Date: Sat, 23 Oct 1999 21:07:19 -0700 From: "Jordan K. Hubbard" <jkh@zippy.cdrom.com> To: Matthew Dillon <dillon@apollo.backplane.com> Cc: freebsd-current@FreeBSD.ORG Subject: Re: trek73 Message-ID: <58658.940738039@localhost> In-Reply-To: Your message of "Sat, 23 Oct 1999 20:53:43 PDT." <199910240353.UAA12397@apollo.backplane.com>
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> I don't think any of the authors would mind if it went into /usr/games, I certainly wouldn't. It would be an old game returning home to the Berkeley world, and I also used to play it a lot on the HP-2000. The 'ol HP 2000 access, now that brings back memories... Did you know I once wrote an entire multi-user BBS (emeryville's HP-BBS) in HP basic? But I digress.. :) - Jordan > but tracking them down is close to impossible since ucbvax no longer > exists. If nobody knows different, I would like to clean it up (fairly > easy since it's already in C) and commit it in. > > I've included the docs below. > > -Matt > > > > > Originally written (in HP-2000 BASIC) by > William K. Char, Perry Lee, and Dan Gee > > Rewritten in C by > Dave Pare (sdcsvax!sdamos!mr-frog) > and > Christopher Williams (ucbvax!ucbmerlin!williams) > > Corrected, Completed, and Enhanced by > Jeff Okamoto (ucbvax!okamoto) > Peter Yee (ucbvax!yee) > Matt Dillon (ucbvax!dillon) > Dave Sharnoff (ucbvax!ucbcory!muir) > and > Joel Duisman (ucbvax!duisman) > > > T R E K 7 3 > A Star Trek(R) Battle Simulation > > Trek73 is a computer-simulated battle based on the famous > Star Trek television series and the game Star Fleet Battles. Via > computer terminal, you can clash with enemy battle cruisers, such > as Klingon D-7's and Romulan Sparrowhawks, and use the same stra- > tegies that Captain Kirk has used. Like Kirk, you control a > Federation vessel similar to the Enterprise; a computer program > directs the enemy. Victory can fall into several categories: > > Decisive Victory -- You completely destroy or cripple the > attacking force. > > Tactical Victory -- You out-maneuver the enemy using high- > speed escapes, corbomite bluffs, `play dead' tactics; or the > enemy surrenders. > > Moral Victory -- You surrender or self-destruct and destroy > each other. > > All distances are measured in megameters, one million meters > (abbreviated `M'). Speed is expressed in `warp factors'. Each > warp factor equals 100M per second. All angles are expressed in > common degrees from zero to 360, measured counter-clockwise from > the x-axis, similar to reading a protractor. Only two dimensions > are used. > > Play is as follows: > > 1. You issue one of a number of commands (fire phasers, > change course, launch antimatter pods, surrender, etc.) by typing > the appropriate code number into the keyboard; > > 2. The enemy, under programmed instructions, issues a simi- > lar command; > > 3. Both your commands are executed (phasers are fired, > probes are launched, damages are assessed, courses changed, etc.) > while the vessels move through space; > > 4. Unless certain end-game conditions are met (you destroy > the enemy, the enemy destroys you, your out-maneuver the enemy, > you both destroy each other, or one party surrenders) the above > steps are repeated. > > __________________________ > Star Trek is a registered trademark of Paramount > Pictures. > Although technically incorrect, it does save the player > from having to compute cube roots. > This saves the player from having to work out problems > in spherical geometry. > > > > > - 1 - > > > > > > STAR TREK > > > Appendix 1 displays certain weapon and shield angles. > > Appendix 2 depicts the Enterprise's power circuits. > > Appendix 3 lists certain weapon and vessel specifications. > > Appendix 4 lists initial deployment of resources. > > > CODE COMMAND > ==== ======= > > 1 Fire Phasers > 2 Fire Photon Torpedos > 3 Lock Phasers Onto Target > 4 Lock Tubes Onto Target > 5 Manually Rotate Phasers > 6 Manually Rotate Tubes > 7 *Phaser Status > 8 *Tube Status > 9 Load/Unload Torpedo Tubes > 10 Launch Antimatter Probe > > 11 Probe Control (Detonate, Direct, Lock) > 12 *Position Report > 13 *Position Display > 14 Pursue An Enemy Vessel > 15 Run From An Enemy Vessel > 16 Manually Change Course And Speed > 17 *Damage Report > 18 Scan Enemy (Damage Report Of Enemy) > 19 Alter Power Distribution > 20 Alter Torpedo And Phaser Firing Parameters > > 21 Jettison Engineering > 22 Detonate Engineering > 23 Attempt Defenseless Ruse > 24 Attempt Corbomite Bluff(s) > 25 Surrender > 26 Ask Enemy to Surrender > 27 Initiate Self-Destruct Sequence > 28 Abort Self-Destruct > 29 Survivors Report > 30 *Reprints Above List > > *Does Not Use A Turn > > > > > > > > > > > > - 2 - > > > > > > STAR TREK > > > Detailed Descriptions of Each Command > > What follows is a detailed description of each command. > Each command is referred to by a number from 1 to 30. After the > name of the command is given, a synopsis of the arguments the > command requires is given, if any. These arguments can be > entered on the command line, separated by a space, if you wish. > For instance, to fire phasers 1 through 4 with a spread of 15, > you could type '1 1234 15' on the command line. > > 1. Fire Phasers. > [Phasers] [Spread] > Phasers are pure energy units which emit a beam similar to > lasers, but of a pulsating nature which can be `phased' to inter- > fere with the wave pattern of any molecular form. Phasers get > their power from phaser banks, which in turn, derive their power > from the ship's engines. Each phaser bank is capable of holding > a charge of 10 units. When firing, these banks discharge, simi- > lar to batteries, to spread their destructive power through > space. After discharging, these banks are then recharged by the > engines. Each phaser can be set to automatically track a target > or can be manually rotated. Unless engineering is jettisoned > (code 21), phasers only fire from 0-125 and 235-360 degrees, > relative to the ship's course. In other words, each vessel has a > 110 degree blind side in back of it in which phasers cannot fire. > If phasers fired into this blind side, they would destroy the > ship's engineering section. > > The Captain also designates a wide or narrow phaser beam: a > wide beam to disrupt many targets; a narrow beam to inflict max- > imum damage on a single target. The maximum spread of phasers is > 45 degrees, the minimum is 10 degrees. The total beam width is > twice the designated spread. > > The firing percentage of each bank is preset to 100. In > other words, the bank fully discharges when firing. This can be > changed, however, using code 22. > > The maximum range of phasers is 1000M; the maximum hit fac- > tor is 45 with a ten degree spread, 10 with a forty-five degree > spread. Phaser hit factors are calculated by the following for- > mula: > > hit = (bankunits)(firing%)sqrt(1-range/1000)(45/spread) > > Phasers fire in .2-second intervals starting with bank one. > Phasers inflict heavy damage and casualties, but do not destroy > shields as much as antimatter explosions do. > > A phaser is unable to fire if damaged, if firing into your > blind side, or if completely discharged. > > 2. Fire Photon Torpedos. > [Tubes] > > > > - 3 - > > > > > > STAR TREK > > > The Enterprise is equipped with six torpedo tubes, which, as > phasers, can be set to automatically track a target or be manu- > ally rotated. Unless engineering is jettisoned, tubes only fire > from 0-135 and 225-360 degrees. Each tube fires all its > antimatter pods, which are temporarily held suspended in a > magno-photon force field. Photon torpedos can be fired directly > at an enemy, laid out as a mine field, or scattered in an > attacker's path as depth charges. > > Tubes must be loaded (code 9) prior to firing. Each tube > will be automatically loaded with 10 units or whatever remains in > the engines, whichever is less. Normally, torpedos are launched > at warp 12 in .2-second intervals, beginning with tube one. Pho- > ton torpedos have a proximity fuse of 200M. All of these values > can be changed by using code 22. > > Torpedos must be launched with care since the antimatter > pods which are fired can never be recovered. It is suggested > that you not fire more than four torpedos at any one time, since > a certain number of them do miss, or are destroyed by the enemy > firing phasers at them. It is also suggested that you fire them > at distant targets, beyond 1100M, to avoid the explosion radii of your own weapons. Hit factors resulting from antimatter explo- > sions are calculated as follows: > > hit = 5(#podscontained)sqrt(1-range/(55(#podscontained))) > > The maximum hit factor of an antimatter device is five times > the number of pods contained (in the case of torpedos, 50); its > explosion radius is 50 time the number of pods contained (in the > case of torpedos, 500). Antimatter explosions heavily weaken > shields but do not damage equipment as much as phasers do. This > formula also applies to vessels, engineering sections, and > antimatter probe explosions. > > Tubes are unable to fire if damaged, if firing into your > blind side, or if unloaded. > > 3. Lock Phasers. > [Phasers] [Target Name] > Phasers locked on an enemy vessel will automatically aim > towards it. Although phasers may track a vessel which is in the > firing blind side, they will not fire unless engineering is jet- > tisoned. To fire at vessels behind, simply change course at > least 50 degrees. Once a phaser is locked, it is not disengaged > until the target is destroyed (in which case it is then rotated > to zero degrees relative), relocked, manually over-ridden, or > damaged. > > 4. Lock Tubes. > [Tubes] [Target Name] > Tubes lock and unlock in the same manner that phasers do. > > 5. Manually Rotate Phasers. > > > > - 4 - > > > > > > STAR TREK > > > [Phasers] [Bearing] > Manually rotating phasers disengages any previous locks and > positions them as directed, relative to your course. For exam- > ple, if your course is 30, and phasers are rotated 45 degrees, > they will hit a target bearing 75 degrees. Rotating phasers into > you blind side is permissible, however, they will not fire. > > 6. Manually Rotate Tubes. > [Tubes] [Bearing] > Manually rotating tubes is similar to rotating phasers. > > 7. Phaser Status. > Phaser status reports the control (locks and damages), > deployment, levels, firing percentages (normally 100), and > charge/discharge rates (normally +10) of all phasers. > > 8. Tube Status. > Tube status reports the control, deployment, tube levels, > launch speeds (normally 12), proximity delays (normally 200), and > the time delays (normally 10). > > 9. Load/Unload Tubes. > [l | u] [Tubes] > Tubes are loaded with 10 charged antimatter pods until your > fuel runs out. Tubes can also be unloaded if the need arises. > > 10. Launch Antimatter Probe. > [Pods] [Time] [Proximity] [Target | [<CR> Course]] > Probes are slow-moving devices equipped with internal gui- > dance systems which allow them to chase an enemy vessel. Probes > consist of at least ten antimatter pods which are launched from > an undamaged probe launcher at warp three. As with torpedos, > probes are set with time and proximity fuses, and use the same > hit factor formula as do torpedos. > > 11. Probe Control. > [y | [n [Probe] [y | [n [Target | [<CR> Course]]]]]] > Probe control allows you to detonate or redirect probes > which may have missed. > > 12. Position Report. > Position reports are vital since valuable information on > courses, bearings and ranges are given to aid the formation of > good strategy. This order does not use a turn. > > 13. Position Display. > [Radius of scan] > Position displays, similar to radar scans, show objects > which surround your vessel. The Enterprise is indicated by a > `+', jettisoned engineering sections by a `#', probes by a `*', > torpedos by a `:', and enemy vessels by the first letter of their > names. > > 14. Pursue An Enemy Vessel. > > > > - 5 - > > > > > > STAR TREK > > > [Target Name] [Warp Factor] > This order instructs the ship's navigation to face an enemy > vessel whenever possible. > > 15. Run From An Enemy Vessel. > [Target Name] [Warp Factor] > This order, just the opposite of order #14, instructs the > navigation to keep the stern of the Enterprise towards an enemy > vessel whenever possible. > > 16. Manually Change Course and Speed. > [Course] [Warp Factor] > This order instructs navigation to maintain a fixed course > and speed. The following information applies to the above three > orders: > > Your maximum rotation rate when turning is: > degrees per sec = 5 * (12 - desired warp) > > Accordingly, you can turn 55 degrees at warp one, 50 at warp > two, ..., up to 15 degrees at warp nine. In other words, the > faster your speed, the less maneuverable you are. You are also > less maneuverable if you lose your warp drive. Your maximum > speed is warp nine, the enemy's is warp eleven. > > 17. Damage Report. > This report informs you of certain equipment status. A mal- > functioning computer (very rare) make orders 3 (lock phasers), 4 > (lock torpedos), 14 (pursue), 15 (run), 27 (initiate self- > destruct), and 28 (abort self-destruct) impossible to execute. > You will be required to manually rotate phasers and torpedos, and > manually change course and speed. Damaged sensors (rare) makes > orders 13 (position report) and 18 (scan) impossible. A damaged > probe launcher (sometimes) prevents you from launching probes. A > disabled warp drive (common) slows your speed and maneuverabil- > ity. See order #20 about jettisoned engineering section. When > your crew of 450 dies, your vessel is as good as dead. There are > 350 men aboard each enemy vessel. > > Shield percentage is calculated by its energy drain times > its operating efficiency. Efficiency starts at 100 and declines > with each hit. No damages of any kind are incurred when a shield > absorbs its first hit, no matter how great the hit. Shield one > is 1.5 times as strong as the other three shields. > > `Efficiency' indicates the number of energy units being > burned per warp-second. This number is initially one (.75 for > enemy) and increases per hit. > > `Regeneration' indicates the number of energy units being > gained per second. Initially set at 10, this number decreases > per hit. > > `Fuel capacity' indicates the number of matter-antimatter > > > > - 6 - > > > > > > STAR TREK > > > pods a vessel has aboard. This number rapidly decreases with > each torpedo or probe fired. > > `Fuel' indicates the number of matter-antimatter pods which > are filled with energy. This number rapidly decreases when main- > taining high warp speeds or firing phasers. > > 18. Scan Enemy (Damage Report of Enemy). > [Ship Name] > An enemy damage report is essentially the same as the > Enterprise's. > > 19. Alter Power Distribution. > [Shld 1 drain [* | ... Sh 4]] [Phsr 1 drain [* | ... Ph 4]] > The synopsis of this command can be confusing. The first > set of numbers gives the drains for each shield. All four shield > drains can be specified, but if a star is used immediately after > a shield drain (eg, 19 0.5 1*), then the remaining shields will > all be given a drain equal to the number preceding the '*'. > (Thus, in the above example, shield 1's drain is 0.5, whereas > shields 2, 3, and 4 have a drain of 1). The same applies to the > phaser drains. > > The power circuits of all vessels are illustrated in appen- > dix 2. Dilithium crystals produce energy much like generators. > This power is then used to maintain warp speeds, recharge > antimatter pods in the engine reserve, recharge phaser banks, or > maintain shield power. Your initial regeneration is ten, how- > ever, shields normally drain four units and engines burn one unit > per each warp-second. > > Shields can be thought of as electro-magnets. The more > energy put into them, the stringer their force field becomes. > Therefore, a shield's overall percentage is calculated by the > following formula: > > shield percentage = (energy in)(effective %) > > Notice that dropping power to a shield has the same effect > as having it hit. Notice also that if your regeneration drops > below four, you may have to discharge your phaser banks to main- > tain full shield power. > > Phaser banks, similar to batteries, not only discharge (when > firing), but also recharge. Initially, they are set to recharge > fully in one second (+10) so that you can continually use them. > However, they can discharge fully (-10) in one second to provide > extra power to shields, warp engines, or engine reserve. > > Under most conditions, you need not concern yourself with > power distribution unless some special need arises. Distribu- > tion, for the most part, is automatic. Regeneration is calcu- > lated first; that power is placed in reserve, along with any > discharged phaser units. Shield drain is calculated next, then > > > > - 7 - > > > > > > STAR TREK > > > phaser and engine drains. > > Be concerned with wasting power by indiscriminately firing > phasers and torpedos, maintaining speeds over warp three, or > dumping scores of units onto antimatter probes. Huge power > losses cannot be made up in battle. > > 20. Jettison Engineering. > Although this order was never executed in the television > series, it is quite possible, according to its producer. Jettis- > oning engineering has serious consequences, but it may be your > only course of action. > > One would jettison engineering if being pursed by vessels, > probes or torpedos, or as a suicidal gesture. > > The following things happen when engineering is jettisoned: > A: You lose all your fuel and reserve capacity; B: you lose your > regeneration; C: you lose your warp drive; D: your lose your > probe launcher; E: you lose your shields until you designate > phasers to discharge; F: the engineering section itself > decelerates to a stop; G: a ten second time delay on it is set; > H: hopefully, when it does explode, you are far from its effects; > I: your phasers and torpedos are now free to fire in any direc- > tion. > > 21. Detonate Engineering. > [nothing | [y | n]] > This order, issued after the previous one, manually > detonates your engineering section. It may also be issued > without the previous order, in which case you will be asked to > confirm your (crazy) order. > > 22. Alter Torpedo And Phaser Firing Parameters. > [[y [Launch Speed] [Time Delay] [Proximity Fuse]] | n] [[y > [Firing Percentage]] | n] > This option allows you to change the launch speeds, time and > proximity delays of all torpedos. At the beginning of play, tor- > pedos are launched at warp twelve, have ten second time fuses, > and 200M proximity fuses. Any vessel or engineering section > which comes within the proximity range will cause the torpedo to > explode. > > Phaser firing percentages can also be altered. A phaser > bank need not fire its full charge. > > 23. Defenseless Ruse. > [e | p] > Another name for this tactic is `playing dead'. When > issued, your shields are dropped to zero, and power is diverted > to your engines or phaser banks. Hopefully, the enemy will > believe you dead and come too close or break off their attack. > You should then be able to fire or run in the opposite direction. > > > > > - 8 - > > > > > > STAR TREK > > > 24. Attempt Corbomite Bluff(s). There were two corbomite bluffs > in the television series; one was against a midget operating a > huge space vessel the other was against Romulan attackers. Both > have been incorporated into this game. Whichever bluff issued is > selected randomly. > > 25. Surrender, If Possible. > This order sends a message to the enemy, saying that you > wish to surrender. The enemy will then decide whether or not > take you alive. You will have difficulty surrendering to Romu- > lans, who have never accepted one. > > 26. Ask Enemy To Surrender. > This order ends a message to the enemy demanding that they > surrender. Please bear in mind that Romulans are the most suici- > dal. > > 27. Initiate Self-Destruct. > This order activates a twenty-second self-destruct sequence. > Because final destruct does not occur until ten turns after ini- > tialization, it is best to start it early, if at all. When you > do explode, you hope that you explosive force will also destroy > your attackers. > > 28. Abort Self-Destruct. > This order, issued after the previous one, halts the des- > truct sequence. Self-destruct cannot be aborted withing five > seconds to detonation. > > 29. Survivors Report > This order prints out the number of survivors on board all > the ships. This order does not use a turn. > > 30. Reprint Above List. > This option, which does not use a turn, lists code numbers > and associated descriptions of each. > > 31 And Up. > Future options, currently being designed in Trek74, will > include Dr. Daystrom's paranoid, M5 multi-tronics computer which > will take over while you relax; or battle someone else who is on > another terminal; or battle in teams; or have a free-for-all > against nine other starships. > > > > > > > > > > > > > > > - 9 - > > > > > > STAR TREK > > > Options > > In TREK73, all the names are taken from the series Star > Trek. Through the use of options, the names can be changed to > whatever you want. > > To use the options, you must add the variable TREK73OPTS to > your environment. A sample would be (using the C-shell): > > setenv TREK73OPTS 'name=Jerk, ship=Boobyprize, terse' > > The option string is a list of comma-separated options. > Options are designated as either boolean or string options. > Boolean options are turned on by typing their name and turned off > by prepending 'no' to them. String options are set equal to the > string which follows the "=". > > There follows a list of all the options, what type it is, > and an explanation of what they mean. The default for the option > is in square brackets following the option. > > terse BOOLEAN [noterse]This option, when set, turns off the > information regarding the ship's purpose in the area. It > thus reduces the amount of drek on the screen. If you are > on a slow terminal, this is a nice option to have set. > > shipname STRING [Enterprise]This option names your ship. > > name STRINGThis option names the captain of the ship. If this > option is not set, then the program will ask for a name. > The captain is the one who must make all the decisions of > strategy and tactics for the ship. > > sex STRINGThis option gives the captain a gender. If this option > is not set, the program will ask for it's value. If you > respond with something that starts with other than "m" or > "f", beware! > > science STRING [Spock]This option names the science officer, who > is responsible for checking the parameters of the captain's > commands. It is also this officer's duty to report damage > to the ship as well as scan for enemy damage. > > engineer STRING [Scott]This option names the chief engineer of > the ship. It is this officer's duty to report on the status > of the ship, especially its energy supply and distribution > of the same. The officer also controls the launching of > anti-matter probes. > > helmsman STRING [Sulu]This option names the ship's helmsman. > This officer's duty is to control the speed of the ship and > also controls the firing of the ship's weapons. > > > > > > - 10 - > > > > > > STAR TREK > > > nav STRING [Chekov]This option names the ship's navigator, who is > responsible for the navigation of the ship. This officer > makes changes to the ship's course as directed by the cap- > tain. This officer also controls any anti-matter probes > after they have been launched. > > com STRING [Uhura]This option names the ship's communications > officer. It is the duty of this officer to handle all com- > munications between the ship and the rest of the universe. > > ships STRINGThis option, if set, tells the program how many ships > you wish to fight. If it is not set, then the program will > ask. > > enemy STRING [random]If this option is set, it tells the program > which race you wish to fight. The available races are: > Klingon, Romulan, Kzinti, Gorn, Orion, Hydran, Lyran, or > Tholian. If the option is not set, the race you will fight > is chosen at random. > > foename STRING [random]If this option is set, it specifies the > name of the commander of the enemy ship(s). If this option > is not specified, the name is chosen at random. > > silly BOOLEAN [nosilly]If this option is set, an additional race > is added to the list of possible races to fight. This race > is the Monty Pythons. Note that if you wish to always fight > the Monty Python's, you merely have to set the enemy option > above. > > > > > > > > > > > > > > > > > > > > > > > > > > > > > - 11 - > > > > > > STAR TREK > > > Simple Strategy > > If you are a beginner, a simple strategy to follow is A: > fight only one attacker; B: pursue him (code 14) at warp factor > one; C: lock on all phasers (code 3); D: continuously take posi- > tion reports (code 12) and watch his range; E: when he gets > within 1000M, fire all phasers (code 1) and keep on firing when > he is in range; F: When the enemy is out of range, take damage > reports and scans of the enemy (codes 17 and 18). > > After a few trial games using the above strategy, you will > want to become as efficient as the enemy at firing photon tor- > pedos. Finally, when you master launching antimatter probes, you > can designate more that one attacker. > > > > Trek73's History > > Trek73 was programmed on a Hewlett-Packard 2000C system by > William K. Char, Perry Lee, and Dan Gee. In January, 1973, Mr. > Char started with a few ideas and five months later, in May, > introduced $SPACE, his first version. > > Space had only 14 commands and comprised one 10K program. > Response was so great that new ideas flooded in and in June, work > on Trek73 was begun. Over 70 recordings of past shows were > reviewed to reconstruct dialogue and vessels. On October 8, > 1973, Trek73 was introduced. > > In 1984, Dave Pare at Univeristy of California at San Diego > and Chris Williams at the University of California at Berkeley > independently translated the BASIC code into C to run under BSD > UNIX. > > In April 1985, Jeff Okamoto and Peter Yee, both at the > University of California at Berkeley combined the two versions > into one, fixing bugs and adding new commands. The user-settable > options were also added. > > Ideas and bug reports should be sent to: > ARPA: okamoto@BERKELEY and yee@BERKELEY > UUCP: ..!ucbvax!okamoto and ..!ucbvax!yee > > > > > > > > > __________________________ > UNIX is a registered trademark of Bell Laboratories. > > > > > - 12 - > > > > > > STAR TREK > > > APPENDIX 1 > > > > > Secondary Hull Primary Hull > (engineering) > ------- > :-----------------------------------------\ | .5 | . . . . > :: N C C - 1 7 0 1 |} |0 / 1|---< . . . . . > ::________________________________________/ | | . . . . > warp engines ^ | .5 | . . . . > +++ |0 / 1|---< . . . . . > ===== | fuel | | . . . . > |+| + OOOOO reserve | .5 | . . . . > |+| ---------> +++ ---> OOOOO --- +++ ---> |0 / 1|---< . . . . . > ------- + ***** | | . . . . > | | ***** shield | .5 | . . . . > ------- | \ control |0 / 1|---< . . . . . > dilithium * \ ------- . . . . > crystal *** +++ shields > generator * \phaser control > | -------- : : : > | |-10/10|-OOOO>. . : : : | : : > <***: <[=====| <---+ |-10/10|-**OO>. . : : : : > probe launcher | |-10/10|-****> > V |-10/10|-****> > =*******= -------- phaser banks > photon =*****=== > torpedo =**====== > tubes =======****** > ========= ******* > ========= ******** > + Energy unit > O Matter-anti-matter pod > * Filled matter-anti-matter pod > ---+++---> Energy transfer > ---***---> Pod transfer > > > > > > > > > > > > > > > > > > > > - 13 - > > > > > > STAR TREK > > > APPENDIX 2 > > > > > > > > Shield 2 > | > 135 90 > \\,,,,,,,,''-``,,,,,,,, > ,,''\ .Phaser.Firing An``,, 45 > ,' \ \125 gles`,/ > ,' \. . Torpedo. . `, > :------------------------\ \135_-----_ Fir . , > :________________________/ _- 1 -_ ing . ` > | || / 0 \ Angles . | > Shield | ,_^^_____/| _ 7 | . . | Shield > -180| [ { (o) 1 } . . |0- > 3 | `-vv-----\| - C | . . | 1 > | || \ C / . . | > :-----------------------\ -_ N _- . . , > :_______________________/ -_____- . . ' > `, /225. . . . . . . ,' > `, / . ,' \ > ``,/ /235. . . . . . . . ,,'' 315 > /`````````,,_,,'''''''' > 225 270 > | > Shield 4 > > > > > > > > > > > > > > > > > > > > > > > > > > > - 14 - > > > > > > STAR TREK > > > APPENDIX 3 > Weapon And Vessel Specifications > Enemy exceptions are enclosed within [brackets] > > > Phasers > Number of banks 4 > Max range 1000 megameters > Max spread 90 degrees (45+45) > Min spread 20 degrees (10+10) > Max hit with 45 degree spread 10 > Max hit with 10 degree spread 45 > Loss of shield 1 per hit hit/4.5 > Loss of shields 2-3-4 per hit hit/3 > Firing angles with engineering 0-125, 235-360 degrees > Max charge per bank 10 units > Min charge or discharge time 1 sec > > Tubes > Number of tubes 6 > Max range 12,000 megameters > max launch speed warp 12 > Max time delay 10 seconds > Max proximity delay 500M > Max explosion radius 500M > Max number of pods launched 10 > Max hit factor 50 > Loss of shield 1 per hit hit/3 > Loss of shields 2-3-4 per hit hit/2 > Firing angles with engineering 0-135, 225-360 degrees > > Probes > Number of probe launchers 1 > Max range 3000M > Max launch speed 2 > Max time delay 15 sec > Max proximity delay any > Max explosion radius 50 times number of pods > Max pods launched fuel available > Max hit factor 10 times number of pods > Loss of shields per hit same as torpedos > Firing angles with engineering all > > Vessels > Max turning rate 50 degrees > Max speed warp 99 [11] > Min units burned per warp-second 1 [.75] > Crew 450 d[350] > > APPENDIX 4 > > > Initial Settings > > > > > - 15 - > > > > > > STAR TREK > > > Enemy exceptions are enclosed within [brackets] > > > Crew 450 [350] > Speed 1000 megameters > Course 0 [0-360] degrees > Engine Efficiency 1 [.75] > Fuel Level 150 > Fuel Capacity 200 > Regeneration Rate per Second 10 > Helm Lock None [Federation Vessel] > Phaser Deployment 90, 0, 0, 270 > Phaser Bank Levels 4 x 10 units > Phaser Charge/Discharge Rates 4 x 10 units > Shield Drain 4 x 1 units > Shield Percentage 4 x 100 > Torpedo Deployment 120, 60, 0, 0, 300, 240 > Tube Levels 6 x Zero > Total Charged Pods Available 190 > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > - 16 - > > > > > To Unsubscribe: send mail to majordomo@FreeBSD.org > with "unsubscribe freebsd-current" in the body of the message To Unsubscribe: send mail to majordomo@FreeBSD.org with "unsubscribe freebsd-current" in the body of the message
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