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Дата изменения: Thu Jun 1 02:41:00 1995
Дата индексирования: Mon Dec 24 11:04:38 2007
Кодировка:

Поисковые слова: martian surface
************************************************
Frequently asked questions about FST and alt.games.fst
version 1.66 :-)
************************************************

Contents

Credits (first things first)
Adding stuff to the FAQ
What is FST?
What are the system requirements of FST?
Is FST copy protected?
Should FST count as a flight-sim, or a CAD program?
Why doesn't my server carry alt.games.fst?
What do I do if I want to share my scenarios?
Can I distribute fly.exe?
Does sharing FST files count as software piracy?
Does FST simulate collisions, or is it one of those "fly right
through" sims?
What's with all of these weird file names?
What with all those *.wav files?
How do I get my sound effects to work?
What does this "brick" flight model do?
What is the "FST user group?"
What the heck are VOR, NAV, NDB's and ILS's?
What does all that stuff on the "simulation menu" do?
Does FST simulate blackouts and redouts?
What do the numbers on that data display mean?
What's with this ww2 add-on?
Why isn't the ww2 add-on available in Germany?
What are the keys for FST?
How can I make elevated lakes ?
How do I make aircraft carriers?
How do I make swing-wing aircraft?
Why do air-to-ground missiles always miss?
How do I change the way a cockpit looks?
How do I make title screens for my scenario?
How can I do mid-air starts?
How do I get my aircraft to fly level?
How do I make artillery?
How do I change how my planes shadow looks?
How do I simulate ICBMs and V2 rockets?
How do I simulate cruise missiles?
How do I make animated shapes?
How do I make neutrals?
How do I drop torpedoes?
How do I make menus, like in ww2?
What does "failure to allocate memory for points array" mean?
How do I make snipers?
How do I simulate canard planes?
How do I make gliders?
How do I get the bombers to bomb properly?
What does "error during load" mean?
What does "no font selected" mean?
What does "no player in world" mean?
Why do some shapes flicker?
How can I stop them from flickering?
How can I avoid the fractilizing bug?
What's the next add-on for FST?
Are there patch programs for FST?
Where can I download FST stuff?
Where can I get ideas for FST stuff to make?
Has anyone done F-117A Stealth Fighter for FST ?
What is the FST wishlist?
What are the email addresses of the programmers of FST?
What's with this FST tutorial?
What's with the Computer Gaming World FST contest?
What did game reviewers think of FST?
What will be in the next version of the FAQ?
***************************************************
Credits

(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, (
although they seem to have disapeared, that's not his fault)
and for the descriptions of those files. He also wrote the
part about FST files that can be downloaded from CompuServe.
Also, Martin Handforth for posting this FAQ.

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

Adding stuff to the FAQ
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.

Where to get this FAQ:

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.

What is FST?

The simplest questions are the hardest.
FST consists of 7 parts:
1 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.
2 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.
3 SHAPE EDITOR
This is where you build the aircraft, ground targets, and
scenery that you will put in your world
4 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.

What are the system requirements of FST?

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 SVGA graphics accelerator
joystick, yoke, rudders (thrustmaster supported)

Were can I get FST?

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.
Is FST copy protected?

Nope. Good thing too- I can't stand copy protection.

Should FST count as a flight-sim, or a CAD program?

Really, FST should count as both. FST is more CAD than sim, but
it still gets classified as a game. This is debatable.

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 feared by all. 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.

What do I do if I want to share my scenarios?

If you want to share your scenarios:
1 e-mail them to me by uuencode and pkzip, and I'll send them
around.
2 upload them to ftp.iup.edu in the \FLIGHT-SIM\FST directory
(Or cactus.org)
3 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).

Can I distribute fly.exe?

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.

Does sharing FST files count as software piracy?

*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:
1 If you send someone the ww2 add-on to someone else.
2 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.

Does FST simulate collisions, or is it one of those "fly right
through" sims?

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.

What's with all of these weird file names?

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.
*.wav a sound effect in fly.exe
fly.exe-the dos game. This takes everything you've designed and
simulates it.

What with all those *.wav files?

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.

How do I get my sound effects to work?

While personally I haven't tried using other sound effects with
FST, this method should work:

1 Download your sound files, or record them, or copy them from
another directory to your
project directory.
2 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)
3 If you already have flare.wav in your project directory, go
ahead and overwrite the old
flare.wav
4 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.

What does this "brick" flight model do?

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.

What is the "FST user group?"

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.)

What the heck are VOR, NAV, NDB's and ILS's?

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.



What does all that stuff on the "simulation menu" do?

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 Thrustmaster 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 Thrustmaster 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 effects
of 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.


Does FST simulate blackouts and redouts?

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.

What do the numbers on that data display mean?

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.

What's with this ww2 add-on?

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:

1 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 :)

2 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?".

3 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.

4 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
reason is that if the pilots liked the
split S manoeuvre, they might end up accidentally crashing.
(personally, I like sims where enemies crash)

5 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.

6 Bombers.
*Hitler voice on*
If they bomb our cities, we'll raze theirs to the ground!
*Hitler voice off*

7 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.

8 Better flaps. Now you can lower flaps all the way down to 30
degrees. This is great for carrier
landings.

9 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!

10 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.)

11 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.


Why isn't the ww2 add-on available in Germany?

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).

What are the keys for FST?

Without the ww2 add-on:
Throttle:
Increase throttle =
Decrease throttle -
Throttle min-max 1-9,0
Zero throttle UNDERSCORE
Max throttle SHIFT +

Hydraulic systems

Wheel brakes W
Landing gear G
Air brakes B
Flaps S

Weapons

Fire weapon Space
Select weapon BACKSPACE
Flares F
Chaff C
Jettison stores J

View controls

Zoom in PAGE_UP
Zoom out PAGE_DOWN
Missile view ALT M
Outside view O
Track view V
Cockpit view ALT V
Look ahead F1
Missile view ALT M

Simulation controls:
Pause P
Fast time on/off ALT Z
Data display ALT T
Sky shading ALT S
Quit FST ALT X






How can I make elevated lakes ?

FST won't let you actually make water above sea level, but you
can
make "fake" lakes using one of these methods:
1 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.
2 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)

How do I make aircraft carriers?

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.

How do I make swing-wing aircraft?

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.

Why do air-to-ground missiles always miss?

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.

How do I change the way a cockpit looks?

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. 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.

Use any paintbrush program (Windows Paintbrush will work) 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!

How can I do mid-air starts?

1 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.
2 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?".

How do I get my aircraft to fly level?

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 the Wing
Incidence:

1st - design a aircraft that fly near level (This might be
eisier said than done though. If you're new to FST, you should
try one of the flight models that come by defalt.)

2nd - choose a cruise speed - for me I usually use the speed of
level,
clean flight at 67% throttle - I consider any throttle above that
Afterburner.

3rd - adjust the Wing Incidence until the plane flies level at
your cruise
speed. If the plane is flying nose down (the nose keeps
drifting down
when you let go of the stick), increase the Incidence angle, if
it is flying
nose up, decrease the Incidence angle!

How do I make artillery?

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.

How do I change how my planes shadow looks?

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.

How do I simulate ICBMs and V2 rockets?

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.

How do I simulate cruise missiles?

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.

How do I make animated shapes?

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.

1. 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.

2. 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). 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.

How do I make neutrals?

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.

How do I drop torpedoes?

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.

How do I make menus, like in ww2?

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.

What does "failure to allocate memory for points array" mean?

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.

How do I make snipers?

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.

How do I simulate canard planes?

Forest Pearson is trying this now, he read a little about the
SAAB Viggen, and they
claim that the canards don't actually give lift, they are just
large
vortex generators. The consequnce of this is you don't get flow
seperation over the wing = much higher angle of attacks (AOA)
He's
made his wing longer than they really are to simulate increased
lift and
reduce stall speed. This is nessesary to for STOL (Short
Take-Off and
Landing) - the Viggen takes of with less than 400m!

How do I make gliders?

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:

1 Give your plane the smallest amount of fuel possible, and only
one of the wimpiest engine
possible.
2 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.

How do I get the bombers to bomb properly?

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.

What does "error during load" mean?

I'm not sure. Could someone else answer this for me?

What does "no font selected" mean?

"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.

What does "no player in world" mean?

*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!

What is a "Badly formed polygon"?

There's a bit of a debate about this one.

Here's what Jon Saloga says:

Well, there are basically two types of badly formed polygons.
One is...twisting polygons (i.e. a square with corners on
three different grid planes). If it's twisted, it will
sometimes
disappear from sight when viewed from certain angles. The
likelihood of
this depends on how big and complex the polygon is, as well as
how badly
it is twisted. If it's just a slight twist, it may not cause too
much of
a problem. Triangles are impossible to twist as far the software
is
concerned so you may do whatever you want with them.

The other kind of badly formed polygon is one that is too
complex or "busy".
Here are some examples of some bad eight-sided polygons:
____ _______ /\
/ __ \ / \ _____/ \_____
/ / \ \ / \ \ /
/___/ \__\ \ /\ \ \ /\ /
\______/ \__\ \/ \/

Basically, any polygon that has an abrupt extension (the two on
the left)
or comes back in on itself (all three of them) is a badly formed
polygon.
The more gradual and natural looking the polygon, the less
likely it will
turn out "bad". These kinds of bad polys will "leak" when you
run the
sim. It will show up as a thin streak of color that runs from
the top to
the bottom of the screen. They won't show up in the mini-viewer
found
in the shape editor, so you'll only see it when running FLY.EXE.
If you
have to create a shape like this, you should always piece them
together
with triangles and squares.

Don't worry about having to use all triangles when making your
shape. If
you keep your polygons simple and get into the habit of
-building- the
more complex polygons out of simpler shapes, you can keep the
polygon
count down without sacrificing too much detail.

Also, to keep the frame rate managable, make sure to give your
shape
file the appropriate parent/child shapes. I usually give my
shapes two
parents and make the child (the most detailed) visible at about
200-300
meters, depending on the size of the shape. I've seen a lot of
user
created shapes out there that have no parent shapes whatsoever.
Too many
of these on the screen will really clog up the frame rate.

Why do some shapes flicker?

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.

How can I stop them from flickering?

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
partly
on one square and partly on another. Not only does this prevent
some
of the flickering, it also stops objects from apearing in mid
air.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.

How can I avoid the fractilizing bug?

The fractilizing bug can be avoided by fractilizing square areas
(or
pretty damn near) only, don't mark a rectangular area for
fractilizing.
Also, if you do fractilize a recangular area, all the raised
straight
lines will extend perpendicular to the long edge of the
rectangular
area. The worst this is, this bug isn't fixed in the WW2 add-on,
or any
upgrades for FST or the world editor.

What's the next add-on for 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...:-)

Are there patch programs for FST?

Nope. There's tons of FST files that you can download though.

Where can I download FST stuff?

OK, we need a better site than ftp.iup.edu, maybe cactus.org
would be better.
Here's a bunch of files that were uploaded to ftp.iup.edu, but
I'm really not sur if they're still there.

FSTTUT.ZIP 43249 bytes FST tutorial
ATIFIX.ZIP 129110 bytes fix for ATI-32Mach videocard (I think)
KLINGO.ZIP 42041 bytes Klingon warbird
USS.ZIP 4321 bytes Enterprise
FSTADD.WRI 2560 bytes corrections to FSTTUT.ZIP tutorial
FSTCOL.ZIP 408090 bytes New Colour Editor
LANDER.ZIP 309636 bytes Martian lander
SHAPE.ZIP 71112 bytes More shapes for Martian lander sim
HVIEW.ZIP 91099 bytes New shape viewer(?) written in VB3.0

VB300.DLL, or what ever it is called is needed for FSTCOL - a
.DLL is
for a windows program, where HVIEW is a dos program. Hint,
rename
HVIEW.EXE to H.EXE - makes viewing shapes faster and easier due
to less
typing!

TANKS.ZIP 39127 bytes tank shapes

However, there are tons of FST files just lying around. Here's a
list of files that aren't on
cactus.org:

First things first, here's the files that I've made:

vill.zip
air+sea invasion. Shoot down the enemy transports before they
land on your shore, then
strafe enemy boats on the way to your beaches. (imaginary,ww2
add-on needed, some shapes in
this scenario were made by Jon Saloga. )

robber.zip
Defect with the latest stealth fighter, dodge attacks from both
enemies and allies. Great
canyon/river.
(imaginary, ww2 add-on needed)

dock.zip
Fly from an aircraft carrier and bomb a harbour. (imaginary, ww2
add-on needed)

hunter.zip
defend an Awacs plane from enemy fighters. There's a few ground
targets too. (imaginary, ww2
add-on needed)

jutland.zip
More-fun-than-realistic simulation of the battle of jutland.(ww2
add-on needed)

slion.zip
A more-fun-than-realistic sim of the Battle of Britain, but more
realistic than jutland.zip (ww2
add-on needed)

trench.zip
Simple ww1 dogfight. Great if you want to jump in and shoot
something.(ww2 add-on needed)

oww1.zip
This is a simulation of WWI. In this scenario France has
collapsed and surrendered. German armies have gotten to Paris,
but Britain is not going to surrender. Now all the British
troops are evacuating the mainland. Troop ships are
transporting British troops across the English channel back to
Britain.( This is like in WW2 at Dunkirk) One strange thing
has happened, British troops have uprooted the Eiffel tower
and are planning to bring it to Britain with them! Now the
German generals noticed that this is a bit of a moral war. If
The Eiffel tower makes it to Britain,
then they will continue fighting. But if the tower is destroyed,
Britain will give up. This means that the tower needs to be
destroyed, as a way of making the Brits lose hope. Your mission
is to bomb the Eiffel tower, at the harbour. (This one works
without the ww2 add-on, many
shapes in this scenario were made by Jon Saloga)

blind.zip
No, it's not a scenario that shows you a blank screen, it's a
shape file of an imaginary "venitian blind" plane. Includes a
wreck shape and a balloon-busting version with rockets.

clouds.zip
Cloud shapes. Includes contrails, cirrus clouds, and even a
nuclear mushroom cloud!

scene.zip
Nice natural scenery shape files. Great places for your enemies
to crash in. Includes a beach,
deserts island, pond, and a small river which can be used to
simualte elevated rivers.


jets.zip
A collection of imaginary jet aircraft, both shapes and flight
models. The only one that was ever
built is the Avro Arrow, but it was scrapped and never flew in
combat.

wreaks.zip
A collection of crashed aircraft wreaks. Great for "dead" shapes

Zepplen.zip
Zepplen shape and flight model.

gore.zip
A small colletion of gory shape files. Includes a skydiver who
pulled his parachute too late, and
one who forgot to alltogether. Don't use these shape files after
a large meal.

fun.zip
This scenario is not realistic. It's just weird. (ww2 add-on
needed)

FST files that I will complete soon: (some may be vapourware,
sorry.)

flak.zip
This small but ingenious shape file can simulate flak fire. It
looks like a cloud from a flak burst,
and because it has a low visable distance, it looks like it
appears in front of you and disapears
after you fly past. Simply place the shape all over your
scenario at a certain altitude, then go to
fly.exe and fly at that altitude. It will look like flak is
exploding all around you, and if you hit one
of the flak bursts your plane will explode!

Sanfran.zip
Instead of attacking Pearl Harbour, imperial Japan invades San
Francisco. (ww2 add-on needed)

city.zip
Fly a police jet over a crime filled megalopolis. Your mission:
bomb anything that shoots at you.
(imaginary, ww2 add-on needed)

warp.zip
Defend your planet against warp attacks by alien starships!
Battle heavily armoured spaceships
and shoot down landing craft loaded with hungry zombie aliens!
Very fast flight models+ tons
of ammo.This one will include new sounds. (imaginary, ww2 add-on
needed)

rich.zip
Fly your plane over your huge mansion. Bomb targets on your
personal bombing range in your
massive backyard. Participate in an airshow. Do whatever you
want, you're a billionaire! Great
volcano+canyon. (Imaginary [too bad], ww2 add-on needed. Some
shapes made by Jon Saloga)

stonehenge.zip
I'm not sure if I can make the file name that long, but I'll
try. While there is no use for a
stonehenge shape, It would still be great as a way of showing
off the power of FST.

You can also download FST stuff from CompuServe. Here are some
files:

These are the files available for downloading from CompuServe
in the FSFORUM Library 10:

(There's also lots of files for MS FlightSimuator 4 and 5)

[76043,3306] Lib:10
FSTCOL.EXE/Bin Bytes: 408090, Count: 20, 20-Feb-95

Title : FST: Color Palette Editor (IBM)
Keywords: FST DOMARK FLIGHT SIM TOOLKIT COLOR PALETTE EDITOR
IBM

The FST Color Palette Editor gives you complete control over
the 256
color palette file. New spreading and shadeing capabilities
have been added
allowing you to completly customize your FST worlds. MS
Windows 3.1, Mouse,
640x480x256 minimum (32k+ color display recomended). This is a
self
extracting archive. Uploaded by DJ.


[73472,3113] Lib:10
YAK3.ZIP/Bin Bytes: 22219, Count: 32, 03-Jan-95

Title : FST Shape: Soviet Yak-3 WWII Fighter (IBM)
Keywords: FST WWII FLIGHT SIM TOOLKIT SOVIET YAK IBM

This is a VERY nice Yak-3 fighter for use with Domark's FLIGHT
SIM
TOOLKIT. Uploaded by Domark Software.


[73472,3113] Lib:10
TANKS.ZIP/Bin Bytes: 39127, Count: 35, 03-Jan-95

Title : FST Shapes: Russian WWII Tanks (IBM)
Keywords: FST WWII FLIGHT SIM TOOLKIT RUSSIAN TANKS IBM

This is a collection of T-34, Su-85, Kv-1, and Su-152 tanks
for use
with FLIGHT SIM TOOLKIT. These are very good shapes, and worth
the
download! Uploaded by Domark Software.


[73472,3113] Lib:10
ORDNAN.ZIP/Bin Bytes: 1337, Count: 26, 03-Jan-95

Title : FST Shapes: New Bomb and Torpedo Shapes (IBM)
Keywords: FST WWII FLIGHT SIM TOOLKIT BOMB TORPEDO WEAPONS IBM

These are improved WWII-era bomb and torpedo shapes for Flight
Sim
Toolkit. Uploaded by Domark Software.


[73472,3113] Lib:10
LA5.ZIP/Bin Bytes: 22356, Count: 20, 03-Jan-95

Title : FST Shape: La-5 Soviet WWII Fighter (IBM)
Keywords: FST WWII FLIGHT SIM TOOLKIT SOVIET LA-5 IBM

This is an excellent shape file of the Soviet La-5 WWII
fighter for use
with FLIGHT SIM TOOLKIT. Uploaded by Domark Software.


[73472,3113] Lib:10
JUNKER.ZIP/Bin Bytes: 83764, Count: 29, 03-Jan-95

Title : FST Shapes: Assorted Junkers WWII Aircraft (IBM)
Keywords: FST WWII FLIGHT SIM TOOLKIT JUNKERS IBM

This file contains excellent Ju-52, -88, and -188 shapes for
use with
FLIGHT SIM TOOLKIT. Uploaded by Domark Software.


[73472,3113] Lib:10
AA_GUN.ZIP/Bin Bytes: 18461, Count: 29, 03-Jan-95

Title : FST Shapes: Assorted Anti-Aircraft Shapes (IBM)
Keywords: FST WWII FLIGHT SIM TOOLKIT ANTI-AIRCRAFT FLAK
VEHICLES IBM

This is a collection of flak bunkers and vehicles for use with
FLIGHT
SIM TOOLKIT. Good stuff! Uploaded by Domark Software.


[73472,3113] Lib:10
88MM.ZIP/Bin Bytes: 14435, Count: 31, 03-Jan-95

Title : FST Shapes: 88mm Gun Assortment (IBM)
Keywords: FST WWII FLIGHT SIM TOOLKIT 88 IBM

This is a collection of 88mm guns for use with FLIGHT SIM
TOOLKIT.
These shapes are high quality, rendered by ace 3-D artist Alan
Tomkins.
Uploaded by Domark Software.


[73472,3113] Lib:10
JU87.ZIP/Bin Bytes: 65282, Count: 32, 23-Dec-94

Title : FST: Ju87G Stuka Shape File (IBM)
Keywords: FST WWII FLIGHT SIM TOOLKIT STUKA JU87 IBM

This is a very nice shape of the infamous Stuka dive bomber from
WWII. There
are several shapes in this archive, including the G-2 variant,
fitted with
twin 37mm cannons. These shapes were rendered by Alan Tomkins.
(All it needs is a siren!-ed)


[73472,3113] Lib:10
IL2.ZIP/Bin Bytes: 28943, Count: 30, 23-Dec-94

Title : FST: Ilyushin IL-2 Sturmovik Shape File (IBM)
Keywords: FST WWII FLIGHT SIM TOOLKIT ILYUSHIN IL-2 CAS SHAPE
IBM

This is a collection of 3-D shapes of the Russian IL-2
Sturmovik close air
support aircraft from WWII. A nice-looking model, rendered by
Alan Tomkins.
Uploaded by Domark Software.


[73472,3113] Lib:10
HS129.ZIP/Bin Bytes: 33226, Count: 26, 23-Dec-94

Title : FST: Henschel 129 CAS Aircraft Shape file (IBM)
Keywords: FST WWII FLIGHT SIM TOOLKIT HENSCHEL 129 SHAPE CAS
IBM

This is a collection of 3-D shapes of the brutish Henschel 129
airplane. This twin-engined beast was a feared tank destroyer
on the Eastern
front during WWII! The shapes were rendered by Alan Tomkins,
our best 3-D
shape artist! Uploaded by Domark Software.


[73472,3113] Lib:10
F86.ZIP/Bin Bytes: 49050, Count: 39, 23-Dec-94

Title : FST: F-86 Shape File for FLIGHT SIM TOOLKIT (IBM)
Keywords: FST WWII F-86 SABRE SHAPE FLIGHT SIM TOOLKIT IBM

This is a fantastic F-86 Sabre, rendered by Alan Tomkins, our
3-D
shape maniac. There are several different shapes in this
archive,
including landing, parked, and flying profiles. Uploaded by
Domark Software.


[72712,450] Lib:10
USAAF.ZIP/Bin Bytes: 114861, Count: 36, 21-Dec-94

Title : FST: Shape Files for P-38, P-40, and P-47 (IBM)
Keywords: FST FLIGHT SIM TOOLKIT SHAPE P-38 P-40 P-47 IBM

Shape files for various USAAF aircraft for use with Domarks
FLIGHT
SIM TOOLKIT. Planes include the P-38 Lightning (F and J
variants), the
P-47 Thunderbolt (Razorback and Bubbletop) and the P-40
Warhawk (B version
in Flying Tigers markings, E and N models, plus a British
Kittyhawk
Mk.II). Also includes a text file that explains how to
manipulate the color
file to allow more colors for use in creating new shapes.
Uploaded by Jon
Saloga.


[100112,2341] Lib:10
WINGS.ZIP/Bin Bytes: 796761, Count: 24, 19-Dec-94

Title : FST: World War I Scenario (IBM)
Keywords: FST FLIGHT SIM TOOLKIT WWI SCENARIO IBM

FST World War I scenario created by Dave Bacher, uploaded with
permission
of the author by Steve Harding.


[72712,450] Lib:10
NITFTR.ZIP/Bin Bytes: 47744, Count: 43, 23-Nov-94

Title : FST Nightfighter Shape Files (IBM)
Keywords: FST SHAPE NIGHTFIGHTER P-61 HE-219 MOSQUITO IBM

Flight Sim Toolkit shape files for three classic WWII
night-fighters:
de Havilland Mosquito Mk.II, Heinkel He-219A, and the P-61B
Black Widow.
Includes gear-down shapes as well as a color file. Uploaded by
Jon Saloga.


[73472,3113] Lib:10
MIG15.ZIP/Bin Bytes: 42329, Count: 75, 16-Nov-94

Title : FLIGHT SIM TOOLKIT - Mig 15 Shapes (IBM)
Keywords: FST FLIGHT SIM TOOLKIT SHAPES MIG IBM

This is a collection of SUPERB MiG-15 shapes for use with
Domark's Flight
Sim Toolkit. Definitely worth the download! Uploaded by Domark
Software.


[73472,3113] Lib:10
HVIEW.ZIP/Bin Bytes: 91099, Count: 85, 29-Oct-94

Title : FST: High-Resolution Shape Viewer (IBM)
Keywords: FST FLIGHT SIM TOOLKIT SHAPE VIEWER IBM

This is a new shape viewer for Flight Sim Toolkit that allows
the user to
view .FSD files in DOS at resolutions up to 1024x768. This new
utility is
provided free of charge. Uploaded by Domark Software.


[73472,3113] Lib:10
ME262.ZIP/Bin Bytes: 24045, Count: 77, 17-Sep-94

Title : FST: WWII Me-262 Shape (IBM)
Keywords: FST WWII ME-262 FLIGHT SIM TOOLKIT IBM

This is an improved .FSD file of the Me-262 from Domark's
FST: WWII. A
beautiful shape! Uploaded by Domark Software.


[73472,3113] Lib:10
ME110.ZIP/Bin Bytes: 49449, Count: 57, 17-Sep-94

Title : FST: WWII Me-110 Shape (IBM)
Keywords: FST WWII ME-110 FLIGHT SIM TOOLKIT IBM

This is a .FSD file of the Messerschmidt Me-110 for use with
Domark's
Flight Sim Toolkit. Uploaded by Domark Software.


[73472,3113] Lib:10
JU188.ZIP/Bin Bytes: 15436, Count: 54, 17-Sep-94

Title : FST: WWII Improved Ju-188 (IBM)
Keywords: FST WWII JU188 FLIGHT SIM TOOLKIT IBM

This is an improved version of the Ju-188A that appeared in
FST: WWII's
D-Day scenario. Uploaded by Domark Software


[73472,3113] Lib:10
HE111.ZIP/Bin Bytes: 4920, Count: 63, 17-Sep-94

Title : FST: WWII Heinkel He-111 Shape (IBM)
Keywords: FST WWII HEINKEL FLIGHT SIM TOOLKIT IBM

This is a .FSD file of the Heinkel He-111 medium bomber. A
great shape
for use with Flight Sim Toolkit! Uploaded by Domark Software.


[73472,3113] Lib:10
DO18.ZIP/Bin Bytes: 42821, Count: 62, 17-Sep-94

Title : FST: WWII Dornier Do-18 Flying Boat (IBM)
Keywords: FST WWII DORNIER FLIGHT SIM TOOLKIT IBM

The amphibious Dornier D0-18 Flying Boat, used to rescue
downed Luftwaffe
pilots during the Battle of Britain. Uploaded by Domark
Software.


[73472,3113] Lib:10
DO17.ZIP/Bin Bytes: 6002, Count: 51, 17-Sep-94

Title : FST: WWII Dornier Do-17 Shape (IBM)
Keywords: FST WWII DORNIER FLIGHT SIM TOOLKIT IBM

This is a .FSD file of the Dornier Do-17 "Flying Pencil" from
the Battle
of Britain. Uploaded by Domark Software.


[73472,3113] Lib:10
BEUFIT.ZIP/Bin Bytes: 16951, Count: 56, 17-Sep-94

Title : FST: WWII Bristol Beaufighter (IBM)
Keywords: FST WWII BRISTOL BEAUFIGHTER SHAPE IBM

This is a .FSD file of the Bristol Beaufighter from the
Battle of
Britain. Very nice, and definitely an unusual plane! Uploaded
by Domark
Software.


[73472,3113] Lib:10
BARON.ZIP/Bin Bytes: 12099, Count: 74, 17-Sep-94

Title : FST: DOGFIGHT Fokker Dr. 1 Shape (IBM)
Keywords: FST WWII DOGFIGHT WWI BARON FLIGHT SIM TOOLKIT IBM

This is just a sample of the detail level that flight sim
fans can look
forward to with FST: Dogfight! This Fokker Dr.1 is rendered
in the
correct colors of the original plane, flown to good effect by
Manfred Von
Richtofen, the Red Baron! This shape can be utilized in any
FST
scenario, but will require at least a fairly robust graphics
card to
render properly. For a selection of even more detailed shapes
and
fantastic head-to-head action, check out FST: WWII, coming in
November!
Uploaded by Domark Software.


[73472,3113] Lib:10
FMD.ZIP/Bin Bytes: 8135, Count: 66, 16-Sep-94

Title : FST: WWII Easier Flight Models (IBM)
Keywords: FST WWII FLIGHT SIM TOOLKIT MODEL IBM

These are "Kinder and Gentler" flight models for FST: WWII's
scenarios.
Simply unzip each of the two archives into this file into
their
respective FST: WWII subdirectory, and approve all overwrites.
Uploaded by Domark Software.


[73472,3113] Lib:10
DDAY_F.ZIP/Bin Bytes: 79960, Count: 67, 16-Sep-94

Title : FST: WWII Upgraded Shapes for D-Day Missions (IBM
Keywords: FST WWII FLIGHT SIM TOOLKIT D-DAY IBM

These shapes are fine-tuned FST: WWII aircraft. The Me-262
and Ju-188
have received nice touches, and the Spitfire, Mustang, and
Typhoon have
been likewise improved! Worth the download, if you want great
3-D
shapes for FST! Uploaded by Domark Software.


[74227,2702] Lib:10
KLINGO.ZIP/Bin Bytes: 42041, Count: 97, 13-Sep-94

Title : FST Klingon Bird of Prey Shapes (IBM)
Keywords: FST KLINGON DOMARK STAR TREK IBM


This ZIP file contains the 3-D shapes for a Klingon Bird of
Prey as well
as the flight model, cockpit and background, etc. I submitted
these as
part of a scenario entry into Domark's FST contest last
summer. I haven't
heard how the contest turned out yet, but I did notice there
were some
other Star Trek buffs in this forum so I thought I would
share my work.
Enjoy and let me know if I should build the Enterprise.
Uploaded by
Michael Deltano.


[72712,450] Lib:10
VEGAS.ZIP/Bin Bytes: 32256, Count: 70, 06-Sep-94

Title : FST Objects - Las Vegas Hotels (IBM)
Keywords: FST FLIGHT SIM TOOLKIT SHAPES VEGAS HOTELS DOMARK IBM

Some building shapes for Domark's Flight Sim Toolkit of some of
the hotels
on the South end of Las Vegas Boulevard (the Strip). Shapes
include the
Tropicana, MGM, Luxor, Excalibur, Bally's and Flamingo. Includes
its own
color file. Uploaded by Jon Saloga. (These shapes are awasome!
I'm going to use them in the
upcomeing rich.zip-ed)


[72712,450] Lib:10
F7F-1.ZIP/Bin Bytes: 16640, Count: 60, 06-Sep-94

Title : FST Aircraft - Grumman F7F-1 Tigercat (IBM)
Keywords: FST FLIGHT SIM TOOLKIT F7F TIGERCAT SHAPE DOMARK
GURMMAN
IBM

Aircraft shapes of the Grumman F7F-1 Tigercat for use with
Domark's Flight
Sim Toolkit. Includes both gear-down and gear-up shapes.
Uploaded by Jon
Saloga.


[73514,2005] Lib:10
F4U.ZIP/Bin Bytes: 14335, Count: 77, 02-Sep-94

Title : FST Shape - F4U Corsair (IBM)
Keywords: FST FLIGHT SIM TOOLKIT WWII AIRCRAFT SHAPES CORSAIR
IBM

This contains the F4u shape (gear up and gear down) along with
a basic
flight model for it. The flight model was created for use with
WWII's
fly.exe file. I suggest that for the upper fuselage and wing
color to be
just BLUE #163 with the red and green at zero. Enjoy.
Uploaded by Robert
Naylor


[75017,3004] Lib:10
NEBULA.FSD/Bin Bytes: 19840, Count: 46, 01-Sep-94

Title : FST Shape - USS Daedalus (IBM)
Keywords: FST FLIGHT SIM TOOLKIT STARSHIP DAEDALUS IBM

FST Shape of the USS Daedalus, a Nebula Class Starship.
Concept and design
by Jason Houle. Uploaded by the author.


[100112,2341] Lib:10
USS.ZIP/Bin Bytes: 4321, Count: 86, 30-Aug-94

Title : FST Object - USS Enterprise (IBM)
Keywords: FST OBJECT USS ENTERPRISE STAR TREK IBM

FST Shape of the USS Enterprise by Rob Guiver uploaded with
permission by
Steve Harding


[100112,2341] Lib:10
CLING.ZIP/Bin Bytes: 1886, Count: 67, 30-Aug-94

Title : FST Object - Clingon War Ship (IBM)
Keywords: FST SHAPE CLINGON STAR TREK IBM

FST Shape of a Clingon War Ship by Rob Guiver uploaded with
permission by
Steve Harding


[100112,2341] Lib:10
BAY.ZIP/Bin Bytes: 1836, Count: 50, 30-Aug-94

Title : FST Object - USS Enterprise Shuttle Bay (IBM)
Keywords: FST SHAPE OBJECT USS ENTERPRISE STAR TREK IBM

FST Object of the USS Enterprise Shuttle bay,by Rob Guiver.
Can be inserted
into the USS Enterprise as a Runway object (will need WWII
upgrade to use
as a runway) uploaded with permission by Steve Harding


[73472,3113] Lib:10
NEWFST.ZIP/Bin Bytes: 94719, Count: 77, 29-Aug-94

Title : FST Aircraft - Improved Midway Aircraft (IBM)
Keywords: FST FLIGHT SIM TOOLKIT WWII MIDWAY AIRCRAFT SHAPES
IBM

This file includes improved versions of all of the
player-flyable aircraft
in the Midway scenarios of Domark's FST: WWII. Simply unzip
these files
into your FST project directory, or into the Midway
subdirectory of FST:
WWII. This file also includes a brand-new plane for FST, the
Brewster F2A3
Buffalo! (Yes, it performed just like it looked...) Uploaded
by Domark
Software


[72712,450] Lib:10
P51D.ZIP/Bin Bytes: 8920, Count: 72, 28-Aug-94

Title : FST Shapes - P51D Mustang (IBM)
Keywords: FLIGHT SIM TOOLKIT FST P-51 MUSTANG SHAPES IBM

P-51D Mustang shapes for Domark's Flight Sim Toolkit. Two
shapes are
included in this file. One with the landing gear extended,
another with the
landing gear retracted. Uploaded by Jon Saloga.


[100112,2341] Lib:10
CAB-CA.FSD/Bin Bytes: 23749, Count: 25, 28-Aug-94

Title : FST Object - Cabrolet Car (IBM)
Keywords: FST FLIGHT SIM TOOLKIT CABROLET CAR IBM

Cabrolet Car for use with Domark's FLIGHT SIM TOOLKIT.
Uploaded by Steve
Harding.


[73472,3113] Lib:10
TUTORI.ZIP/Bin Bytes: 25273, Count: 135, 26-Aug-94

Title : FST Info - Tutorial text files (Text)
Keywords: FST TUTORIAL FLIGHT SIM TOOLKIT TEXT HELP INFO

This is a .ZIP file of Matt Miller's three Flight Sim Toolkit
tutorials. They don't address the new features of FST WWII,
but they provide
very detailed explanations on the FST features that most
people have
trouble getting the hang of. If you have any further
questions, please
feel free to drop me a line. Uploaded by Bryan Walker.



[100112,2341] Lib:10
FSTWOR.TXT/Text Bytes: 584, Count: 124, 14-Aug-94

Title : FST Info - World File Explained (Text)
Keywords: FST WORLD FILE EXPLANATION TEXT HELP INFO

A description of what the Figures in the Flight Sim Toolkit
WORLD.FST file
means. Uploaded by Steve Harding.


[71361,1316] Lib:10
X19.ZIP/Bin Bytes: 5703, Count: 87, 05-Aug-94

Title : FST Aircraft - Experimental Jet (IBM)
Keywords: FST AIRCRAFT AIRPLANES F A-18 HORNET IBM

Aircraft for use with Domark's Flight Sim Toolkit program.
This is a souped
up version of the F/A-18 Hornet that comes on the FST CD-ROM.
Use PKUNZIP to
decompress. Uploaded by Frank Zegarra.


[74511,3347] Lib:10
MIG21.FSD/Text Bytes: 17693, Count: 113, 25-Jul-94

Title : FST Object - MiG21 Jet Fighter (IBM)
Keywords: FST FLIGHT SIM TOOLKIT MIG MIG-21 JET FIGHTER IBM

FST object of a Soviet MiG-21 interceptor. (Designed by Joe
Reilly)


[73607,3565] Lib:10
SHAPE.ZIP/Bin Bytes: 71112, Count: 37, 11-Jul-94

Title : FST - Martian lander shapes (IBM)
Keywords: FLIGHT SIM TOOLKIT FST MARTIAN LANDER SHAPES IBM

Some additional shape files for the martian lander program.
Copy to your
original program and use in place of original landing vehicle.
Unzip with
pkunzip. Uploaded by MARK ESTEPHANIAN.


[73060,207] Lib:10
FST_CA.ZIP/Bin Bytes: 13098, Count: 161, 18-Feb-94(05-Jul-94)

Title : FST - California Terrain Scenery Enhancement (IBM
Keywords: FST FLIGHT SIMULATION TOOLKIT CALIFORNIA IBM

Enhances previously uploaded California Terrain. Contains
buildings,
runways and transmitter towers for California. Uploaded by
Michael Woodley.


[72723,734] Lib:10
CANYON.ZIP/Bin Bytes: 254787, Count: 86, 05-Jul-94

Title : FST - Canyon (IBM)
Keywords: FST FLIGHT SIMULATION TOOLKIT CANYON IBM

One of my first attempts, but I still like it. No bogeys to
shoot but great
flying practice. You start on an island in an F-15. The
mainland is dead
ahead and a bit to the right is a deep canyon with water at
the bottom.
Fly through the canyon (it's a long one) and find the other
island just off
the other end of the canyon. ADFs will help. Land, take off,
and fly back.
Let me know if you like it. Uploaded by the artist, Chuck
Dome.


[71520,243] Lib:10
FST_09.ZIP/Bin Bytes: 343295, Count: 116, 03-Jul-94

Title : FST - Flight Sim Toolkit Fun (IBM)
Keywords: FST TOOLKIT FLIGHT SIM DOMARK SIMIS DEMO IBM

A little taste of FST by Domark Simis. No particular mission
just try to
stay airborne. Unzip and type [GO] for instructions. See if
you can find
the "Rocket Man". Includes all needed files to run except
*.WAV files.
Requires VGA. Uploaded by Uploaded by Frank J. Prinzel with
permission of
Domark.


[73607,3565] Lib:10
LANDER.ZIP/Bin Bytes: 309636, Count: 87, 28-Jun-94

Title : FST - Martian Lander (IBM)
Keywords: FST FLIGHT SIMULATION TOOLKIT LANDER IBM

Take off and land on the surface of a distant planet. Start
mission on top
of a 30K mountain to simulate rentry into planets atmosphere.
Look for
landing spot N of launch station on ground. Employ full
breaks and flaps to
manage speed below 50 miles a hour for a simulated landing. I
have three
flight models included with this world. Have fun! Unzip with
PKUNZIP.
Uploaded by Mark "Endo" Estephanian.


[74434,3116] Lib:10
FSTADD.WRI/Bin Bytes: 2560, Count: 185, 22-Jun-94

Title : FST Tutorial: Additions/Corrections (IBM)
Keywords: FST TUTORIAL DOMARK FLIGHT SIM TOOLKIT IBM

A few corrections and additions to my tutorial (FSTTUT.ZIP)
for Flight
Sim Toolkit. Includes the problem of no engine noise with jet
aircraft
which you may have had trouble with. This file is in Windows
Write format.
Submitted by Ruth Mackie.


[73607,3565] Lib:10
FST1.ZIP/Bin Bytes: 377119, Count: 67, 22-Jun-94

Title : FST - STRIKE MISSION ALPHA ZULU (IBM)
Keywords: FST FLIGHT SIMULATION TOOLKIT ALPHA ZULU IBM

Strike mission to take out enemies launch facilities. Prevent
them from
establishing a space based nuclear threat. Unzip with PKUNZIP
then check
out README. file for further information. Requires the FST's
FLY.EXE file
to run and any WAV files you would like to add for sound
effects. Good
luck, the free world depends on you! Uploaded by MARK "ENDO"
ESTEPHANIAN


[74434,3116] Lib:10
FSTTUT.ZIP/Bin Bytes: 43249, Count: 273, 12-Jun-94

Title : FST Complete Basic Tutorial (IBM)
Keywords: FST TUTORIAL DOMARK FLIGHT SIM TOOLKIT IBM

A complete tutorial to all the main features of Domark's
Flight Sim
Toolkit, including some example files. Unzip with PKUNZIP.
Hopefully, the
first of several tutorials on this brilliant program (which
has such a
useless manual!). Tutorial in Windows Write format, since FST
is a Windows
program. Submitted by Ruth Mackie


[100330,1051] Lib:10
FST1.EXE/Bin Bytes: 10539, Count: 114, 15-May-94

Title : FST/ Mapper (IBM)
Keywords: FST FLIGHT SIM TOOLKIT MAPPER IBM

This little program shows the overview map of a FST world made
with Domark's
Flight Sim Toolkit. This program is written in Visual Basic
3.0, so you
might need the run library. Use the program and forward any
comments to me,
if you like. Uploaded by Jeroen van den Belt


[100330,1051] Lib:10
RAILS.FSD/Bin Bytes: 5699, Count: 75, 22-Apr-94

Title : FST Object - A part of a railway (IBM)
Keywords: FST PART OBJECT RAILWAY TOOLKIT IBM

This is an object for use with Flight Sim Toolkit (FST).
Modify it and let
me know if you have any improvements or suggestions. It is a
part that can
be used on a railroad. Uploaded by Jeroen van den Belt.


[100330,1051] Lib:10
STADIU.FSD/Bin Bytes: 5890, Count: 69, 20-Apr-94

Title : FST Object - Football Stadium (IBM)
Keywords: FST FLIGHT SIM TOOLKIT FOOTBALL STADIUM IBM

Object for use with Flight Sim Toolkit by Domark. This is a
little football
stadium for use with FST. This should stimulate more people
to create and
share their objects. Any comments and suggestions are of
course welcome.
Uploaded by Jeroen van den Belt.


[72204,1727] Lib:10
ATIFIX.ZIP/Bin Bytes: 129110, Count: 89, 29-Jan-94

Title : Video Utility - FS Toolkit ATI Flicker Fix
Keywords: FST ATI MACH 8 32 VIDEO PATCH IBM

This software patch for Domark's Flight Sim Toolkit fixes the
flickering in
the flight model involved with using all MACH 8 and 1 Meg MACH
32 ATI
Windows accelerator cards. It also has better ground
explosions and some
minor flight fixes. Uploaded by: Matt P. Miller


[100112,2341] Lib:10
FSTPIC.ZIP/Bin Bytes: 158324, Count: 144, 09-Oct-93

Title : FST - Flight Sim Toolkit screen shots (IBM)
Keywords: FST FLIGHT SIM TOOLKIT SCREEN SHOTS IBM

Screen shots of editors from the upcoming Flight Sim Toolkit
program
by Domark. Uploaded, with permission of Domark, by Steve
Harding.


Compuserve FSForum (Flight Simulation Forum+) Library 10

These can all be downloaded. Hopefully someone will post them on
ftp.iup.edu in the
\FLIGHT-SIM\FST directory, or cactus.org or some WWW page.

Where can I get ideas for FST stuff to make?

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)

Is there an official template for FST?

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

Has anyone done F-117A Stealth Fighter for FST ?

Thomas Russell Hong has uploaded them
somewere. I'll find out were it is and put that on version 1.7
of the FAQ.

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...

What is the FST wishlist?

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:

1 people with slow modems can try out tons of FST stuff
2 people who don't have internet accounts can try out FST stuff
3 Domark can get a quick buck
4 We'll get to brag that our files are for sale
5 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:

1 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.

2 ASCII input to create terrain from DTM's
Here is a quote from FST's packaging under a section headed
"Features:"

"Create hyper-accurate, real-life landscapes using United
States
Geological Survey digital terrain data."

(I sure can't find any of this data. Do they just mean that, if I
happen to have some handy-dandy US Geological Survey data I can
choose to manually enter it into the FST Terrain Editor? I don't
get just whqt the heck they're trying to say)

3 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
dthink I'll paste an oil spill over here...

BTW texture mappingWILL be in the next add-on for FST. More
about this in the next version
of the FAQ.

4 Gouard (sp?) shading in shape editor.

5 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?

6 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)

7 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...

8 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.

9 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.

10 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.

11 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)

12 Autopilot. Just give yourself a path, and press some button
to make your plane follow it.

13 (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.

14 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.

15 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.

16 Variable modeling - ie. change in performance with altitude
and with
use of weapons a la F14FD.

17 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.

18 TRIM CONTROLS! - including auto trim for FBW jets

19 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.

20 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.

21 Z-buffering

22 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.

23 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
lazers. I don't mean those stupid
"snail on tylonol" lazers you find in x-wing, I mean real light
speed lazers.They would be perfect
for people who don't like bank shots.

24 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.

25 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.

26 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.

27 "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)

28 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.

29 Be able to land on water for float planes - just for fun!!!!

30 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.

31 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.

32 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!

33 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.
(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
33 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.

35 Rocket flight models. Perfect for ICBMs and V2 rockets. Also
good for me-163's and any
future sims.

36 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.

37 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...

38 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.

What are the email addresses of the programmers of FST?

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.

What's with this FST tutorial?

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, ect.
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.

What's with the Computer Gaming World FST contest?


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--------------------

This is what really pisses me off - I made a really cool Dune
flight
simulator - you flow ornithoptors around and blew up harvestors
and
Haarkones - and Mr. Bryan 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 him. I only got the single email from him, and have
since
never heard from him. 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. I'm pissed!

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.

What did game reviewers think of FST?

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.

What will be in the next version of the FAQ?
I'm assumeing 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:
1 I *will*(maybe) make those tutorials I promised, and maybe
I'll put those downloadable ones here too.
2 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?"
3 The wish list will be updated (of course) and we'll get even
more picky.
4 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.
5 I'll check out some WWW sites and try to get an agreement on
which will be the official
6 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, untill version 2.0 of the FAQ...
Keep on FST'n! :-)

*****************************End of FAQ***********************