a port?
On Sat, 23 Oct 1999, Matthew Dillon wrote:
> I found a copy of the C version of trek73 in my Amiga archives. This
> is the trek73 originally written in HP-2000 Basic that was rewritten
> by Dave Pare and Chris Williams in C and seriously enhanced by a bunch
> of people including me in my early college years circa 1985.
>
> I don't think any of the authors would mind if it went into /usr/games,
> 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
>
>
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> - 13 -
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>
>
>
> 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
>
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> - 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
>
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> - 16 -
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>
>
>
> To Unsubscribe: send mail to [EMAIL PROTECTED]
> with "unsubscribe freebsd-current" in the body of the message
>
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