//-----------------------------------------------------------------------------
// Name: Unistellar Industries Simulations (Developement and Testing Versions)
// 
// Copyright (c) 2001-2002 Unistellar Industries.  All rights reserved.
//-----------------------------------------------------------------------------


Description
===========
   The Viewscreen Peer program is being developed as part of an ongoing project
   to build a full-scale simulation of the model E-10.  The E-10 is a realistic
   but futuristic space-faring vessel.
   
   The Viewscreen Peer must be used in conjunction with the Console Client.
   The Console Client connects the end-user to the multi-player universe.  The
   connection is non-commercial and provided as a free service to anyone with
   Internet access.

   This is a CPU and graphics intensive set of programs, designed to maximize
   the use of the DirectX 8.1 system as developed by Microsoft.  Note that not
   all cards support all features for all the various techniques, but we are
   trying to tailor it to our interested audience.  If you have any questions,
   suggestions, or problems, please e-mail reskin@unistellar.com.


System Requirements
===================
   Microsoft Windows 95/98/2000/ME/NT/XP
   DirectX 8.0 or higher
   Intel or AMD processor (Pentium 4 or Celeron recommended respectively)
   Graphics Accellerator (ATI Radeon 7000 series or higher recommended)
   15 MB of free hard-disk space

   Optional: Force-feedback joysticks
   We have tested three (3) major competators' game controllers... all three
   had the twist-handle for rudder control, all three used USB connectivity.

   Saitek Cyborg 3D Force - By far the best value we found.  It gets very hot
    after a short period of use.  It has a symmetrical and high-tech look.
    Fire trigger is a little oversized.  It has a cool intensity light on the
    top of the stick and a large "Saitek" illuminated electric-blue power light.
   Logitech Wingman Force 3D - A close runner up on value!  The lightest
    weight unit, stays cool, and works as a normal joystick when the power
    supply is not connected.  It has the roughest movement, though, and makes
    audiable squeeling noises when full forces are used.   
   Microsoft Sidewinder 2 - A little pricey and the base is large and oddly
    shaped, but heavy to keep it firmly planted on a desktop.  It can detect
    when your hand is present so it doesn't flop around.  And the feel is by
    far the smoothest and strongest of the devices we tested.
   

Path
====
   We recommend that you make a seperate directory for the series of programs
   that we release.  When the archive is extracted, the following directory
   structure will be created...

   \Viewscreen.exe		The executable
   \Viewscreen.cfg		Text-based, customizable configuration file
   \logfile.txt                 Do not delete, it will be truncated each time
   \universe.dat                Binary file containing celestial motion objects
   \readme.txt                  This file containing instructions for use

   \Meshes <DIR>                Directory containing polygon maps
   \Textures <DIR>              Directory containing skins for the polygons
   \Textures\Weapons <DIR>      Directory containing sprites for weapons
   \Textures\Explosions <DIR>   Directory containing sprites for explosions


User's Guide
============
   The following keys are implemented.  Some of these are automatically
   overriden by game controllers if they are enabled in the configuration file.

   <ALT+ENTER>			Toggles between full-screen and windowed mode
   <ESCAPE>			Exits the application
   <F1>				Zeros out the rates for pitch, roll, and yaw
   <F2>				Pop-up menu to change display properties
   <F3>				Increase flight/ground visibility
   <F4>				Decrease flight/ground visibility
   <F6/JOYSTICK BUTTON 1>	Fire weapon
   <F8>				Fire vertical thrust upwards to translate down
   <F9>				Fire vertical thrust upwards to translate up
   <TAB>			Cycle through target objects
   <a>                    	Toggle thrust augmentation
   <r>                          Toggle failure of the right wing engine
   <l>                          Toggle the landing light
   <HOME/END>			Roll
   <ARROW UP/ARROW DOWN> 	Pitch
   <ARROW LEFT/ARROW RIGHT>	Yaw
   <+/->			Thrust
   <INSERT>			Toggle DOR mode (establish circular orbit)
   <DELETE>			Toggle TVM mode (match velocity of target)
   
   <JOYSTICK BUTTON 2>		Swaps yaw and roll (for users without rudder)
   <JOYSTICK POV HAT 1>		Up and down adjusts the pitch trim



Concepts and Theory
===================
   When you are first introduced into the universe, we recommend you turn on your
   landing light for better visibility on the dark side of objects and better
   visibility by other players to see and avoid colliding with you.  Your power
   production and engines are all ready to go right away.

   To lift off from the surface, you should use <F9> to fire vertical thrust
   (or <F8> if you are upside down).  There are no wheels currently to allow a
   takeoff run.  Once airborne, you must lower the nose and/or add forward
   thrust to start flying, or you can continue to fire vertical thrust all the
   way to orbit if you wish.

   In the atmosphere, when the IAS (Indicated Airspeed) is greater than the
   Vs (stall speed is 46 m/s), the E-10 handles like a large aircraft (the gross
   weight is currently simulated as 120,450 kg).  You need about 6 m/s of thrust
   propelling you forward for normal manueverability, definitely no less than
   3 m/s.

   The thrust augmentation toggle allows you to utilize just the control surfaces
   on the vessel to manuever in the atmosphere.  As the atmosphere thins, or the
   speed of the vessel decreases, the thrust augmentation will automatically
   increase the manueverability of the vessel.  Thrust augmentation is necessary
   continuously when in orbit.

   There is currently a city that you can select and fly to, and many terrain
   features.  You can exchange latitude and longitude positions with your friends
   and they can navigate to your location.

   The higher you get, the less atmospheric drag will inhibit your forward speed,
   and eventually you will get no indicated airspeed and your RCS (manuevering
   jets) will be employed constantly.

   For in-depth discussion of the orbital dynamics, please check our training
   section on the web page.  JPL (the Jet Propulsion Laboratory) publishes a
   document that makes it easier to understand.

   For now, we recommend you engage the DOR mode (Directional Orbit Recalibration)
   which circularizes the orbit as quickly as possible based on your current
   velocity vector (direction you are heading with the most velocity) and
   altitude.  Once stabilized, you can orbit for a very long time.  Log off and
   back on and you will be able to find the ship you left in orbit.  You can
   also check our web page and see the ground track that your vessel has left.

   To rendevous with the orbital facility or another ship, you must get close
   enough by setting a heading (bearing AND mark) towards the target you have
   selected (with DOR on, your orbit will be constantly adjusting to stabilize)
   and then match their velocity using the TVM (target velocity match) mode
   (which automatically negates the use of the DOR mode).

   Your massive vessel has inertia, so you will learn quickly to plan your
   decellerations in advance.  

   If you find any interesting manuevers or procedures for accomplishing tasks,
   please submit them so we may add them to the list.  We will give you credit
   for the submission here unless you specify otherwise.

   Have fun and Godspeed!