. You may select the game you wish to load by again clicking on its name and the LOAD button, instead. Once the name of the game you wish to resume is typed in, hit LOAD. You automatically exit to the saved game. MISSIONS. This selection allows you to review the missions that are currently awaiting your attention. If you have fulfilled all your missions or havent taken any, the screen says NO MISSIONS. When you still have active missions, they will be summarized on your Personal Computer mission screen. The top line tells you how many missions you have active. The rest of the description tells you where you must go to complete the mission, who has contracted you to carry it out and how much theyre paying. At the bottom of the screen is the total missions to date. FINANCE. Clicking on FIN brings up a statement of your current cash in credits. This is a cash-only sector. People dont tend to live long enough to be a good risk for loan sharks and banks. This is all the financial statement youll need. MANIFEST. Clicking on MAN brings up your ships manifest, telling you whats in your cargo hold. At the top of the screen you are informed how much space in cargo units roughly a cubic meter are available in your cargo hold. Below that is a list of the items you have and the units of each.

While in flight, you may view your mission objectives in a Multi Function Display by pressing [o]. As you complete an objective, the color will change: Red is incomplete or impossible to complete; Yellow is partly completed; Green is complete. Once you have completed a mission, a communiqu will usually appear notifying that credits have been added to your account. A total of three (3) missions may be accepted via the Mission Computer or from fixers. Mission cargo remains in your cargo space until the mission is completed. If you need to remove the cargo, return to space. Select your cargo manifest using m, and use PGUP or PGDN to ensure the mission cargo appears topmost. Use CTRL+x to eject the topmost cargo. If you have a Tractor Beam, you may then tractor the mission cargo back into your hold as standard, sellable cargo. (ED: we recommend saving your game before accepting missions, as this will then allow you to reload a game, canceling any missions previously accepted).

Missions Screen

If you are interested in flying missions for reward, you need to access the Mission Computer to see what's on offer. To do so, you must be docked at a base. To review and select missions, follow the instructions on page 21.

Fixers

If the base has a bar, head on in and treat yourself to some rest and recreation. While you're there, check out who's seated at the tables. People of all walks of life may want to talk to you.
Fixers are representatives of the various Privateer factions with whom it may be profitable for you to converse If you're interested, click on them to hear what they say. After they have finished talking, a Reject / Accept choice box pops up. If youre interested in what they have proposed, indicate your decision by clicking the appropriate response. 16

Trading Cargo

One of the main aims of a Privateer is to make a profit. While there are several different ways in which to do so, we consider here the ability to make a profit from buying and selling cargo that you transport. In the Privateers dynamic universe, a single merchant pilot with a small amount of credit and a good ship can try to make money trading cargo. This is usually accomplished by buying from your current location, and then delivering it to a destination that is far away, has a demand for it, or preferably both. The secret is to learn where a commodity is produced at a low cost, and where it can then be delivered for a high price. A common trade run is to buy raw materials (gems, metals and suchlike) from mining locations (such as Asteroids) and deliver them to places that utilize them (refineries, factories and industrial planets). Note, that different planets or bases will have different prices and quantities for groups of items. For example, Mining Bases will have cheaper minerals. Another way to make money as a merchant is to accept Cargo Missions (p15), which pay a premium for delivering specific cargoes to specific destinations (these missions are covered elsewhere). The key is to determine what trade routes and what cargoes provide the most profit - and the only way to work this out is by actually transporting cargo. When you are looking at the various cargoes at a base, have a look at the prices listed for other cargoes. You may well discover a new trade route if you're careful! Just imagine the profit you could make if you discovered a good trade route, and the news reports had a surplus of cargo where you need to buy, and shortage where you need to sell!

Software Booth

The other useful department in a dealership is the Software Booth. This is where you acquire such essential equipment as maps and scanners. Both are imperative. It seems that this is one of the areas that was too rapidly deregulated. Without a map you may as well be flying blind. In over seven hundred years of space travel this is only the second time we have allowed pilots to fly about with no navigational software. While the manufacture of scanners is competitive (there are three brands each with their own high and low end models), maps are not. Scanners are important, maps are essential. Spend your money wisely. This listing should give you some sense of the recovery Gemini is making since the lifting of martial law. We are on the economic upswing. This is a sector of opportunity, a frontier for the risk takers of the Confederation. Your contribution is an important part of making us an immovable fortress on the Kilrathi border and a growth-oriented, prosperous community.

Commonly Available Ships

There are four basic models of single-person ship available to the general public: the Tarsus, Centurion, Galaxy and Orion. Recently I went to several dealerships posing as a nave newcomer to Gemini and asked which ship was right for me. The salesman pitched his poor little heart out and managed not to tell me a thing. The best way for you to make the right choice is to be well informed. If you run across a hostile pilot flying one of these vessels, it also serves you well to be familiar with the advantages and drawbacks of each ship. Below are my impressions of each vehicle, followed by the latest statistics available and its probable loadout if you encounter it in hostile action. The popularity of these four ships makes it easy to obtain parts and service through any dealership. Max. Velocity/Afterburner Velocity. Ship velocities are expressed in kps. These numbers are always computed relative to a stationary object near the ship, e.g. a nearby planet. Acceleration. Ratings for ship acceleration range from Poor and Average to Good, Very Good and Excellent. Max YPR (Maximum Yaw, Pitch, Roll). Yaw describes the ability of a ship to turn to the right or left. Pitch refers to up and down movement. Roll measures the ability of a ship to spin on its long axis. The ratings for YPR range from Poor and Average to Good, Very Good and Excellent. Armour. The measurement of the ships defensive armour is expressed in centimeters thickness of Durasteel (centimeters equivalent). The higher the number, the more effective the armour. TARSUS The mainstay of the Exploratory Services fleet just a few years ago, these steady craft are now a familiar part of private enterprise. The Tarsus has been discontinued. We list it here because of its popularity and general availability in the used markets. Cockpit. Low visibility, especially through the small side windows. Cockpit placement prevents any over-the-shoulder view. Offers one MFD along with standard radar and armour displays (see illustration, p. 12). Comfort is comparable to the Orion but claustrophobic by comparison with the other two models reviewed here. Speed/Maneuverability. Sluggish in turns and rolls. Can upgrade to Level 1 engine. Ordnance/Protection. No slots available for turrets. Supports up to Level 2 shield upgrades. Two gun racks and two weapon or tractor beam racks. Overall Performance Rating. I would give it a B in peacetime. With the war so close and the rise of piracy, I have to downgrade my rating to a D. Longevity in Gemini is worth the extra expense of purchasing a better ship or paying for protection. Class Max. Velocity Afterburner Velocity Acceleration Max. YPR Weapons Cargo Hold Armour Sides Fore Aft Merchant Scout 300 kps 600 kps Average Average Mass Drivers (2), DF Missiles (3) 100 units (150 with cargo expansion) 8 cm equiv. each 10 cm equiv. 10 cm equiv. 21

Heavy Fighter 350 kps n/a Average Average Mass Drivers (3), FF Missiles (6), HS Missiles (3) Lasers (2), Turreted Particle Cannon (2) 17.5 cm equiv. each 25 cm equiv. 20 cm equiv.
The Broadsword is a commonly encountered Confederation fighter. It is equipped with a deadly array of blasters and several HS and FF missiles, which pose a severe threat to any enemy that ventures to cross its path. The Broadswords main weaknesses lie in its slow speed, low maneuverability and limited acceleration powers. If you are flying a very maneuverable ship in an encounter with this vessel, the odds are definitely in your favor. A side attack on the weaker port and starboard armour is advisable. DEMON Class Max. Afterburner Velocity Acceleration Very Max. YPR Weapons Armour Sides Fore Aft
Bounty Hunter Light Fighter Velocity 450 kps 1200 kps Good Good Lasers (2), Meson Blasters (2), HS Missiles (2), Torpedoes (10) 9 cm equiv. each 14 cm equiv. 12 cm equiv.
The Demon combines high velocities and powerful acceleration powers with a wide array of deadly weapons. Its torpedo loadout can even take out capital ships like the Kamekh or Paradigm with relative ease. If you are forced to fight the Demon in a close dogfight, try to make a side attack on that locations weak armour.
Wing Commander - Privateer Gemini Gold DRALTHI Class Max. Velocity Afterburner Velocity Acceleration Max. YPR Weapons Armour Sides Fore Aft
Kilrathi Light Fighter 400 kps 1000 kps Excellent Excellent Lasers (3), DF Missiles (3) 12 cm equiv. each 15 cm equiv. 13.5 cm equiv.
Most Kilrathi fighters emphasise high velocity and maneuverability, since a majority of all Kilrathi pilots rely on aggressive combat strategies. Similar to the Gothri, the Dralthi is designed in precisely this manner. Excellent acceleration powers, powerful afterburners and high velocities allow a Kilrathi pilot to close in on his kill quickly and efficiently. When confronted with the Dralthi, keep in mind that this ships blaster loadout is relatively weak. Even though the Dralthi carries several missiles, Dumb Fires are more easily avoided than guided missile systems. DRAYMAN Class Max. Velocity Afterburner Acceleration Max. YPR Weapons Armour Sides Fore Aft Merchant Ship 150 kps Velocity n/a Poor Poor Meson Blasters (2) 28 cm equiv. each 35 cm equiv. 30 cm equiv.

Advanced Flight Techniques
. Fade in on Lieutenant Mark Thornton. (Low volume) ". and these nuts want to know more about how to kill themse-" (full volume) "Will someone please tell me when we're on? "Welcome back pilots! Since I see you're all here, I'd say everyone survived their first piloting experience? Fine, so lets learn about some more advanced flight techniques. In the last lecture we learned about setting your velocity. Now there are a few ways that let us get around the set velocity limit. For those of us lucky enough" (sotto voice) "- rich enough -" (full voice) "to have an Afterburner , you can use the TAB key to activate it. Afterburner gives your craft a greater velocity than your maximum combat velocity alone. The downside is that you have to hold the key down to maintain your afterburner, and it is usable only while there is surplus energy available. Where you don't have an Afterburner, you can still use the TAB key to accelerate to your maximum set velocity, just like the = key. In this case, though, releasing the TAB will then reduce your velocity back to the set original. Now, all these flight commands deal with inertial movement. Most small craft can pull 10-20 gravities (G's) of acceleration or deceleration, and have a flight system designed to account for inertia. At combat velocities, your craft won't be going fast enough that you really notice the effects of inertia. Larger craft are not designed with large G's in mind, and the effects of inertia mean that changing direction or velocity requires a longer timeframe. Inertial drift, however, can be a benefit. There's a name for it, the Shelton Slide. It actually works quite well in battle. This maneuver requires you to approach you target at high speed, and a little off center (i.e. not head on). When level with your target, quickly turn to face it while reducing you velocity. Your ship will continue in its prior direction until your computerized flight control can compensate for the change in direction. That brief period allows you to strafe the side of your opponent, often hitting the weaker side or rear armor. The reason I mention it is that there is also a key, the tilde key ` that provides a controlled version of this drift. This command disengages the ship's flight systems from flight control - so your ship will not try and correct velocity or direction. While it doesn't give you six degrees of freedom of movement, you can spin around to face elsewhere while still moving in your original direction and velocity. This is definitely a handy maneuver in battle. The next point I want to raise is Matching Velocity. Now this function also requires knowledge of targeting (p46); so I'll only touch on it briefly. Our calculation of velocity in space is determined relative to a single point in space, usually based on the local sun. At times, you may want to match the velocity of another point, say a ship - usually when docking or in combat. Using the F9 key will match your velocity with your target. Your set velocity becomes zero relative to your target. Using the F10 key resets velocity against the local sun. What we've talked about so far are the settings you would have when flying around a base, station, planet, or when you're in combat - yes, I've heard you all boasting. We'll just see who turns up for your reunion, right? Want to leave local space for another destination? Well, target your destination, and orient your ship to face it, then accelerate to your maximum velocity. Most pilots, however, get bored very quickly when nothings happening nearby. So your ship is equipped with an automatic pilot. So long as there are no hazards or enemies nearby, your ship will fly itself and you can occupy yourself with other things. You only need to return to the cockpit when you arrive at your destination, or a hazard or enemy appears. Saves a lot of time. You can activate your autopilot when the Autopilot light is on by hitting the a or A key.

Communication

Pilots dont just travel through a void in space. They must interact with a variety of ships, bases, stations and planets. While they can certainly interact - all weapons blazing - such a career is not likely to last long. The ability to communicate with others in space opens up many options. You can say hello, engage in psychological battle with an opponent by using taunts, appeasing factions to repair reputations (by begging for mercy), or give a bloodcurdling scream as your ship disintegrates around you. The reactions of various factions may be influenced depending on your comms. If you choose particularly menacing taunts, your target may attack you instead of its current target. Likewise you can restore relationships with hostile people with friendly comms. Specific comms messages will be derived from your reputation with your target, as well as any previous conversations you have already had with them. You can request permission to dock at bases. Doing this before actually docking may improve your reputation with that faction. A word from the wise: when being scanned by militia, they will request that you not deviate from current course and speed. Should you do so, they will assume you are carrying contraband and act accordingly. To communicate with others, you first need to target them. Once targeted, you may then choose what dialogue you will have. To see the types of dialogue, open your MFD to comms mode by cycling with the c key. This brings up a list of numbers corresponding to actual dialogue. Pressing the appropriate numbered key will transmit that message to your target. Lower numbered comms are more friendly than higher numbers (1 being friendliest).

COMBAT

Engaging in Combat with an Opponent
The Privateer universe is, by its very nature, a dangerous place. You are confronted with the danger of navigating into a star; your ship's drive malfunctioning, turning it into a floating coffin; the hull being holed, losing atmosphere; even a lack of supplies to last a journey. The greatest danger by far, though, lies with other sentient beings. Privateer is set against a backdrop of interstellar war between humanity and the Kilrathi. A pilot could easily be caught up in this war, and must defend against all types of assailants. Further still, you must also deal with dangers from your own kind. Pirates, merchants, even the militia may be after you, your ship or your cargo. Survival requires more than heavy shields, high afterburner velocity or a nearby jump point. Combat skills - the ability to bring down your opponent and halt their attacks on you - are highly valued in Privateer. So, do you have what it takes? Combat involves several functions already covered in other sections of the manual. These include Flight Techniques, Targeting, and Communication to name only a few. What we are concerned with here are the absolute basics required to engage in successful combat. Usually, the first warning that you are engaged in combat will be either a communiqu from your opponent, seeing them fire, your missile lock indicator, or worst of all, hearing their weapon's impact and seeing your shield levels falling. The first thing to do is locate, target and lock onto your opponent. It is recommended that you remain focused on that one opponent. This ensures that they do not have time to recharge their shields, while yours continue to take a battering. In the center of your flight screen (the HUD), is your targeting bracket. Your initial vessel (the Tarsus) comes equipped with a forward mounted weapon that fires a burst of energy centered on this bracket. When engaging in battle, you will need to keep your opponent located within this bracket, giving a better chance of hitting your opponent with your weapon. Your Multi-Function Display (MFD) shows a (2D) representation of your opponent. As you hit your opponent, you will note that their shields reduce to nil. At this stage, any further hits begin damaging armor, followed by internal components. As damage accumulates, the ship representation will become a deeper red. Once enough damage has accumulated, you opponent's ship will then explode. At this stage, use your targeting keys to focus on your next opponent. If all opponents are destroyed or have fled, you have succeeded - Congratulations!

population.

Pirate General Notes. With the population boom has come a piracy boom. At times, entire bases have been taken over. These hostile takeovers have been mostly limited to Fariss Quadrant and, therefore, to backwater mining bases, especially those left abandoned due to depleted resources. Pirate bases are a hazard to aboveboard shippers and a boon to unscrupulous dealers in illicit goods. Due to the nature of this type of base, no guild offices are ever available here.
Wing Commander - Privateer Gemini Gold Trading Tips. While I would rather say that it is not possible to trade with pirates, that is not the case. These bases need food and trade in weapons. They deal in drugs such as Brilliance, and continue to trade slaves as if we were living in the 23rd century. Please note that persons known to attack merchants and trade in contraband are considered saboteurs of the war effort and are attacked on sight by Confederation forces. Pleasure General Notes. Pleasure planets are the result of high demand, a sudden population explosion and a few lucky prospectors coming into too much wealth too soon in their lives. These are places of hedonistic games, a tromp loeil of culture. They are also important pressure valves during these tense times. Trading Tips. Pleasure planets are hotbeds of consumerism. The population is interested in buying drugs, art, furs, games and anything fun or exciting. Unfortunately, they produce little besides movies. Refinery General Notes. Refineries are platform-based space stations whose primary purpose is to turn the natural resources of Geminis asteroids and planets into advanced fuels, durable goods, etc. They are a major employer of skilled labor and are found throughout all four quadrants. Trading Tips. Like mining bases, refineries have a great need for food and entertainment. They also need natural resources shipped in for processing. New Constantinople General Notes. New Constantinople is the capital of Gemini Sector. It is a major population center, with representatives of every major industry. It is located in central Potter and receives fairly heavy traffic. Confederation and militia patrols have a high chance of being around the base to protect it and to police the merchants, preventing the movement of contraband on or off base. Trading Tips. Almost all art to be found in the area is produced here. New Constantinople is the hub of all political and cultural events. Due to its importance, people come from all over to buy and sell nearly everything. It is a good place to do business. New Detroit General Notes. New Detroit is one of the most fascinating of Geminis urban centers. It is our industrial heart and it beats with the rhythms of heavy machinery. Even from orbit, the pervasive gray of buildings and smog are visible. Before there were refineries in Geminis space, there was New Detroit. For three decades the central metropolis has been expanding to cover the planets enormous land masses. Its bars and other businesses sit at the bottom of skyscrapers like the little hunched prophets at the bottom of Hadrians Gorge. Definitely a place to visit and an even better place to do business. Trading Tips. Competition is stiff here. There is a glut of manufactured goods. If its manmade, you can bet New Detroits got it. They need natural resources and are willing to pay the price to get them. New Detroits mixture of highbrow and sleaze industry means that theres a nook, out of the incessant drizzle, for any goods you wish to buy or sell.

Wing Commander - Privateer Gemini Gold Target selection. The Examine Target MFD indicates how much damage has been inflicted on the hostile ship. Since you can evaluate shield damage at all times, you know when to launch an effective missile attack on your target. With the View Object MFD option, you can see exactly where your fire is hitting the target. Afterburner slide. The afterburner slide is one of the most effective space combat strategies. If you are maneuvering at constant speeds, enemy tracking systems have no trouble honing in on you. Even velocity changes are not always enough to escape a deadly missile. If you punch the afterburners, however, and then turn hard to the right or the left, your ship will begin to slide. Since tracking systems have no way of anticipating a movement of this kind, an afterburner slide is one of the most successful defensive tactics. Slides also remove you from the line of fire and place you in a perfect position for a side attack on enemy ships. Most fighters carry weaker port and starboard armor, making a side approach the most obvious choice. When a hostile fighter is at a range of approximately 3500m, begin turning to the right at an angle of 30. As soon as the enemy craft is barely visible on your viewscreen, hit the afterburners and accelerate to your maximum speed. Then turn hard to the left. Maintaining your current elevation during the slide is absolutely essential. Otherwise you are no longer able to open fire on your target from a side position. Vary your speed. The most basic evasive strategy in combat is to vary your speed. Spin and turn maneuvers are not always sufficient to shake off a Church of Man terrorist. Using your afterburners for short, unexpected bursts of speed add an element of unpredictability to your projected flight path that make it hard for an enemy to zero in on your vessel. Keep in mind, though, that afterburners expend tremendous amounts of generator power. Similarly, decreasing your speed to zero can mislead even the most experienced opponent. However, you must immediately increase your speed again or you become an easy target for any aggressor. Communications. Communications are an important part of any combat strategy. If you wish to fight a neutral pilot, you can turn him hostile by sending insulting messages over your communications system. On the other hand, you may also successfully appease an incensed opponent by communicating your friendly intentions to him.

The Document may include Warranty Disclaimers next to the notice which states that this License applies to the Document. These Warranty Disclaimers are considered to be included by reference in this License, but only as regards disclaiming warranties: any other implication that these Warranty Disclaimers may have is void and has no effect on the meaning of this License. 2. VERBATIM COPYING You may copy and distribute the Document in any medium, either commercially or noncommercially, provided that this License, the copyright notices, and the license notice saying this License applies to the Document are reproduced in all copies, and that you add no other conditions whatsoever to those of this License. You may not use technical measures to obstruct or control the reading or further copying of the copies you make or distribute. However, you may accept compensation in exchange for copies. If you distribute a large enough number of copies you must also follow the conditions in section 3. You may also lend copies, under the same conditions stated above, and you may publicly display copies. 3. COPYING IN QUANTITY If you publish printed copies (or copies in media that commonly have printed covers) of the Document, numbering more than 100, and the Document's license notice requires Cover Texts, you must enclose the copies in covers that carry, clearly and legibly, all these Cover Texts: Front-Cover Texts on the front cover, and Back-Cover Texts on the back cover. Both covers must also clearly and legibly identify you as the publisher of these copies. The front cover must present the full title with all words of the title equally prominent and visible. You may add other material on the covers in addition. Copying with changes limited to the covers, as long as they preserve the title of the Document and satisfy these conditions, can be treated as verbatim copying in other respects. If the required texts for either cover are too voluminous to fit legibly, you should put the first ones listed (as many as fit reasonably) on the actual cover, and continue the rest onto adjacent pages. If you publish or distribute Opaque copies of the Document numbering more than 100, you must either include a machine-readable Transparent copy along with each Opaque copy, or state in or with each Opaque copy a computer-network location from which the general network-using public has access to download using public-standard network protocols a complete Transparent copy of the Document, free of added material. If you use the latter option, you must take reasonably prudent steps, when you begin distribution of Opaque copies in quantity, to ensure that this Transparent copy will remain thus accessible at the stated location until at least one year after the last time you distribute an Opaque copy (directly or through your agents or retailers) of that edition to the public. It is requested, but not required, that you contact the authors of the Document well before redistributing any large number of copies, to give them a chance to provide you with an updated version of the Document. 4. MODIFICATIONS You may copy and distribute a Modified Version of the Document under the conditions of sections 2 and 3 above, provided that you release the Modified Version under precisely this License, with the Modified Version filling the role of the Document, thus licensing distribution and modification of the Modified Version to whoever possesses a copy of it. In addition, you must do these things in the Modified Version: Use in the Title Page (and on the covers, if any) a title distinct from that of the Document, and from those of previous versions (which should, if there were any, be listed in the History section of the Document). You may use the same title as a previous version if the original publisher of that version gives permission. List on the Title Page, as authors, one or more persons or entities responsible for authorship of the modifications in the Modified Version, together with at least five of the principal authors of the Document (all of its principal authors, if it has fewer than five), unless they release you from this requirement. State on the Title page the name of the publisher of the Modified Version, as the publisher. Preserve all the copyright notices of the Document. Add an appropriate copyright notice for your modifications adjacent to the other copyright notices. Include, immediately after the copyright notices, a license notice giving the public permission to use the Modified Version under the terms of this License, in the form shown in the Addendum below. Preserve in that license notice the full lists of Invariant Sections and required Cover Texts given in the Document's license notice. Include an unaltered copy of this License. Preserve the section Entitled "History", Preserve its Title, and add to it an item stating at least the title, year, new authors, and publisher of the Modified Version as given on the Title Page. If there is no section Entitled "History" in the Document, create one stating the title, year, authors, and publisher of the Document as given on its Title Page, then add an item describing the Modified Version as stated in the previous sentence. Preserve the network location, if any, given in the Document for public access to a Transparent copy of the Document, and likewise the network locations given in the Document for previous versions it was based on. These may be placed in the "History" section. You may omit a network location for a work that was published at least four years before the Document itself, or if the original publisher of the version it refers to gives permission. For any section Entitled "Acknowledgements" or "Dedications", Preserve the Title of the section, and preserve in the section all the substance and tone of each of the contributor acknowledgements and/or dedications given therein. Preserve all the Invariant Sections of the Document, unaltered in their text and in their titles. Section numbers or the equivalent are not considered part of the section titles. Delete any section Entitled "Endorsements". Such a section may not be included in the Modified Version. Do not retitle any existing section to be Entitled "Endorsements" or to conflict in title with any Invariant Section. Preserve any Warranty Disclaimers. If the Modified Version includes new front-matter sections or appendices that qualify as Secondary Sections and contain no material copied from the Document, you may at your option designate some or all of these sections as invariant. To do this, add their titles to the list of Invariant Sections in the Modified Version's license notice. These titles must be distinct from any other section titles. You may add a section Entitled "Endorsements", provided it contains nothing but endorsements of your Modified Version by various parties--for example, statements of peer review or that the text has been approved by an organization as the authoritative definition of a standard. You may add a passage of up to five words as a Front-Cover Text, and a passage of up to 25 words as a Back-Cover Text, to the end of the list of Cover Texts in the Modified Version. Only one passage of Front-Cover Text and one of Back-Cover Text may be added by (or through arrangements made by) any one entity. If the Document already includes a cover text for the same cover, previously added by you or by arrangement made by the same entity you are acting on behalf of, you may not add another; but you may replace the old one, on explicit permission from the previous publisher that added the old one. The author(s) and publisher(s) of the Document do not by this License give permission to use their names for publicity for or to assert or imply endorsement of any Modified Version.

Quick Key Guide

Navigation-Direction Keys
Name Up Key(s) [CURSORUP] [KP-8] [CURSORDOWN] [KP-2] [KP-5] [CURSORLEFT] [KP-4] [CURSORRIGHT] [KP-6] [DEL] [.] [KP-*] [INS] [,] [KP-/] [j] [a]/[A] Command UpKey Description Align thrusters up, moving nose of your ship down.

DownKey

Align thrusters down, moving nose of your ship up.
Rotate Right Rotate Left Roll Right Roll Left Jump Drive Autopilot

RightKey LeftKey

Rotates your ship to the right. Rotates your ship to the left.
RollRightKey Roll your ship to the right. RollLeftKey Roll your ship to the left JumpKey AutoKey Press this to jump to another system. You must be within the blue sphere to activate. Activate travel transition (autopilot).
Navigation-Speed/Velocity
Name Decelerate Accelerate Afterburner Match Velocity Reset Velocity Stop Full Throttle Shelton Slide Key(s) [-] [KP-] [KP+] [=] [+] [TAB] [F9] [F10] [BACK SPACE] [\] [`] Command DecelKey AccelKey Description Decrease set velocity of your ship. Increase set velocity of your ship.
Will accelerate your ship past set velocity. Afterburner velocity is not constant, and must be maintained by holding ABKey down the TAB button. Velocity will decrease to set velocity when released. SetVelocityRefKey Sets your zero velocity to your targets current velocity. SetVelocityNullKey Reset your zero velocity relative to the systems sun. StopKey StartKey SheltonKey Set current velocity to zero. Set your velocity to maximum ship capable velocity. Perform a Shelton Slide.

Target-Select

Name Target Display Deactivate MFD All Units Significant/Neutral Units/Targets All Units/Targets Hostile Units/Targets Subunit Select Lock Unit/Target Front Targets Save Target Restore Target Key(s) [e] [O]
Wing Commander - Privateer Gemini Gold Command TargetMode ScanningMode TargetKey ReverseTargetKey SigTargetKey ReverseSigTargetKey UnitTargetKey ReverseUnitTargetKey NearestTargetKey ReverseNearestTargetKey SubUnitTargetKey LockTargetKey PickTargetKey SaveTarget1-0 RestoreTarget1-0 Description Display 3D target object including damage and shield status in MFD. Deactivates (blanks) the MFD. Switches through all targets in front of your ship. Switches through all significant/neutral targets in current system. Switches through all targets in front of your ship as well as all waypoints. Switches through all targets currently targeting you. Switches through the subunits of the ship you have currently selected. By pressing this key you can 'lock' your selection on the selected target. Pressing this key will pick Units in front of you (near the crosshair). Tends to be used to get planets in front of you. Save up to ten targets to memory. Recalls previous saved target.

Forward:[t] Backward:[T] Forward:[n] Backward:[N] Forward:[u] Backward:[U] Forward:[h] Backward:[H] [b] [l] [y] [ALT+1-0] [CTRL+1-0]

Combat

Name Fire Weapon/Guns Select Weapon/Gun Fire Missiles/Torpedoes Switch Missiles/Torpedoes Report Damage Shield Power 2/3 Shield Power 1/3 Key(s) [SPACE] Forward:[g] Backward:[G] [RETURN] [KP-ENTER] Forward:[w] Backward:[W] [r] [s] [S] Command FireKey GunMode ReverseGunMode MissileKey MissileMode ReverseMissileMode DamageMode SetShieldsTwoThird SetShieldOneThird Description Fires your main (beams/bolts/chainguns/whatever). Switches through your main weapons. Fires your missiles/torpedoes if your ship has some of them equipped. Switches through your main missiles/torpedoes. Display vital ship components and their status. Toggle shield power to two thirds. Toggle shield power to one third. weapons/guns

Communication (General)

Name Comms VDU Talking to other ships/stations Key [c] [1]-[9]
Wing Commander - Privateer Gemini Gold Command CommMode Description
Activate communications MFD. Communication is with targeted object. Send selected message to targeted object by pressing Comm1Key->Comm9Key one of this buttons. Note that a higher number means more aggression in your voice.

Camera-Control

Name Toggle Cockpit Look Left Look Right Look Back Turret Panning Camera Target Camera Target Panning Camera Pan Up Pan Down Pan Left Pan Right Zoom View In Zoom View Out Target Camera Screenshot Key [F1] [F2] [F3] [F4] [F5] [F6] [F7] [F8] [HOME] [END] [INSERT] [DELETE] [F11] [F12] [v] [i] Command Cockpit::Inside Cockpit::InsideLeft Cockpit::InsideRight Cockpit::InsideBack Description
View to your front. View to your left. View to your right. View looking to the rear. Switches to turret view. Switches through turrets. Provides a panning camera view of your ship. Move the Cockpit::Pan camera by using the panning keys. Cockpit::OutsideTarget Full screen 3rd-person view of your selected target. Full screen panning camera view of your target. Move the Cockpit::PanTarget camera by using the panning keys. Cockpit::PitchDown When panning, moves the camera up Cockpit::PitchUp When panning, moves the camera down Cockpit::YawLeft When panning, moves the camera left Cockpit::YawRight When panning, moves the camera right Cockpit::ZoomIn Zoom in on target. Cockpit::ZoomOut Zoom out on target. Cockpit::ViewMode 3rd-person view of target in a MFD. Takes a screenshot without targeting brackets or docking Screenshot clamps.

Game-Commands

Name Toggle Quit Mode Pause Key(s) [ESC] [ALT+x] [p] [PAUSE] Command Cockpit::Quit PauseKey Description Brings up Quit function. Press [q] to quit. Pause the game.

Turret(s)

Name Key Command Description By pressing this button you can switch to the manual control of your turret(s) (if you have one/some equipped) and switch back to cockpit control.

doc1

15 April 2008

By: Calin Ciabai, Games Editor
Wing Commander II: Vengeance of the Kilrathi Cheats (PC)
Increase or decrease AI, invincibility and other codes
Wing Commander II: Vengeance of the Kilrathi is the first sequel in Chris Roberts' Wing Commander science fiction space combat simulator franchise of computer games, produced by Origin Systems.Released in 1991, Wing Commander II retains much of the first game's core conventions: an interstellar war between the Terran Confederation and the felinoid warrior race called the Kilrathi, multiple allies as wingmen, and a wide variety of ships on both sides of the war. However, WC2 places a greater emphasis on storytelling, providing various sprite-animated cutscenes and some of the industry's first examples of voice acting. The storyline is also somewhat less open-ended: the game's campaign tree is much more structured and the player character can no longer be promoted or awarded medals. Wingmen can no longer be killed during normal gameplay; when their fighters are damaged beyond repair, they eject (though some die in scripted sequences).(Wikipedia) CHEATSStart the game with the WC2 Origin command line (case-sensitive). Enter one of the following codes to activate the corresponding cheat function.CodesIncrease frame duration Alt + Keypad Plus Decrease frame duration Alt + Keypad Minus Toggle eject siren and light Ctrl + O Increase enemy AI factor Alt + I Decrease enemy AI factor Ctrl + I Destroy cockpit section damage Alt + O Full pause screen Ctrl + P Inverse graphics Ctrl + Alt + S Destroy targeted ship Alt + Delete Destroy all non-capital ships Alt + Insert Show memory use Alt + M Show version number Ctrl + V Self-destruct Alt + Z InvincibilityStart the game with the WC2 Origin -k command line (case-sensitive). Level selectStart the game with the WC2 Origin s m command line (case-sensitive). Here is the cinematic intro video of the game Wing Commander II: Vengeance of the Kilrathi, the sequel of the beloved Wing Commander 1:
Page 1 Copyright (c) 2001-2011 Softpedia. All rights reserved. Softpedia and Softpedia logo are registered trademarks of SoftNews NET SRL.

 

Tags

Voice Dect NV-DS77 JC-55 RX-V1000 TX-28LK1FS Adsl2MUE REV465 NC6120 Galaxy TAB SC-MX20 OT-800A SGH-L600 DCB-B270z XEE Projectmix CDA-9853 WD-14366TD Polyglass 2800-200 HCS 420 9600SE M8300 Flix 20 Scenarist 3-300 Plus 700 PE Lexmark 3500 0 5 DTT2500 Futaba 6EXA Porsche 2000 Bizhub 180 TX-866 FF894-2 KRC-859R Lowrance X-75 SGH-X150 Dremel 395 Pctv 50I Onhundred MFC-260C Trackman Travelmate-4650 DVP-NC66K MS8127C Venture Server MP 7500 Power S220 Deluxe MRP-F306 3100C Twister F480I Stylus 800 EB-S8 Gpsmap 176 Vitosolic 200 1400-503 Montana-1999 CD1401B 51 IS70C DSM415F DP170 EOS 550D Fostex FD-4 M2394D M8800H CT-W650R Wxli3640EE Midland 4001 QD85I Moov 200 TL582C 42PF9945 Administrator V2 MCM275-37B Later SX-X360 5 Axis DR4912S Explorer 380 XEC500 HDR-XR520E 37PFL9632D NAD 218 HK3480 FE-4020 42LH40 Review Neobio 15R MEX-DV2000 Ixus 330 NV-GS57EE LAV54600 66320KF-N 64I HT-BD1220 P2501 HT-TX25 GR38G11CVF BMW 320D Ms250

 

manuel d'instructions, Guide de l'utilisateur | Manual de instrucciones, Instrucciones de uso | Bedienungsanleitung, Bedienungsanleitung | Manual de Instruções, guia do usuário | инструкция | návod na použitie, Užívateľská príručka, návod k použití | bruksanvisningen | instrukcja, podręcznik użytkownika | kullanım kılavuzu, Kullanım | kézikönyv, használati útmutató | manuale di istruzioni, istruzioni d'uso | handleiding, gebruikershandleiding

 

Sitemap

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101