| |

 |
|


|
| TACTICS
Jane's Fleet Command puts you in charge of the world's navies. Here's some intel for
directing the battle fleet.
Much of the AI is determined by the language coding in the "DOCTRINES" files in the Fleet Command
folder. Many slick players have begun experimenting with the doctrines files to make planes engage enemy ships after identifying, prod own ships to fire against incoming SAMs in self-defense, and other
improvements to make the
game much more playable. By Ron Hunt.
DOWNLOAD the LATEST Fleet Command Custom Doctrine Files (16 KB)
If you want to try your hand at tweaking the Doctrines files yourself, you will
want to read the Doctrine Specs text file. It spells out how the doctrines work, priorities, expressions, syntax specs--everything you need to know to be a Fleet Command Master Hack!
By Mike Kolar (Sonalysts).
DOWNLOAD the Fleet Command
Doctrine Specs (4 KB)
These files will allow you to change the loadout on the F-14. Using these files will change the loadout on the F-14 to 6 Phoenix and 2 AIM 9 missiles. Follow the instructions in the readme.
By Mike Kolar (Sonalysts).
DOWNLOAD the Fleet Command
Data Base Tweak (26 KB)
Jane's Doctrine files and Specs
Download Doctrine text and Database Files
This zipped file contains files that will allow the experienced user to modify the Fleet Command doctrine files and make modifications to the database files.
The Doctrines.txt file briefly describes all the commands within the doctrine files located in the Doctrine subdirectory off the installed Fleet Command directory. By making modifications to this file, you can change the way your platforms behave under different circumstances (i.e. you can make your aircraft automatically engage identified hostile aircraft). Refer to the file “doctrines.txt” for a full description of the doctrines.
The rest of the files contain the files necessary to make changes to the Fleet Command database, which people have been mainly using to modify weapon loadouts of various platforms. Included in this zip file is a sample modification that gives you F-14s loaded out with Phoenix missiles. Refer to the dbspec.txt file for an explanation of how this all works.
Again, only experienced users should attempt these modifications. Please backup your original files before making any changes to them.
Finally, and most importantly, if you have modified your database, and you play multiplayer games, all the other users you’re playing with will need to have the same database for Fleet Command to run the multiplayer game properly. All the databases need to be in agreement when playing a multiplayer game.
**Disclaimer -- Electronic Arts, Jane’s Combat Simulations, and Sonalysts, Inc. are not supporting any modifications made by the end users. This is at your own risk. Please do not call our customer support for help with these files.
Gameplay
The following is a brief explanation of
the different types of sensors that can be turned on/off.
Basically, all sensors that can be turned on or off are
emitters, and as such they can be counterdetected at a
greater range than they can detect. Before you turn on a
sensor, think about the fact that you might be giving
yourself away instead of finding out where someone else
is.
- Air Search
Radar - Typically, a long-range radar
system intended for searching the skies for
aircraft. Note that Air Search radars cannot see
below the horizon, so ships suffer from a blind
spot at low altitudes and long distances. This
blind spot is not displayed on the radar coverage
display.
Surface Search Radar
- A shorter range radar for searching for surface
platforms.
Fire Control Radar
- Fire control radars are often required by
missiles, especially guided missiles. Many fire
control radars are only capable of guiding one
missile at a time; the Aegis radar system being
the most notable exception can guide up to 16.
Your ships will automatically turn on their fire
control radars when ordered to attack, making you
highly visible to platforms equipped with ESM.
You may wish to re-order Emcon (all radar turned
off) after an attack is completed in hopes of
regaining a stealth advantage.
AEW (Airborne Early
Warning) Radar - This is an extremely
long-range air and surface search radar system
carried by platforms such as the US E-2 Hawkeye.
You'll wish to protect platforms carrying this
system carefully, as they provide your
longest-range coverage of the unfolding
situation. AEW Radar is also counter-detectable
from great ranges, so you may wish to keep it
quiet until you can separate it from your battle
group.
Active Sonar -
Active sonar works by radiating noise underwater
and listening for returns to echo back from
underwater objects such as subs. It gives away
the location of your ship to any nearby subs, but
it is also your best chance of locating them. If
you suspect a sub is nearby, you may be able to
discover its location quickly by going active,
and prosecute it before it can attack.
- If you are playing multiplayer games with
a modified database (for instance, you have the database
with the F-14's modified to carry Phoenix missiles), make
sure the other people you're playing with also have the
same database. The databases must agree with each other
for multiplayer games to run correctly.
The "Search" option will
disappear for aircraft when they run out of sonobuoys.
At the start of any mission in which you
have a carrier and/or airbases, use the grouping commands
to create a group for each platform. For example, select
the carrier and press ctrl-1. Then, select the airbase
and press ctrl-2. Now, you can select your carrier
anytime without having to search around for it by simply
pressing '1' and then 'f' to bring up the flight deck.
The same goes for your airbase. Press '2' and then 'f' to
bring up the airbase's flight deck.
If you are having trouble finding a sub or
any enemy target, save and quit the game, then use the
REPLAY button from the debrief screen. It will show you
all platforms as what they really are.
Rename scenario files to .SCU and they
will be available for viewing and/or editing in the
mission builder.
WARNING
- If you make any changes to the pre-made scenarios, you
run the risk of messing them up, or even causing them to
become unplayable. If you plan on editing any of them,
please make backups of the mission files first. All the
Fleet Command missions are in the Fleet Command\Scenarios
directory where you installed the game.
The ES-3 Viking and the EA-6B Prowler
(available on all US carriers) can jam another ships
radar, making it very hard for them to defend against
your SSMs. Hook one of these planes; hit the C key, then
right-click on the platform you wish to jam.
Use the "m" (lower case m) key
on any hooked (selected) allied platform to see what its
current orders are. A line will be drawn from your
platform to the current target or destination,
color-coded as such: RED for engage, YELLOW for
identify, ORANGE for jam, and GREEN for transit.
Use the SHIFT+M (upper case M) keys to
show your PIM (Points of Intended Movement) lines. This
is the intended destination for your group leader and
should be followed to complete the mission.
When searching for a sub, make sure to
manually turn on your S-3 Viking or Helo's sonobouy by
right clicking on the platform and choosing
SENSORS>ACTIVE SONOBOUY.
You can place a marker on the 2D map
(denoted by a + sign) by pressing
ENTER. This is very useful for marking coordinates given
to you in tasking messages, or any location you may want
to remember. You can remove the marker by selecting it
(left-click) and pressing DELETE.
If you are running low on SSMs, you can
place a marker on the map with the ENTER key, then choose
ENGAGE WITH>TLAM SLCM from the right-click menu, and
engage the marker. The Tomahawk is the only missile that
can do this, and has a large area of effect.
The SM-2 can be fired at enemy surface
platforms, and is quite effective because of its high
speed.
If an enemy sub fires a torpedo at one
your ships, turn the opposite way and press SHIFT+3 keys
to make your ships run at maximum speed. Make sure to
launch a helicopter to sink the sub.
If an enemy fires a SAM or AAM at one of
your planes, select the targeted plane and press SHIFT+3
(top speed) and SHIFT+9 (high altitude). The enemy
missile will have a harder time reaching your plane.
If you are having trouble seeing the
enemy, make sure you have your ships sensors turned on.
This will allow you to see the enemy, but will allow them
to see you easier as well. Using your E-2 Hawkeye will
give you a long range of vision without needing to turn
on your ships sensors.
Use your ships SONAR will usually allow
you to detect subs before you come into their torpedo
range.
In the Mission Editor, all goals in a
Dynamic Group are created if that particular Dynamic
Group is created. The goals have no bearing on Minimum
and Maximum number settings, but instead are
automatically created with the Dynamic Group being
created.
To get the following audio messages to
play in your created missions, type the name of the .wav
file you'd like exactly as follows:
Manual Correction: On Page
28 of the manual, the explanation for adding
your own .wav files to your user-made missions is
incorrect.
It should read, "If you want to use
your own .wav files, you must copy your .wav files to the
scenario directory, which is a subdirectory off of the
install directory of Fleet Command (default -
Program
Files\Jane's Combat Simulations\Fleet Command\Scenario). In the Edit box, just provide the name of the
.wav file and Fleet Command knows to check the scenario
directory. Note: if you are making a multiplayer
scenario with unique sound files, be sure to provide
those sound files along with the scenario to the other
players.
To use the default .wav files
that come with Fleet Command, their names are entered in
the edit box exactly as shown below. No need to put them
in the scenario directory. They will work.
TacticalUpdateReceived.wav
UpdatedTaskingReceived.wav
HighIntelReceived.wav
SitReportCopied.wav
DamageRepReceived.wav
MissionComplete.wav
Manual Correction: On Page
29 of the manual, the explanation for the
Automatic Goal is incorrect.
It should read, "Automatic Goals are goals that do
not have any criteria for them to be accomplished, they
are automatically triggered. Automatic Goals can be set
up to be triggered at a certain time, but other than that
they have no criteria that has to be met for them to be
triggered. They are useful for any Intel or information
you want to provide the player at any time during a
mission regardless of what's going on. They are also
useful when used in conjunction with goal precedence. You
can set up a "mission complete" automatic goal
and in the goal precedence dialog, set it up so this goal
cannot be triggered until all the other goals in the
mission are completed. Therefore when the other goals are
completed, the mission complete goal is automatically
triggered.
Manual Correction: On Page
30, the "Pick Up Pilot Goal"
explanation incorrectly states "To place a downed
pilot, on the first Goal page click Neutral . . ."
It should read, To place a downed pilot, on the first
"object" page click Neutral . . . "
Mission
Specific Tips
Campaign Missions
- Bay of Bengal
Pause the game immediately, zoom in closer
to your CVBG, hook them all, unpause, and turn on ALL
sensors. Prepare to be surrounded, and attacked in force
from all sides. Don't be afraid to use a lot of SM-2s for
each incoming missile, better to use a few extras than
get hit. There can be as many as 9 Indian subs, most of
which are positioned along your PIM line. Get your E-2
Hawkeye up fast, and at least four S-3 Vikings to search
the path of the CVBG (remember to turn on the sonobouys).
You MUST wait for the Intel and Tasking messages to come
before taking out the airport and Indian ARG.
Strait of Malacca
Again, pause, zoom in, and turn on ALL
sensors. Do not turn on any of the Australian SAGs
sensors; keep them hidden, as they have no defense. The
Chinese forces are weak, but you start the mission
surrounded by them. Within 10 minutes of game time, the
Russian Shipwreck missiles will appear in your sensor
range, fire as many SM-2s as you can, as fast as
possible. After the first wave, another smaller one may
come, then the Russians and Chinese will be depleted of
all SSMs. The only worries are the random Backfire
attacks and the hidden subs. Set at least four Vikings to
search the entire area between the islands. All subs and
hostile forces must be killed to win this one.
Taiwan Strait
This one is easy. Launch 10 TLAMs at each
airport at the start of the mission; don't bother to wait
for the Tasking message (they are the only unknown land
objects on the map). Chinese forces are stuck between a
lot of neutrals, so be careful how you attack them.
Better to close with an F-14 Tomcat and fire Harpoons
from point blank range. DO NOT use the AGM-88 fired from
the F/A-18 Hornet, as it will home in on the neutral
boats and your score will suffer. TLAMs will do the same.
All subs and Chinese forces must be killed to win. The
PCFGs do not need to be killed (they're a pain to hit
anyway).
Kuril Islands
You must overwhelm the Russian CVGB as
soon as the mission starts. This is the hardest mission.
You start with approx. 60 TSAMs depending on the random
placement of your forces, use 40 of them in the first
five minutes, most will be shot down. If the Russian
airport randomly starts close to you, kill it with 20
TLAMs immediately (It is the only visible unknown land
object on the map). Get planes in the air, especially the
jammers (ES-3 Viking, EA-6B Prowler, and the E-3 Sentry).
The Russian carrier will pump out an endless flow of
Su-33 Flankers which will attempt to kill every missile
and plane you have, and they are faster than any of your
planes. There may be as many as three subs which must be
killed in order to win, although there is no message to
do so.
Single missions
- CVBG Norwegian Sea
- Don't be afraid to use all your SM-2 SAMs.
There are only 3 or 4 Backfires, with 5 Kitchen missiles
apiece. Launch some of your F-14s; turn on your sensors.
Chinese Terrorists
The enemy will reveal itself soon after
the mission starts, by firing at you with all their
missiles. Defend yourself, then kill them.
Shore Bombardment
Simple mission, just kill the land targets
with TLAMs or guns. Careful of the airport, it will dump
a large amount of planes in a short period.
Pacific Pirates
Launch your helicopters as soon as the
mission starts and order them to identify all the unknown
tracks. Planes will come off the airport, one of them is
the enemy, and you will lose if he gets away.
Macho madness
One, maybe two boats to kill, nothing
special here.
Iraqi Strike
The initial barrage of missiles is
difficult to fend off, but will end soon. Kill the land
targets and you are done.
Wyoming Deploys
Use the Orions to search along the PIM
line of the Wyoming. You do not need to get to the 300
fathom line, although the debrief will state it as being
"incomplete". The transit take a long time,
don't bother, just end when all the enemy subs are dead.
No-Fly Zone
Use the EA-6B Prowlers to jam any target
you see. The SAM sites are deadly to your planes. Just be
patient with this mission and it is easy. Don't kill the
hospital.
Deadly Transit
Defend and attack aggressively and you
should come out alive.
Strike Back
This is nearly the exact same mission as
Deadly Transit. You must destroy the command center, SAM
site and all Russian craft to complete this mission.
Iranian Attack
You are almost certain to lose planes in
this one, as the enemy has you surrounded and will fire
upon them as soon as the mission starts. Take them out,
kill the airport, one PCFG and you are done.
Indian Ocean Transit
The Indian CVBG is very good at defending
itself with its Harriers. There are two enemy subs which
you must kill to win.
Bugs and Drugs
The enemy factory MUST be killed before
1310 to win this one. Pay heed to the Intel and tasking
messages.
A Line in the Sand
ALL enemy forces must be killed to win
this one, ignore the Tasking about transiting to the 35th
parallel; you are already there. There is an enemy sub
which is difficult to find, just keep searching for it.
Strait and Narrow
Read the Tasking and Intel messages
carefully. Do not kill the enemy airport until ordered to
do so. The enemy PCFGs will fire on you as soon as the
mission starts, defend yourself, then kill them. There
may be as many as two subs which must be killed to win.
You must complete the transit to finish this mission.
Rogue Fleet
This should be a four star mission. You
will probably lose one or two ships here no matter how
well you play. Fire ALL your missiles at the Kuznetsov,
kill it as fast as possible. There is an enemy sub that
must be killed to win. Beware the Flankers.
Hold
the Tiger at Bay
Make sure to read all Tasking and Intel messages
carefully. You need to kill the SAM sites
as well as the airports to win (they are easy to miss). Also kill the Viraat and complete the transit.
Norway Alta Fjord
Should be a four star mission. You will
probably lose 2-3 ships here. The sub is an Oscar class
Russian sub with 24 Shipwreck missiles. The Kuznetsov has
20 Shipwrecks, and the 2 Kirov class battle cruisers that
have 20 Sunburn missiles each. Not to mention all the
Su-33 Flankers from the Kuznetsov. Good luck, your SAG
will be overwhelmed quickly.
Nominated for an Oscar
Search for the sub. Kill it and you win.
Paybacks are Hell
A large Russian CVBG is just northwest of
the island barrier (I'm sure you are scared of the
Kuznetsov by now!). Be careful how you shoot your TSAMs,
as they cannot fly over land. Launch all your planes and
slug it out with them. Be careful of the SAM sites on the
islands.
Running the Gauntlet
You minesweepers have NO defenses, get
planes to them quickly, or kill them enemy. If they die,
you lose.
Plugging the Gap
Beware the Backfire, and their Kitchen
missiles. There is one airport which will launch
Backfires, which will launch Kitchens, then land rearm,
and be back up again within 15 minutes. Kill it quickly.
You CVBG is spread out, protect the carrier.
Liberating Liberia
Read the tasking and Intel messages
carefully. The helo tasks are difficult to time
correctly. Make sure you use the low altitude (shift+7)
and slow speed (shift+1) commands when ordering your
helos to rescue the embassy staff. You MUST use helos
from the French carrier; the other US helos can't rescue
people.
He's at it Again
Kill the enemy land targets, and defend
against their planes. This is an easy mission.
Ancient Rivalry
Relatively straight forward mission, kill
everything. There are two subs that are hidden behind
your ships, turn on your sonar to find them and use the
Orions to kill them. Be careful of sneak attacks from
unknown planes.
Palestinian Peace
The Negev base is difficult to see because
it is in a valley; you must be directly over it to see it
(which means the SAMs will be able to hit you easily).
Place markers (return key) at the exact coordinates given
to you and use the engage with>TLAM to fire at the
markers. The TLAMs have a large blast radius and will
probably kill the target.
Red Sea Chokepoint
Use all your offensive and defensive
weapons to kill the enemy quickly, and defend against a
large amount of incoming SSMs. Make sure to turn on your
sonar, as there is a sub nearby.
A Furor in the Fjord
If the random placement of your ships
leaves you without two ships to the north of your
carrier, restart the mission, as you will not be able to
defend yourself without them. Your CVBG is spread thin
and you will need to defend aggressively, and attempt to
overwhelm the Russian CVBG. Most of the unknown planes
around your CVBG are Russian Bears and IL-Mays, which
will jam your ships fire control radars, and your
Hawkeye, making the first five minutes of the mission
very difficult. Kill them as fast as possible, and don't
worry too much about killing the neutral planes (why do
they fly in a war zone?) Fire 10 TLAMs apiece at each of
the airports as soon as the mission starts (the only
visible land objects). Backfires with Kitchens will pour
from the central airport, so it must be killed quickly.
Launch all your jammers to help kill the Russian CVBG.
Nuestra Malvenas
The UK CVGB is pretty weak, and does not
have long range weapons like the US fleet does. Use your
offensive weapons wisely. The Harriers do not have much
range either. One of your Duke class destroyers must
close to within 30 miles of the coastline to complete the
"Blockade Broken" task. The British ships can
only fire one SAM at a time.
Red Sea Ambush
This is truly an ambush. Similar to Red
Sea Chokepoint, do not be afraid to use ALL of your
offensive and defensive weapons to win. Turn on ALL your
sensors at the start of the mission.
Baltic Sea Magic
The French fleet is similar to the UK
fleet, lacking in long range weapons. The Rafales are
good anti-air defense, while the Super Entards are not.
Kill the airport as soon as possible. The French ships
can only fire one SAM at a time, so aim carefully.
Q: In Baltic sea magic, I get my ships to
the required destination before the required time limit,
but the Blockade Broken goal never comes up as completed.
Why is this?
A: To break the blockade, you must arrive
at the required destination with at least one fully
functioning D'estienne D'orves class FFG.
South China Slugfest
Nearly impossible to end with a positive
score, the enemy has somewhere near 120 SSMs to fire at
you, while you can have as many as 120 SAMs, depending on
the random placement of your ships. Launch the P-3 Orions
as soon as the mission starts. There are two weak subs
directly south of your subs, turn on your sonar and they
will become visible soon after. Play this one with
"on-demand sub comms" ON (from the F6 options
menu), otherwise your subs will never engage the enemy
(and you will need those extra 12 Harpoons). If one of
your ships is in danger, fire as many offensive weapons
from it as possible, as it is better to get them in the
air than lose them.
Go to the
PATCHES & MISSIONS
section to DOWNLOAD the latest patches for this sim.
|
TIPS
Jane's Fleet Command is new and there are few known issues. If you are having trouble,
try these tips.
Go Start>Settings>system>Device manager>
Sound Video & Game> your sound card...whatever it might
be>Properties>settings>
and uncheck the
joystick port enabled box. Remember to
REBOOT! and you're good to go! I can verify this works.
You can download the latest drivers for
your sound card from www.creaf.com. Install
it in your system while the joystick port
is disabled. Re-enable the joystick port after
installing the new drivers and try the game again.
Also, check to make sure your sound drivers are DirectX6
certified and up-to-date.
For customers who own a Gateway system and
the Soundblaster PCI 64 sound card, or any PCI 64 card,
Ensoniq Audio PCI, or PCI 128, you may encounter a crash
to the desktop when starting the game. Here is the fix
that should take care of the problem:
- Go into System Properties from the
Control Panel, or by right clicking on the
"My Computer" icon and selecting
Properties.
- Select the Device Manager tab,
then double-click on Sound, Video, and Game
Controllers.
- Select Audio PCI 64 properties,
then select Settings.
- Uncheck the Joystick Port enabled
box. That's it. Close the system box.
You will probably need to restart
your computer before this takes effect. The game
should now work properly.
You may also need to update your sound card
driver to the latest driver. The original Gateway driver was the
1127 driver. You should get the 1139 version upgrade from
Gateway. Check their website for updated drivers. But try the
joystick port disable before updating drivers. Remember that you
will have to recheck the joystick enable box if you want to play
another game that uses a joystick or gamepad.
If some of the keyboard commands are not
working in the game, make sure that the "Caps
Lock" key is turned off.
If you're having trouble locating your
saved games, do the following: From within the game, go
to the Single or Campaign Missions selection screen.
Scroll down to the bottom of the list of missions to find
your saved games. Make sure you name your saved games
something recognizable.
Jane's Fleet Command
FAQ
Version 1.0 -- 6/15/99
Frequently Asked Questions
Gameplay
Mission Specific Tips
Troubleshooting
Frequently Asked
Questions
Q: What does the keyboard command Ctrl-A: Add
Air Corridor do?
A: Air Corridors are simply for your own
reference within a mission. If you think you've found a path
where civilian planes are flying through, you can mark this area
with an air corridor. Press Ctrl-A, then click the mouse on the
map where you want the corridor to begin, then drag the mouse in
the desired direction of the air corridor, and click again. The
Air Corridor will be drawn as two parallel lines. Now you will
know if you see planes flying down this corridor, you can
probably ignore them since you've figured out they're civilian.
Be careful though, the enemy may sometimes hide in civilian air
corridors to disguise their maneuvering.
Q: What do the commands "a - show/hide air
stations", and "s - show/hide ship stations" do?
A: Ship and air stations are where a platform
goes when ordered to Return to Station. Stations can be dragged
to alter ship formations or aircraft loiter locations - any ships
or aircraft assigned to the station will follow it to its new
location. Aircraft can be dragged from one air station to
another. Everything that carries aircraft (including airports)
have a Rally Point, which is just the default air station where
aircraft go when launched. Aircraft can then be dragged from the
rally point to any other air station. Press Ctrl-p to display the
currently selected ship/airbase rally point. It can then be
dragged to any location desired. As a last note, it should be
mentioned that there is no way to add or remove air or ship
stations while playing the game, this is only possible from the
mission editor. You can move the stations, but not add/remove
them during gameplay.
Q: When I give a platform a command it usually
changes speed. Why is that?
A: Planes and ships have to slow or change
altitude to acquire or fire weapons. If you give an aircraft an
engage command, it will go full speed to engage. Any other move
command (Identify, Search, Rescue, or any Transit), the unit will
probably return to cruise speed. You will need to give it a
shift-3 (full speed) command again if you want the platform to
run at full speed.
Q: Why is there no sound (platform command
acknowledgement) in the tutorials?
A: This is to insure that the instructions by
the narrator can be heard.
Q: What is that small, flashing red box in the
lower right corner of the screen?
A: The flashing box means you have a new
message to read. It can be in the Tasking, Intel, or Messages
section of the COMMS screen. Press F4 to bring up the COMMS
screen to read the new message. Once you've seen the message, the
flashing box will no longer appear, until a newer message
arrives.
Q: Why is there no Phoenix missile in the game?
A: The Phoenix missile is being phased out. It
will eventually no longer be a standard loadout on the F-14
Tomcat.
Q: My ships sometimes fire missiles by
themselves. Why is this?
A: If they fired a missile previously, and that
missile was destroyed before it hit the target, they will fire
another missile to take its place.
Q: Sometime I fire HARM missiles at one target
and they go towards another target. Why is that?
A: HARM missiles are radar tracking. If they
pickup a closer radar source than the target you specify, they
will go towards it. You need to fire the HARMs closer to your
intended target.
Q: Sometimes I tell my ships to fire guided
missiles and they don't do it right away. Why is this?
A: They may be reloading their weapons or in
the case of SAMs, all of their Fire Control radar are already in
use. Most systems are only capable of guiding one missile at a
time, the Aegis being the major exception. This is also why your
ship isn't firing more missiles on command.
Q: Sometimes with "On Demand Sub
COMMS" enabled my sub still will not come to COMMS depth.
Why is that?
A: Subs will not acknowledge that request if
they are under attack or an enemy sub is nearby. They will
automatically prosecute the enemy however. The player cannot
control typhoon class Russian subs.
Q: I changed my CD-ROM drive letter, now the
game won't start. Why is that?
A: The game is looking for the original drive
letter it was installed from. You need to uninstall Fleet
Command, and reinstall with the new drive letter or change the
CD-ROM drive letter back to the original letter.
Q: In the Mission Editor, what does the
"Include in Sim" option actually do?
A: This option is typically used to place
buildings in populated areas without bogging down the simulation,
and your machine. If the "Include in Sim" option is
unchecked, Fleet Command will pretend the buildings aren't there
_except_ in 3D. This means they will show up in the game, but
cannot be hit by weapons and won't be checked for collisions, and
as such won't consume any CPU time from the simulation. They are
only there for visually filling out the landscape.
Help out with a small donation.
Keep Subsim
Review strong with your support! Thanks!!
All tips and contents are
©2004 SUBSIM Review
Do not copy without permission. |
SUBSIM
Review - submarine games and simulations
www.subsim.com

SUBSIM
Review
Graphix by
Subsim Review 2005 Design Team
© 1995-2008 SUBSIM
All rights reserved. Subsidiary of the
World Sim Network.
Legal Notice
| Privacy
Policy
| |