Frequently Asked Questions
by Arthur
Sankey
(Don't you just hate it when you're watching a movie, and those
stupid credits keep going and going until you start to wonder
if you're going to see a movie or just stare at names all
night? Well, bear with me, there is an FST FAQ after all this)
Because this is the first version of the FST FAQ, not many other
people have added stuff. There is me (Arthur Sankey bh505@freenet.carleton.ca,) who
came up with the idea and did most of the writing.
/me gives himself a big award and a pat on the back
Thank you thank you! As your new president I...
/me stops dreaming
Also, a big thanks to Paul Lacy, who uploaded a bunch of those files to ftp.iup.edu into the \FLIGHT-SIM\FST
directory, and for the descriptions of those files. He also wrote the part
about FST files that can be downloaded from CompuServe.
Anyone who downloads my scenarios should thank Jon Saloga, who
made several of the shape files that I'm using all the time.
I'm not even sure which were made by him, and which were made
by me because I've used them so much.
One more thing, Forest Pearson and Thomas Russell Hong helped a lot with
the wishlist. John "Killer"
MacQueen helped by telling me which items on the wishlist will
actually be on the next FST add-on, and wrote the part about how the Texture mapping should work.
Wait, I should also put the programmers of FST here. They did
the most work out of all of us, and did the biggest part of
making this FAQ possible.
- Design and programming:
- Dave Payne and Donathan Newth at SIMIS
- Producer:
- Darren Anderson
- Marketing project manager:
- James McCormack
- 3D shapes and artwork:
- Dee Lee
- Jason Cunningham
- Caroline Stroud
- Alan Tomkins
- Mark Richards
- Rod Hill
- Jo Groombrige
- Matt Hicks
- Manual:
- Julia Battersby
- Jonathan Newth
- Tammy Willianson
- ww2 producers:
- Darren Anderson
- Matt Miller
- ww2 associate producer:
- Bryan Walker
- ww2 programming:
- Dave Payne and Donathan Newth at SIMIS
- ww2 objects:
- Andrew Osiow
- Alan Tomkins
- Dee Lee
- ww2 manual:
- Matt Miller
- ww2 testing:
- Jason Ridge
- Ken Jordan
- ww2 box design:
- Andrew Osiow and Drop Dead Designs
I don't know. If anybody manages to find a the people who programmed FST
(or anyone at Domark) please tell me, and send them the wishlist. :) I'll
put their adresses on the FAQ, unless they really, really, really don't
want me too.
Here is a hint: try programmersfirstname@domark.com
If you want to add stuff to the FAQ, just send it to me by email. I'll
throw it in, and send out new versions of the FST FAQ regularly. Also, if
you notice any mistakes, please tell me right away so I can fix them.
Remember: I don't know everything.
I'll get someone else to upload this FAQ to some FTP site or WWW page for
me. (Freenet can't do either of those) We need to agree on one FTP site or
WWW page for FST. Also, this FAQ gets posted to alt.games.fst regularly. If your server
doesn't carry alt.games.fst then email your news administrator and ask for
it by name.
Version 1.0 of the FAQ was supposed to be posted, but because I
x-posted it to alt.answers I found out that it would end up
floating around for a few weeks before being posted. Version
1.1 wasn't posted to alt.answers, so actually ended up being
posted before version 1.0! Version 1.2 isn't much different
from the others, except that it's all spaced properly, so it's
more readable than the others. Version 1.6 was changed a lot,
and version 1.65 is just a spellchecked 1.6.
About FST
The simplest questions are the hardest.
FST consists of 7 parts:
- PROJECT EDITOR
This is the thingamajig where you can copy files, decide the
size of your world, chose which colours to use (from colour
editor). You can also choose what the longitude and latitude
is. So really, the real fun is in the other editors.
- WORLD EDITOR
This is where you edit the landscape, and place objects and
paths. With the world editor you can do everything from
building mountains to deciding how long it takes for an AA gun
to reload. This is also where you decide what direction the
wind goes, and how fast it moves.
- SHAPE EDITOR
This is where you build the aircraft, ground targets, and
scenery that you will put in your world
- COLOUR EDITOR
(Nice to see Canadian spelling, "eh"?) This is where you decide
what colour things in your world will be. The you can colour
are: the sky, different altitudes of ground, water, and all
colours for shapes. Actually, there is nothing that you can't
change the colour of. The colour editor is perfect if you want
to make the sky overcast, or make a winter scenario with snow
everywhere, or for battles on other planets. You can also use
the colour editor to create weird scenarios, with a purple
sky, and pink water.
- 5 COCKPIT EDITOR
This is where you decide what dials, lamps, and instruments will
be in your cockpit. You can put them where ever you want them,
and change the details, like how big the dials will be etc.
- 6 MODEL EDITOR
This is where you make flight models for your planes. Your plane
can have any shape you want, but it will always fly like the
plane you designed in model editor.
- 7 FLY.EXE
This is the dos game that simulates the scenario you've made. It
is a high performance 32 bit program.
- mouse
- IBM PC or compatible, 386 or above
- 2 MB of memory
- VGA graphics
- MSDOS 3.0 or higher
- Windows 3.1 or higher
- hard disk with 8 MB free (but if you're planning of making lots
of big scenarios, you'll want more)
If you don't have windows, it's still possible to fly FST stuff,
but you can't edit anything.
OPTIONAL
- Soundblaster sound card
- VESA compliant, S3 based, or ATI SVGA graphics accelerator
- joystick, yoke, rudders (thrustmaster supported)
There's a demo of FST (see were can I download FST
files?), but if you want to buy FST with the tools and everything, try
Chips 'n bits. They sell FST dirt cheap, in CD and disc versions. The WW2
add-on is easier to find than the original FST.
Nope. Good thing too- I can't stand copy protection.
Really, FST should count as both. FST is more CAD than sim, but
it still gets classified as a game. This is debatable.
Sharing FST
If you want to share your scenarios:
- e-mail them to me by
uuencode and pkzip, and I'll send them around.
- upload them to ftp.iup.edu in the
\FLIGHT-SIM\UPLOADS: directory - make sure you follow the
uploading instructions carefully!
- Post them to alt.games.fst but
please uuencode and pkzip. Include a description (use the official FST template if it's a whole project).
While technically this would be software piracy, if someone else
already has fly.exe it's okay to
send it. However, I suggest that you don't. Personally I hate
downloading 2 MB of stuff, only to
find that I already had about 1.5 MB, and spent lots of time to
gain only .5 MB of new stuff.
fly.exe isn't that big, but sending it is a waste of time anyway.
*sarcasm on*
Oh no! I've traded FST files! That means I'm a software pirate!
I going to burn in hell for all
eternity!!!
*sarcasm off*
No, trading FST data files, such as .fsd or .pcx is NOT software
piracy. If it was, the people
over at alt.binaries.doom would
be in big trouble. The only way that trading FST files can be
piracy is:
- If you send someone the ww2 add-on to someone else.
- If you copy the FST tools
Um...That's it. If Domark comes out with a new version of FST that's not
shareware, distributing it would be software piracy. As for the FST
library files, go ahead and spread them around. That's what they were made
for.
FST files
FST uses lots of weird file names. Here are some:
- *.fpj - The project file. Project manager creates this file when
you decide to make a new project.
- *.fcd - colour file. These are made in the colour editor. You can have
as many of these lying around as you want, but only one can be used at a
time.
- *.pcx - either a cockpit background or the title screen. If it's
called fst.pcx, then it's the title screen.
If it's not, it's a cockpit background. You can change these
with any paintbrush program.
- world.fst - this is the world database. Every object and path in your
world is here. You can read this file with a word processor, and add
objects by typing them in! (sure would be boring though)
- *.ftd - terrain file. There's some kind of pattern here. If anyone
can figure out what it is, tell me
and I'll ad it to the FAQ.
- *.fsd - shape file. These are the shapes you've made with the
shade editor. There's a whole load of
them in the library and on the ww2 cd.
- *.fmd - flight model files. These are made in the model editor. They
decide how easy your plane is to fly, unless you're a brick.
- *.fgd - this is a cockpit file. When you design/edit a cockpit with
instrument layout, it is saved as a .fgd file.
- *.wav -a sound effect in fly.exe fly.exe-the dos game. This takes
everything you've designed and simulates it.
This the cool part. Because FST uses *.wav files, that means that you can
actually record your own sounds and use them as sound effects in FST! You
can also use *.wav files from other games, or download them from any alt.binaries.sounds.* newsgroup.
While personally I haven't tried using other sound effects with
FST, this method should work:
- Download your sound files, or record them, or copy them from
another directory to your
project directory.
- Change the name of your sound file from whatever it is (I'll
call it sound.wav) to the name of
the thing you want it to be the sound of. (ie If it sounds like
a flare being released, change the
name from sound.wav to flare.wav)
- If you already have flare.wav in your project directory, go
ahead and overwrite the old
flare.wav
- Now, whenever you drop a flare in fly.exe, you will hear the
new sound, rather than the old one
that came with FST.
Here is a list of the different sound effects you can set your
*.wav files to:
- start.wav - plays when fly.exe starts
- die.wav - plays when you crash and die
- cannon.wav - plays when you fire your machine gun
- fire.wav - plays when you fire a missile or a rocket
- gear.wav - plays when you lower or raise your landing gear
- land.wav - plays when you land on a runway
- maw.wav - missile warning. Plays when another aircraft plane gains
missile lock
- swlock.wav - plays when your AA missiles lock onto an enemy plane
- bullet.wav - near miss sound
- eject.wav - plays when you eject from your plane
- flare.wav - plays when you drop a flare
- chaff.wav - plays when you drop chaff
- klax.wav - warning sound
- switch.wav - plays whenever you flick a switch, such as brakes or
flaps
- jet.wav - plays when your plane has a jet model
- prop.wav - plays when your plane has a prop model
- glide.wav - plays when your aircraft is off the ILS glideslope
- stall.wav - plays when your plane stalls
- lowwarn.wav - plays when you fly really low.
(You know what would be cool for the next version of FST? How about radio
chatter sounds? Maybe there could be "victory.wav" that would play when
one of your allies shoots down an enemy, or "shot.wav", that would play
when one of your allies gets shot down, kind of like
AAAAAAAAAAAAAAAAAAAAAARRRRRRRRRG!!!!!!! or something like that.)
So, say you wanted to use that Doom sound that you get when a
shotgun zombie(former sarge, whatever) dies, and wanted to
turn it into the sound for when your player dies in fly.exe.
You would use some program to get the sound effect out of the
doom.wad, then you'd copy it over to your project directory.
Then you'd change the name to die.wav, and whenever you crash
and die you'd here the shotgun zombie death sound!
New sounds don't have to be that weird though. I found that the
explosions in FST are quite boring, so I use windows sound
recorder to change them. I just took the explosion sounds,
decreased speed by 100%, increased volume by 100%, and now the
explosions are loud, long and low. No more wimpy "pop" when
your bomb hits. You can try these sounds out in warp.zip, my
new future StarWarsish battle.
FST simulates collisions. Don't you just have those sims where you fly
right through seemingly solid aircraft? Ever been on the tail of a bandit,
only to fly right through him and get blasted in the tail by your former
victim? Or even worse, how about those sims (SWOTL is one) where planes
look like they're flying around you, when the simulation actually has them
inside you? Or how about birds of prey, where if you come within a mile of
another aircraft, you plane blows to bits? (And I swear that in that game
your allies DELIBERATELY try to crash into you) Anyway, FST rides a good
line between those two agonizing extremes. If you hit another plane right
on, your plane will lose control, and you'll have to eject before you
crash. And if you hit a building, you'll have almost no chance of
survival. However, if you just tap another plane, you will take a bit of
damage, but it will still be possible for you to struggle back to base.
One more thing to note, If you're flying a brick and you hit another
plane, the poor sap you hit will blow to bits and you will keep going.
It's possible to down squadrons of fighters without firing a bullet! I've
done this before. I highly recommend that you do, to. It's fun.
Sure does. I'm used to playing games like f-117, Red Baron, and SWOTL, of
which none have blackouts. I tend to get annoyed by blackouts and redouts,
but FST does them so quietly I don't really mind. Unlike some sims where
the screen goes suddenly goes black and makes you think that the world
just ended, FST slowly darkens or reddens the screen, and only blacks out
the screen if you get really carried away. This way you're at least warned
that you're pulling to many g's instead of startling you with a pretty
picture of the night sky on the planet Krikkit.
Why doesn't my server carry alt.games.fst?
There's only one person to blame: your fascist news
administrator. That's right, news administrators are aliens
from the planet Zonron-Torak where FST is considered to be the
anti-Christ. They always try to persecute FST. They are afraid
of it, so they try to censor it. Then they will take over the
world, and WE'RE ALL GONNA DIE!!!
If you your server doesn't carry alt.games.fst, politely email
your news administer and ask for it by name. Now, your news
administrator may try to find reasons not too. That's okay,
none of their reasons are valid. They might say that it
doesn't get enough traffic. That's a lie. Just tell them that
you know the truth, and if they don't carry alt.games.fst
within 24 hours you'll call the police, the army, and the
media.
The "brick" flight model is one of the most original, and coolest, part of
FST. Instead of flying a realistic plane, you fly something with no
maximum speed, no stall speed, unlimited ammo, complete invisibility, not
to mention great manoeuvrability without blackouts, and rudders that work.
So really, you can fly as fast as you want, and then stop on a dime, hover
in mid air for a while, shoot off a million bullets, get shot by 48 SAMs,
then fly into the side of a mountain and complain that your armpit is
itchy. Not very realistic, but fun. It would be even more fun if there
could be enemy bricks. See "What is the FST wishlist?" for more
information. One more thing about bricks: you don't have to choose a
cockpit, so you get a great view.
I'm not sure. I heard that a joining form comes in the box with
FST, but I sure didn't see it. It must be for people who don't
have internet acounts, and therefore can't get alt.games.fst(I
pity those people.)
Great. Just what we need. More three letter words. Anyway, these are all
navigation aids, that you can put in your plane in cockpit editor. ILS
stands for instrument landing system. There are ILS's in many other sims.
VOR stands for Very high frequency Omnidirectional Range.(VHFOR?). A VOR
transmitter combines one signal (beep) that is transmitted in all
directions at the same time, and a second signal (boop) that rotates like
a lighthouse. When the pilot hears the beep and boop at the same time,
then the pilot is due north of the transmitter. If the pilot hears the
boop half way between the beeps, then it means that the pilot is south of
it, and so on. Because a rotational directional signal is only practical
to produce at high frequencies, VOR only works when the aircraft is in
sight of the transmitter-rarely further than 200km. The receiver is cheap,
usually better than 5 degrees, and works in all weather. Normally,
aircraft fly along a line between one VOR and the next. Over all, they are
sort of like way points, but you can't set an auto-pilot to them. However,
the manual says VOR stands for VHF Omnidirectional Radio. I am not yet
sure how VOR works, I am still playing with it, but ADF (which uses a
NDB!) a is real simple way to find and locate objects/enemies/targets
while flying in FST. Add to that DME and you now have range to target!
Almost as good as waypoints! They seem to be used in conjunction with the
NAV radio, but I have no idea what they do. In a computer game following
all of these navigation thingamajigs would get very boring, and I'd fall
asleep after a few minutes. I hardly ever use navigation in FST. NDB
stands for non-directional beacon, but I'm not sure what it does.
If you press ESC when you're in fly.exe the FST simulation menu will be
opened, and the game will pause. There are a whole pile of things you can
do. Here's an overview:
- CONTROLS:
- JOYSTICK-Any selection from the joystick sub-menu will select
the PC games card channels
one or two as the primary controller.
- STANDARD JOYSTICK selects a standard analog PC
joystick,
- ANALOG RUDDER selects rudder input on channel four of
the games card,
- THRUSTMASTER STICK selects Thrustmaster stick as
primary control
with Trustmaster stick
hat on analog channel three controlling view direction,
- ANALOG THROTTLE selects analog
throttle on channel three of the PC games card, and finally,
- THRUSTMASTER THROTTLE
selects Trustmaster throttle (mark 1) as throttle and extra
controls input. Now, CALIBRATE
calibrates input devices on channels one to four. Ensure that
controllers are in neutral positions
when you start. Move all controllers (including the ever
famous
Thrustmaster hat) to their limits
and press any key (I suggest M-no wait, D is better) to end
calibration.
- Also, MOUSE selects the
mouse as the primary flight controller. (If you really can't
stand realism)
- AND KEYBOARD
selects the keyboard as the primary flight controller.
- DISPLAY:
- HORIZON SHADING turns horizon shading on or off
- SIMULATION:
- When GROUND CRASH is checked, hitting the ground will kill you
unless you're a brick.
When not checked, your aircraft will bounce, brick or not. Also,
- G-LOCK turns the visual effectsof G-lock on or off.
- SOUNDS:
- ENGINE NOISE turns the ever so musical engine noise off (I
don't
see why you's want to
though)
- ALL NOISE turns all sounds and noises off.
- SAVE AS
DEFAULT saves your
current setup to your hard disk. When you run fly.exe the setup
will be loaded as default.
I've always been mystified by those numbers that you get when
you press ALT T. Well, here's
the shocking truth of what they really mean:
- The number on top is the frame rate,
- the number in the middle is
the number of objects in your world, and
- the bottom one (big)
is the total number of memory used, in bytes.
The ww2 add-on came out a while ago, with two ready-made scenarios, new
tools, and a new fly.exe not to mention a great D-day sim, and a midway
sim. Those two scenarios showed me the true power of FST. Before, I had
used FST to mimic other sims, but with Midway, I Discovered that with FST
you can simulate realistic numbers of aircraft without slowdown. While in
Red Baron you can only have 8 planes dogfight at a time or in SWOTL you
can only have 16 aircraft at a time, FST can simulate huge numbers.
Really, it all depends on your machine's speed.
Besides the two scenarios, here is a brief list of new things
that came with the ww2 add-on:
- Two teams. Never again will you have to put up with the horrible
"you against the world" scenarios in the original FST. I remember when my
only allies were fighter plane shapes flagged as transports...when I was
under fire they would keep flying in circles...Well with the ww2 add-on
the nightmares are gone, unless, you decide to make a "you against the
world" sim just for fun :)
- Carrier landings. I remember how ripped off I felt when I discovered
that the Nimitz.fsd file was good only as a target...Now any object with
height can be a runway. This is good for aircraft carriers, but it's also
good if you want to land on top of a building, or have an airbase floating
a few thousand feet above the ground (for all us who hate realism). For
more information about carriers, see "How do I make aircraft carriers?".
- Torpedoes. One thing I love about FST is the variety of weapons. Being
able to use Torpedoes just makes me love FST even more. However, the
programmers made FST torpedoes simulate ww2 ones, and not 38th century
torpedoes on the planet Zoraqu 647.34 or even 24th century earth
torpedoes. Oh well. To drop FST torpedoes, you must fly under 100 feet,
slower than 100 knots.
- Better (or worse) dogfights. The artificial intelligence has been
raised up to a positive IQ level in the ww2 add-on. These new enemies are
nasties! Luckily, so are your allies. See #1.The only thing that bugs me
about the new pilots is that they seem to really love vertical maneuvers.
That's okay, but the problem is that the pilots like going up, and can't
stand going down and some pilots get carried away and end up dogfighting
in space. I think the split S manoeuvre, they might end up accidentally
crashing. (personally, I like sims where enemies crash)
- Airborne starts.
*Ren voice on*
Happy! Happy! Joy! Joy!
*Ren voice off*
Finally, it's possible to start in mid air. No more flying for
hours to your target only to be shot
down. Now you can fly for seconds to your target, and get shot
down.
- Bombers.
*Hitler voice on*
If they bomb our cities, we'll raze theirs to the ground!
*Hitler voice off*
- In game map. This is one that I would have put on my pre-ww2 wish
list, if I had a modem then. This map is really handy, it stops you from
getting lost, and even shows exactly where your enemies are.
- Better flaps. Now you can lower flaps all the way down to 30 degrees.
This is great for carrier landings.
- Padlock view. Now you can play around with viewpoints, until your
plane hits a mountain and you discover if there's an afterlife.
Recommended for high altitudes only.
*Homer voice on*
D'oh!
- Better AA guns. Now you can make AA guns simulate larger flack guns by
checking the "fixed angle" flag. Generally, it means that the AA gunners
have worse aim.
(oops, I forgot to turn the Homer voice off. Umm... *Homer voice
off*... that's better.)
- Rear gunners. Just when you thought you could shoot down transports
without trouble, FST gets one step ahead by letting you set up a rear gun
on enemy transports, bombers, and if you enjoy pain, even enemy fighters.
Luckily, you can put rear guns on allied planes. Even better, you can even
give your own plane a rear gun. These rear gunners have really great aim.
I think I've shot down more planes with my rear gun than with my front
one. But watch out, the enemy rear guns are merciless. Download vill.zip
and you'll see what I mean.
I don't know. Domark seems to think that "there is no market for it in
Germany". However, I'm sure there IS a market for it in Germany. (Joerg Stenger is part of
it).
The designers of FST wanted it to be realistic, and in real life
air-to-ground missiles tend to miss a lot. To get a good hit on a ground
target, get really close before firing. Even though you get that little
square on your HUD, at long ranges, only trust it when you're close up.
The How Do I's
FST won't let you actually make water above sea level, but you can make
"fake" lakes using one of these methods:
- Use shape editor to make a lake. A blue polygon should work, but if
it's too big it may do the disappearing effect.(We need a better name for
this bug.) Try a small blue square, repeated over and over. Or, just make
a pond with lily pads etc.
- Use colour editor and make some altitude blue. Then make the area
where you want the lake that altitude.
I don't think this would work very well as FST calculates alitude
colour based the two extreme altitudes in the 50x50km square you are
currently in - so if the 5th colour corresponded to altitudes 100 to 120m,
in one 50x50 square, in the next, the 5th colour may correspond to
altitudes 200 to 230m in another square (perhaps there are higher
mountains in the second than the first)
To make aircraft carriers you need the ww2 add-on. Make a shape of
carrier, but don't put on the superstructure. Then make the superstructure
and save it as a different shape. Put the carrier shape in the world as a
hangar, select the "runway" flag, and put the superstructure shape on top.
Make it an AA gun or a SAM. Finally, decorate your carrier with aircraft
on top. Try making a few carrier vehicle shapes, and put them on top. Be
creative. Also, if you want several aircraft to take off from your
aircraft carrier, turn the superstructure into a hangar. You can also turn
nearby destroyers into hangars, and hook them up to paths that start at
the carrier shape.
With FST, you can't actually simulate swing-wing aircraft, but you can
make your plane look like one. In "military plane properties"" for
aircraft, you might notice something called "shapes" and underneath it
"gear down" and "high speed". With the "high speed" shape, you can
simulate both after burners and swing-wing aircraft. For example, if you
have one shape of an f-16, and another shape exactly the same, but with
exhaust on the back, you can simulate after burners. If the normal f-16
shape is called "f16.fsd" and the other one is called "otherf16.fsd", then
make the shape of the plane "f-16.fsd" and make the "high speed" shape
"otherf16.fsd". Then when you travel at high speeds, it will look like
your plane is on afterburners, but when you slow down it will go back to
normal. Now, If you have an f-14 shape called "f14.fsd" and another f-14
shape with the wings swept back called "sweptf14.fsd" then make the normal
shape "f14.fsd" and make the "high speed" shape "sweptf14.fsd". The when
you travel at high speeds, your wings will be swept back, and if you slow
down your wings will go back to normal. But say instead of using
"sweptf14.fsd" you decided to use "house.fsd". If you sped up, your f-14
would suddenly change into a house! Mercifully, your flight model would
stay the same. The same sort of thing happens with the "gear down" shape.
When you lower your landing gear, your plane looks like the whatever the
"gear down" shape. If you were flying a spitfire, but if your "gear down"
shape was an A-10, whenever you lower your landing gear your plane would
transform.
FST only lets you change where the lights and instruments go, but you can
change the shape of your cockpit using any paint program. Windows
Paintbrush is good enough for this NOT. Just make your cockpit,
and save it as a *.PCX file.
Making a good looking 16 colour cockpit pic is a really hard!
Some other flight sims, like USNF have "screen captures" built
into the program, and this helps.
For more on this, see Forest's discussion on
Cockpit Editing
Use any paintbrush program to make your title screen. Save it as
"FST.PCX". Personally, when I make title screens, I open an FST cockpit,
then erase it, then paint my title screen over top. You can recognize my
title screens- they usually have blobs of blood everywhere!
- Making the player start in mid-air:
To make the player start in mid-air, you need the ww2 add-on. Just put
your plane at a high altitude, and FST will make you start half way
between your top speed and your stall speed. Just make sure you're not
above anything flagged "runway" or your plane won't start the simulation
moving.
- Making other aircraft start in mid-air:
To make an enemy aircraft, or a allied one (or neutral) all you have
to do is set up the path to start at an altitude. You'll have to choose a
good place for the airplane to land though.(unless you're really confident
that you'll shoot it down) The aircraft's hangar can be down on the
ground, using some scenery shape, or it could be up in the sky, with a
cloud shape. (you can download my cloud shapes. Just read "where
can I download FST stuff?".
This one may sound easy, but It's acually a really tricky part
of FST. If you want to see an example of a scenario that
didn't follow this system, try dock.zip, and count how many
seconds you stay alive before crashing.
When trying to make planes that fly level check out Forest's discussion on Wing Incidence
With FST, you can't set up artillery (except for AA fire). I've put
artillery on the FST wishlist, and hopefully Domark will read it.
Your planes shadow always depends on what your plane looks like in shape
editor. If you change the shape, the shadow will change. FST does shadows
automatically.
Because FST doesn't simulate rockets automatically, you have to be a bit
creative here. While I haven't tried this, I think that making a massively
powerful flight model in shape editor (let's call it V2.fmd) and put it in
"hanger properties"(give the aircraft the shape of a V2 rocket). Then hook
the hanger up to a path. Go to "path attributes" and beside "speed" type
5000 or some other really high number. Make the altitude climb up to
insanely high altitudes, and then go back down again, and make the path
end at whatever you want the target to be. If you made the flight model
powerful enough, in fly.exe you should see your V2 shape shoot up into the
sky. You know this could also simulate artillery, but I don't think it
would be worth the work.
Simulating cruise missiles would be like simulating a V2 rocket, except a
bit simpler. You don't need an insanely powerful flight model, and you
don't need to give it's path high altitudes. The only problem would be
getting it to destroy the target.
There is an answer to this question-It was typed by Ron Graham,
(rgraham@ozemail.com.au) but he
didn't write it. Anyway, here it is:
SHAPE EDITOR And ANIMATION
By - R. Guiver
I've been using FST for approximately 6 months now and believe its the
best flight sim program on the market. However, it dawned on me, even in
my early days, that it lacked something to make it just that bit more
realistic. That something was movement, not in planes flying or lorries
thundering down roads but movement we seem to take for granted every day
in the real world.
"What movement" I hear you ask. Well here's a couple of examples.
- Imagine your flying a Spitfire at low altitude over a forest. As you
buzz pass, look behind you, you see tops of the trees might bend or the
leaves may fall.
- Taxi along the runway towards an aircraft hanger. Wouldn't it be good,
if as you approached the hanger doors they opened to allow you to enter.
It's this type of movement I felt was missing.
After a long time of scratching my head, the answer finally came to me.
Why not do it using the Shape Editor in Windows.
To understand this however we must understand how FST uses a .FSD file.
When you fly in FST, the shapes you see on screen ie. a hanger, maybe
composed of many hanger shapes held within one .FSD file. So if you're
3000M away from the hanger you may not see small detail. As you get
nearer, smaller and smaller details will start to appear. This helps to
speed up the sim because at great distances it's pointless to draw a
window on the hanger if you're not going to see it at that distance. This
is done by drawing different hangers and setting a visible distance for
each hanger shape held within the hanger.fsd file. We must adapt this
principle for our movement or animation problem.
Firstly, what shall we animate. I've chosen to draw a man for a bit of fun
(see fig 1 Ed: Where the fig's are, I don't know! ). Our aim is to
get his arms to move as we get nearer.
Lets start the shape editor and begin by drawing the man.
To start with draw a man "Minus" his arms. When finished group
together all of
the polygons and save this as "MAN.FSD" (see fig 2).
Now select file and choose "NEW" and begin to draw his arms.
When you have drawn one arm, group these polygons and select "EDIT" at the
title bar. Now select "COPY TO". In the dialog box enter the name "ARM1"
and press "OK". You have just saved these polygons as "ARM1.GRP" and not
as an FSD file.
Now select "NEW" and draw the other arm and save this as a GRP file called
"ARM2".
To recap you should have a file called "MAN.FSD" and two GRP files called
"ARM1" and "ARM2".
The next part of this operation is to put our man together, so now select
"OPEN" and load up "MAN.FSD".
Place the man in the centre of the grid.
Now select "EDIT" and goto "PASTE FROM". Select this and choose
"ARM1.GRP".
Place the cursor anywhere on the grid and press the left hand button of
the mouse. You should see the first arm drawn appear on the grid. Now
select "GROUP" on the title bar and choose "SCALE". Scale the arm to the
right proportions.
Select the arm and move it where it should fit on the man. You may have to
play with the grid size to get the arm in the right position.
Do the same procedure for the second arm. You should now have a man with
both arms on the screen.
All you have to do now is to make his arms up or down. To do this select
the first arm as a group and then choose "GROUP" at the title bar. Select
"ROTATE" and enter an amount to move his arm.
When you are happy with the arms angle, get hold of the arm again and
reposition it on the man again.
Do this again for the second arm.
Now select "STRUCTURE" and choose "VISIBLE DISTANCE".
Enter an amount. Sorry I can't tell you how much as this depends on how
big your man is but please read on.
So far we've made a man that at a set distance will appear as
you have drawn.
Now select "STRUCTURE" again and this time choose "NEW CHILD", you should
see the screen clear.
All you have to do is repeat the above but move his arms in different
positions and setting the "VISIBLE DISTANCE" to a greater number than your
previous one. Keep doing this procedure until you are happy with the end
results.
Once all this has been done, all you have to do is to place the man in the
world and fly towards him. His arms will begin to move.
Why not try this with a hanger and make the doors open as you get nearer.
With the ww2 add-on, all you have to do is not select the "Red" or "blue"
flags in the "hangar properties". Just leave them blank, and you have a
neutral plane. Without the ww2 add-on, making a plane a transport means
that it won't shoot at you, so it will have to same effect of a neutral
plane.
Fly under 100 feet, at a speed lower than 100 knots, and drop it.
Personally I've never managed to destroy a ship with a torpedo- I always
get blown up by the AA fire.
If you are really clever with batch files you can make batch
menues - plus using ansi escape sequences you could change the
screen colours and such.
To set up snipers (like in Vietnam) put an AA gun in the world editor. Use
a really small shape. (like my spoon shape) and set up the properties like
this:
- burst rate: 1
- burst time: 1
- reload time: 90 (or higher)
This way if you fly over the gun it will fire a single shot at
you, simulating a sniper.
Forest Pearson is trying this now - so see my
discussion
You can't. You can simulate them, sort of. One of the problems with FST is
that model editor is very limited. You can choose to have one, two, three,
or four engines, but you can't choose zero. I think this is because before
the ww2 add-on, it was impossible to start in mid-air, so glider planes
would end up stuck on the ground forever- not my idea of a white knuckle
mission. But with the ww2 add-on, it would be possible to set up a plane
in the air with zero engines. Then you would just glide. However, when FST
makes you start in mid-air, it puts you half way between your stalling
speed and your top speed, and the top speed of a plane with no engine is
very low. (did I hear someone say "zero"?). This means that if you tried
to make a glider this way you would start your mission in a very ugly,
(and unrealistic) way. So, you can sort of simulate gliders with two ways:
- Give your plane the smallest amount of fuel possible, and only
one of the wimpiest engine
possible.
- Take a normal plane and turn the engine off. *POOF*! Instant
glider.
If you're really into realism, don't forget to set up a transport plane to
start in front of you and to return to base. That plane will look like the
one that carries you up to your present altitude.
Personally I've had tons on trouble with this one. It seems like the
bombers have to be near an easy(ie large) target, be flying slowly, or
they don't drop bombs. They just fly around and act like transports. I
have yet to figure this out.
Ed. Note: Apperantly bombing has been improved and/or fixed in the Beta Upgrade
Errors and Bugs
It means that you've got a bad shape in your world. You must have gotten a
little to creative in shape editor. You can solve this problem by only
using library shapes, or learning to use the shape editor properly.
I'm not sure. Could someone else answer this for me?
"no font selected" means that you don't have the files "font57" and
"font58" in your project. For some reason fly.exe needs these files. If
you get the message "no font selected" then you need to copy those files
over to your project.
*sarcasm on*
It means that the HFI is not connected to the OEH which means
that the TYE data files can't
reach YHK memory. You'll need to configure your sound card to
HFK memory, and change your
HGU to HFI memory
*sarcasm off*
It means that you forgot to put the aircraft you're going to fly in your
world. Go to world editor and put a plane there. Go to "object properties"
and check the "player" flag. If you've got the ww2 add-on check either the
"Red" or "blue" flag, or you'll end up neutral. Better yet, put a brick in
your world, check the "player" flag, and don't bother checking the team
flags. Then go to fly.exe and shoot down anyone. You're neutral, so nobody
will shoot back!
Sometimes really big shapes tend to flicker when you fly past them. This
is really annoying, especially if that shape is a runway. For example, I
made an airfield shape for my WW1 sim, and when you try to land parts of
it disappear. Generally, if a shape in FST flickers or disappears, then
it's to big.
Instead of using one big shape, try making a bunch of little ones, and put
them close together in world editor. Try not to put objects I'm going to
experiment with other methods, and if I find a decent way to avoid
flickering I'll put it here. I think there's a patch for this, but I'm not
sure.
The future of FST?
The big thing about the next add-on is that it will contain TEXTURE
MAPPING! This one is very high on the wishlist. Here's a description of
how the texture mapping will work, written by John "Killer" MacQueen:
The current scheme goes like this, you define which polys you want to
texture in the shape editor one by one or by group, the editor lays them
out in a .PCX file which you bring into a paint program and do with what
you will.
The game reads the PCX and lays your bitmaps out on the respective polys.
You can texture anything anywhere, though for complex shapes it gets a bit
tedious.
The next toolkit is not yet scheduled for release, but when/if it does
this feature will be in it. For now only developers have access to the
tools.
The next version should be released with the Confirmed Kill boxed version.
We're doing the online game and any/all enhancements we make will make the
boxed version. Basically the bean counters will decide if that happens. A
large part of that will be decided on the popularity of online CK. We at
ICI want it to happen, and the FST guys at Domark want it to happen, [And
I want it too happen too!-ed] but we'll have to wait and see how it
shakes out.
Well, that explains a bit of it. Most of the other details are under
wraps. I'm wonder just how many of the 36 wishes on the wish list will be
granted with the next add-on for FST. Maybe we can all bet on this...:-)
The FST wishlist is a list of things we want to be in the next version of
FST. Already there was the ww2 add-on made a few wishes come true, so
hopefully the programmers at Domark will read this and make another
add-on.
Before the wishlist, I have one big wish that stands above the rest. I
think that Domark should sell an "FST unlimited" CD that would just be all
of our FST files crammed onto a CD. I would be (very) happy to have my
files on this CD, and I'm sure that anyone else would to.
For everybody there will be these advantages:
- People with slow modems can try out tons of FST stuff
- People who don't have internet accounts can try out FST stuff
- Domark can get a quick buck
- We'll get to brag that our files are for sale
- There will be yet another reason for Domark's marketing to go ahead
with FST 2.0
Anyway, here is the top 36 things we want on the next add-on:
- Some type of campaign engine, like Tornado of F3. Choose if
you want to be on the red team
or the blue team, and bomb your enemy to bits, or make an
impossible scenario, and let yourself
get bombed to bits.
- ASCII input to create terrain from DTM's or DEM's.
- Texture mapping. We DEMAND texture mapping. This would be
possible in 2 ways:
- In colour editor, there could be a veriety of patterns, like different
types of camaflage. Also, it would be nice if you could somehow make your
own patterns in windows paintbrush.
- The other (simpler) way, would be to be able to "paste" textures on in
shape editor. A USAAF symble here, squadron markings over there, a few
bullet holes here, a bunch of teeth there...
surviveing for over a minute.
I prefer the latter, because with extensive texture mapping, the
simulation would run slower on 386 computers. However, the ground really
needs texture mapping in areas, just for veriety. Maybe if you could
"paste" textures in world editor...Paste a city here, a farm here, a power
line there, a dark bit of water here, a lighter bit of water there, I
think I'll paste an oil spill over here...
BTW texture mapping WILL be in the next add-on for FST. More
about this in the next version
of the FAQ.
- Gouard (sp?) shading in shape editor.
- Modem/Network games. I can just imagine staying up all night fighting
dogfight after dogfight against several human oponents in my own FST
scenarios. *Wake up call* and reciveing a phone bill afterwards. (Then
again, if edited doom .wads can do moden/network games, couldn't FST?
- GREATER visibilty - the current distance is just not enough! I have
an idea for a way to double the visibility level with the same number of
polygons. (I didn't write this. I'll try to find out what it is though)
- Some way to easily do animation in shape editor -- I heard about the
guy who did the Star Warsbattle of Hoth with animated At-Ats, but I still
haven't found a way to animate my 3-D objects. If I could, I would set up
birds with flapping wings, windmills on the ground, factories with smoke
coming from chimnies, radars that turn in circles, flashing runway lights,
raising bridges, flight deck activity on aircraft carriers, planes with
moveing propellers, a goodyear blimp with flashing ad signs on the side...
- Better weather effects. Just the implementation of a movable cloud
layer (as in FS5 or F14) would work! For bad weather, just lower the
cloud layer down to the surface. The cloud effect is easy to do - just
take the red-out effect and make it white = clouds! Also, it would be fun
if they moved with the wind. Right now I use clouds from shape editor, but
they don't move with the wind, and my plane blows up if I try to fly
through them.
- Helicopter flight models. (enough whineing about graphics) So far the
only way to simulate helicopters is to make a slow flight model, and set
up the path really low to the ground. This looks okay, but with the player
flying it's just like flying a really crappy plane.
- Improved zoom funtions in shape editor. It would be nice if there was
a window that shows you where on your object you are zoomed in at the
moment whenever you have to fine-edit some polygons. The present FST zoom
function is horrid I often don't know where the viewing window is in
relation to my object at high magnifications.
- Yellow/white out for looking at the sun - so we don't have to see that
silly yellow circle of a sun! (personally, I think it's the best sun I've
seen in a flight-sim. I didn't write this one)
- Autopilot. Just give yourself a path, and press some button
to make your plane follow it.
- (12b) Artillery, for close support missions. I just love flying around
a battlefield close to the ground and blowing away tanks. If FST could
simulate artillery, it would be great for people who like realistic close
support missions. Artlillery would be easy, just take an AA gun and make
it fire at stuff on the ground. Make the bullets arc, and you've got
artillery. Right now close support missions with FST are great if you make
good use of depots, paths, and tons of AA guns, but artillery would make
FST close support missions even better.
- Better explotions. (just when you thought I was finished my graphics
whineing) I think a simple sprite (like in red baron) would make
explotions a little more realistic. I think that the current method looks
good from a distance, but close up explotions look really silly.
- Variable geometry (swing wing planes). Right now it's possible to make
your plane LOOK like a swing wing, but it's impossible to simulate it with
model editor.
- Variable modeling - ie. change in performance with altitude and with
use of weapons a la F14FD.
- Nuclear bombs.. Put one on your plane in world editor, drop it and
whatch every nearby object go ka-boom! The ultimate monday weapon. Just
make sure you're not to close when it blows.
- TRIM CONTROLS! - including auto trim for FBW jets
- Stealth capabilities in model editor. It would be nice if it was
possible to decide how detectable your aircraft is going to be. That way
if you gave your plane a really low detctability, in fly.exe SAMs would
have trouble locking onto to you, and AA missles would miss more often.
- More stuff for cockpit editor. Maybe a small map, like in F-117. It
would be fun if there were "track cams", also from F-117.
- Z-buffering
- Be able to designate a certain square as water, so that elevated lakes
will be possible. The current method in world editor is okay, but I would
like there to be some tool that automatically puts water where ever you
click.
- Evil(er) weapons. Weapons like napalm, mustard gas, and biological
nightmare weapons would be fun to use on Mondays. Also, I'd like to be
able to use lasers. I don't mean those stupid "snail on Tylonol" lasers
you find in X-Wing, I mean real light speed lasers. They would be perfect
for people who don't like bank shots.
- Refueling aircraft. Right now it's possible to have fighters,
transports, and bombers (with the ww2 add-on),but it would be great if you
could check a flag called "refueler" that would make it possible to hook
up and get fuel. There should be some kind of "refuel autopilot" to make
things easier.
- Stupid(er) and smart(er) enemies. While most flight sims take pride in
how intelligent the enemies are, I just love laughing at some sucker enemy
who trys to pull a split S at 500 feet. Maybe if there was some flag in
hanger properties in the world editor where you could chose the skill
level of the aircraft, it would open up lots of possibilities.There could
be anything from ACE to NEWBIE to IDIOT. Newbie fighter will have bad aim
and will be easy to surprise, while newbie bombers will have poorly aiming
rear gunners and will drop bombs all over the place. Meanwhile, idiot
enemies will constantly crash, accidentally shoot at thier allies, and
just for kicks bomb their own airbases and eject! Nobody would use idiot
enemies in a serious sim. However, not all sims are serious...Also, ace
enemies will be awsome killing machines, even if you give them bad flight
models.
- Cameras, for recon missions and civilian sims. I would like it they
were just like in F-117 (can you guess what my 2nd favorite game is?) but
with limited film.
- "Flickering" colour in colour editor. This would be perfect for engine
exast on aircraft shape files, and for fire shape files, to be used as
"dead" shapes. Anyone who has played F-117 should know what I mean. (I
can just imagine makeing the sky the "flickering" colour in Colour Editor
don't ask me why, but I do)
- VTOL planes! I'd love to take off a Harrier in FST. BTW one of my
aircraft in jets.zip acually is a VTOL plane, but because FST can't
simulate VTOL planes right now, it's just normal.
- Be able to land on water for float planes - just for fun!!!!
- Special effects. I remember in birds of prey when you fly high enough
you see the stars come out. It would be fun if that happend in FST.
- Different missle ranges. Right now FST assumes that the missle you're
fireing is a sidewinder, which is not the worlds best missle. I would be
nice if it was possible to set up the range, like you can set up the radar
range of a SAM site.
- The moon in night missions. I would like time that moved, it is all
very well and nice to start flying at 6:10 am, but when the sun stays in
the same position for a couple of hours of flying, something is not right!
What they need is a day/night/calander engine like Aces of the Deep has -
the stars move, the moon is up on the right time of the month, and the
days get long in the summer and short in the winter - now that would be
cool!
- Contrails. Maybe I'm asking for too much here, but I think they would
add that extra little bit of realism. Besides, I haven't seen another
flight-sim with contrails in it, so that would be a good way to make FST
stand out from the crowd. (Ed. Note: I think F14-FD has
Contrails)(in case you don't know what contrails are, they are those
little trails of vapour that you see behind aircraft at high altitudes.
Just think about people watching dogfights during the Battle of
Britain-The aircraft are too high to see.
- Enemy bricks. Just imagine trying to shoot down an invincible enemy!
Winning wouldn't be completing your mission, it would be surviveing for
over a minute.
- Rocket flight models. Perfect for ICBMs and V2 rockets. Also good for
me-163's and any future sims.
- Radio chatter sounds I would like it if there could be a sound called
"victory.wav" that would play when one of your allies shoots down an
enemy, or "shot.wav", that would play when one of your allies gets shot
down.
- Zeppelin flight models. I already have made a zepplen model,
but really it's just a
prop plane with really bad performance. We don't really demand
zepplen flight models, but they
would be fun...
- An "insert" funtion in shape editorand maybe an OSnap on to nearest
intersections. Also, add all toolbar fuctions to pull down menus and to
HOT KEYS! Same with World editor. Very small details, but they would be
very useful. OSnap is a term from AutoCAD, BTW.
So, what do you want to be in the next version of FST? Email me and I'll add it to
the FAQ.
Nope. There's tons of FST files that you can download though and the Beta
Upgrade.
Never fear, here's the list of FST ideas that I've prepared:
- FST'ers that are good with shape editor:
- SR-71
- Space shuttle
- me-163
- Helicopters (Hind, comanche, Wherewolf)
- any stealth planes
- Anyone who knows how to animate objects:
- birds with flapping wings
- windmills
- factories with smoke coming from chimnies
- radars that turn in circles
- flashing runway lights
- raising bridges
- flight deck activity on aircraft carriers
- planes with moveing propellers
- a goodyear blimp with flashing ad signs on the side
- A dragon (HHHMMM....)
- FST'ers that are good with model editor:
- Canard wing planes (if it's possible)
- FST'ers that are good with cockpit editor: (and a paint program)
- F-117 cockpit
- X-wing cockpit (why not)
- SU-27 cockpit
If anyone else has ideas to add here, a I'd love to hear
them.(and maybe I'll make a few)
YES! The official FST template is a lot like the one for doom .wad
files. the main difference is the FST template only works with entire
scenarios, which don't get sent around much. Most FST files that get
traded are small shape files.
------------------------------------------------
By:
Name:
Type:
Story:
New shape(s):
New terrain:
New colour(s)
New cockpit(s)
New cockpit background(s):
New title screen(s):
New flight model(s):
New sounds:
Hacking?:
Were to get this file:
-----------------------------------
- By:
- If you made the scenario, put your email adress here. If you got
the scenario from someone else,
put their email address(es) here.. Also, if your scenario is a
modified version of someone elses,
put their address(es) here.
- Name:
- Put the name of your scenario here. Not to hard...
- Type:
- Type imaginary, simulation, or creative sim (A realistic
simualtion of a battle if history is warp a
little, like a simualtion of pearl harbour if America was
expecting an attack.The battle in FST
would be a lot different from the real one.) Also, if your sim
is civilian, say so here.
- Story:
- If your scenario is military, tell what the mission is and maybe
give a bit of background. If it's
civilian, just descride what your sim is about.
- New shape(s):
- If your scenarion comes with shape files that didn't come with
FST, say "yes" and give a
description. If you didn't make the new shape files, say who did.
- New terrain:
- Same as "new shapes. Sometimes people make new scenarios, but
don't make new terrain.
slion.zip is an example. Because there was already some good
terrain for northern braitain in the
ww2 add-on, I used it instead of makeing my own.
- New colour(s)
- I you made new colour files, say "yes".
- New cockpit(s)
- If you made a new cockpit file, say "Yes".
- New cockpit background(s):
- If you made a new cockpit background with a paint program, say
"Yes".
- New title screen(s):
- If you made a new "fst.pcx" with a paint program, say "yes"
- New flight model(s):
- If you made new model files, say "yes". If your scenario uses a
brick, say "n/a"
- New sounds:
- If you recorded your own sounds, say "yes" and tell us about
them. If you didn't record the
sounds, say who did.
- Hacking?:
- If you somehow hacked into the program, tells us, here.
- Were to get this file:
- Write the ftp sites, WWW thingamajigs, forums, usenet groups,
were your file can be found. Also, if (when?) Domark makes a
CD of our FST files and yours is on it, say so here.
Now, as an example I'm putting the description of vill.zip here.
By: bh505@freenet.carelton.ca (Arthur Sankey)
Name: Vill.zip
Type:imaginary
Story: The city of Vill is going to be invaded! Two huge waves
of transports, loaded with zombie warriors have already taken
off. Your mission is to shoot down as many transports as
possible, and then to strafe the landing craft in the water.
You wil be flying the latest stealth fighter, the f-1 fugitive!
New shape(s): Yes. Some imaginary aircraft shapes, along with a
foxbat shape and some misc.
shapes too. Some shape files were made by Jon Saloga.
New terrain:Yes
New colour(s): no
New cockpit(s): yes
New cockpit background(s): yes
New title screen(s): yes (gory too)
New flight model(s): yes
New sounds: no
Hacking?: no
Were to get this file: alt.games.fst
Thomas Russell Hong (th34@columbia.edu) has, you can get it directly from my account, or from ftp.iup.edu.
Normally, a tiny little question like this wouldn't be answered on the
FAQ, however, on the packaging of the origional FST there is a picture of
an F-117 shape (and a nice one at that). It is very misleading because the
FST library doesn't have the F-117 shape in it. Yet Domark must have made
it, because they took a picture of it. There might be a long story behind
this...
Right now there are a bunch of FST tutorials that can be
downloaded. (see "Where can I download FST stuff?")
I think a tutorial on this FAQ would be a good idea. Could someone write a
few tutorials and send them to me so I can put them on the FAQ? (one for
Shape Editor, one for World Editor, etc. Maybe a download/upload files
tutorial would be good too)
If nobody else writes these tutorials, I think I'll write my own. Expect
them in the next version of the FST FAQ.
I don't really know much about this. Lots of people have wanted to
download the contest winning scenarios, but they have been hard, if not
impossible, to find. This might be because the scenarios were all from
copywritten sources.(ie Star Wars) However, this may not be true. This
question is debatable.
Oh, Forest Pearson has something to say on this subject:
-Forest's Bitch Mode = ON-
I made a really cool Dune flight simulator - you flow ornithoptors around
and blew up harvesters and Harkonnens - and Mr. Walker of Domark told me
in a single email that my entry had won second place! Yet, this was after
I made a direct inquiry to them. I only got the single email from them,
and have since never heard from them. ALSO, I have never recieved
anything in the mail or on paper about this - is it not convention to
notify winners of contest?????? (say it don't spay it-ed)
Especially if you are to award a prize - of which I have heard nothing!
Geez, at least they could give me a free copy of the WW2 add-on! This is
really bad PR on Domark's part.
Anyway, I guess since my sim was based on Dune, and Virgin has rights to
Dune games, they are still stuck under the same copyright probs.
Yet, I hope to god that my Dune sim is still on the hard drive of my
computer back home (which is on loan to my parents this year) or on a disk
somewhere at home. If I do find it when I am back in the Yukon this
summer, I promise to do a little work on it (thereby avoiding any
conflicts with Domark) and upload it to Internet! - this is all
contingent on it still existing!
-Forest's Bitch Mode = OFF-
It would be nice if Domark would put the contest stuff on the CD
they should make, but we're really not sure what they're up to
now.
I really didn't read many game magazines when FST came out. I'll go
hunting around for issues from around that time to answer this question.
I'm assuming that Domark will release FST 2.0 before I end up
after version 1.9 of the FAQ, but if they don't I might do
some massive changes. Anyway, here's what to expect on 2.0:
- I *will* make those tutorials I promised, and maybe I'll put
those downloadable ones here too.
- There will be a review of this upcoming "FST dogfight" that
will be the next version of FST,
expect it to be like "what's with this ww2 add-on?"
- The wish list will be updated (of course) and we'll get even
more picky.
- Tons more files in the "where can I download FST stuff?"
section. Those ones I will complete
soon will be done, and there just might be a few other ones that
I've made. Also, I'll try to put all
of the files made by other FST'ers there.
- I'll check out some WWW sites and try to get an agreement on
which will be the official
- More questions. If I knew what those questions are, I would have
answered them already. Go ahead and send me your questions, wishlists,
files, corrections, shape files, scenarios, rumurs, grunts, and flames,
just keep on on the subject of FST, to bh505@freenet.carelton.ca
anytime.
If do a spell check, or correct a few mistakes the number will rise by
0.01, if I add a few new questions or decide to change an answer, the
number will rise by 0.1 and if I add a large new section is added, or a
new version of FST comes out, then the number will rise by 1. Version 2.0
shouldn't come out untill FST 2.0 comes out.
So, until version 2.0 of the FAQ...
Keep on FST'n! :-)
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