cmcmanis%pepper@Sun.COM (Chuck McManis) (03/15/88)
>>BUG you CAN'T make the F16 go straight up for ever. > sorry, I don't think ANY airplane can go "straight up" for ever, Well Mike, you're both right. The F16 and F18 jets are capable of 'going ballistic' because the thrust they generate exceeds their weight. Thus the origin of the 'Saturn V' manuever where a pilor points his plane straight up and climbs. This works up to about 40,000 feet where the air starts to get thin. Jet doesn't allow this. It stalls after climbing a couple of thousand feet at any altitude. --Chuck McManis uucp: {anywhere}!sun!cmcmanis BIX: cmcmanis ARPAnet: cmcmanis@sun.com These opinions are my own and no one elses, but you knew that didn't you.
jim@coplex.UUCP (Jim Sewell) (03/16/88)
In article <4578@garfield.UUCP> joseph@garfield.UUCP (Joseph Dawson) writes: > [ Ideas and observations deleted..] > >...That brings up another >BUG you CAN'T make the F16 go straight up for ever. It should be >able to do this because it has a lot of thrust. The F16 does not have enough thrust to achieve escape velocity. It can only go Mach 2 in a nose dive and that is about 331 meters / second if I am reading my Physics book right. Escape velocity is 11 kilometers / second. It has to do with gravity and all that, but I'm no physicist. I would like to see a couple of things also. Your point about being able to choose from other planes is a good one in my opinion. Perhaps it is possible for someone to tweek the disk a bit and get other planes? <Hint hint> Also, I would like to see Electronic Counter Measures like on the pc version. I just don't have any luck dodging those missles. 8-) I have come across a bug (I think). Not less than 5 separate and isolated times have I been playing and either when I fire the machine locks up, the yoke position indicator starts jumping, or the screen blitzes (once). I have tried it with both Kickstart 1.1 and 1.2, but figure 1.2 is the right one since Jet is newly released. I have not had any other problems running programs on my machine as far as I can tell. Has anyone else experienced this, or think they may know the cause? Live free and when you see a MIG, remember... ... "Boot to the head" ------------------------------------------------------------------------------ "May we all break free of our inhibitions _____ ____ ___ mit-eddie! and enjoy mutual respect, peace, and love / / <___ bloom-beacon! in the world!" / <____ ____> coplex!jim \__/ J.C. Sewell
joseph@garfield.UUCP (Joseph Dawson) (03/19/88)
Just a few replies to a slight error I made in my last letter! [I should have never said "go straight up for EVER"] I would now like to explain just what I am talking about. I am flying an F-16 at level flight at lets say 2000 feet, with 140% power. I am doing around 1.3 mach (or what ever the top speed is on level flight) I then pull back very slowly as not to blackout. I am now pointing right into the sky above. [NOTE: This is the bug coming up!] "I will not make it to 30,000 feet before stalling!" [Oh, I have no Missiles or Bombs of any sort on board!) Just try this on your Jet's and you will find that this is a BUG! You could go up until 50,000 feet on the Commodore 64 Version. [NO I AM NOT SAYING THE C64 VERSION IS BETTER!] Other people are comment on a bug that can happen with multi-player mode where you can't lock on. You will KNOW when the bug is happening by looking up at the top of your screen and the "E" light is not on. I personally find that this happens when I load up the software and do something else then MULTI- PlAYER mode. It is LESS LIKELY to happen if you and the other player stay within Multi-Player mode. I also think that missiles are very easy to avoid in multi player mode. When Wade Cafe and I play in multi-player mode we both only use only missiles and no radar and with "W" off. This makes for a much more interesting game. And is also a lot of fun when both of you are out of missiles and are rushing back for more missiles! Joseph
scott@applix.UUCP (Scott Evernden) (03/21/88)
In article <391@coplex.UUCP> jim@coplex.UUCP (Jim Sewell) writes: >I have come across a bug (I think). Not less than 5 separate and isolated times >have I been playing and either when I fire the machine locks up, the yoke >position indicator starts jumping, or the screen blitzes (once). I have tried >it with both Kickstart 1.1 and 1.2, but figure 1.2 is the right one since Jet >is newly released. I have not had any other problems running programs on my >machine as far as I can tell. Has anyone else experienced this, or think they >may know the cause? Yup, this wildly-hopping joystick bug has hit me several times. Other bugs in JET: o The SAM silos are indicated using an absolutely random red bitmap. I think these are supposed to look like <> (angle brackets) according to the documentation, but don't even come close. o The sound sample that JET uses for the engines sometimes gets randomly trashed after a while, so you hear popping and crackling at about 2 second intervals. Sounds like a dirty record; makes me stop playing. o Your upward component of motion stops at 50,000 feet; you still move forward, but are stuck at this elevation. o The game will tell you all enemy targets have been destroyed even when you can see more. o I can discern no difference between AIM-7 and AIM-9 missiles. In particular the AIM-7 missiles do not appear to really have a 25 mi. range. -scott
jmpiazza@sunybcs.uucp (Joseph Piazza) (03/22/88)
In article <679@applix.UUCP> scott@applix.UUCP (Scott Evernden) writes: > >Other bugs in JET: > >o The SAM silos are indicated using an absolutely random red bitmap. I > think these are supposed to look like <> (angle brackets) according to > the documentation, but don't even come close. Try turning off expansion memory (if possible). For me (1000 with Insider's memory truned off) the brackets are only visible in the Combined Attack. > >o I can discern no difference between AIM-7 and AIM-9 missiles. In > particular the AIM-7 missiles do not appear to really have a 25 mi. > range. I think the extra range means it will track the target for a longer distance. I find that the AIM-9s are more succeptable to a Mig's deke -- dive and climb sharply. This rarely happens to the AIM-7s; perhaps it's because of its longer tracking range. What I'd like to know is how these people "easily" dodge the Migs' missiles and what success rate translates to "easy." Flip side, joe piazza --- In capitalism, man exploits man. In communism, it's the other way around. CS Dept. SUNY at Buffalo 14260 BI: jmpiazza@sunybcs UU: ...{rocksvax|decvax}!sunybcs!jmpiazza CS: jmpiazza@cs.buffalo.edu GE: jmpiazza
joe@lakesys.UUCP (Joe Pantuso) (03/22/88)
In article <9491@sunybcs.UUCP> jmpiazza@sunybcs.UUCP (Joseph Piazza) writes: >In article <679@applix.UUCP> scott@applix.UUCP (Scott Evernden) writes: >> >>Other bugs in JET: >> >>o The SAM silos are indicated using an absolutely random red bitmap. I >> think these are supposed to look like <> (angle brackets) according to >> the documentation, but don't even come close. > I get the same thing, red "blobs" >> >>o I can discern no difference between AIM-7 and AIM-9 missiles. In >> particular the AIM-7 missiles do not appear to really have a 25 mi. >> range. > > I think the extra range means it will track the target for a longer >distance. I find that the AIM-9s are more succeptable to a Mig's deke -- >dive and climb sharply. This rarely happens to the AIM-7s; perhaps it's >because of its longer tracking range. > Actually the Aim-9's should have the longer range. An Aim-9 is a "sparrowhawk" missle. It is *very* big and is radar-guided. An Aim-7 is a "sidewinder" missle. Those are smaller and are heat-seeking, you are probably more familiar with those. That's why Aim-9's don't home as well and the Aim-7's hit home. Personally, I never miss :-) > What I'd like to know is how these people "easily" dodge the Migs' >missiles and what success rate translates to "easy." > joe piazza I'd like to know that too. I can *never* avoid the bloody things, on the PC it was a piece of cake to avoid them. (I would aim myself squarely at the missle and shift to the left or right and roll just before it was going to hit). I too have noticed bugs with the yoke hopping all over the place. And I get a sound error where I'm still sitting on the carrier and there is an explosion, then a squeaky sort of rumble, then silence, no engiene noise for a minute or so. Anyone know the file format for scenery?? Snail Mail: Real Mail: *-------------------* /// |Joe Pantuso | joe@lakesys.UUCP /// |1631 n. 69 St. | {ihnp4,uwvax}!uwmcsd1!lakesys!joe /// AMIGA |Wauwatosa WI 53213| \\\ /// ~~~~~ *-------------------* "You bought a COMMODORE!? YICK!!" \\///
bba@mtgzz.UUCP (XMRJ40000[pjc]-b.banerjee) (03/23/88)
I can't believe that no one else here was a physics wienie before
becoming a computer wienie. Makes me feel really old.
G's.
---
G stands for the universal gravitational constant. The
acceleration due to gravity is denoted by 'g', and has the value
of approx. 32 ft/sec^2. I guess the fighter pilots decided it
sounded sexier to capitalise it.
Escape Velocity.
---------------
This can be calculated quite easily. We use the following
equations:
a. Work = Force * Distance over which the force is exerted.
b. Kinetic Energy = 0.5 * Mass * Velocity^2
c. Gravitational Attraction (Force) = GMm/r^2 (a la Newton)
The work required to move a body distance dr against the Earths
Gravitational attraction is:
GMm dr
---
r^2
The work required to escape the gravitational attraction of the
earth is
infinity
/
| GMm dr
/ --
R r^2
where R is the radius of the earth. This simplifies to
- GMm | infinity
--- |
r | R
= GMm/R (Where R = radius of the earth).
= mgR (g = accel. due to gravity)
Now this must equal the initial kinetic energy, so
0.5*m*v^2 = mgR
or v = sqrt(2*g*R).
This is the escape velocity. The figures are available in any almanac
and can be figured out easily enough.
Regards,
Binayak Banerjee
{ihnp4,allegra}!mtgzz!bba
bba@mtgzz.ATT.COM
parris@mit-caf.UUCP (Patrice Parris) (03/23/88)
In article <530@lakesys.UUCP> joe@lakesys.UUCP (Joe Pantuso) writes: >I'd like to know that too. I can *never* avoid the bloody things, on the PC >it was a piece of cake to avoid them. (I would aim myself squarely at the >missle and shift to the left or right and roll just before it was going to >hit). I can avoid them most of the time by waiting until the last possible moment, pulling up and away sharply, rolling and diving. Sometimes, two missiles will break lock after this. Unfortunately, at higher levels, I might be facing a zillion missiles and so I still get slammed. Does anyone else notice that, just after impact and the subsequent shakeup, the aircraft seems to be harder to fly or am I imagining this? If you wait in your hangar or on the carrier long enough, will the MIGs run of fuel? :-) -- Patrice Parris parris@caf.mit.edu He's kinda perverted. I wouldn't want him around my children. - One of Jimmy Swaggart's prostitutes describing the good Reverend MIT won't let me speak for it
u-jleigh%sundial.utah.edu@utah-gr.UUCP (Jason Leigh) (03/23/88)
Dodging missiles: I have found a good way to dodge the Mig missiles that is somewhat in accordance with the strategy documented in the instruction manual: When the missiles are about 10 miles from you, press the 's' button to switch yourself to the spotter plane mode. Then in this mode pull up hard and leave yourself ascending vertically. (make sure you are at full throttle). By pressing the zoom out key , you will see the missiles fly by and miss you. The odd thing is that they fly by ABOVE you instead of missing below you. For some reason (perhaps psychological) I have managed to dodge more missiles in the spotter plane view than in the cockpit view. The problem with this strategy is that you soon run out of air speed and begin stalling. So to dodge some more, try plummetting to the ground in the same manner and pulling up and so on. Now if only we have time in between to fire at the enemy...
fgd3@jc3b21.UUCP (Fabbian G. Dufoe) (03/24/88)
In article <679@applix.UUCP>, scott@applix.UUCP (Scott Evernden) writes: > In article <391@coplex.UUCP> jim@coplex.UUCP (Jim Sewell) writes: > >I have come across a bug (I think). Not less than 5 separate and isolated times > >have I been playing and either when I fire the machine locks up, the yoke > >position indicator starts jumping, or the screen blitzes (once). I have tried > >it with both Kickstart 1.1 and 1.2, but figure 1.2 is the right one since Jet > >is newly released. I have not had any other problems running programs on my > >machine as far as I can tell. Has anyone else experienced this, or think they > >may know the cause? Does this happen every time you fire or could it be associated with hits near you by enemy missiles. Does the machine really lock up--do you have to reboot?--or do you just lose control briefly. When I take a hit I lose control for a few seconds and the jet bounces around. That's normal. Is that what you're talking about? > Yup, this wildly-hopping joystick bug has hit me several times. > > Other bugs in JET: > > o The SAM silos are indicated using an absolutely random red bitmap. I > think these are supposed to look like <> (angle brackets) according to > the documentation, but don't even come close. They look like big red angle brackets (<>) on my computer. > o The sound sample that JET uses for the engines sometimes gets randomly > trashed after a while, so you hear popping and crackling at about 2 > second intervals. Sounds like a dirty record; makes me stop playing. Although I'm embarrassed to admit I played it for ten hours at a stretch I have to admit I haven't heard this problem. > o Your upward component of motion stops at 50,000 feet; you still move > forward, but are stuck at this elevation. > > o The game will tell you all enemy targets have been destroyed even when > you can see more. I think this is because as soon as the targets at one level are destroyed the game pushes you up to the next level and new targets appear. The manual describes that. > o I can discern no difference between AIM-7 and AIM-9 missiles. In > particular the AIM-7 missiles do not appear to really have a 25 mi. > range. The limitation seems to be the range at which you can lock on to enemy aircraft. If the AIM-7 really has a 25 mile range one ought to be able to get a radar lock on targets that far away. Have you tried zooming your radar display to a 25 mile range? I have experienced a bug that requires rebooting if I fire the machine gun at a MIG. After the first burst everything quits moving. There is no response to the mouse or keyboard (except CTRL-A-A). --Fabbian Dufoe 350 Ling-A-Mor Terrace South St. Petersburg, Florida 33705 813-823-2350 UUCP: ...gatech!codas!usfvax2!jc3b21!fgd3
lel@wuphys.UUCP (Lyle E. Levine) (03/25/88)
In article <3759@mtgzz.UUCP> bba@mtgzz.UUCP (XMRJ40000[pjc]-b.banerjee) writes: > >I can't believe that no one else here was a physics wienie before >becoming a computer wienie. Makes me feel really old. > See my above address! Welcome to the PHYSICISTS LOVE AMIGAS club! There are 4 of us physics grad students with them here at Wash. U. I'm still trying to get them into our research labs but the Keepers of the Purse Strings have a disease called IBM/MACitus. Oh, well... I'll just have to keep trying. ========== IBM is a Division of Sirius Cybernetics Corporation "their fundamental design flaws are completely hidden by their superficial design flaws." - "So Long And Thanks For All The Fish" Lyle Levine: Paths -> ihnp4!wuphys!lel uunet!wucs!wuphys!lel
cs178abu@sdcc8.ucsd.EDU (John Schultz) (03/25/88)
>> What I'd like to know is how these people "easily" dodge the Migs' >>missiles and what success rate translates to "easy." >> joe piazza > >I'd like to know that too. I can *never* avoid the bloody things, on the PC >it was a piece of cake to avoid them. (I would aim myself squarely at the >missle and shift to the left or right and roll just before it was going to >hit). The clues are actually given in the documentation. If you do *EXACTLY* as your manual states, you can easily dodge enemy missiles. You must continue doing what the manual states until all of the missles are unlocked (green). When five or so (or more) missiles are locked, you're going to take a few hits unless you were well above mach 1 before taking evasive action... After playing a human being between two computers, the computer opponents are no challenge (at least for us). Our missiles almost always hit, theirs are easily avoided, we have guns, they don't (a major flaw! they never seem to run out of missiles, another flaw [unless you are close range, then they are cake for your guns]). Level 9 clue: when first starting a sortie, sit and wait for the enemy configuration to get real close (bunched up). When they stop approaching, launch your jet, and fly right into the mob. Get off as many locked missiles as you can, evade their salvo, then when in close, finish them off with your guns. You can use this technique to rapidly advance past level 9 and beyond...(I haven't tried this tactic with the f16, just the carrier f18) John
fiddler%concertina@Sun.COM (Steve Hix) (04/06/88)
In article <530@lakesys.UUCP>, joe@lakesys.UUCP (Joe Pantuso) writes: > Actually the Aim-9's should have the longer range. An Aim-9 is a > "sparrowhawk" missle. It is *very* big and is radar-guided. An Aim-7 is a > "sidewinder" missle. Those are smaller and are heat-seeking, you are probably > more familiar with those. That's why Aim-9's don't home as well and the > Aim-7's hit home. Personally, I never miss :-) I know this is from the early neolithic (i.e., last month)... Sorry, but the AIM-7 is the Sparrowhawk, and the AIM-9x is the Sidewinder. The Sidewinder is an infrared-guided missile. It first saw combat in 1958 as the AIM-9B. The most current version is the AIM-9P, with the -R in development. Everybody seems to use it, mostly 'cause it works; there are even ground-launched versions. All versions are basically similar, with changes over time like switching to solid-state electronics and getting better motors. (The Sparrowhawk is OK, I suppose, but not as effective at close range [<10 miles] as the Sidewinder.)
rsilvers@hawk.ulowell.edu (Robert Silvers.) (04/06/88)
Real Sparrow missiles require your plane to head towards the target untill the missile hits. This is because it is a passive radar-seeking missile. Your planes radar bounces off the target and your missile homes in on it. How come this is not required in the game? This may sound picky, but I was hoping that real world tricks of hitting targets and evading missiles would apply to the game. --Rob |--------------------------------------------------------------------------| |Robert Silvers. | |University of Lowell. ______ | |--------------------------------------------------------------------------|
lishka@uwslh.UUCP (Christopher Lishka) (04/06/88)
Just got Jet! last week. Pretty good game, but I am being bitten by a couple bugs. Does anyone know the fixes to these (I know they have been posted before, but I failed to pick them up then): 1) When the "Medals Screen" is displayed, the game is thrown into black and white mode. How does one get out of this? (I have tried a lot of things already). 2) When hunting enemy ships with F-18's (actually, a fairly easy task), I have found that the last ship on levels 8 and 9 is "invisible"; i.e. it can be seen on radar, and most certainly fires missiles at you (they come out of thin air!), but it does not show up in the 3-d screens or on the map. I have also not been successful in blowing it up (ever try and shoot something which you can't see?). Is there any way around this? Otherwise, this game seems pretty good, although a bit unrealistic. Last night I was flying around in circles near mach 1 only 10 above the ground, completely perpendicular (i.e. sideways) to the ground. Now, disregarding most laws of physics, common sense says that one of my wings should be touching the ground and I should crash at that speed, but it worked fine. Now, if the Air Force could only do that with real F-16's! -Chris -- Chris Lishka /lishka@uwslh.uucp Wisconsin State Lab of Hygiene <-lishka%uwslh.uucp@rsch.wisc.edu "My cockatiels control my mind!"\{seismo, harvard,topaz,...}!uwvax!uwslh!lishka
carlos@io.UUCP (Carlos Smith) (04/07/88)
In article <5993@swan.ulowell.edu> rsilvers@hawk.ulowell.edu (Robert Silvers.) writes: > Real Sparrow missiles require your plane to head towards the target >untill the missile hits. .... > How come this is not required in the game? This may sound >picky, but I was hoping that real world tricks of hitting targets and >evading missiles would apply to the game. > --Rob Other flaws in the simulation include - Machine gun range. The effective range of modern fighter aircraft cannon is 1500 feet (source: Modern Combat Aircraft, Spick and Gunston) In JET, I have been shot down (over the modem) and often shoot down Migs at ranges up to 3 miles! Outrageous. Mig armament. Both the Mig 21 and Mig 23 are armed with cannon, carrying 500 rounds. But not in JET, they only have AAM's, making them a lot easier to kill once you get in close (if you can!). Of course the game would be much harder if they also had cannon. Also, missile and bomb range/duration are not accurately modeled. Missiles and bombs that miss seem to fly around and around long after they should have lost their propulsion and/or kinetic/potential energy for maneuvering. But JET is a wonderful GAME. If you look at it as a game it is superb. If you really expect a simulation you will be disappointed, until you get into the gameplay. By the way, if anyone has the version with the broken target strike modes (the bombs and missiles fly off into space no matter where they are aimed) and the fast memory problem in marking SAM sites in the combined attack mode (version 1.00 of JET), there is a free update to version 1.01 available from Sublogic that fixes these problems. I have found Sublogic support to be excellent. A hint for anyone who has read this far - you can get 25 mile range out of the AIM-7's in multiplayer mode. Even though no target cursor has appeared at extreme range, keep zooming in (a lot!) until the plane becomes visible. When you are zoomed enough, a targer cursor will appear and you can lock and fire! When you zoom back out, the cursor will disappear again, but the missile is locked. This does not work in any of the other modes though. I hear that Harrier has shipped! I'm off to the store... -- Carlos Smith ! new address! --> uucp:...!mit-eddie!ileaf!carlos Bix: carlosmith
bilbo@pnet02.cts.com (Bill Daggett) (04/09/88)
lishka@uwslh.UUCP (Christopher Lishka) writes: > >2) When hunting enemy ships with F-18's (actually, a fairly easy >task), I have found that the last ship on levels 8 and 9 is >"invisible"; i.e. it can be seen on radar, and most certainly fires >missiles at you (they come out of thin air!), but it does not show up >in the 3-d screens or on the map. I have also not been successful in >blowing it up (ever try and shoot something which you can't see?). >Is there any way around this? The last ship uses a modern cloaking device Chris. Close your eyes and use the Force. May the Farc... (oops) Force be with you and subLogic. Bill UUCP: {ihnp4!scgvaxd!cadovax rutgers!marque}!gryphon!pnet02!bilbo INET: bilbo@pnet02.cts.com * Sometimes The Dragon Wins! * Still looking for the best Amiga BBS software to resurrect Bilbo's Hideaway on - but not holding breath!
richard@gryphon.CTS.COM (Richard Sexton) (04/09/88)
This is killing me. The guy across the hall from me here at work is porting JET from the Amiga to the MAC. Like, he has all the source. Don't you just loathe honest people ? -- Bill me. Clear my sinuses. richard@gryphon.CTS.COM rutgers!marque!gryphon!richard
karl@sugar.UUCP (Karl Lehenbauer) (04/13/88)
In "launching" Jet from the workbench (on a multimeg machine), the engine sound was trashed. It works fine booting on the 2000. The engine sound gets monotonous. Although all sound can be turned off with the TAB key, not being able to hear the missile lock tone is fatal. I don't suppose the engine sound varies much in the cockpit of a real fighter if it's left at one setting. I wish it did in the game for enjoyment's sake. Come to think of it, there are sounds that would vary with airspeed: whizzing through all that air presumably induces a lot of noise in the cockpit. When it tower view mode perhaps the engine sound could doppler at the plane flew by - simple to implement as the distance was computed for the visual part, speed is known and the pitch change is of course easy to achieve. Also, there is no difference in the sound when the engine is at 100% and when it is at 140% (afterburners) and there should be, don't you think? :-) This could be done without requiring much code or CPU time. When going to afterburners, the engine sound could at least abruptly increase in volume. I'd like a bang and a continuous rumble or higher pitch or something like that, too. Well, maybe I'll send in the warranty card (for once) and forward these remarks in the "suggestions" part. (I'll have to write really tiny, eh?) By the way, y'all, Jet is awesome. I can't wait to get it going in two player mode. ...looks like keeping the 1000 was a good move after all :-) (and my friends thought it was simply due to inertia :-) -- "Tonight. Tonight. To ni i ight. Oh, woah." -Phil Collins ..!{bellcore!tness1,uunet!nuchat}!sugar!karl, Unix BBS (713) 438-5018
cmcmanis%pepper@Sun.COM (Chuck McManis) (04/14/88)
In article <1820@sugar.UUCP> karl@sugar.UUCP (Karl Lehenbauer) writes: >The engine sound gets monotonous. Although all sound can be turned off with >the TAB key, not being able to hear the missile lock tone is fatal. I don't >suppose the engine sound varies much in the cockpit of a real fighter if >it's left at one setting. I wish it did in the game for enjoyment's sake. >Come to think of it, there are sounds that would vary with airspeed: whizzing >through all that air presumably induces a lot of noise in the cockpit. When >it tower view mode perhaps the engine sound could doppler at the plane flew >by - simple to implement as the distance was computed for the visual part, >speed is known and the pitch change is of course easy to achieve. On my registration card I suggested that the engine sound be turned *off* when you went supersonic, after all that's what happens in 'real life'. I didn't think of the doppler shift stuff but you are right of course, and lets not forget the sonic boom if we are flying faster than the speed of sound. Better yet, if you are looking from the control tower and the jet flys by too cloesly at supersonic speeds the windows should shatter no? The other thing that would be nice would be to have the heads up display indicate 'stick to target' data. Which is the little indicator line showing where to put your stick to move the nose of the plane toward the target. And last but not least, lets take a feature from FirePower, when you blow up SAM sites the little operators should try to run away unless you strafe them with your machine guns! [Maniacal laughter goes here.] --Chuck McManis uucp: {anywhere}!sun!cmcmanis BIX: cmcmanis ARPAnet: cmcmanis@sun.com These opinions are my own and no one elses, but you knew that didn't you.
daveb@cbmvax.UUCP (Dave Berezowski) (04/14/88)
Has any else noticed that the sound from Jet only comes out of the left (or is it right) audio channel? My Amiga is hooked up to a stereo amplifier that has a mono/stereo switch. In stereo mode I only get sound from one speaker, in mono mode I get sound from both. Yes, I have checked my system. If I run any other stereo sound program on my Amiga I get stereo sound (Arkanoids sounds great!).
lishka@uwslh.UUCP (Christopher Lishka) (04/14/88)
> The engine sound gets monotonous. Although all sound can be turned off with > the TAB key, not being able to hear the missile lock tone is fatal. Well, depends how you like to fly. Personally, I turn off the sound altogether and turn on some good music, and keep a radar display on hand at all times to check for missiles (as well as the missile light). Although this is not the "safest" way to fly, you get used to it. Plus, my usual missions are flying about mach 1.25 around the mountains while fighting planes and bombing the enemy base. It would seem that the enemy planes and missiles have a real hard time deciding if you are on the other side of a mountain, because missiles are *always* being fired by them right into the mountains (even though I am on the other side). It is interesting to see the "explosion debris" beneath the mountain after it has travelled right through it (Buckaroo Banzai style, I would guess ;-). BTW: is there a way to get Jet into multicolor mode after viewing the medals screen (without rebooting)? I know I have posted this before, but I haven't received any replies yet (and with given the number of mail replies that I send out from here that actually reach their destination, I am not surprised). If you tried to mail me on this, I haven't gotten anything; please post in that case. Happy flying! -Chris -- Chris Lishka /lishka@uwslh.uucp Wisconsin State Lab of Hygiene <-lishka%uwslh.uucp@rsch.wisc.edu "My cockatiels control my mind!"\{seismo, harvard,topaz,...}!uwvax!uwslh!lishka
lishka@uwslh.UUCP (Christopher Lishka) (04/15/88)
> Has any else noticed that the sound from Jet only comes out >of the left (or is it right) audio channel? My Amiga is hooked up >to a stereo amplifier that has a mono/stereo switch. In stereo mode I >only get sound from one speaker, in mono mode I get sound from both. >Yes, I have checked my system. If I run any other stereo sound program >on my Amiga I get stereo sound (Arkanoids sounds great!). Well, the sound on my system isn't exactly stereo, but it comes out of both speakers. It is actually more like two-track mono (bad term, but it works). Out of the left hand channel comes the Jet sound (as people as previously noted, rather monotonous). The right channel has the "boop-boop-boop" a-missile-is-coming-after-you sound. Also, I believe explosions are located in the right channel as well. I am not sure which channel pumps out the sirens when your plane is in trouble. Personally, I turn it all off (and put on some This Mortal Coil). Oh, yeah, I run Jet on an a1000 with no expansion memory and no other funny stuff. BTW, ever notice that if you crash in solo-flight mode (i.e. no combat), your plane doesn't actually explode? You are just ejected, and the plane continues on its merry way driving along the ground at whatever speed it was travelling at when you hit the ground. This can best be seen when you look from the tower and do a crash. -Chris -- Chris Lishka /lishka@uwslh.uucp Wisconsin State Lab of Hygiene <-lishka%uwslh.uucp@rsch.wisc.edu "My cockatiels control my mind!"\{seismo, harvard,topaz,...}!uwvax!uwslh!lishka
richard@gryphon.CTS.COM (Richard Sexton) (04/17/88)
Remember I mentioned I knew the guy who was porting jet to the mac ? "charlie, I'm really impressed i know somebody who has the source to JET" "why shouldnt I, my brother wrote it......" sheesh -- 4 out of 5 net.goddesses recommend richard for the prevention of tooth decay. richard@gryphon.CTS.COM rutgers!marque!gryphon!richard
karl@sugar.UUCP (Karl Lehenbauer) (04/19/88)
In article <3627@cbmvax.UUCP>, daveb@cbmvax.UUCP (Dave Berezowski) writes: > Has any else noticed that the sound from Jet only comes out > of the left (or is it right) audio channel? Correct. It's a pity, really, since they never have very many sounds going at once, anyway. The easiest thing for them to do would be to play the engine sample in both channels simultaneously with one channel being slightly detuned (playback rate differs by a few cents) for a continually mildly phasing stereo engine sound. -- "jackpot: you may have an unneccessary change record" --diff ..!{bellcore!tness1,uunet!nuchat}!sugar!karl, Unix BBS (713) 438-5018