JetFighter II:  Advanced Tactical Fighter
---------------------------------------------
Using the main Menu
**********
To Invoke an action with the main Menu, simply use the mouse 
pointer to click on the button for the action you wish to perform, 
or press the corresponding number key.
 
Using The In Flight Menu 
**********
Press the ESC key at any time during flight, and you will see a 
"menu bar" pop up across the top of the screen. These are known 
as the Inflight Quick Menus, with which you can effect various 
changes without abandoning your current flight scenario. Press 
the ENTER key to activate the menu which will "pop up" a menu 
list.

The up/down cursor keys can be used to select an item. 
The left/right cursor keys can be used to access the next menu list. 
To invoke a menu item, press ENTER. You can abandon the 
selection and resume what you were doing by pressing the ESC 
key or the Numeric Keypad.

Menu accelerators can be used, Simply press ESC and the
key noted to the right of the menu item desired.

Keyboard Controls:
**********
Flight Controls:
Throttle Control (0-100% in 10% increments)
	`,1,2,3,4,5,6,7,8,9,0.
- Decrease throttle
+ Increase throttle/AB
Bksp - Speedbreak
Tab - Power off
A - Arrestor hook
Z - Yaw Left
X - Yaw Right
G - landing Gear
B - wheel Break
M - Map view

Keypad #'s
8 - Pitch Down
2 - Pitch Up
4 - Roll Left
6 - Roll Right
0 - Yaw Left 
+ - Yaw Right


Weapons, Basic View & Utilities
F1      - Left MFD Toggle
F2      - Right MFD Toggle
F3,5,7  - Right MFDs
F9      - Missile/Bomb View
E       - Engine Sound (ctrl-E) Eject
R       - Radar Range Toggle
T       - Target Select
O       - (Shift-O) Power Flight
P       - Pause
S       - Sounds
F       - Flares
J       - ECM
C       - Chaff
,       - Magnifier
.       - Magnifier
Spacebar- Fire/Trigger
Enter   - Weapon Select

Keypad #'s
 7      - Pan Left
 9      - Pan Right
 5      - From Above
 -      - View Switch
 1      - From Behind
 3      - Pan Up
 .      - Pan Down

Getting off the Ground With a Minimum of Fuss
**********
Once the main menu appears on your screen, select
INSTANT FLIGHT by clicking on it with the mouse or
pressing the corresponding key. INSTANT FLIGHT is a
special mode that will put you in the cockpit with a
minimum amount of effort.
After the program loads, you will find yourself flying
over the West Coast.
Your position, aircraft, and time of day are chosen for
your each time you.

select INSTANT FLIGHT.

Press the EXTERNAL VIEW KEY. This is the upper-right key
on the numeric keypad, (-). You should now see your
aircraft from a 'camera' outside the plane. Press and hold
the PgUp, your view should start revolving around the 
aircraft. Try using the other external view control keys:
HOME, PgDn and DEL. Zoom in and out using the ',' and '.'
keys. As you can see, there is an infinite variety of
external view angles. Press the EXTERNAL VIEW KEY again to
return to the cockpit. When in the cockpit, you can use
the PgUp and HOME keys to 'turn your head' and look out
the canopy in different directions. Pressing '5' on the
numeric keypad will return from any angle to a front view.

Now press the 'M' key. This switches you to the MAP VIEW.
Your aircraft appears as a small white triangle in the
center of the screen. If enemy aircraft are present, they
show up as red triangles. Again, you can zoom in and out
with the ',' and '.' keys. Press 'M' again to return to the
cockpit. 

Now let's try flying. Press the '0' key to bring the power up to 
100% military thrust. This will give us adequate power to 
maneuver. Roll the aircraft to the right by pressing the right arrow 
key several times. You can roll faster by holding the key down. 
Try leveling the aircraft by rolling left. As you can see, flying the 
aircraft is pretty easy. Landing, however, is a different matter. 
Now raise the nose, gain some altitude and get a feel for the 
aircraft. You will find that due to the way we laid out the 
keyboard controls, you can figure out how to fly the plane pretty 
easily by simply experimenting with the keyboard controls.

When you're done experimenting, press ESC and the select 
RETURN TO MAIN MENU.

Takeoffs
**********
Normal Takeoff
To prepare for takeoff, start the engine by pressing '1' on the top 
row
of the main keyboard. This will start your engines. It is 
recommended that maximum thrust be used for all normal 
takeoffs. Hold brakes and advance throttles to 100% thrust. After 
nozzle position opens to approximately 15% (pre-open position), 
wait three seconds. Slowly advance throttles until appropriate 
increase in nozzle position and fuel flow occurs, indication 
successful afterburner lightoff.
Note: Release your wheel brakes by pressing 'B'. Engage full MIL
thrust by pressing '0'. Press '0' again to engage the afterburner.

Advance throttles to maximum thrust. The engine instrument 
check should be made as soon a possible after reaching full 
maximum thrust. Nosewheel steering should be used throughout 
the takeoff roll and will automatically disengage as the aircraft 
becomes airborne. At 15 knots below takeoff speed, initiate back 
stick pressure (15-20 pounds aft force) to achieve a smooth 
rotation rate that will result in a takeoff angle of attack (AOA) of 
approximately 8§ at the recommended takeoff speed.

Note: After you've rolled about half way down the runway and 
have attained an airspeed of at least 150 KIAS, hold down the '2' 
key in the numeric keypad (or pull back on the joystick) until your 
aircraft is in the air. Then level off by pressing '8' on the keypad 
or pushing forward on the joystick.



Takeoff/Climb
**********
Immediately after nosewheel lifts off, a forward stick motion may 
be required to arrest the rotation of the aircraft to maintain 
approximately 8§ AOA for aircraft liftoff.

Landing Gear Retraction
**********
Landing gear retraction should be initiated when safely airborne. 
Check that the landing gear position indicator light and warning 
light in the landing gear handle go off. The landing gear and 
landing gear doors should be up and locked before reaching 
landing gear limit speed.

Note: Raise your landing gear by pressing 'G' on your keyboard. 
Do not apply heavy or sharp braking while wheels are spinning in 
flight, or damage to the landing gear can occur.

ILS Approach
**********
To engage this system, toggle the Master Monitor Display (or 
MMD, which is the left CRT) with the 'F1' key to bring up the 
CLS-ILS display. Recall that INS appears as a ^ in the heading 
scale. Turn your aircraft until the ^ indicators centered in the 
heading scale. You are now flying toward your airbase/carrier, 
although you may not be lined up with the runway yet. Now check 
your range (distance from the airbase) in the CLS-ILS display. 
When you are within 40 miles from the base, bring your altitude 
to 5000 feet.

When within 30 miles from the base, the ILS automatically 
engages and is displayed in the HUD as two dotted bars: one 
vertical and one horizontal. These bars indicate your position with 
respect to the 'glide slope' of the runway on which you will be 
landing. The glide slope is determined by a radio 'beam' which is 
projected from the ideal landing point on the runway at the perfect 
approach angle. Your task is to 'ride down the beam'.

To line up your approach with the runway, the vertical bar must 
be centered in the HUD. If the vertical bar is left of center, then 
you must turn left in order to intercept the glide-slope beam. Turn 
your aircraft left to a heading of about 45 degrees left of your 
current heading (that assumes you have been heading directly for 
the base). You will notice the INS pointer (which points to the 
runway) slide to the right. That's okay because you must come 
around to the proper approach of the runway. If the vertical bar is 
right of center, turn to the right. The INS pointer would then slide 
to the left.

When the vertical bar begins to move toward the center of the 
HUD, you will soon intercept the glide-slope beam and be lined up 
with the runway. Begin to turn toward the runway using the INS 
pointer and adjust your turns to center the vertical bar in the 
HUD. In other words, while the INS, simply points toward the 
airbase, the ILS assures that you are LINED UP WITH THE 
RUNWAY. It is very important to recognize this difference. 

When you are within approximately 15 miles from the runway, 
you will want to prepare to intercept the vertical glide slope beam. 
Bring your throttle to 60%. The horizontal dotted bar should be 
above the HUD center at this altitude and this distance from the 
runway. 

When the horizontal bar begins to move toward the center of the 
HUD, you will soon be intercepting the beam. At an altitude of 
4000 feet, you should intercept the beam when about 5 miles from 
the runway. Reduce your throttle to 50% which should bring your 
speed down to about 220 knots. (Remember to keep the vertical 
bar centered). At this point you should be ready for final approach 
on land or carrier. At final approach, reduce throttle to 40%, and 
nose up slightly to attain an angle of attack between 5§ and 8§.

You can always turn off the CLS-ILS if you prefer to continue the 
landing approach by purely visual means. Otherwise maintain the 
centering of the vertical and horizontal bars while paying 
attention to the approaching runway surface, After some practice, 
you'll be able to land while either watching the ILS directly or 
watching the runway surface directly, while subconsciously noting 
the ILS indicators that guide your approach.

Caution:  If your approach happens to be coming in to the other 
end of the runway, the ILS will not help you since it is tracking 
the beam projected out the opposite end of the runway.

Ground Landing
**********
We strongly suggest that you perfect ground landings before 
moving on to aircraft carrier landings. Ground landings will teach 
you all the basics while allowing a much wider margin of error.
 
Follow the ILS to the runway and be sure you're lined up. When 
about 5 miles out, cut your power to 50%. It takes time to slow 
your aircraft, so don't try to cut power at the last second. It's a 
good idea to gradually cut your power as you approach the 
runway. This can be done in small increments by using the '-' and 
'+' keys on the top row of the keyboard.

Lower your gear and follow the ILS beam down. When over the 
runway, raise your nose several degrees so your rear gear will 
touch down first. Make sure the velocity vector is still pointing 
towards the runway or you will overshoot the landing field.

Practice landing many times. Try setting up an exterior view from 
the side so you can judge your angle of attack. On a good landing 
you will clearly see your rear gear touch down first.

Carrier Landings
**********
Carrier landings are one of the most difficult aspects of JetFighter 
II, as well as one of the most difficult jobs in the world. However, 
mastering carrier landings is ESSENTIAL to the game. 
Familiarize yourself with the ILS system and ground landings 
before attempting carrier traps. Keep practicing!

When making a carrier landing, don't be afraid to trust the 
CLS/ILS. It will assure you're perfectly lined-up. Above all, be 
lined up when 12 miles out. Then, begin cutting power gradually 
so by the time you are 2 miles out, your power is down to 40%. 
THERE SHOULD BE NO NEED TO USE THE AIR BRAKE OR 
THE WHEEL BRAKE! In fact, you should power up at touch 
down in case you bolter or require a waveoff. You may feel like 
you're coming down too fast, but if you've got the horizontal ILS 
bar lined up, you're fine. Trust the cables to catch you.

Be sure to use the keyboard during your first carrier landings. 
With the keyboard, you will be capable of much more precise 
adjustments. Use the joystick after you've become an expert. If you 
insist on using the joystick during carrier landing, calibrate the 
joystick sensitively down for the landing itself. Also, it is very 
smart to use the Instrument Landing System (CLS/ILS) to get 
lined up before you are 12-14 miles out. Line-up is everything. If 
you are not lined up properly, the chances of making a good 
landing are quite slim. A very good hint is to use the rudder 
(YAW) keys to make fine adjustments to your line-up.

As you approach the carrier, make gentle course and altitude 
corrections. Touch the keys gingerly. When you are two miles out, 
cut power gradually until about 40%. At this point, deploy your 
LANDING GEAR and ARRESTOR HOOK. As you touch down, 
POWER UP. If the cables didn't stop you, you have boltered, and 
you need to takeoff again. Finally, during your first several carrier 
landings, it is recommended that you use the internal view only.

If you find yourself cutting power from 90% to 40% just before 
landing, you are not doing it right. If you find yourself making 
rough and violent course corrections, you are probably 
overcorrecting, or as they say "diving for the deck", and this is 
indicative of a poor line up. Abandon the landing and try again.



CUSTOMER SUPPORT
----------------
If you have a question that isn't answered by the manual, you
can reach us in one of the following ways.

1. Compuserve and America OnLine.  We visit these online 
services often and can answer your questions. Plus, other users are often 
happy to offer hints and tips.  This is the preferred method of 
reaching us! On CompuServe, our address is 76670, 2202.  
On AOL we're known as VeloctyDev.

2. Customer service personnel are available Monday to Friday,
9am to 5pm Pacific Standard Time.

Please keep in mind: we are a VERY small company, and in order 
to provide support to those who REALLY need it, we ask that you 
please ask your dealer for help before you call.  Also, if you have
comments that don't require a reply, please send us a letter. Your
input is VERY important to us.

Our mailing address is:

Velocity Inc.
PO Box 2749
San Francisco, CA 94126

To best serve you, we have compiled a list of the most common 
questions and answers that our customers have concerning 
JetFighter II:  Advanced Tactical Fighter.  The problem you 
described is one of these common situations, and we have circled 
the section below that pertains to you.  Look below for your 
question or problem, and follow the solution provided in the 
answer.

You may want to hang on to this letter.  The odds are that if you 
ever have troubles in the future we probably already have an 
answer for you in here.  If you still have questions or problems (or 
maybe even answers), please feel free to contact us via any of the 
methods above.

JETFIGHTER II--Common Technical Questions and Answers
_____________________________________________________
Q:      I type install and press [return] and the computer just 
freezes up immediately.
Q:      I run the installation program and it installs fine but when I 
try to play Jetfighter II (JF2), the program asks me to insert a 
VGA, EGA, or CGA data disk.
A:      In both these cases, the installation of Jetfighter II is being 
interrupted by a program you have resident in memory.  What you 
need to do is "clean boot" your machine.  DOS 6.0-6.2 users can 
reboot their computers and press [F5] when the phrase "Starting 
MS-DOS..." appears on screen and that will be a clean boot.  
Earlier DOS users need to boot their computers from Drive A 
using a bootable floppy (consult your DOS manual about making 
a floppy bootable or read the "Very Important Note" on page 2).  
After "clean-booting" your computer, repeat the installation of 
JF2.
_____________________________________________________
Q:      The program locks up my computer at the first screen when 
I am asked to enter a video mode and I get either a blank screen or 
a "runtime error - R6003 integer divided by zero".
A:      You probably have a 486 machine that runs at 66Mhz or 
faster.  To put it simply, your computer is too fast for JF2.  You 
need to slow down your machine before running the game.  Once 
in the game, you can speed your machine back up.  Some 
machines can be slowed down by pressing a TURBO button 
located on the front of the computer or, for you experienced users, 
either by changing a CPU speed setting or disabling your internal 
cache (and also your external cache if necessary) through your 
CMOS setup.  We have a fix that will allow JF2 to run on your 
486/66 or faster machine.  Send us your disks and include a note 
with your machine specs. and your name, address, and a phone 
number (please specify home or business phone number) and we 
will exchange your disks for the new version with the fast 
machine fix.
_____________________________________________________
Q:      The program runs fine until JF2 is about to enter a flight 
mode and the game says       "Downloading mission data to 
aircraft" or "Deactivating mouse".  Then the game freezes.
Q:      My memory manager seems to be causing problems.
A:      This is almost always caused by an expanded memory 
manager interfering with JetFighter II.  You're probably using a  
memory manager like EMM386, QEMM, or 386MAX.  Your 
memory manager may be remapping parts of VGA video memory 
that JF2 wants to use.  Reconfiguring your memory manager so 
that it will NOT use the VGA video memory should eliminate the 
problem.  Here are some hints for some of today's most popular 
memory managers:
EMM386
The following is an example of how to exclude the VGA video 
memory address:
	device=C:\DOS\EMM386.EXE   RAM  X=A000-C7FF

Avoid using the NOEMS switch with EMM386 if JF2 is still not 
working.  It has caused problems with JF2 on some systems 
before.  If you use DOS 6.0 or 6.2, you can run the MEMMAKER 
program to optimize your memory manager.  Run MEMMAKER 
and use the following options:

	Use express or custom setup?    
		select CUSTOM
	Do you use any programs that need expanded memory?  
		select YES

In the advanced options menu you need to change two options:

	Scan the upper memory area aggressively?        
		select NO
	Use monochrome region (B000-B7FF) for programs? 
		select NO

Allow MEMMAKER to reboot your computer.  Follow the on-
screen instructions.  When MEMMAKER is finished, try running 
JetFighter again.  It should work fine.  Again, avoid the NOEMS 
switch if JetFighter is still not working.

QEMM386
The following line tells QEMM not to use the VGA video memory 
area:
	device=C:\QEMM\qemm.exe   RAM  X=A000-C7FF

If you have an ST:M or ST:F switch on the line that loads 
QEMM, you need to remove it.  Running QEMM with "Stealth 
Mode" will almost always prevent JF2 from running.  Also avoid 
the NOEMS switch with QEMM.

If you are using another brand of memory manager or no memory 
manager at all, you should add this as a separate line to you 
config.sys file:
	REM device=EMM386.EXE

VERY IMPORTANT NOTE:    Doing a CLEAN BOOT to bypass 
your memory manager will in almost all cases solve all your 
troubles.  In DOS 6.0+, you can clean boot your machine by 
holding down the [Left Shift] key while your computer is booting 
or by pressing the [F5] key when your computer says "Starting 
MS-DOS..." during bootup.  With DOS 5 or under, you will need 
to create a bootable disk for drive A:.  Use DOS's FORMAT 
command.  Place a blank disk in drive A: and type:

		FORMAT A: /S

The /S tells FORMAT to create a system disk.  Now, you can use 
this new system disk to start your computer.  Place your new 
system disk in drive A: and reboot your computer.  Your machine 
should now bootup from the system disk instead of you hard disk 
drive.  You must create a system disk in drive A:.  Most 
computers will not boot from a disk in drive B:.

Note:  Other applications that JF2 can have trouble with:
***Memory-resident virus protection utilities
(like Central Point's Anti-Virus CPAV.EXE)--Try disabling your 
anti-virus program.  They sometimes interfere with JF2's 
operation.
***The FASTOPEN utility
FASTOPEN is loaded in config.sys or autoexec.bat file.  
Discontinue using it.  This program definitely gives JF2 trouble.
***SETVER.EXE
Setver is loaded in either your config.sys or autoexec.bat file.  If 
all else has failed, try removing your "setver.exe" line.  In a few 
cases, setver.exe has caused JF2 to freeze up.
_____________________________________________________
Q:      JetFighter II used to work fine, now I see a message that 
says "Packed File Corrupt".
A:      You probably switched to DOS 5.  There is a bug that has 
been lurking around in one of Microsoft's programming utilities 
that we use.  The problem is, you now have TOO MUCH free 
memory.  On some machines when the program tries to load into 
the first 64K of memory the "Packed File Corrupt" message may 
appear.  DOS 5 users can solve the problem by using Microsoft's 
own fix:  LOADFIX.  Instead of typing JF2 <enter> to run 
JetFighter II, you should now type LOADFIX JF2 <enter>.  If you 
don't have DOS 5, you'll have to use up some of your memory 
before running the game.  Try launching a TSR program or 
increasing your FILES and BUFFERS.
_____________________________________________________
Q:      I get the message "Out of environment space" when I try to 
run JetFighter II.
A:      DOS sets aside some memory called "environment space".  
You need to increase the amount of this memory.  This is done in 
your CONFIG.SYS file.  You will need to add a line that looks 
like this:
		shell = c:\command.com /E:512

If you already have a line that looks like this, you need to add or 
increase the number after the /E:.  For example, if your line 
currently looks like:
		shell = c:\command.com /E:300

You should change it to:
		shell = c:\command.com /E:512


_____________________________________________________
Q:      The keyboard controls don't seem to be working very well.  
They have become sluggish.
A:      If you typically use both the keyboard and the joystick, you 
may need to adjust your joystick settings.  If your joystick does not 
return to center properly after releasing it, JetFighter may think 
you're still trying to fly with the joystick.  Because of this the 
keyboard will not be 'scanned' as often.  This can cause the 
"sluggishness" you're feeling.  There are two solutions.  First, if 
you turn the joystick OFF using the JetFighter inflight menu the 
keyboard should respond correctly again.  however, simply 
increasing the "DEAD ZONE" setting a little bit will make the 
program recognize that your joystick has returned to center.  For 
example:  if the DEAD ZONE is at 8, increase it to 12 and see if 
that helps.
_____________________________________________________
Q:      I can't calibrate my joystick.
Q:      I don't get the full range of movement out of my joystick.
A:      There are some combinations of joysticks, game port 
adapters and computers that may not work well with JetFighter II 
despite our sophisticated joystick calibration system.  Here are 
some tips:

1.      Be sure your joystick's trim controls are centered before you 
try to calibrate the joystick.

2.      Be sure you don't have more than one game port adapter in 
your computer.  For example, if you have a joystick card AND a 
SoundBlaster, then you have two game port adapters.  You should 
either remove your joystick card or deactivate the game port on 
your SoundBlaster card.

3.      You may need to adjust your game port to your computer.  
Many modern game port adapters have adjustable "speed" or 
"sensitivity" settings.  Please try all possible settings.  Even 
though you may have a 33MHz machine, your game port may 
work best when set to 4MHz.

4.      Delete the ROSTER.DAT file from your JF2 subdirectory.  
This file holds your joystick settings and may have been corrupted 
somehow.  The program will create another for you.  Note that 
you will also lose pilot data, video mode settings, and sound 
settings.
_____________________________________________________
Q:      I can't save my joystick settings
A:      Select save settings from the joystick menu in the game.  
When you press [Enter] your settings will be recorded.  They are 
not actually saved to disk until you exit the game, however, so it is 
OK that the disk drive light does not go on right away.
_____________________________________________________
Q:      I have a Gravis UltraSound board and I don't get any sound 
effects in the game.
A:      The Gravis UltraSound seems to have some minor 
incompatibility problems that prevent JetFighter II form detecting 
it as a 100% compatible AdLib sound board.  As of now, we don't 
have a good solution for this problem.  We recommend that you 
check with Gravis for updated sound drivers.
_____________________________________________________
Q:      How can I get JF2 to run under OS/2?
A:      We do not recommend running JF2 under OS/2.  As far as 
we know, the game should be compatible.  
Following are the OS/2 version 2.0 DOS compatibility box 
settings:
To make changes to the settings follow these steps:
1. Click on the DOS icon
2. Click on the arrow next to OPEN
3. Click on SETTINGS
4. Click on SESSION

You should now be at the point where you can alter the DOS 
SETTINGS.  Use the default setting for all settings with the 
exception of the items listed below.

DOS_BACKGROUND_EXECUTION        - OFF
DOS_FCBS                        - 0
DOS_FCBS_KEEP                   - 0
DOS_HIGH                        - ON
DPMI_DOS                        - DISABLED
DPMI_MEMORY_LIMIT               - 0
DPMI_NETWORK_BUF                - 1
EMS_FRAME_LOCATION              - NONE
EMS_HIGH_OS_MAP_REGION          - 0
EMS_LOW_OS_MAP_REGION           - 0
EMS_MEMORY_LIMIT                - 0
HW_ROM_TO_RAM                   - ON
HW_TIMER                        - ON
IDLE_SECONDS                    - 60
IDLE_SENSITIVITY                - 100
VIDEO_ONDEMAND_MEMORY           - OFF
VIDEO_RETRACE_EMLATION          - OFF
VIDEO_WINDOW_REFRESH            - 450
XMS_HANDLES                     - 0
XMS_MEMORY_LIMIT                - 0

Also include the following line in your C:\CONFIG.SYS file 
(even if it doesn't seem to make sense):
	REM EMM386.EXE

Users in the past have been successful running JF2 under OS/2 
version 2.0 with the above settings.  But we have learned from 
other users that these same settings will not work with JF2 on 
OS/2 version 2.1 or higher and we don't know why.  We do not 
run OS/2 here at Velocity so we recommend that you contact 
IBM's technical support if the game is not working.

