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GAMES PC STARLANCER QUICK REFERENCE CARD (247 ko)
Manual abstract: user guide GAMES PC STARLANCER
Detailed instructions for use are in the User's Guide.
[. . . ] COMMAND TRANSMISSION / / TO: ALL SHIP PERSONNEL
PRIORITY ALPHA-ONE
My fellow countrymen and defenders of the Alliance: The future had never looked so bright. There was no obstacle too great for our Western Alliance to overcome. We had terraformed Mars and established fledgling colonies on the outer moons and planets. With abundant raw materials mined from asteroids, the discovery of new nanotechnologies, and automated zero-gravity manufacturing plants, the human race was poised to reach beyond our solar system. [. . . ] Smart targeting is toggled on and off by pressing CTRL+E.
Target Display
When the targeting computer is activated, additional data on targets appears in the lower-right corner of the HUD. This Target Display provides information on smaller ships like Coalition fighters, or for larger objects such as a capital ship. A red display indicates a hostile ship, while a green display denotes a friendly unit.
Shields Armor Name of Target Ship Type Range Targeted Ship Speed
Missile Lock and Targeting
Missiles require a lock to successfully hit a target (with the exception of fire-and-forget missiles such as the Solomon). Lock is achieved by keeping an enemy craft in the forward cockpit view long enough for its tracking system to identify and acquire the target's visual, heat, or electronic signatures. This lock time varies depending on the type of missile (see "Fighter Selection and Loadout"). When lock is acquired, the missile-targeting ring will zoom in around the target and turn white, and then a tone will sound confirming missile lock.
For larger targets, you will see a different display.
Big Target Subtarget (will cycle) Name of Target Ship Type Status of Main Target
Without first achieving missile lock, it is highly unlikely a launched missile will hit its intended target.
WARNING
"If you rookies have problems using the 2D target indicator (red triangle) to find a bogey in real 3D space, try rolling your ship until the triangle points straight up, then pull back on the yoke. This rotates your ship along the z-axis until you can site them. Good hunting. " --Mark "Bandit" Banister
Status of Subtarget Range Speed
Instead of targeting the entire structure of a large target, you generally target specific subtargets. Subtargets can be features such as gun turrets, radar dishes, or reactor cores. To pick a subtarget to attack, press S to view all available subtargets (or SHIFT+S to cycle backward through the list of subtargets). The corresponding targeted area on the object will highlight red. The segmented bars in this display indicate damage inflicted.
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RADAR DISPLAY
Target is to the left and above player Green dots are friendlies Red dots are hostiles Target is to the right and below player
SHIP STATUS INDICATOR
Armor Shields
Alliance fighters are equipped with fast-Fourier pulse radar arrays to accurately identify potential threats. Radar-identified objects are displayed within the three concentric rings in the Radar Display in the center bottom of the HUD. Your position remains fixed in the middle of the concentric rings. The wedge radiating from the center denotes your forward field of view. Objects are positioned to the right or left, or--as indicated by lines perpendicular to the concentric rings--above or below your fighter. Red dots indicate enemy units, green are friendly objects, and blue dots indicate those units broadcasting to your communication system. The radar range may be contracted and expanded by pressing V. At minimum range, the central circle enlarges to fill the radar display. Closer scans may reveal more details than longer ranged scans.
This indicator monitors your shield and armor status. A double layer of segmented rings surrounds an image of your craft, grouped into forward, aft, and side regions. As shields are worn down, the outer segments will dim. [. . . ] Press S to cycle through subtargets in the Target Display. Locate the hatch, for example, and then blow it off, exposing a vent shaft that becomes the new subtarget.
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DEATH MATCH GAMEPLAY
Starlancer multiplayer death match supports up to eight players. All death match scenario maps have a restricted, predefined play area. If you try to fly past these boundaries, you will bounce off. [. . . ]
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