E F   2 0 0 0   -   A D D E N D U M 

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CONTENTS

- Installation Guide

Installing Data
Game Preferences
VR Headsets
Sound Drivers
Joysticks
Diagnostics
Windows '95
In-flight Configuration

- The Campaign - Extras

- Features & Tips

Playing Your Own CD Music
Speed And Efficiency
Fast Menu Access
Fast MFD Access
Remote Autopilot Keys
Switching the Auto-leveller Off
Tracking Missiles
Landing Gear Protection
Controllers
Rudder Pedals
ThrustMaster Files
Recalibrating Joysticks In-Game
Refuelling
Switching Multi-Function-Displays

- Installing EF2000 for Network Play

- Erratum

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Installation Guide

The most up-to-date information about matters such as installation is included
here and is meant to supplement information given in the manual. You will find
last minute information in the readme files on the CD-ROM.

The EF2000 installation program is very easy to use. Before you start, however,
ensure that you have a VESA SVGA driver loaded on your system. Some newer cards
have this built-in, while older cards require a driver. Drivers aer usually sup
plied with the card, although latest versions for popular video cards are avai-
lable from some Bulletin Board Services. If you have no drivers and VESA sup-
port is not built-in to your card, the UniVBE system will auto-detect most ty-
pes of video card and load the relevant VESA driver if available.

Step 1. Installing Data

1. First place the EF2000 disc in your CD-ROM drive.

2. Change to the DOS prompt corresponding to your CD-ROM drive and type INSTALL
e.g. :  C:\D: , then D:\INSTALL

3. You will be asked whether you want a partial or full installation. Partial
installation, which requires 7 MB of hard disk space for the program data, and
as much as 20 MB for a swap file, uses the CD-ROM to access data during the
simulation. A full installation loads the contents of the CD-ROM to your hard
drive and requires around 60 MB of hard disk space. After a full installation
you will still need the CD-ROM to gain access to EF2000. To help you decide
which type of installation to choose, read the section called Speed &
Efficiency.

4. You will be asked which drive the data should be installed onto (check that
you have enough space first).

5. Press <ENTER> to install and wait while the relevant data files are trans-
ferred.

6. When the installation is complete, press <ENTER> to access the EF2000 con-
figuration Main Menu.

Step 2. Game Preferences

If you quit the configuration program unintentionally, or simly wish to reset
parameters, it can be accessed from the EF2000 directory by typing CONFIG then
press RETURN.

Use <TAB>, the cursor arrow or a mouse to select preferences, which are as
follows : 

* RESOLUTION : Lets you select 320x200 or 640x400 for the simulation graphics.
All interface graphics are in SVGA as standard. To help you decide which to
choose, read the section called Speed & Efficiency.

* DETAIL : Low detail offers non-textured polygons and minimal special effects;
medium detail offers textured polygons; high detail offers textures plus the
maximum 3D range search, afterburner heat-haze and transparent smoke.

* CONTROL : A choice of joystick or keyboard (specific joystick choices are
documented later).

* SFX : Sound effects on or off. Switching them off detracts from the game but
wins a little extra memory space.

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* SPEECH : Vocal messages on or off, with on for the greatest realism and off
for lower memory demands.

* MUSIC : Off, MIDI or CD. MIDI plays the interactive, context-sensitive game
music, while CD allows you to access a high quality CD audio soundtrack on the
EF2000 disc, or listen to your own CD while playing the game (see Features &
Tips for more details).

Step 3. VR Headsets

EF2000 is fully compatible with several VR headsets. These include : the Forte
VFX-1 and Virtual IO i-Glasses. If no headset is connected, set this option to
NONE. Several special keys are provided for VR headsets.

ALT+F1 : VR Helmet View
ALT+F5 : Centre VR Helmet
ALT+F8 : Increase Gamma Correction

The Gamma correction will help resolve any colour inconsistencies.

Step 4. Installing Sound Drivers

Next you will need to access the sound configuration utility to configure the
correct drivers for your sound card.

1. Select 'Choose MIDI and digital-audio drivers'.

2. Using the cursor arrows or <TAB> key, choose 'Select and configure MIDI
music drivers'.

3. Select your soundcard from the list and press <ENTER>.

4. We suggest that you allow the software to auto-configure your soundcard.
Highlight auto-configuration and press <ENTER>. If this fails, quit to DOS and
check your sound card settings using the card's diagnostic tools, then re-enter
the configuration program and adjust the card settings manually.

5. Now repeat this exercise for the digital audio drivers.

6. When finished press 'DONE'.

Step 5. Configuring your Joystick

1. Select the appropriate command from the configuration menu.

2. Follow the on-screen instructions. Most are answered by typing Y for Yes or
N for No.

3. Press 'SAVE'.

Step 6. Diagnostics

These tests should establish whether your installation has been totally success
ful. Please write down n detail any faults you might have spotted. Remember,
the video test will fail if VEA SVGA driver is not set-up. In this case, con-
sult the supplier or manufacturer of your graphics card.

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Installation with Windows 95

EF2000 will only run in a full DOS session. This can be accessed by starting
Windows 95 then pressing the START button followed by SHUTDOWN, at which point
you will be able to restart the computer in DOS mode. If you have upgraded from
a previoius version of Windows, you can press F4 while loading Windows 95 in
order to boot directly into a DOS session.

WARNING : Windows 95 may not have made the CD-ROM and mouse drivers available
to DOS, so you will first need to install these under the DOS session, ensuring
the correct entries are made in the CONFIG.SYS and AUTOEXEC.BAT files. Once
this is done, follow the EF2000 installation procedures.

If you are having difficulty setting up your CD-ROM to run in a DOS session, we
suggest you make a full hard-disk installation of the software from Windows 95.
To do this start Windows 95, press the START button and press RUN. Then typing
the drive letter of your CD-ROM followed by install; e.g. D:\INSTALL. Alterna-
tively use BROWSE to locate the drive and install the file. After installing
the game, switch to DOS, change to the directory containing EF2000 and type
config. Then follow the EF2000 installation procedures.

The In-Flight Configuration Menu

Once youare in an EF2000 flying session, you have access to a special configu-
ration menu. This will aloow you to change the several parameters without
having to quit to DOS. NOTE that SFX, SPEECH and MUSIC controls will only be
available if you switch these features on during the initial game configuration

CONTROLS : Joystick or keyboard

SFX : Sound effects on or off

SPEECH : Wingman, AWACS and other speech on or off

MUSIC: Off, MIDI or CD music. CD music can be your own favourite audio CD

CD CONTROLS : Lets you change tracks when playing CD music.

JOYSTICK SCALE: Determines the sensitivity of your joystick

SFX VOLUME : Determines how loud the sound effects will be

MIDI VOLUME : Determines how oud the soundcard music will be

NOTE :  CD audio volume can only be adjusted through the software delivered
with your soundcard, or through the card's own volume control.

WORLD DETAIL : High, medium or low, to suit the speed of your machine. Low
detail: plain polygons, no smoke etc. ; Medium detail: textured polygons, shor-
tened range for 3D; High detail: textures, maximum range for 3D, smoke, after-
burners etc.

G-EFFECTS : Switches black-out and red-out on or off

GEAR DAMAGE : Turns idestructible landing gear on or off

PILOT AIDS : Switches on radar and DASS overlays in full HUD mode and provides
orientation arrows on the canopy for F" and F10 views. These arrows point to-
wards the HUD.

EXIT OPTIONS : Allows you to end the mission and return to the interface,
return to the game or quit to DOS.

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The Campaign - Extras

Several details regarding Campaign are not covered in the manual. They are
described here.

AUTOSAVE: The current Campaign state is automatically saved at the end of each
mission or view 8 hour period. When you re-enter Campaign, you will be asked if
you would like to resort to the previously saved game.
Note : Only one Campaign state can be saved at any one time.

MAP ZOOM : Place the mosue pointer over the campaign map and click with the
left button to zoom in. Clicking the right mouse button reverses the zoom
function.

TARGET ICONS : Target types are represented by icons available in the MAP
option. A full explanation of each symbol can be found on the map which accom=
panies the manual. You have the choice of showing NATO, Russian or Neutral tar-
gets, which are colour coded green, red and blue respectivley.

SYMBOL FOR COMBAT AIR PATROLS (CAP): For those of you new to combat flight
simulation, a CAP comprises two or more aircraft flying a circuit over a high
value target or near to an expected point of penetration by enemy aircraft.
The circuit is such that the CAP aircraft cover 360 degrees of sky with their
radars, leaving virtually no blind spots. CAP aircraft will fly for four hours
and then land after being relieved by fresh fighters. On the map they are re-
presented by small crosses and are easily identified on the 8 hour view by
their race-track flight paths.

SYMBOL FOR STRIKE PACKAGES: Large triangles on the map represent packages of
aircraft with specific objectives. A typical strike package may comprise low-
level bombers, SAM suppression aircraft, escorts and jamming aircraft.

SYMBOL FOR AWACS: Airborne Early Warning Aircraft are represented by a triangle
with a line through it.

SYMBOL FOR AIR COMBAT AND GROUD STRIKES: Explosions on the map represent ground
strikes, SAM kills and aerial combat.

SYMBOL FOR BASE CAPTURE: When any base is captured, its colour will change to
reflect the new owners; e.g. a NATO base captured by Russians will turn from
green to red.

VIEW 8 HOURS : When you select view 8 hours, you also have the possiblity to
highlight individual flights and their waypoints. These may be incremented in-
dividually or in steps of ten flights.

REFUELLING AND TIME SKIP : When using time skip in campaign, you may be taken
away from your waypoint route and positioned near to a tanker. You then have
the choice to refuel, or if you press time skip, you will be taken back to your
waypoint route.

NOTE: Due to the complexity of the data in Campaign, loading times may seem
slow on some machines. Please be patient.

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FEATURES & TIPS

Playing your own CD Music

Once a mission has loaded, call the in-game configuration menu (key `) and load
your own audio CD in the CD-ROM drive. Now use the CD audio options to select
which track you wouldlike to hear and return to the game.

Speed & Efficiency

On minimum specification 486 DX2 66 Mhz machines, there are a number of func-
tions which can be adjusted to help improve the speed and fluidity of the
graphics. Firstly, ensure the program is running in 320x200 resolution. If you
are unsure, fly a mission and press ALT R to change reolutions. Then try adjus-
ting the detail level with ALT d. Not loading the sound and music drivers
during initial game configuration will also save memory.

SVGA mode is best on faster Pentium machines (90 Mhz or more). In this mode,
the quality of the graphics is actually better than some military simulators.

Switching off the virtual cockpit by pressing F1 will also increase the speed
and fluidity of the graphics. Joystick response can be improved by entering the
in-game configuration menu (KEY `) and setting the joystick sensitivity to
maximum (the far right of the scale). There are also three detail settings, low
medium and high. Try lowering the setting to improve speed.

EF2000 is packed with high quality sound samples and texture maps and on 8 MB
machines will access the swap file from time to time to load data. Switching
off the sound effects will reduce this disk access time. Alternatively, fit
more memory into your machine, 16 MB is ideal.

Single speed CD-ROM drives mean long loading times. This problem can be solved
by making a full installation or upgrading to a fster CD-ROM drive. N.B. Loa-
ding from the hard drive is almost always faster than loading from a CD-ROM
drive.

Fast Menu Access

In the Main Menu, you need only type the initial letter of each menu title to
access the relevant simulation module; e.g. 's' for simulator. Quick Combat is
accessed by pressing <ENTER>.

Fast MFD Access

To gain immediate access to the MFD screens rather than have them scrolling,
first press ALT z. The same key combination reverses the effect.

Remote Autopilot Keys

You may adjust the autopilot speed with the + and - keys without looking at the
MFD. In addition left/right affects heading and cursor up/down adjusts altitude

Switching the Auto-Leveller Off

To do this press the L key again. Note, when you look at the Autopilot screen,
you must press the AM Autopilot Mode key on the MFD to recall functionality.

-7-

Tracking Missiles

A missile launch within range of your plane will cause the F2 and F10 views to
padlock onto the missile, to help you avoid it.

Landing Gear Protection

The aircraft will not let you drop your landing gear above 300 knots. Conver-
sely, if you exceed 300 knots with your gear down, the aircraft will retract it
automatically.

Controllers

Suncom's F-15 stick (yeuukx!) was released to us a little too late for inclu-
sion in the manual, but has been tested and approved by DID for use with EF2000

Rudder Pedals

In the EuroFighter itself, the rudders are almost redundant except in the very
low speed regime; i.e. for landing. The effectiveness of the rudder cannot be
compared with that of conventional aircraft with a mechanical flight control
system. However, rudder calibration is included in the joystick calibration
routine.

Thrustmaster Files

ThrustMaster configuration files can be found in the directory 'TMASTER' on the
EF2000 CD-ROM. (Don't even look at them, they SUCK bigtime - I guess they're
the same old farting files from TFX one, beeuuuhhh!)

Recalibrating Joysticks in Game

To restore your controllers to a central position during game play, press ALT c

Refuelling

When attempting to refuel, please be aware of the following points...

No response to a refuelling request means that the tanker is out of range, or
is not within the required 30 mile radius. Simply fly towards the compass mar-
ker, or use Autotracking Autopilot while using the refueller HUD mode.

If you are told 'Negative, hold off', there is a refueller in range but all its
available slots have been taken. In this case, simply keep trying until a slot
is free.

'Clear to Join' means that you have been allocated a slot in the queue, but not
necessarily a hose. You must wait for permission to connect with a hose, other-
wise refuelling will not commence.

'Move astern the left/right hose' indicated that a hose is free. To succeed,
you must link with the allocated hose only.

Witching Multi-Function Displays

To switch displays using the mouse, move the cursor to the edge of the screen
and click on the left mouse button.

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INSTALLING EF2000 FOR NETWORK PLAY

For network play, every participating PC must have a copy of the game installed
You also need to have the appropriate IPX and network card drivers loaded on
each machine. However, it is not necessary to log on to the network. IPX
drivers are supplied with Novell Netware, Novell Personal Netware and other
proprietary network software. EF2000 will also work on a peer-to-peer network,
with no server. This is the best form of connection, because no other network
trafic will compete.

Step 1

First you need to allocate a network 'socket'. The socket is used by EF2000 to
find other machines running the simulation. You will need to talk with your
system administrator about this. Once you have a socket number, this must be
entered in every machine which is to play the game. On a network without a ser-
ver, any socket number besides zero may be used. Socket numbers are in hexade-
cimal and you may use the letters A to F in addition to numbers 0 to 9. Alter-
natively the player on the game server may press 'Request socket from the net-
work server', which then automatically allocates a dynamic socket number. All
the other players must then use this socket number. This facility is not avai-
lable on peer-to-peer networks.

IMPORTANT: sockets are used by many network applications and it is possible
that there may be a conflict with other applications on big networks. Always
check with your system administrator before attempting to start a network game.
DID Ltd. And Ocean accept no responsibility for any loss of data due to network
conflicts.

Step 2

To allow several network game sessions to be played simultaneously on the same
network when only one socket number is available, different channel numbers
must be selected for each session. For example, in session one all players use
channel 10, while in session 2 all players use channel 15. However, it is al-
ways preferable to use different socket numbers instead of different channel
numbers, if possible.

Step 3

One player must be nominated to act as a server. It is preferable to use the
fastest machine available for this purpose, although the workload is not
excessive.

Step 4

All players must first make sure that the IPX drivers are loaded, then run
EF2000.

Step 5

Each player should select Network Multiplay

Step 6

The player whose mahcine is to be the server should check that the game server
field says 'YES'; everyone else should check that it is set to 'NO'.

Step 7

Each palyer should then check that the channel number is set to the one agreed.

Step 8

Each player should now check the socket number is set to the one agreed.

-9-

Step 9

Each player should check that the name field is set to the desired player name,
or individual call-sign. These names will appear next to target track boxes in
air combat, to help players identify one another.

Step 10

The player on the server should click on 'Listen' to wait for the other players
to join and everyone else should click on 'Join Network'.

Step 11

When the player on the server has all the players show on the list on his
screen, that individual should click on main menu and then select the desired
game type (see About the Network Games).

When the game has been selected a message will appear on each machine and the
mission will start to load. When the mission is loaded on all machines, the
game will commence. If a problem occurs during transmission of the mision data
to other players, it is possible to return to the MultiPlay screen by clicking
on ABORT. This will reset the communications systems so that they can be linked
again. If the game server clicks on 'Reset Network', everyone's comms-network
system will be reset if they are connected. During mission transmission, the
server will see the players' numbers light up if those players are not respon-
ding.

Segments on Large Networks

In order to connect different segments for the EF2000 network game, players
should click on the 'Segments Icon' to open a sub-window in which up to four
8-digit hexadecimal network-segment numbers may be entered. These must corres-
pond to all the segments which are to be connected. Sendign data to other seg-
ments involves work for the network server (not the game server), which has to
move the data from one segment to another. This may cause delays in data trans-
fer and slow the network down for other users.

About the Network Games

When the player in charge of the server clicks on Quick Combat, it initiates a
King of the Skies tournament, in which all eight players are pitched against
one another in a free battle zone. Before playing you can elect to play in
temas, or fly as individuals - it's your choice. Both fuel and weapons are
limited. You will need to land in order to replenish both; touching down on the
runway is enough to achieve this objective.

If missions from the simulator are unable to cope with the number of players,
they will not appear on the menu. We suggest limiting simulator missions to
four players.

Note:  In network-simulator missions, the leader is responsible for waypoint
adjustment and selection. Other players can adjust the speed and headings to
the selected waypoint.

Disclaimer on WinBond Network Cards

When testing the network version of EF2000, the Winbond WBPLUS Ethernet card
was found to cause data storms and so corrupt the network game. Unfortunately,
at the time of publishing no fix was available. We therefore cannot guarantee
satisfactory results with this card until further notice.

-10-

ERRATUM

Page 14: The sentence 'Please be aware that...' should read 'Please be aware
that 500 KB is actually 512,000 Bytes (1KB=1024 bytes).

Page 16: The right mouse button is not equivalent to the escape key.

Page 39: Paragraph 3 - The sentence 'Red boxes indicate that...' is invalid.

Page 40: Paragraph 1 - There is no map available in the Quick Combat section
of the game.

Page 43: Paragraph 1 - to enter a mission press 'FLY' and not 'ACCEPT' as sta-
ted in the manual.

Page 73: JTIDS colour coding: green=NATO, red=Russia and blue=Neutrals.

Page 95: SHIFT CURSOR ARROW slews the IR image, not the cross hairs and tracker
box as stated.

Page 97: The scale of the maps should be reversed; i.e. 1:500,000.

Page 105: Pressing AUT on the MFD activates autopilot, not 'ON' as stated in
the manual.

Page 113: When the HUD is switched of, the corresponding warning panel light
will glow green, not red as stated in the manual.

Page 129: The entry 'with 30 miles' should read 'within 30 miles'.

Page 139: The ASRAAM should weigh 97kg.

Page 173: The correct command for refuelling is 'To Join' and not 'Request
Refuel' as stated in the manual.

Technical Support

If you have any problems running or playing this game, please contact us either
by fax or telephone. The line is open from 10am to 7pm every weekday (except
Bank Holidays) and from 10am to 2pm on Saturdays.

The fax is available 24 hours a day.

Telephone: 0161 839 0999
Fax: 0161 839 0997

!!!  d A   e N d  !!!

