AirQuake2: The Manual
=====================

Contents
--------
1. Introduction
	1.1 What is AirQuake2?
	1.2 What is QUAARD?
	1.3 Thanx
2. Installing and Running AirQuake2
        2.1 AirQuake2 System Requirements
        2.2 Installing AirQuake2
        2.3 Running AirQuake2
3. Controlling AirQuake2
	3.1 Control List
	3.2 Selecting a Vehicle
	3.3 Controlling Aircraft
	3.4 Controlling Helicopters
	3.5 Controlling Ground-Vehicles
	3.6 Weapon Use
        3.7 Other Control Features
4. AirQuake2 Features and Modes of Play
	4.1 Game Features
	4.2 Modes of Play
5. AirQuake2 Vehicles and Weapons
	5.1 Aircraft
	5.2 Helicopters	
	5.3 Ground Vehicles
	5.4 Air Weapons
	5.5 Ground Weapons
        5.6 Miscellaneous Equipment
6. AirQuake2 Maps
	6.1 Map Features
	6.2 Single Player Maps
	6.3 Deathmatch Maps
	6.4 Teamplay Maps
7. AirQuake2 Technical Help
        7.1 FAQ
        7.2 Known Bugs
8. Legal Crapola

1. Introduction
===============

1.1. What is AirQuake2?
-----------------------
AirQuake2 is a TC (Total Conversion) for id Software's Quake2.
AirQuake2  is however a radically different style of game from
Quake2: instead of a 1st-person shoot-em-up, AirQuake2 is a
3rd-person flight-sim.
That's right, a flight-sim. AirQuake2 allows you to control a
range of combat aircraft, helicopters and ground-vehicles,
around maps ranging from huge canyon networks to sandy desert
wastes, destroying military bases and cities and blowing your
buddies out of the sky and off the ground.

What's more, AirQuake2 is better than a flight-sim: It combines
the unique freedom of flying an aircraft with Quake2's great
multiplayer capabilities and simple, fun gameplay. There's no
sluggish controls and over-complex flight mechanics here; We
have tried to make AirQuake2's flight experience as simple, as
smooth and as fun as possible.
AirQuake2 is inspired by Iikka Kernen's Air Quake TC for Classic
Quake. Please note that we are not affiliated in any way with
Iikka Kernen or Air Quake, so please don't send him any questions
about AirQuake2 or us any questions about Air Quake.

1.2. What is QUAARD?
--------------------
QUAARD stands for QUake Advanced Aeronautics Research and
Development and we are the team responsible for creating
AirQuake2. Currently we number 7:
	
Bjoern Drabeck- Project Leader and Lead Programmer
		(bjoern@converted2.com)
Rudi Muiznieks- HTML Wizard and Programmer
		(rudi@mindless.com)
Scarecrow-      Lead Modeller and Artist
		(yht68@dial.pipex.com)
Alun Bestor - 	Lead Artist and Mapper
                (uberian@converted2.com)
Michael Pratt - Modeller and Artist
                (mjpratt@cats.ucsc.edu)
Oord Quenton -  Modeller
                (oordquenton@hotmail.com)
Stewart Yeoh -  Modeller
                (peridition@yahoo.com)
Scheherazade -  Modeller and Artist
                (banach@Erols.com)

Come visit the AirQuake2 and QUAARD homepage at
http://airquake2.converted2.com. It features all the info and
updates on the AirQuake2 TC, Bios of the team members (in case
you really really care), and AirQuake2 discussion boards.

1.3. Thanx
----------
We have had many many great contributions to the AirQuake2
project from users, and we'd like to take this chance to
thank them.
Special Thanks to:
        Iikka Kernen- The Orville Wright of the TC world
        Martin Fuchs- Several very very cool maps
	Paul Kent- Some great art and great times
        The crew at The Hanger (www.converted2.com/hanger)
                        - for moral support and catering
                          to the AirQuake2 community when
                          we wouldn't :-)
        The Beta-testing team- if it wasn't for you, who
                               knows WHAT kind of crap
                               Bjoern would release? ;-)

Thanks also goes out to everyone who has contributed to
the project in any way (you know who you are), your help
has been very much appreciated!

And of course thanks to everyone who has ever posted a
message on the AirQuake2 discussion boards! Except for
those of you who wrote flames.

2. Installing and Running AirQuake2
===================================

2.1. AirQuake2 System Requirements
----------------------------------
AirQuake2 requires Quake2 3.20 or greater to run. In
addition, a quake2-compatible graphics accelerator and
a joystick are highly recommended. As for system
performance, if your computer can run Quake2, it can
run AirQuake2.

2.2. Installing AirQuake2
-------------------------
AirQuake2 comes in two lumps:
        The AirQuake2 game        (AirQ2_08.zip)
        The AirQuake2 level pak   (AirQ2Pak.zip)
Both are available at the AirQuake2 website
(http://airquake2.converted2.com) in the 'Files' section.
	
You need to have both the game and the level pak in order
to run AirQuake2; however, they are released in separate
zips so that when one part or the other is updated you
don't need to download the whole thing again.

Once you have downloaded both zips simply unzip the AirQuake2
game zip, preserving pathnames (pkunzip -d if you use pkunzip)
into your Quake2 directory. The AirQuake2 files will be put
into a new subdirectory within your Quake2 directory, called
AirQ2.
Then, unzip the map pak zip into the AirQ2 directory.

NOTE: There are also often small updates to the game which
don't necessitate downloading the entire game zip again;
rather these are released as separate zips, clearly marked on
our website. These should be extracted as per the instructions
for installing the game zip.

AirQuake2 is now installed! Congratulations!

2.3. Running AirQuake2 (Win95/98)
---------------------------------
This can be done in two ways:
	1: (The Stupid Way) run Quake2 from the command line
	using the parameters "+set game airq2 +map airbase"
	as in:

        quake2 +set game airq2 +map airbase
	
	This will start quake2 up with AirQuake2 and load
	the 'airbase' AirQuake2 map.
Or....
	2: (The Clever Way) Make a shortcut to Quake2, or
	make a copy of your existing Quake2 shortcut. Edit
	this shortcut and add the parameters "+cmd menu_main
	+set game airq2" to the end of the target field, so
	it reads:
	
	<Location of Quake2>\quake2.exe +set game airq2
	+map airbase

	Now every time you run that shortcut it will start
	Quake2 up with AirQuake2 and load the 'airbase'
	AirQuake2 map.

Of course you can start AirQuake2 up with any AirQuake2 map.
The official AirQuake2 maps (included in the AirQuake2 level
pak) are listed below in Section 6. To start AirQuake2 with
one of them, simply replace 'airbase' in the above examples
with one of the levelnames.
To start a map in-game, go to the 'Start Network Server'
option in the Multiplayer menu, and cycle through the list
of possible maps; or just type 'map <levelname>' at the
console.

3. Controlling AirQuake2
========================

Okay, by now (hopefully) you have started up AirQuake2.
First, here is a summary chart of the AirQuake2 controls,
what their console commands are and what keys they are
bound to by default. Following this is a guide to how to
actually control AirQuake2.

3.1. Control List
-----------------
Action                  Keyboard Input     Joystick/Mouse Input
---------------------------------------------------------------
AIRCRAFT:
Pitch down/up           Up/Down Arrow      Forward/Back
Roll left/right         Left/Right Arrow   Left/Right
Yaw left/right          z/x                Hat-Switch Left/Right

HELICOPTER:
Pitch forward/back      Up/Down Arrow      Forward/Back
Turn left/right         Left/Right Arrow   Left/Right
Strafe left/right       z/x                Hat-Switch Left/Right

GROUND-VEHICLE:
Turret down/up          Up/Down Arrow      Forward/Back
       left/right       Left/Right Arrow   Left/Right
Chassis left/right      z/x                Hat-Switch Left/Right

ALL VEHICLES:
Throttle up/down        d/c

Fire Autocannon         CTRL               Button 1
Fire Current Weapon     ALT                Button 2
Fire Flare              SPACE              Button 3
Select Weapon           1-6
Cycle Weapons
        Forward/Back    s/a                Button 4

Unlock Current Target   u
Trigger Nearby Object   ENTER
Bring up MFD            TAB
Change vehicle          e

Toggle Brake            b
Toggle Landing Gear     g
Toggle Weapon-Bay       h
Toggle Auto-Pilot       q
Toggle GPS              w

Spawn combat drone      F2

Cycle camera-modes      INSERT
Cycle camera zoom       DELETE
Move camera forwards    HOME
Move camera backwards   END
Move camera up          PGUP
Move camera down        PGDN

Toggle auto-rollback    r
Toggle auto-coord       f
Videomode fix           v
(damn you, id!)	

All of the above commands are bound in the autoexec.cfg
in the AirQ2 directory. You can easily edit this and
customise your controls, as it is fully commented and
explained.
The AirQuake2 control configuration takes advantage of
some of the niftier features of joysticks such as hat
switches and extra buttons. However, there are some
advanced features like support for twist axes/rudder
pedals, which are disabled normally but which might work
with your particular joystick; check the autoexec.cfg
and uncomment them if they work with your joystick
configuration.

3.2. Choosing a Vehicle
-----------------------
When you've just started a game or have died, the
vehicle-selection screen will come up (or you can
bring it up by pressing <TAB>) that will allow you
to select a vehicle to pilot. There will be a list
of vehicle types for you to choose from: aircraft,
helicopter, ground-vehicle or infantry. Unavailable
vehicle-types are shown in parentheses; these
vehicle-types cannot be selected in the current map.
For more information on the vehicles in AirQuake2,
see Section 5 of the manual.

Press the <d> and <c> keys to move up and down through
the options, and press the fire <CTRL> key to select the
current selection. This will bring you to another menu,
listing different categories of that vehicle-type:
fighter, bomber, transport for instance. This menu is
navigated like the above menu.
Once you select a category you will be able to select the
individual vehicle you wish to control. A picture of the
current vehicle is shown in the middle of the MFD; you
can cycle through the available vehicles by using the
<d> and <c> keys. Select the current vehicle by pressing
the fire <CTRL> key, and you will start!
You can also go back to a previous menu by pressing <ESC>.
Pressing <ESC> at the main menu will remove the
vehicle-selection MFD.

While you're in a game you can also change your vehicle.
To do this you'll need to drive/land at a recharge spot;
recharge spots are specially-marked areas in bases and
hangars in certain levels (see section 7.5 for more
details). While you're in a recharge spot, press <e> to
bring up the vehicle-selection MFD.

3.3. Controlling Aircraft
-------------------------
In general the AirQuake2 aircraft controls are very
similar to those of a flight-sim; if you have played one
of those before, you should be comfortable with
controlling AirQuake2 and you can skim over the section
below.
NOTE: Aircraft movement presently uses very simplified 
      calculations that can occasionally result in
      unrealistic maneuvers and reactions by the plane.
      This will be fixed in a future version.

CONTROLLING IN FLIGHT
The aircraft can be rotated 360 degrees through all 3 of
its axes. These rotations are called pitching, yawing and
rolling. Controlling an aircraft requires using these
maneuvers to point the aircraft where you want it to go.

Pitching is rotating the plane about the axis that goes
horizontally through its wings. To pitch the aircraft,
pull back and forward on the joystick or mouse, or use
the up and down arrow keys. Pitching allows you to gain
or lose altitude, for an inverse trade of speed.

Yawing, or ruddering, is rotating the plane about the
axis that goes vertically though the centre of the plane.
To rudder the plane left and right, press the <z> and <x>
keys or push the joystick hat switch left and right.
Yawing is a means of turning the plane, and is used for
slow maneuvers like lining up for a runway.

Rolling is rotating the plane about the axis that goes
through its nose and tail. To roll, push left and right
on the joystick or mouse, or use the left and right arrow
keys.

You can turn the plane by 'banking'- applying pitch when
rolled to an angle of 90 degrees left or right, and thus
'pulling' the aircraft into a turn.
When the auto-coordination option is on (see Section 3.7),
the aircraft will automatically apply rudder and pitch
when you roll: with the result that you will turn in a
shallow bank.
These will both result in a quick but imprecise turn,
useful as a dogfighting maneuver or to avoid incoming
terrain.

The above controls point the aircraft where you want it to
go; throttle controls the amount of thrust the engines
provide to make the aircraft go there. Throttle is increased
by pressing the <d> key and decreased by pressing the <c>
key. All aircraft have at least 5 throttle settings, going
from 0 to 100% in 25% increments. Many aircraft also have a
6th setting, afterburner- this makes the aircraft go faster
at the expense of making it easier to track with guided
missiles.

Most aircraft have two other features which are useful for
flying:

Speedbrakes are togglable by pressing the <b> key. They slow
the aircraft down and are useful for quickly 'bleeding off'
speed for landing or for an attack run.

Landing gear is togglable by pressing the <g> key. They need
to be lowered for landing (see below). Landing gear will
automatically raise (and can't be lowered) at high speeds,
dependent on the individual aircraft. When lowered, landing
gear has the side-effect of slowing the aircraft down.

Be careful that you do not reduce your speed to too low a
level; at very low speeds the aircraft will stall, a
situation in which it does not have enough speed to keep
itself in the air, and will fall into an uncontrolled
dive. The only way to escape from a stall is to raise your
airspeed above the 'stall level' (variable, dependent on
the individual aircraft) at which point control will
return. At very low altitudes stalls can be deadly.

CONTROLLING ON THE GROUND
When an aircraft is on the ground (taxiing), the roll and
yaw controls control the nosewheel steering instead. The
aircraft requires at least some speed before it can turn;
you cannot turn while stationary.
An aircraft can only taxi on runways and tarmac; if you
drive it onto normal ground it will crash.

TAKEOFF AND LANDING

To take off, taxi to one end of the runway, and line up
with the other end of the runway. Set the throttle to full
and take speedbrakes off by pressing <b>, if they are on.
By the time the aircraft reaches the other end of the
runway it should have gained enough speed that you can
pitch the aircraft up and take off. When you're airborne,
raise the landing gear with the <w> key.

Landing is a little trickier. First, slow down to a fairly
slow speed- a bit slower than 100 or so. Then lower the
landing gear with the <w> key.

Give yourself plenty of room, line up with the runway,
make sure the plane is level and then pitch the plane into
a shallow dive aimed at the end of the runway.
If the dive wasn't too steep, the plane	was level (not
rolled) and the landing gear was down you should land at
the end of the runway. At this point cut your throttle
completely and put speedbrakes on by pressing <b>.
You should slow down quickly enough not to shoot off the
other end of the runway! If you can't slow down in time,
put the throttle back on full, retract the speedbrakes
and take off again, and go around for another try.

3.4. Controlling Helicopters
----------------------------
CONTROLLING IN-FLIGHT
The helicopter is controlled by directing the lift from
its main rotor and tail rotor. The amount of lift
generated by the rotor is controlled by the throttle.
Helicopters have 5 throttle settings; Throttle is raised
and lowered by pressing the <d> and <c> keys.

When level, the helicopter will hover in place. If the
throttle is set at 50%, the helicopter will not gain or
lose altitude; if it is set above 50% the helicopter will
gain altitude, and if set below 50% it will lose altitude.

Pitching the helicopter down or up is accomplished by
pushing forward or back on the joystick or mouse or by
using the up and down arrow keys.
Pitching down or up will direct the lift from the rotor
forwards or backwards, resulting in the helicopter moving
forwards or backwards. The speed it moves forward or
backward depends on the angle it is pitched at and the
setting of the throttle.
	
Yawing the helicopter left or right is performed by
pushing left or right on the joystick or mouse or by
using the left and right arrow keys. This has the physical
effect of increasing or decreasing the amount of thrust from
the tail rotor, thus turning the helicopter.

Rolling the helicopter left or right is accomplished
by pressing the <z> and <x> keys. This will direct
the lift from the main rotor left or right, resulting
moving in that direction- strafing. This is a very useful
maneuver for circling a target or for darting out of
cover effectively.

TAKEOFF AND LANDING
To take off in a helicopter, simply raise the throttle above
75% and the helicopter will start gaining altitude and will
take off. Some types of helicopter have landing gear; when
you take off these should be raised by pressing the <g> key
as they will slow down the helicopter.

To land, line up over the spot you wish to land on, level
the helicopter out and put your landing gear down if your
helicopter is fitted with them. Set throttle to 25% so you
begin losing altitude. Mantain your descent speed at a
reasonable level, because if you try to land too fast you
will damage your helicopter.
Helicopters can land on any solid, reasonably level
surface. However, they cannot move around once landed,
so if you miss your landing zone you will have to take
off and land again.

3.5. Controlling Ground-vehicles
--------------------------------
Most ground vehicles consist of two parts: the chassis and
the turret, which are controlled independently of each other.
The turret can be used to track a target in one direction
while the chassis moves in a completely different direction.

The turret is controlled with the arrow keys, joystick or
mouse. The elevation of the guns in the turret is
controlled by pressing the up or down arrows or pulling
forwards or back with the joystick or mouse. The turret
is turned by pressing the left or right arrows or pulling
left and right on the joystick or mouse.

The chassis is controlled with the rudder and throttle.
Pressing the <z> and <x> keys steers the chassis left and
right.
When auto-coordination is on (see Section 3.7), turning the
chassis will also turn the turret with it; when auto-coord
is off the turret is disengaged from the chassis.
Setting the throttle makes the vehicle go forwards or
backwards (vehicles have 4 forward speeds and one reverse
speed). Ground vehicles can negotiate most terrain but are
stopped by slopes greater than 45 degrees.

Ground vehicles also have a handbrake which can be toggled
by pressing the <b> key. This can only be activated when
the engine is at 0 throttle, and it will prevent the
vehicle from rolling down hills when you don't want it to.

3.6. Weapon Systems
-------------------

Each AirQuake2 vehicle has its own individual weapon
loadout; individual vehicles and their weapon sets are
covered below in Section 5. Vehicles start with their
maximum capacity of weapons; ammo, when depleted, can
be replaced by picking up ammo items or stopping at a
recharge spot (see below, section 6.1).

AirQuake2's weapon system is controlled with two
different triggers: one fires your vehicle's
autocannon or machinegun, the other fires your current
weapon (like missiles or bombs).
You can fire your vehicle's autocannon/machinegun by
pressing <CTRL>, the left mouse button or the fire button
on your joystick.
You can fire your vehicle's currently selected weapon by
pressing <ALT>, the right mouse button, or joysick
button 2.
You can cycle between weapons by using the <a> and <s>
keys or joystick button 4, or specifically select the
weapon using the <1>-<6> keys.

DUMB-FIRE WEAPONS
Dumb-fire weapons have no guidance systems. You just aim
at a target and fire them, hoping they'll hit. When
attacking moving targets, some leading (aiming in front
of) the target is necesary to make sure that the
projectile arrives at the same time as the target does.

GUIDED WEAPONS
Certain weapons, such as missiles and turreted autocannons,
have guidance systems which allow them to track and (in
the case of missiles) home in on targets.

For a guided weapon to track a target, you must acquire a
lock on that target. To get a lock you have to keep the
target within a cone in the center of the screen for a
certain length of time; after that a lock will be acquired
and the aiming reticle will turn yellow. The size of the
locking cone and the length of time required for a lock
varies from weapon to weapon.

If the target moves outside of the locking cone, the lock
is lost; A guided weapon fired without a lock acts like a
dumb-fire weapon. You can manually 'unlock' a target you
have locked onto by pressing the <u> key.

When fired, a guided missile makes a beeline for its target.
They can only 'see' directly forwards, meaning that if you
are able to are able to outmaneuver a guided weapon so that
you are no longer in front of it, the weapon will lose its
lock. While you are being tracked by a missile, the 'lock'
indicators next to your armor display will light up yellow.

Guided autocannons are able to track their targets by
means of a turret, allowing them to track and fire upon a
target within the tracking cone. They're not too good at
tracking fast-moving targets like aircraft.
You need to select the autocannon as your current weapon
for it to be able to track targets; it will only fire
straight ahead if it is not the current weapon.

FLARES
Flares are designed to fool guided weapons into tracking
the flare rather than the vehicle they're meant to be
homing in on. Flares can be fired by pressing <SPACE>, the
middle mouse button, or joystick button 3. See Section 5.6
for more details.

WEAPON BAYS
Stealth aircraft store their weapons in weapon bays which
must be opened before their main weapons can fire. Normally
the bays will open automatically when you fire the current
weapon; however you can open and close the bays manually by
pressing <h>. In either case the bay will close automatically
after 3 seconds. See Section 5.6 for more details.

3.7 Other Control Features
-----------------------------

USING OBJECTS
Some map objects, such as doors and elevators, can be
activated by moving your vehicle close to them and pressing
the <ENTER> key. AirQuake2 will print an activation message
at the top of the screen when you do so.

AUTOPILOT
Aircraft and helicopters are fitted with an autopilot,
which is togglable by pressing the <q> key. In aircraft, the
autopilot will automatically steer the aircraft away from
incoming hazards. It is useful for typing in things at the
console or for watching missile-view (see below) without
risking a crash. In a helicopter, the autopilot will return
the helicopter to a hover, though the helicopter will still
climb or descend based on the current throttle setting.

The vehicle cannot be manually controlled while autopilot
is enabled and it is also not totally infallible; it should
not be used in difficult terrain.

GPS
This piece of instrumentation is togglable by pressing the
<w> key. GPS stands for 'Global Positioning System' and
when enabled will give a constant readout at the top of
the screen of your current angle, latitude and longtitude,
and altitude above ground-level. This option is disabled
by default.

AUTO-COORDINATION
Mentioned earlier, this feature affects the controls of
the vehicles and is togglable by pressing the <f> key.
It is enabled by default.
When it is enabled in an aircraft, it will apply yaw to
the rolling input. The upshot of this is that aircraft
will bank instead of roll when roll input is applied.
When enabled in a ground-vehicle, it will lock the turret
to the chassis so that when the chassis turns, the turret
will turn with it. 

AUTO-ROLLBACK
This feature also affects the controls and is togglable
by pressing the <r> key. It is disabled by default.
When auto-rollback is enabled in an aircraft, the aircraft
automatically returns to level flight from a roll after you
release the controls.
When enabled in a helicopter, the helicopter automatically
returns to level flight from pitch after you release the
controls.
When enabled in a ground-vehicle, the turret will
automatically return to face forwards (from the chassis)
after you release the controls.

CAMERA MODES
The current camera-mode is cyclable by pressing the
<INSERT> key. AirQuake2 allows you to view the action from
several different camera angles.
Common to all vehicles are:
	Hull-View:	View from directly behind the
			vehicle, aimed at where the
			vehicle is pointing.
        Missile-view:   View from directly behind the
			last projectile you fired
			(great for watching bomb
			strikes:-).

Helicopters also have:
	Travel-View:	View from directly behind the
			helicopter, aimed at where the
			helicopter is travelling. This
			is useful for seeing what is in
			front of the helicopter when it
                        is in motion.
				
For ground-vehicles:
	Turret-View:    View from directly behind the
			turret, aimed at where the turret
			is pointing. This view is useful
			for tracking targets.

The camera can be cycled through 3 levels of zoom by pressing
the <DELETE> key.
The camera position can also be moved up and down by pressing
the <PGUP> and <PGDN> keys, and closer and further away from
the vehicle by pressing the <HOME> and <END> keys.

4. AirQuake2 Features and Modes of Play
=======================================

4.1. Game Features	
------------------

COMBAT DRONES
Drones are spawnable by pressing the <F2> key. Drones are
computer-controlled aircraft designed for target practice.
They fly around with no particular destination and
navigate terrain as they come to it. They have the
ability to engage human targets and also evade enemy
fire.
They can only be spawned in deathmatch mode and the limit
on the number of drones that can be in play at once is
controlled by the 'maxdrones' server variable (which
defaults to 8).

MAP SWITCHING
By default, when an AirQuake2 map ends (when the timelimit
or fraglimit is reached) it will start the same map again.
However, you can specify a string of maps for AirQuake2
to cycle through when each map ends; this string is
specified in a file called maplist.txt, located in your
AirQuake2 directory.
Simply type into this file the filenames of the maps you
want (without the .bsp extension) in the order you want
them to be cycled through, with one name per line.

VIDEO FIX
This is togglable by pressing the <v> key. There is a
bug in the Quake2 code, completely unfixable by us,
that results in aircraft having the opposite roll angle
in software rendering mode than they do in GL rendering
mode- this is very disconcerting as it means that when
you roll the aircraft one way in software mode it seems
to be rolling the opposite way.
When videofix is enabled, it flips the roll angle of the
aircraft so that the aircraft rolls the correct way in
software mode (and so, conversely, rolls the wrong way
in GL mode). The value of this fix is not saved so it
must be entered every time the client connects.

4.2. Modes of Play
------------------
SINGLE PLAYER
Not implemented yet. Eventually there will be mission-
based maps requiring you to perform certain objectives
(destroying enemy targets, capturing leaders, escorting,
interception etc.)
	
DEATHMATCH
Deathmatch is a free-for-all: Kill everyone else as
often as possible. It basically works the same as Quake2
deathmatch. Frag scoring is as follows:

Killing a human player                   3 Frags
Killing a drone				 1 Frag
Killing yourself (suicide)              -3 Frags
Crashing				-1 Frag

Structures carry no frag value.
Items respawn every 30 seconds, structures dont respawn
currently but this feature will be implemented in a
future release.

TEAMPLAY
Not implemented yet. In teamplay, you belong to one of
two teams, each of which has a base. Your objective is
to defend your base from the other team and to destroy
as much of the other team's base as possible.
	
Frag values for player kills are the same as in normal
Deathmatch mode, but in addition certain key base
structures (command buildings, control towers etc.)
have frag values specific to that structure.
If you destroy a key structure of the other team's,
you get the frag value of that structure; on the other
hand, if you destroy one of your own key structures,
you _lose_ the frag value of that structure.
(friendly fire is frowned upon)
	
Items respawn every 30 seconds.
Structures respawn after a specific time (not yet
implemented).

5. AirQuake2 Vehicles and Weapons
=================================

5.1. Aircraft
-------------

FIGHTERS

F-14 TOMCAT
The Tomcat is a large, heavy swing-wing interceptor.
Fast but sluggish, it packs an enormous punch with its
mix of short- and long-range air-to-air weaponry.
Max Speed: 150 Normal / 200 Afterburner
Armor: 150
Agility: Poor
Weapons:
        M61A1 Vulcan Cannon (500 rds)
        AIM-9 Sidewinder AAM (4)
        AIM-54 Phoenix AAM (4)
        Flares (35)

F-22 RAPTOR
The F-22 is a stealth fighter with good speed and
admirable agility. It is difficult to track with
guidance systems when its weapon bays are closed,
but its stealth design limits the amount of ordnance
it can carry.
Max Speed: 135/180
Armor: 100
Agility: Good
Stealth: Good
Weapons:
	M61A1 Vulcan Cannon (200 rds)
        AIM-9 Sidewinder AAM (2)
        AIM-120 AMRAAM AAM (2)
        Flares (30)

F-16 FALCON
The F-16 is a light, extremely agile aircraft perfect
for dogfights; it carries close-range air-to-air weaponry
only.
Max Speed: 120/160
Armor: 125
Agility: Excellent
Weapons:
        M61A1 Vulcan Cannon (400 rds)
	AIM-9 Sidewinder AAM (6)
        Flares (35)

F-4 PHANTOM
A venerable aircraft, the F-4 has high speed and
reasonable maneuverability. Unlike other fighters it
has no cannon; however, its powerful ECM capabilities
make it a highly useful aircraft.
Max Speed: 125/170
Armor: 150
Agility: Average
Weapons:
        M61A1 Vulcan Cannon (200 rds)
	AIM-9 Sidewinder AAM (6)
        Jammer
        Flares (35)

Su-37 FLANKER
The Flanker is a large but maneuverable interceptor.
While it lacks the sheer quantity of ordnance carried
by the Tomcat it makes up for this with dogfighter-like
maneuverability.
Max Speed: 140/190
Armor: 125
Agility: Good
Weapons:
        GSh-30 Cannon (300 rds)
        AA-11 "Archer" AAM (2)
        AA-10 "Alamo" AAM (4)
        Flares (35)

MiG-21 FISHBED
The Fishbed is one of the most mass-produced aircraft
designs of all time. While aging and outclassed in
performance, it possesses good maneuverability and is
built to last.
Max Speed: 100/150
Armor: 175
Agility: Good
Weapons:
        GSh-23 Cannon (300 rds)
        AA-11 "Archer" AAM (4)
        AA-10 "Alamo" AAM (2)
        Flares (35)

MiG-29 FULCRUM
The MiG-29 is a lightweight aircraft with superlative
maneuverability, the Eastern counterpoint to the F-16. Like
the F-16 it carries short-range air-to-air ordnance.
Max Speed: 125/170
Armor: 125
Agility: Excellent
Weapons:
        GSh-30 Cannon (400 rds)
        AA-11 "Archer" AAM (6)
        Flares (35)

GROUND-ATTACK AIRCRAFT

Gr.1 TORNADO
The Tornado is a high-speed swing-wing ground-attack
aircraft, capable as a bomber but well able to look after
itself in a dogfight.
Max Speed: 140/190
Armor: 125
Agility: Average
Weapons:
        Mauser 27mm Cannon (250 rds)
	AIM-9 Sidewinder AAM (2)
	Mk-82 Iron Bomb (8)
        Hydra Rocket Pod (16)
        Flares (30)

A-10 THUNDERBOLT II
The A-10 is a flying tank: slow, heavily armoured but
surprisingly maneuverable. It carries a formidable
ground attack arsenal and packs the meanest anti-tank
autocannon ever built.
Max Speed: 110
Armor: 200
Agility: Average
Weapons:
	GAU-8 Avenger Cannon (300 rds)
	AIM-9 Sidewinder AAM (2)
	Mk-82 Iron Bomb (6)
        AGM-65D Maverick ASM (6)
        Flares (40)

Su-25 FROGFOOT
The Frogfoot is Russia's 'Warthog-ski'. Slow but very
maneuverable and tough, It boasts an enormous complement
of rockets to make short work of tanks.
Max Speed: 120
Armor: 175
Agility: Good
Weapons:
        GSh-23 Cannon (400 rds)
        AA-11 "Archer" AAM (2)
        UV-16-57 Rocket Pod (48)
        AS-17 "Krypton" ASM (2)
        Flares (40)

F-117 NIGHTHAWK
The F-117 is the Stealth Fighter, the star of the Gulf
War. While its stealth design almost guarantees protection
against missiles it severely limits its performance.
The F-117 carries precision air-to-ground ordnance for
quick and accurate destruction.
Max Speed: 120
Armor: 100
Agility: Poor
Stealth: Excellent
Weapons:
        AIM-9 Sidewinder AAM (2)
        GBU-15 LGB (10)
        Flares (35)

Su-34 PLATYPUS
This is the ground-attack variant of the Su-37 interceptor. While
it retains the flight characteristics of its sibling, it carries
a range of high-tech ground-attack weaponry as well as powerful
ECM systems.
Max Speed: 140/190
Armor: 125
Agility: Good
Weapons:
        GSh-30 Cannon (300 rds)
        AA-10 "Archer" AAM (2)
        GBU-15 LGB (2)
        AS-17 "Krypton" ASM (4)
        Jammer
        Flares (35)

Su-24 FENCER
The Su-24 is a large, heavy swing-wing tactical bomber,
optimised for speed at the expense of maneuverability.
It carries a very heavy load of missiles and bombs to
decimate ground targets high and fast.
Max Speed: 140/190
Armor: 125
Agility: Poor
Weapons:
        GSh-30 Cannon (300 rds)
        AA-10 "Archer" AAM (2)
        AS-17 "Krypton" ASM (6)
        FAB-500 Iron Bomb (10)
        Flares (30)

5.2. Helicopters
----------------

ATTACK HELOS

AH-64A APACHE
The AH-64 is a heavily-armed and armored and
all-around mean anti-armor helicopter. It carries
a nasty range of ground-attack weaponry, including
a powerful turreted chain-gun.
Max Speed: 70
Armor: 160
Agility: Average
Weapons:
        M230-A1 Chain Gun (200 rds)
        AIM-92 Stinger AAM (4)
        Hydra Rocket Pod (16)
        AGM-114C Hellfire ATGM (8)
        Flares (30)

Mi-28 HAVOC
Russia's tank-buster, the Havoc is a heavily armed and
armored attack chopper at least the equal of the Apache.
Like the apache it carries a fearsome arsenal of
ground-attack weaponry.
Max Speed: 70
Armor: 160
Agility: Poor
Weapons:
        NPPU-28 Chain Gun (350 rds)
        UV-16-57 Rocket Pod (32)
        AT-6 "Spiral" ATGM (8)
        AIM-92 Stinger AAM (2)
        Flares (30)

SCOUT HELOS

RAH-66 COMANCHE
The RAH-66 is a fast, maneuverable scout helicopter
that also has the advantage of a stealth design;
while its weapon bays are closed it is largely
invisible to guidance systems. The tradeoff for
this stealthy design is a reduced weapons load.
Max Speed: 80
Armor: 100
Agility: Good
Stealth: Medium
Weapons:
        M230-A1 Chain Gun (300 rds)
        AIM-92 Stinger AAM (8)
        Flares (30)

Ka-50 HOKUM
Known in Russia as the 'Werewolf', this helicopter has
an unusual dual-rotor configuration which eliminates
the need for a tail-rotor. Fast and quite maneuverable,
its mix of air and ground-attack weaponry make it a
capable and flexible vehicle.

Max Speed: 80
Armor: 125
Agility: Medium
Weapons:
        NPPU-28 Chain Gun (350 rds)
        AIM-92 Stinger AAM (6)
        UV-16-57 Rocket Pod (24)
        Flares (30)

5.3. Ground-vehicles
--------------------

MAIN BATTLE TANKS

T-72 MAIN BATTLE TANK
Mainstay of the Soviet army for decades, this capable
tank has good speed and is well-armored. It has a
powerful cannon for use on structures or other ground-
vehicles, and barrel-launched anti-tank missiles for
precision work.
Max Speed: 30
Armor: 325
Agility: Poor
Weapons:
        12.7mm Machine-gun (300 rds)
        125mm Smoothbore Cannon (45 rds)
        AT-6 "Spiral" ATGM (6)
        Flares (20)

M1A2 ABRAMS MAIN BATTLE TANK
The US Army's latest MBT, this one is a brute like the
T-72 with seriously heavy armor and a really big gun.
Max Speed: 30
Armor: 325
Agility: Poor
        12.7mm Machine-gun (300 rds)
        120mm Rheinmetall Cannon (45 rds)
        AGM-114C Hellfire ATGM (6)
        Flares (20)

SCOUT VEHICLES

FV-101 SCORPION
The Scorpion is a small, fast reconnaisance tank. It
has light armor, but its speed and maneuverability
make it hard to hit and it can hold its own in a fight
with a capable cannon.
Max Speed: 45
Armor: 200
Agility: Average
Weapons:
        12.7mm Machine-gun (250 rds)
        76mm Smoothbore Cannon (35 rds)
        AIM-92 Stinger AAM (2)
        Flares (20)

ANTI-AIRCRAFT VEHICLES

2S6M TUNGUSKA

The Tunguska is a dedicated anti-aircraft tank which
eats flying vehicles for breakfast. For this purpose it
carries two mean autocannons as well as a brace of
missiles.
Max Speed: 35
Armor: 200
Agility: Poor
Weapons:
        GSh-30 Cannon (2, 250 rds each)
        AA-10 "Alamo" AAM (8)
        Flares (30)

5.4 Air Weapons
---------------

M61A1 20-mm VULCAN CANNON
GSh-30 30-mm CANNON
The modern standard autocannons of the US and Russia
respectively, their 6 barrels give them an excellent
fire-rate to fill the sky with lead. Their ammunition
does moderate damage, but not enough to make it
worthwhile against tanks.
Damage: 12/round
Fire Rate: Very Fast
Spread: Large

MAUSER 27-mm CANNON
GSh-23 23-mm CANNON
The Mauser is the standard European aircraft cannon,
whereas the GsH-23 was the standard cannon mounted
on most early Soviet warplanes. They both do more damage
than the M61A1 but have a slower fire-rate. Unlike the
M61A1 they also perform acceptably against ground targets.
Damage: 18/round
Fire Rate: Fast
Spread: Medium

AIM-92 STINGER AAM
The Stinger is a light, anti-helicopter AAM carried by
helicopters and troops. While light and very maneuverable,
it does little damage.
Damage: 20-70
Fire Rate: Medium
Speed: Medium
Agility: Excellent
Lock Range: Short

AIM-9 SIDEWINDER AAM
AA-11 "ARCHER" AAM
These IR-homing missiles are fast and maneuverable;
they have short range but can acquire a lock quickly.
They do moderate damage to aircraft but limited damage
to buildings or armored units.
Damage: 40-120
Fire Rate: Slow
Speed: Fast
Agility: Good
Lock Range: Short

AIM-120 AMRAAM AAM
AA-10 "ALAMO" AAM
This pair are long-range interception missiles; very
fast but not very maneuverable, they are designed to
knock unsuspecting targets out of the sky with a strong
warhead.
Damage: 50-130
Fire Rate: Slow
Speed: Very Fast
Agility: Average
Lock Range: Medium

AIM-54 PHOENIX AAM
Meet the daddy of AAMs. This missile is exclusive to the
F-14; it is fast, has extremely long range and packs a
powerful punch indeed. Luckily they're very unmaneuverable.
Damage: 70-160
Fire Rate: Slow
Speed: Very Fast
Agility: Poor
Lock Range: High

5.5 Ground Weapons
------------------
GAU-8 AVENGER CANNON
Probably the most evil gun ever fitted to an aircraft,
this 30-mm monster is exclusive to the A-10. It is
designed for peeling open tanks and does an admirable
job of it. It has a fast fire-rate and does heavy damage
to armored targets.
Damage: 24/round
Fire Rate: Very Fast
Spread: Medium

M230-A1 30-mm CHAIN GUN
NPPU-28 30-mm CHAIN-GUN
The autocannons fitted to the Apache and Havoc attack
helicopters respectively, these weapons are good anti-tank
tools which can damage all types of targets. Turreted and
aimed by the pilot's helmet, they can track targets within
a 90-degree arc in front of the helicopter.
Damage: 24/round
Fire Rate: Fast
Spread: Small

12.7mm MACHINE GUN
This machine-gun is commonly fitted to ground-
vehicles to give them something to take pot-shots at
soft targets with. It is useful for destroying soft
targets at your leisure but is pretty useless against
armor.
Damage: 7.5/round
Fire Rate: Fast
Spread: Large

125mm SMOOTHBORE CANNON
120mm RHEINMETALL CANNON
These are the main guns fitted to the T-72 and M1A2
Main Battle Tanks, respectively.They have a reasonable
rate of fire and good range and power. Their HEAT rounds
do heavy damage to armor and structures alike.
Damage: 200
Fire Rate: Slow
Speed: High

76mm SMOOTHBORE CANNON
The cannon fitted to the Scorpion tank, this weapon is
weaker and has less range than the larger 125mm cannon,
but with a faster fire-rate.Its HEAT shells are less
powerful than those fired by the 125mm cannon, but can
still do sizeable damage to armored and soft targets.
Damage: 110
Fire Rate: Medium
Speed: Medium

HYDRA 70-mm FFAR ROCKET POD
UV-16-57 FFAR ROCKET POD
The FFAR fires many folding-fin unguided rockets.
The rockets have are very fast and do moderate
damage to all types of targets.
Damage: 35-55
Fire Rate: Fast
Speed: Very Fast

Mk-82 500lb IRON BOMB
FAB-500 500lb IRON BOMB
The iron bomb is the old, reliable free-fall lump of
explosives. It does very heavy damage to all ground
targets but hitting with it is an art due to the
effects of the plane's momentum.
Damage: 150-210
Fire Rate: Fast
Speed: Free-fall

GBU-15 1000lb LASER-GUIDED BOMB

The LGB is a glide bomb which glides to its target
designated by a laser from the firing aircraft.
While slow, it does extremely heavy damage to any
ground targets unfortunate enough to be there when
it lands.
Damage: 250-310
Fire Rate: Slow
Speed: Slow

AGM-65D MAVERICK AGM
AS-17 "KRYPTON" ASM
These are seriously powerful air-to-ground guided
missiles designed for use on structures and armored
units alike. They have a warhead capable of
doing very heavy damage to ground targets.
Damage: 110-170
Fire Rate: Slow
Speed: Medium
Agility: Poor
Lock Range: Medium

AGM-114C HELLFIRE ATGM
AT-6 "SPIRAL" ATGM
The Hellfire and Spiral are anti-armor missiles,
the helicopter-mounted equivalents of the
Maverick/Krypton. While less powerful and with a lesser
range, they are lighter and more maneuverable than the
plane-mounted equivalents.
Damage: 70-110
Fire Rate: Slow
Speed: Medium
Agility: Average
Range: Low

5.6 Miscellaneous Equipment
---------------------------

STEALTH
Stealth is not really a piece of equipment, rather a
type of aircraft design. Stealth planes are designed
to present a very low signature to guidance systems,
most of the time effectively fooling them into
thinking the aircraft isn't there.

Stealth aircraft have to hide their weapons in bays in
order to reduce their radar; these bays will
automatically open when the current weapon is fired and
they will close automatically after a short time. You can
also open and close them manually by pressing <h>.
While the weapon-bays are open or the gear is down, the
effectiveness of the stealth design is spoiled and the
aircraft appears as a normal target to guidance systems.

ECM JAMMER POD
Jammers emit a large amount of intense radar signals
designed to block guidance systems. This effectively
means the jamming plane and any planes within a
certain radius of the jamming unit are rendered almost
untrackable by guidance systems.

While the jammer is on however, the jamming plane
cannot fire weapons and any planes within the radius,
friend or foe, will be unable to use their own guidance
systems properly.

FLARES
Flares are another useful countermeasures device. They
are fired by pressing <SPACE>, the middle mouse button,
or joystick button 3.
When fired, a flare emits intense light and heat for
a short time, blinding nearby missiles and possibly
making them track the flare instead of their previous
target. While a flare is a bright target, planes on
afterburner are even brighter; hence missiles will
ignore a flare if the plane they are tracking is
afterburning.

WEAPON/ARMOR RECHARGES
Common in deathmatch maps, these items appear as
floating representations of ordnance or armor repair
boxes. They can be flown or driven over to pick them up;
you can only pick up a weapon recharge if your vehicle
is equipped to fire that type of weapon.
Armor repair:    Repairs 50 points of armor damage,
                 up to your vehicle's maximum armor
Autocannon drum: Refills your autocannon/machinegun
                 ammunition
Cannon shells:   Refills your tank cannon ammunition
Bombs:           Replenishes your load of bombs (eg.
                 Iron bombs, LGBs, Retarded bombs)
Hellfires:       Replenishes your load of AGMs (eg.
                 Mavericks, Hellfires)
Sidewinders:     Replenishes your supply of short-range
                 AAMs (eg. Sidewinders, Stingers)
AMRAAMs:         Replenishes your supply of long-range
                 AAMs (eg. AMRAAMs, Phoenixes)

6. AirQuake2 Maps
=================

6.1. Map Features
-----------------

The features described below are things you will
commonly find in AirQuake2 levels. To find out how to
put these features into your own levels for AirQuake2,
and advice on AirQuake2 level design in general, read
the AirQuake2 Map Design document available at our
website (http://airquake2.converted2.com).

TERRAIN
Terrain hurts to crash into. Try to avoid it. Aircraft
will tend to be destroyed by any impact, whereas
helicopters can suffer through minor collisions.
Ground vehicles cope well with most terrain but have a
hard time negotiating steep slopes (greater than about
45 degrees). All vehicles are allergic to water.

Each map has a maximum altitude ceiling which varies
from map to map; Your aircraft/helicopter will level
out when you reach the maximum altitude.

CLOUDS
In some maps there are large areas of cloud. You can
fly through cloud, but while you are inside it your
screen will be nearly white, severly reducing
visibility. On the other hand, people can't see you
when you're inside the clouds either...

STRUCTURES
Structures are buildings, houses, tents and the like.
Most are destructible, and teamplay bases have
'critical' structures that you are meant to destroy.
Such critical structures carry a frag value to reward
you for blowing them up.
Many weapons cannot cause damage to buildings: see
individual weapon descriptions in Sections 5.4 and
5.5 for specific weapon effectivenesses.

RUNWAYS	
The runways and tarmac in airbases and aircraft
carriers are the only stuff aircraft can land and drive
on.

ELEVATORS, DOORS, OTHER MOVING STRUCTURES
Around some maps are objects like elevators and doors;
these are either activated automatically when your vehicle
gets close enough, or must be triggered by pressing the
<ENTER> key when your vehicle is near them. Note that
aircraft can drive onto elevators.

RECHARGE SPOTS
In hangars and vehicle garages there are special marked
spots where you can park and have your vehicle's health
and ammo recharged. The process takes time and requires
the vehicle to be stationary with throttle at 0. In
addition, you can switch vehicles at a recharge spot
by pressing <e>. This requires you to be at 100% health.

Recharge spots are specific to the type of vehicle
they're meant for; so, an aircraft can't recharge at a
ground-vehicle recharge spot.

OIL TANKS
Oil Tanks are Tanks that, as the name suggests, contain
Oil. They are usually found around bases. They can be
damaged with pretty much anything and make a big
explosion when you smack them, so keep your distance.

TREES
Astute botanists will notice trees dotted around various
maps. These are fairly inoffensive and can be destroyed
easily, though by doing so you won't be making friends
with any environmentalists.

6.2 Single Player Maps
----------------------
None, yet...

6.3 Deathmatch Maps
-------------------
HOMAGE TO AIR1 (airbase.bsp)
The first AirQuake2 map, Homage to Air1 is dedicated
to the first Air Quake map. It contains a military
base in the middle of some rather dubious-looking
mesas.
Suitable for 2-4 players.
	
ENTER SANDMAN (sandman.bsp)
Enter Sandman is a medium-sized desert map that places
you in some Egyptian action. Afterburn down passages
through the pyramids, strafe the temples of the ancients,
crash head-on into the face of the sphinx! Archeology
has never been this much fun!
Suitable for 2-4 players.

ABANDONED CANYONS (canyon.bsp)
Abandoned Canyons is a tight network of canyons cut
through the middle by a  small river with some
pretty waterfalls. You'd better keep at least one
eye on the terrain because this map really tests
your flying ability.
Suitable for 4-6 players.
	
ASPHALT JUNGLE (asphalt.bsp)
Asphalt Jungle is a small inner-city map designed
for use with ground vehicles and helicopters. It
features highways, apartment blocks, skyscrapers
and a couple of garages where vehicles can recharge.
Suitable for 2-4 players.

6.4 Teamplay Maps
-----------------
BAGHDAD CAFE (baghdad.bsp)
Baghdad Cafe is a very large desert map, featuring
a US oil-refinery and military base on one side of
a mountain range and a palace complex belonging to
an unspecified middle-eastern nation <ahem> on the
other side.
Suitable for 4-8 players.

AIR2 STRIKES BACK (air2iib.bsp)
and Iikka Kernen This is a conversion of Iikka
Kernen's classic Air Quake map, Air2. The map has
two bases connected by immense underground caverns.
Ahh, the nostalgia...
Suitable for 4-8 players.

FOXII'S AIRQUAKE CANYONS 2 (airfox2b.bsp)
A conversion of one of the authors' original Air Quake
maps, it features a large canyon network containing
two hi-tech bases: one set into the canyon walls, the
other an underground bunker complex.
Suitable for 4-8 players.

FOXII'S DEATH FROM ABOVE (foxdetha.bsp)
Martin's opus, DFA is a deep vast canyon network
riddled with passages. It has two functioning bases
and a third destroyed base between them. This is a
great map for vertical aerobatics!
Suitable for 4-8 players.
	
7. AirQuake2 Technical Help
===========================

7.1. FAQ
--------
This section answers many of the Frequently Asked
Questions we at QUAARD recieve about AirQuake2.

Q.	WHEN I TRY TO START AIRQUAKE2 IT SAYS SOMETHING
	LIKE "GAME VERSION 3, NOT 1". WHAT'S WRONG?
A.	This is because you have an older version of
	Quake2.	You need the latest version of Quake2
	(currently 3.20) in order to play AirQuake2.
	Upgrades for Quake2 are available from id
	software's site (www.idsoftware.com) as well
	as from any fine Quake2-related site (though
	not ours).

Q.      WHEN I TRY TO START AIRQUAKE2 IT CAN'T FIND ANY
        OF THE AIRQUAKE2 MAPS, SAYING SOMETHING LIKE
        "CAN'T FIND AIRBASE.BSP". WHAT'S WRONG?
A.      This is because the AirQuake2 map pak, pak0.pak,
        is not present in the AirQ2 directory. If you
        have downloaded and unzipped the AirQuake2 map
        pak, check to see that there isn't a pak0.pak
        file in your Quake2 directory. If there is,
        move it to the AirQ2 directory and everything
        ought to be fine.
        If there isn't or if you haven't downloaded and
        unzipped the AirQuake2 map pak, download it and
        unzip it _straight into the AirQ2 directory_.

Q.      WHEN I START UP A GAME OF AIRQUAKE2, I CAN'T SEE
        ANY OF THE PLANES AND IT GIVES ME MESSAGES LIKE
        "PICS/BLAH.PCX NOT FOUND". WHAT'S WRONG?
A.      You probably extracted the AirQuake2 game zip
        without restoring subdirectories. If so, delete
        your AirQ2 directory and unzip the game zip again,
        preserving directory structure (pkunzip -d if
        you're using pkunzip), into your Quake2 directory.

Q.      WHY DO AIRCRAFT SEEM TO ROLL THE WRONG WAY IN
	SOFTWARE MODE?
A.      This is because of a stupid bug in Quake2's
	rendering code. Roll angles are correct in GL
	mode, but are flipped in software mode. There
	is nothing we can do to fix this.
        However, AirQuake2 has a special command to get
	around the problem. The command is "videomode",
        also bound to the <v> key, and it will
	automatically flip the roll angles of aircraft
	so that they display properly in software mode.
        See Section 4.1, Game Features, for more
	details.

Q.	THERE'S NOTHING TO DO IN SINGLE-PLAYER MODE!
A.	That's not a question.
Q.	ALRIGHT THEN, IS THERE ANYTHING TO DO IN SINGLE-
	PLAYER MODE?
A.	In future we will have mission-based maps for
	single-player, with intelligent bot-like enemies
	and various objectives you must	complete.
	For now, thee is no single-player mode.
	If you want something to do in AirQuake2 and you
	can't play against your friends, try starting a
	deathmatch game and fighting against drones for
	target practice. Drones are simple computer-
	controlled aircraft with limited AI, but they
	will put up a fair fight. You can spawn drones
	by typing 'drone' at the console.
	For more details see section 4.1, Game Features.

Q.      HOW COME MOST OF THE VEHICLE TYPES LISTED IN THE
        SELECTION MENU ARE UNAVAILABLE?
A.      This is either because they aren't allowed in the
        map you are currently in, or (most likely) because
        they haven't been finished and implemented yet.
        Future versions will include many more vehicles
        to choose from.

Q.	HEY, THE CONTROLS ARE NOTHING LIKE THEY WERE IN
	AIR QUAKE!! THAT REALLY SUCKS!
A.	This is because this game _isn't_ Air Quake.
	The totally new (and much more capable) AirQuake2
	flight-engine rules out the possibility	of an
	Air Quake-style control method; and besides
	which, we like the AirQuake2 control method
	better.
	If you don't, you can always play Air Quake!

7.2. Known Bugs
---------------
- Vehicles roll the wrong way in software mode
  Workaround: Type <videomode> at console, or press the <v>
              key, in software mode after connecting
- Aircraft sometimes go into a 'death-dive' at high pitches
- Ground vehicles sometimes appear to drive above the
  ground on slopes
- Ground vehicles can sometimes get stuck on seemingly
  normal pieces of terrain
- Ground vehicles can scale almost any surface if you try
  hard enough
- Client-side settings need to be re-entered manually after
  each connection in deathmatch mode
- The camera moves shakily when tracking high-speed objects
  (ie projectiles) and can become jittery at some angles

8. LEGAL CRAPOLA
================

This TC (comprising all its component files) can be
freely distributed as long as it is provided at no cost
and it is provided unmodified in the form listed in
Section 2.1 (as AirQ2_06a.zip and AQ2Pak.zip).

You must ask our permission if you wish to use or modify
any part of this TC for purposes not directly relating
to this TC (ie playing it or making maps for it is fine,
wonderful even, but you can't rip our stuff without
asking nicely first).

Please note that as of this writing, AirQuake2 is still
a public alpha. There are many features planned that
have not yet been implemented; there are also many
implemented features that are incomplete and that are
rough around the edges or seriously screwed.
Please feel free to send us suggestions for features
you would like to see, or ways you think existing
features can be improved; but bear in mind that as it
is a public alpha, we accept no responsibility if
AirQuake2 ruins your computer or your life or
(especially) your ability to reproduce. Thank you.
