[comp.sys.amiga] JET

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