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MODULE REFERENCE

SYNOPSIS - This section is designed for new and experienced employees. The Module Reference provides quick access to all functions of the OSI/CACD System 2 operating environment. All sections of the OSI/CACD System 2 are covered in detail.


Index

  • SECTION 1 - EXTERNAL CONTROL MODULE
    • 1.1 ECM FUNCTION AND LAYOUT
      • 1.1.1 The SYSTEM Menu
      • 1.1.2 The EMPLOYEE Menu
      • 1.1.3 The SIMULATE Menu
      • 1.1.4 The DESIGN Menu
    • 1.2 SIMULATION STATISTICS
    • 1.3 ELECTRONIC MAIL SYSTEM
  • SECTION 2 - DESIGNING A CYBERTANK
    • 2.1 GENERAL INFORMATION
    • 2.2 DESIGN CONTROL MODULE
      • 2.2.1 The CYBERTANK Menu
      • 2.2.2 The EDIT Menu
      • 2.2.3 The CAPSULE Menu
    • 2.3 CHASSIS DESIGN MODULE
      • 2.3.1 GENERAL
      • 2.3.2 CDM CONTROLS
      • 2.3.3 TANK CLASSES
      • 2.3.4 FUEL CELLS
      • 2.3.5 DRIVE SYSTEMS
      • 2.3.6 WEAPON TYPES
      • 2.3.7 SPECIAL ITEMS
    • 2.4 ARTIFICIAL INTELLIGENCE MODULE
      • 2.4.1 GENERAL
      • 2.4.2 THE INSERTION CURSOR
      • 2.4.3 Inserting Text
      • 2.4.4 Deleting Text
      • 2.4.5 Adding New lines
      • 2.4.6 Scrolling
      • 2.4.7 SELECTING TEXT
      • 2.4.8 Deleting a Section of Text
      • 2.4.9 Replacing a Section of Text
      • 2.4.10 Cutting and Pasting Text
      • 2.4.11 Copying and Pasting Text
      • 2.4.12 UNDO
    • 2.5 USING THE CCL CONSTRUCTION PANEL (CP)
  • SECTION 3 - SIMULATION DESIGN MODULE
    • 3.1 SDM FUNCTION AND LAYOUT
    • 3.2 SELECTING TEAMS (OPTIONAL)
    • 3.3 POSITIONING HEADQUARTERS (OPTIONAL)
  • SECTION 4 - COMBAT SIMULATION MODULE
    • 4.1 CSM FUNCTION AND LAYOUT
    • 4.2 GENERAL. COMMANDS
    • 4.3 THE INSTRUMENT PANELS
    • 4.4 OTHER OPTIONS
  • SECTION 5 - CYBERTANK TEST MODULE
    • 5.1 CTM FUNCTION AND LAYOUT
    • 5.2 GENERAL COMMANDS
    • 5.3 OTHER OPTIONS
    • 5.4 TRACE MODE
    • 5.5 STATUS MODE
  • SECTION 6 - CLEARANCE EVALUATION
    • 6.1 CEM FUNCTION AND LAYOUT
    • 6.2 GENERAL COMMANDS
    • 6.3 THE INSTRUMENT PANELS
    • 6.4 OTHER OPTIONS
  • SECTION 7 - BATTLEFIELD DESIGN MODULE
    • 7.1 BDM FUNCTION AND LAYOUT
    • 7.2 USING BLOCKS
  • SECTION 8 - DATA DUPLICATION MODULE
    • 8.1 DDM FUNCTION AND LAYOUT
  • SECTION 9 - SYSTEM OPERATIONS
    • 9.1 THE FILE STORAGE PANEL (FSP)
    • 9.2 THE FILE RETRIEVAL PANEL (FRP)
    • 9.3 THE FILE TERMINATION PANEL (FTP)

SECTION 1 - EXTERNAL CONTROL MODULE

SECTION BRIEF - This section describes the menu commands end functions of the External Control Module (ECM).

1.1 ECM FUNCTION AND LAYOUT

The External Control Module (ECM) is the launching point for all modules in the OSI/CACD System 2. On the menu bar at the top of your terminal you will see four selection menus. These are:

Diagram 1.1.0 - OSI/CACD System 2 ECM Menu Bar

These selection menus represent gateways into other areas of the OSI/CACD System 2.

1.1.1 The SYSTEM Menu

Diagram 1.1.1 - SYSTEM Menu

This menu, represented by the cybertank icon, is referred to as the SYSTEM Menu. The following functions are available within it:

  • ABOUT OMEGA
    Displays the copyright notice and the name of the principal system designer.
     
  • KEYBOARD
    Selects the keyboard as your primary input device.
     
  • MOUSE
    Selects the mouse as your primary input device.
     
  • JOYSTICK
    Selects the joystick as your primary input device

Special Note: Not all Input devices are supported on all terminal types.

1.1.2 The EMPLOYEE Menu

Diagram 1.1.2 - EMPLOYEE Menu

  • NEW EMPLOYEE
    Returns you to the Security Entrance Procedure at OSl’s main complex entrance.
     
  • CLEARANCE EVALUATION
    Initiates an Employee Evaluation request for possible promotion to a higher clearance level.
     
  • CONTINUE AN EVALUATION
    Continues a previously saved Clearance Evaluation.
     
  • DELETE SAVED EVALUATION
    Deletes a previously. saved Clearance Evaluation. See Section 9.3 for mare information an using the File Termination Panel (FTP).
     
  • CALL IT A DAY
    Performs a security shutdown of your computer terminal and unlocks your office doer so you can leave. Excessive early departures will be duly noted.

1.1.3 The SIMULATE Menu

Diagram 1.1.3 - SIMULATE Menu

  • START A SIMULATION
    Invokes the Combat Simulation Module.
     
  • CONTINUE A SIMULATION
    Invokes the Combat Simulation Module and continues a previously saved simulation.
     
  • DESIGN A SIMULATION
    Invokes the Simulation Design Module.
     
  • PRINT SIMULATION STATS
    Prints the various statistics of a simulation to your Printer. See Section 1.2 far detailed information.
     
  • DELETE A SIMULATION DESIGN
    Deletes a simulation design that was created with the Simulation Design Module.
     
  • DELETE SAVED SIMULATION
    Deletes a simulation that was saved from the Combat Simulation Module.

1.1.4 The DESIGN Menu

Diagram 1.1.4 - DESIGN Menu

  • DESIGN CYBERTANKS
    Invokes the modules used to create and modify cybertanks.
     
  • TEST CYBERTANK
    Invokes the Cybertank Test Module used to test cybertanks in a simulation.
     
  • DESIGN BATTLEFIELD
    Invokes the Battlefield Design Module.
     
  • DUPLICATION MODULE
    Invokes the Data Duplication Module.
     
  • DELETE CYBERTANK
    Deletes a cybertank from a your ID Disc.

1.2 SIMULATION STATISTICS

A very useful feature of the ECM is the ability to print simulation statistics. At any time, you can choose this option to view the various statistics for a simulation design. Below is a sample printout of simulation statistics:

  NUMBER OF TANKS: 4  
       
  NUMBER OF BATTLES: 12  
       
  [CUMULATIVE RANKINGS]    

TANK NAME 1 2 3 4 5 6 7
               
ALPHA 6 3 2 1      
BETA 4 4 3 1      
GAMMA 1 4 5 2      
DINKY 1 1 2 8      

Diagram 1.2 - Simulation Statistics

The above example of Simulation Statistics tells us a number of things. This example tells us that the cybertank ALPHA was the most successful. ALPHA won 6 out of the 12 simulations. Next was BETA which won 4 our of the 12 simulations. These numbers are discovered by examining the numbers along the column labeled “1”. This column tells us how many times each cybertank came in “first place.” The other columns tell us how many times each cybertank came in all of the other places (second thru seventh place). By examining the Simulation Statistics for a given Set of battles, it is rather easy to determine each cybertank’s relative strength and effectiveness.

1.3 ELECTRONIC MAIL SYSTEM

An important feature of the ECM is its electronic mail system (EMAIL). All OSI memorandums are posted through the EMAIL system. Additionally, it is important that key personnel be kept abreast of world events. The ECM will brief you on current national and world events, as well as internal news bulletins. These news briefings, along with OSI memorandums, are mandatory reading for all personnel.

SECTION 2 - DESIGNING A CYBERTANK

SECTION BRIEF - This section describes the OSI/CACD System 2 modules used to create and modify cybertank designs.

2.1 GENERAL INFORMATION

The two main areas of cybertank design are:

  1. the chassis, and
  2. artificial intelligence (Al).

The chassis includes the hardware and mechanical components of a cybertank. Chassis design is limited only by your budget. The chassis is created and modified using the Chassis Design Module (CDM).

Once a chassis is designed, the cybertank must be given the intelligence to function. A cybertank’s intelligence is limited only by your skill as a cybernetics engineer. A cybertank’s AI is created and modified using the Artificial Intelligence Module (Al Module).

OSI authorization is mandatory for all cybertank designs. Only those cybertanks that conform to OSI design specifications are cleared for combat simulations. Cybertank designs are authorized using the Cybertank Authorization Module (CAM).

2.2 DESIGN CONTROL MODULE

The Design Control Module (DCM) is the initial launching Point for the Chassis Design Module (CDM), Artificial.Intelligence Module (AI Module ), and Cybertank Authorization Module (CAM).

The DCM is entered by selecting DESIGN A CYBERTANK from the DESIGN menu in the External Control Module (ECM).

The DCM screen displays the designer’s name, clearance, and the current cybertank design, if one has previously been loaded (see Diagram 2.2.0).

Diagram 2.2.0 - DCM

To design a new cybertank or edit an existing one, select either NEW or LOAD, both located within the CYBERTANK menu. For a new cybertank, enter the name of the cybertank to be created and press SAVE. You will be transferred to the Chassis Design Module (see Section 2.3) to create your cybertank’s chassis. If you wish to edit an existing cybertank, select the LOAD option in the CYBERTANK menu. The selected cybertank is loaded and you are transferred to the AI Module (see Section 2.4).

The next time you enter the DCM, you are immediately transferred to the AI module, with the last modified cybertank design loaded. This default option is provided for your convenience, since you will probably edit your cybertank’s AI instead of its chassis. if you wish to edit the chassis, simply select the CHASSIS option in the CYBERTANK menu.

NOTE: Where are several instances in which the last cybertank design will not be loaded. It usually occurs when the design was not located in any of the available access slots. If this happens, the design must be loaded manually.

The DCM, CDM, and AI Module all share the same menus. Different menu items are enabled or disabled depending upon the module you are using. The menus are described in this section. Features unique to each module are discussed in the following sections.

2.2.1 The CYBERTANK Menu

Diagram 2.2.1 - CYBERTANK Menu

  • NEW
    Allows you to create a new cybertank design. If selected, the File Storage Panel (FSP - see Section 9.1) appears. Enter the name of your new cybertank design and select the SAVE button. You will be transferred to the CDM to design the new cybertank’s chassis (see Section 2.3).
     
  • LOAD
    Lets you retrieve a previously saved cybertank design. If selected, the File Retrieval Panel (FRP - see Section 9.2) appears. Select the cybertank design you wish to load and you are transferred to the AI Module (see Section 2.4).
     
  • SAVE
    Stores the current cybertank design to your ID Disc.
     
  • SAVE AS
    Allows you to save the current cybertank design using a new name. If selected, the FSP apppears. Enter a new name for your cybertank design. It should be noted that the new version of the design is totally separate from the original. The original remains unchanged. After saving, the new cybertank design file becomes the working design.
     
  • CHASSIS
    Transfers you to the Chassis Design Module (CDM) (see Section 2.3).
     
  • Al
    Transfers you to the Al Module (see Section 2.4).
     
  • AUTHORIZE
    Transfers you to the Cybertank Authorization Module (CAM) for approval of your cybertank design in conforming to OSI's specifications (see Section 2.6).
     
  • PRINT
    Prints the current cybertank design. The printout contains the cybertank’s chassis components and a complete listing of its artificial intelligence. Refer to the OSI/CACD System 2.Reference Card for more specific printing instructions.
     
  • DELETE
    Used for deleting cybertank designs from your ID Disc. If selected, the File Termination Panel (FTP - see Section 9.3) appears with the names of all the cybertank designs on your ID Disc displayed. Highlight the name of the cybertank design you wish to remove and select the DELETE button.

    WARNING: Once a cybertank design is terminated, it cannot be recovered!

  • QUIT
    Exits t he DCM and returns you to the External Control Module (ECM).

2.2.2 The EDIT Menu

Diagram 2.2.2 - EDIT Menu

  • CUT
    Removes selected text from the AI and places it in temporary storage.
     
  • COPY
    Places selected text into temporary storage without removing it from the AI.

    NOTE: Only the last saved text is kept in temporary storage. When you cut or copy new text, previously stored text is lost.
     
  • PASTE
    Inserts all text in temporary storage at the current cursor position. If tent has been highlighted/selected, it is replaced by the pasted tent.
     
  • CLEAR
    Removes selected text from the Al without disturbing the contents of the temporary storage buffer.
     
  • SELECT ALL
    Selects all of the text in the AI.
     
  • EXPANDED TEXT
    Toggles between the short command structure and the long, verbose structure when using the CCL Construction Panel (CP - see Section 2.5). For example, the command “If Tank Found Then Shoot” becomes “If Enemy Tank Was Found Then Shoot” when EXPANDED TEXT is turned on. The default setting is EXPANDED TEXT on, denoted by a checkmark preceding the EXPANDED TEXT menu item.
     
  • UNDO
    Special Note: The UNDO feature is not supported on Commodore 64 end Apple //+,c,e terminals.

    There will be times when you mistakenly delete portions of Al and your suddenly realize the error of doing so. If you immediately select the UNDO option from the EDIT menu, then your lost action will be undone. Please note that this only works if you immediately select UNDO.

2.2.3 The CAPSULE Menu

Diagram 2.2.3 - CAPSULE Menu

Special Note: See Part 4 for a complete description of the creation and use of AI Capsules.

  • NEW
    Used to initiate the design of a new Al Capsule. When selected, you are transferred directly to the Al Module (see Section 2.4).
     
  • LOAD
    Used to retrieve a previously saved AI Capsule. If selected, the FRP appears. Highlight the desired capsule and select the LOAD button. You are transferred to the AI Module (see Section 2.4), with the selected capsule loaded.
     
  • INCLUDE
    Used to place an Al Capsule into your cybertank’s Al. When Selected, the FRP is displayed. Select the desired Al Capsule and it will be inserted at the current cursor position.
     
  • SAVE
    Used to save the current AI Capsule.
     
  • VERIFY
    Used to check an AI Capsule for syntax errors. This process is analogous to the Authorization procedure used when designing cybertanks, but no chassis design is required.
     
  • DELETE
    Used to remove AI Capsules from your ID Disc. When selected, the FTP displays the names of all AI Capsules on your ID Disc. Highlight the AI Capsule you want to delete and select the DELETE button.

    WARNING: Once an AI Capsule has been deleted, it cannot be recovered!
     
  • PRINT
    Prints a complete listing of the current AI Capsule to your printer. Refer to the OSI/CACD System 2 Reference Card for more specific instructions for printing.

2.3 CHASSIS DESIGN MODULE

2.3.1 GENERAL

The Chassis Design Module (CDM) is used to create and modify a cybertank’s chassis, including its tank class, fuel ceils, drive system, weapon type, scanner, and assorted special items.

A varied selection of components provides endless possibilities for chassis design - limited only by budget restrictions. Due to variations in price and attributes, it is important to be selective with the components used in your design. Some tank classes weigh more than others, some Weapons fire faster than others, etc. To assist in the design phase, the attributes of each component are included in tables in this section.

You must choose at least one of each component, with the exception of special items. if you fail to equip your cybertank with one of each component, your cybertank will be useless and thus not authorized for combat simulations.

Chassis design is limited by your budget. Your budget is limited by your security clearance. Entry-level security clearance is designated STANDARD. There are ten clearance levels available to cybernetic engineers. Promotions to higher clearance levels are based upon the efficiency and effectiveness of your cybertanks (see Section 6, CLEARANCE EVALUATION). A budget of 1000 credits accompanies a STANDARD Clearance. Each successive clearance level increases your budget by 1000 credits.

2.3.2 CDM CONTROLS

Upon entering the CDM, the cybertank’s general specifications are displayed in the the Main Display Area (see Diagram 2.3.2). These specifications can be displayed at any time by selecting the Specifications button.

Diagram 2.3.2 - Chassis Design Module (CDM)

Select any of the other component buttons (Tank Class, Fuel Ceils, Drive System, Weapon Type, Scanner, or Special items) to display a list of specific options for that component. Choose the desired component and the small, circular button directly to the left of the item becomes highlighted. With the exception of Special items, you can select only one option per component. You can select ail of the options in Special items (if you have enough credits).

2.3.3 TANK CLASSES

Tank classes have the following attributes: weight, armor, and water resistance. Weight affects movement, and light cybertanks move faster than heavy cybertanks. Strong armor offers better damage protection than light armor. Only amphibious cybertanks can traverse water without damage. The following table itemizes the attributes of each tank class:

TANK CLASS WEIGHT ARMOR AMPHIBIOUS COST
Cougar X Medium Weak No 200
Sherman M7 Heavy Weak Yes 350
Olpymia Light Weak No 500
Bradley Medium Average No 650
Mercury Weak Weak Yes 750
Centaur Light Average No 825
Challenger Heavy Strong No 975
M5 Turtle Medium Average Yes 1100
Britannia Medium Strong Yes 1500
Bentley Light Strong Yes 2000

2.3.4 FUEL CELLS

Fuel is required for all cybertank functions. The more fuel cells a cybertank carries, the longer it will run. When a cybertank’s fuel supply is exhausted, no mechanical functions will operate.

2.3.5 DRIVE SYSTEMS

The drive system controls all mechanical functions. Its weight affects movement and fuel consumption. The heavier the drive, the slower the cybertank and the more fuel it consumes. Drive system speed is rated from one to five, one being slowest, five being fastest.

DRIVE SYSTEM WEIGHT SPEED COST
Light Light 1 150
Standard Medium 2 275
Heavy Heavy 3 400
Turbo Medium 3 525
Dual-Turbo Light 3 700
Gyro Heavy 4 900
Flux Medium 4 1200
Fission Light 4 1500
Fussion Medium 5 2000
Ion Light 5 2500

2.3.6 WEAPON TYPES

Cybertanks can be equipped with only one weapon. Weapons vary in their firing speed, damage capabilities, and areas of damage.

Weapons that use shells are slower than others, since they must reload after every shot. Lasers do not require any reloading time and are the fastest weapons.

Projectile weapons (Piercing, Explosive, and High Explosive) inflict medium damage on external instrumentation and armor.

Lasers create havoc internally, but have little effect on external components.

Gauss guns are electrical weapons that inflict heavy damage on external mechanisms (scanner, weapon, etc.), but have little effect on internal systems.

Plasma guns are extremely effective against armor, but do little damage internally.

Nuclear weapons cause very heavy damage to all cybertank systems.

WEAPON SPEED DAMAGE AMOUNT DAMAGE AREA COST
Piercing Slow Light Ext. Armor/Instruments 175
Explosive Slow Light-Medium Ext. Armor/Instruments 250
High Explosive Anti-Tank Slow Medium Ext. Armor/Instruments 457
Laser Fast Medium Internal 675
Turbo Laser Fast Medium-Heavy Internal 750
Gauss Gun Average Heavy Ext. Armor/Instruments 900
Plasma Gun Average Heavy Ext. Armor 1300
Nuke Slow Heavy External / Internal 1800

2.3.7 SPECIAL ITEMS

Special items are optional and not required for authorization. You can equip your cybertank with as many special items as your budget allows. Some special items require accompanying logic in your cybertank’s artificial intelligence. Others are automatically activated when placed in your cybertank’s chassis. The following provides detailed information on each special item:

  • Energy Miser
    Reduces the fuel consumption rate by approximately 50%. This device can be activated without special Al instructions.
     
  • Comm-Link
    Used to communicate with other cybertanks on your team. In team combat, a cybertank without a Comm-Link is unable to communicate with team members.

    This device requires special Al instructions. See Part 3, Section 6 for more information.
     
  • Repair Kit
    Multi-purpose repair kits can repair any damage to a cybertank. There are only four repairs allowed per kit, SO use them wisely.

    This device requires special Al instructions. See Part 3, Section 5.1 for more information.
     
  • Scanner Lock
    A normal scanner only identifies the current location of an enemy cybertank and movement cannot be detected unless you perform multiple scans. You can lock onto an enemy cybertank and track its movement by using the Scanner lock. By using this item, your scanner will rotate automatically to face the enemy and is unaffected by your cybertank’s movement.

    You can unlock your scanner at any time. It unlocks automatically if the target cybertank is destroyed or the scanner’s view is obstructed. in addition, an enemy cybertank can unlock your scanner by disrupting your signal with a Jammer (described below).

    This device requires special Al instructions. See Part 3, Section 3.6 for more information.
     
  • Listener
    Determines whether or not an enemy cybertank has locked onto you with its scanner. Identifies the need to jam an enemy signal.

    This device requires special AI instructions. See Part 3, Section 3.7 for more information.
     
  • Jammer
    Used to jam an opponent’s scanner signal once lock-on has been discovered. The Jammer disrupts an enemy’s scanner signal and forces it to unlock. A Listner device need not be installed for the Jammer to function.

    This device requires special Al instructions. See Part 3, Section 3.8 for more information.
     
  • Launcher
    This device launches a remote scanner into the air. A remote scanner links your Cybertank Scanner System (CSS) with the OSICOM I satellite. Once linked, you are relayed the location of the enemy cybertank nearest you.

    Remote scanners remain airborne only briefly and are destroyed upon impact with the ground. Each Launcher is equipped with only four remote scanners and should be used wisely.

    This device requires special Al instructions. See Part 3, Section 3.9 for more information.
     
  • Defense Shield
    This offers additional protection against enemy cybertanks. Although damage is greatly reduced with the shield up, it is not eliminated.

    You can raise and lower the shield at any time, but a raised shield restricts the use of other systems - the scanner range is cut in half, fuel consumption increases, and most importantly, the cybertank is unable to fire its weapon. All systems function normally when the shield is lowered.

    This device requires special Al instructions. See Part 3, Section 5.2 for more information.
     
  • Accelerator
    Increases the processing speed of a cybertank’s on-board computer. Logic operations are twice as fast. An accelerator does not speed up mechanical cybertank operations, such as movement or scanner rotation.

    No Al instructions are required for this device.

2.4 ARTIFICIAL INTELLIGENCE MODULE

2.4.1 GENERAL

A special Cybertank Command language (CCL) was developed to aid in the design of a cybertank’s artificial intelligence. The creation of a cybertank’s Al is performed using the Artificial Intelligence Module (Al Module).

The AI Module contains a full-featured text editor. CCL commands can be entered from the keyboard or with the CCL Construction Panel (CP) (see Section 2.5). Once entered, commands can be edited using cut, copy, paste, insert and delete functions.

AI design can be facilitated using predesigned AI library Capsules. Library Capsules are self-contained segments of artificial intelligence that perform isolated functions. You can modify existing library Capsules or create new Capsules using the AI Module. See Part 4 for more information on library Capsules.

2.4.2 THE INSERTION CURSOR

All text, whether entered by keyboard or with the CP, is inserted at the thin vertical bar referred to as the Insertion Cursor (IC). You can move the lC anywhere in the edit window by moving the mouse/joystick pointer and clicking the button. In addition, you can move the IC with the following CURSOR keys (please refer to the OSI/CACD System 2 Reference Card to determine the appropriate kegs for your terminal type):

The CURSOR-LEFT key moves the IC one character to the left. If the IC is at the beginning of a line, CURSOR-LEFT moves it to the end of the previous line.

The CURSOR-RIGHT key moves the IC one character to the right. If the IC is already at the end of a line, CURSOR-RIGHT moves it to the beginning of the following line.

The CURSOR-UP key moves the IC to the beginning of the current line. If the It is already at the beginning of a line, CURSOR-UP moves it to the beginning of the previous line.

The CURSOR-DOWN key moves the IC to the end of the current line. If the IC is already at the end of the line, CURSOR-DOWN moves it to the end of the following line.

2.4.3 Inserting Text

The purpose of the IC is to indicate the point in the text at which characters can be inserted or deleted. Text can be inserted between any two characters. To insert text, simply move the IC to the position at which you want to start adding text and begin entering the text you want to insert.

2.4.4 Deleting Text

Text can be removed one character at a time using the DELETE key. Each time you press DELETE, the character to the left of the IC is removed. Characters to the right of the IC move left to fill in the gap.

2.4.5 Adding New lines

New lines can be added anywhere in the text. Labels always begin in the far left column. Other lines are indented. Since labels are less common than other lines, the Al Module will automatically indent each new line when you press RETURN.

To move the IC from the indentation column to the far left column (ie., remove the indentation), press DELETE. To move the IC from the far left column to the indentation column (ie., indent), press TAB. Please refer to the OSI/CACD System 2 Reference Card to determine the TRB and DELETE keys for your particular terminal type.

2.4.6 Scrolling

You can scroll the text by clicking anywhere on the scroll-bar located directly to the right of the edit window. Clicking directly on the scroll-bar will scroll the text several lines. Clicking on the small arrows directly above and below the scroll-bar will scroll one line. By clicking on the small plaque (or “thumbprint” as it is often called), you can drag the plaque to any location in the scroll-bar. This thumbprint represents the location of the text currently visible in the edit window. For example, if the edit window is displaying the first few lines of text, then the thumbprint will be at the very top of the scroll-bar. On the other hand, if the edit window is currently displaying the last few lines of text, then the thumbprint will be at the very bottom of the scroll-bar.

2.4.7 SELECTING TEXT

You can select and edit sections of text, such as words, lines, or paragraphs. Selected sections of text appear highlighted.

Text can be selected by dragging the mouse/joystick from a beginning selection point to an end point. Move the pointer to the beginning of the text you wish to select, press and hold the button down, and move the pointer to the end of the text section. Then release the button and the text will be highlighted.

To select text with the keyboard, move the IC to the beginning of the text you wish to select, press the MARK key (refer to the OSI/CACD System 2 Reference Card for keyboard control of the Al Module), then move the IC to the end of the text. Text is highlighted as it is selected.

When using a mouse or joystick, text is deselected by moving the IC. With the keyboard, text is deselected by pressing the MARK key a second time.

2.4.8 Deleting a Section of Text

To delete a section of text, select the text by using one of the methods discussed above (it will be highlighted) and press DELETE.

2.4.9 Replacing a Section of Text

To replace a section of text, simply select it and type the replacement text. There is no need to press DELETE.

2.4.10 Cutting and Pasting Text

You can easily rearrange sections of text using the Cut and Paste functions. You can remove (Cut) a selected section of tent, like a sentence or paragraph, and move it to another location (Paste).

To Cut, select the desired text section and choose CUT from the EDIT menu. The selected text is removed from the edit window and stored internally by the AI Module.

To Paste that section into a new location, move the IC to a Position that marks the beginning of the insertion. Select PASTE from the EDIT menu. The text you stored (Cut) is inserted at the IC.

2.4.11 Copying and Pasting Text

You can duplicate (copy) a section of text and place it in a new location. This function does not remove selected text from its current location in the edit window.

To Copy, select a section of text and choose COPY from the EDIT menu. A duplicate or copy of the selected text is stored internally by the AI Module.

To Paste, move the IC to a position that marks the beginning of the insertion. Select PASTE from the EDIT menu. A copy of the stored text is inserted at the current location of the IC. You can continue to paste that section into new locations by moving the IC and selecting PASTE from the EDIT menu.

WARNING: A cut or copied section of text is only stored temporarily. Each time you cut or copy a new section of text, any previously stored text is removed from internal storage.

2.4.12 UNDO

There will be times when you mistakenly delete portions of AI and you suddenly realize the error of doing so. If you immediately select the UNDO option from the EDIT menu, then your last action will be undone. Please note that this only works if you immediately select UNDO.

2.5 USING THE CCL CONSTRUCTION PANEL (CP)

The CCL Construction Panel (CP) can assist in the design of a cybertank’s Al. The panel, located at the bottom of the AI Module screen, provides access to OSI command language instructions. Using the CP, you can easily incorporate any of the instructions into your cybertank design.

If you are using a mouse or joystick, the CP is always enabled when using the text editor. if you are using the keyboard, you can use the CP as follows: (1) Press the CONNECT key, (2) Use the CURSOR keys to highlight the desired plaque, (3) Press RETURN. When you are done using the CP, press the CONNECT key to disconnect from the CP. please see the OSI/CACD System 2 Reference Card to determine the CONNECT, CURSOR, and RETURN keys for your particular terminal type.

The CP is a series of plaques corresponding to specific cybertank functions (See Diagram 2.5.1 below). Move the pointer to the desired function and click on the plaque.

Diagram 2.5.1 - AI Module Construction Panel (CP)

The plaque marked Special is used to implement special items and instructions (ex: Self Destruct instruction). The if Plaque provides all conditional instructions. The blank Plaque skips a line in the AI text editor.

The CP guides you ‘through ail the combinations of instructions authorized by OSI for cybertank design. The CP.is critically important if you are unsure of the instructions needed to implement a design element. The CP can simplify the design process.

For example, you want to make your cybertank move, but are unsure of the Specific command language needed to implement movement.

Select the Move plaque. The panel now displays Forward and Backward plaques, since a cybertank can only move in those directions. Select one of the plaques and you will be taken to the next step in the design phase for movement.

For example, click on the Forward plaque. The panel now displays a a series of number plaques. The number plaques are used to specify the amount of forward movement. The plaque marked ‘1’ represents one hectometer, ‘2’ equals two hectometers, and so forth. There is also a plaque marked Var that lets you specify a system or user variable as the number of hectometers. [This should only be used by advanced users familiar with variables.]

Select the plaque marked 1. In the tent editor, you will see the AI computer type out Move Tank Forward 1’. You have just instructed your cybertank to move forward by one hectometer.

As you can see, selecting a Series of plaques results in the appropriate instruction being included in your cybertank’s AI. The AI computer automatically types the instruction into your tent editor and resets the plaques on the CP.

Some commands require that you enter a label or variable, or decide between a “BRRNCH TO” and a “DO” structure. For example, see Diagram 2.5.2.

Diagram 2.5.2 - Partially completed AI line using the CP

In the above diagram, the bottom left portion of the screen shows the two options: ‘“BRANCH TO” and “DO’. You can select either of these options before entering the label.

All “IF/THEN” commands need either a “BRANCH TO” or ‘“DO” and the entry of a label. (For more information on using various commands, See Part 3 of this handbook.) Once you have chosen the appropriate instruction and selected “BRANCH TO” or “DO”, you should enter a routine name (called a “Label”).

The best way to become familiar with the CP is simply to Play around with it. Most plaques are self-explanatory.

NOTE: You can always return to the previous series of Plaques by clicking anywhere on the CP (except a plaque). This is extremely helpful if you have mistakenly selected an incorrect plaque.

You can return to the main series of plaques by clicking anywhere in the text editor. . 2.6 THE AUTHORIZATION MODULE Once you have selected your cybertank’s chassis and designed its Al, you must Authorize it. This process checks the Chassis for design flaws, and compares your list of Al instructions against those approved by OSI.

During the authorization procedure, OSI notifies you of unacceptable instructions. Once notified of an unauthorized instruction you can resume the procedure (to receive notification of all other errors), or abort authorization altogether. When an error exists in instructions, you are automatically returned to the AI module for corrections. If a problem occurs in your chassis design, you are transferred to the Chassis Design Module (CDM).

Your cybertank design must be authorized by OSI before it is allowed on a battlefield. If your cybertsnk design does not pass Authorization, refer to Appendix 5 for a complete list of all Authorization errors and their possible remedies.

Once your design has been approved, OSI creates a cybertank ready for battle. Once the cybertank is created, you are given a choice of whether to exit to the ECM or return to the design module.

When you return to the design module, the design used to invoke the authorization process is displayed. You can then make additional modifications, save the cybertank design, or quit.

WARNING: Authorizing your cybertank’s design does NOT save the design to your ID Disc. You must save the design yourself.

NOTE: Whenever you use the cybertank editor to modify a design, you must obtain authorization for the design changes. If you fail to re-authorize a design and enter a battle, the cybertank will use its old chassis and AI and not the modified design.

SECTION 3 - SIMULATION DESIGN MODULE

SECTION BRIEF - This section describes all parts of battle simulation design.

3.1 SDM FUNCTION AND LAYOUT

The Simulation Design Module (SDM) is used to select the field of battle and designate authorized cybertanks for combat. Any authorized cybertanks can be selected for battle. You can also specify that duplicate cybertanks compete against one another. After simulation design, the battle begins.

To gain access to the SDM, select DESIGN A SIMULATION from the SIMULATE menu.

Diagram 3.1.1 illustrates the SDM display. The employee’s name and clearance level is shown on the left side of the screen. Also on the left side of the screen are three areas labeled PRIMARY TANK, OTHER TANKS, and BATTLEFIELD. The selected cybertank and battlefield names are displayed in this area.

in the bottom right corner of the screen, are three buttons labeled SELECT, CATEGORY, and DRIVE. The SELECT button is used to designate cybertanks and/or a battlefield. You must select a PRIMARY TANK before selecting other cybertanks or a battlefield. The CATEGORY button is used to access the PRIMARY TANK, OTHER TANKS, and the BATTLEFIELD selections. The DRIVE button is used to change the active access slot (disc drive).

The three areas in the upper right are unlabeled information areas. The upper area displays your current selection category - either Tank Files or Battlefields. The middle area identifies the disc in the active access slot. in most cases, your employee identification disc is identified. The information displayed in the third area is based on the current selection category. The Tank Files category shows ail authorized cybertanks on the active DISC; the Battlefields category shows ail battlefield maps found on the current disc.

Diagram 3.1.1 - Simulation Design Module (SDM)

NOTE: When designing a simulation, the selected battlefield and cybertanks must reside on the same disc. If the necessary data files are on different discs, the Combat Simulation Module (CSM) displays an error message. For information on how to copy data files from disc to disc, see Section 8.

Additional options are available under the menu heading called DESIGN:

Diagram 3.1.2 - DESIGN Menu

  • SELECT CYBERTANKS is used to designate the cybertanks you want included in the battle simulation.
     
  • SELECT TEAMS is used to specify cybertank teammates. You are allowed two teams with as many as seven cybertanks per team. See Section 3.2 for more information.
     
  • POSITION HEADQUARTERS is used to designate the position of the headquarters on the map. See Section 3.3 for more information.
     
  • LOAD SIMULATION DESIGN is used to retrieve a previously saved Simulation Design. If selected, the FRP appears. Highlight the desired Simulation Design and select the LOAD button. At this point, you can edit any part of the design.
     
  • SAVE SIMULATION DESIGN saves the current simulation setup to your ID DISC. You must select a primary tank, at least one other cybertank, and a battlefield before you can save a design. SELECT TERMS and POSITION HEADQUARTERS are optional.
     
  • EXIT SETUP exits the SDM and returns you to the ECM.

When selecting cybertanks, note that the primary cybertank is the only one which can be fully tested and analyzed in the Cybertank Test Module (CTM, see Section 5).

3.2 SELECTING TEAMS (OPTIONAL)

You are allowed two teams in a battle simulation with a maximum of seven cybertanks per team. If you select more cybertanks than you place on teams, the remaining cybertanks will compete individually. Available cybertanks that have not been placed on a team are listed on the right side of the screen.

  • The SWITCH TEAM button toggles between selecting cybertanks for TEAM 1 and TEAM 2.
     
  • INIT TEAM removes all cybertanks from the currently selected team and places them on the available list.
     
  • The SELECT TANK button places the highlighted cybertank into the currently selected team.

3.3 POSITIONING HEADQUARTERS (OPTIONAL)

When designing team simulations, you can position a headquarters for each team. This headquarters is an important target for enemy cybertanks. When competing in a simulation that includes a headquarters, there are two routes to victory: 1) terminate all opposing team-members, or 2) destroy the enemy team’s headquarters. As you can easily see, protecting your team’s headquarters is of paramount importance.

The positioning headquarters option is not available until you specify a battlefield and select team members.

NOTE: A headquarters is NOT necessary in order to compete with teams.

Diagram 3.3 shows the screen used to position a headquarters building (terrain features may vary depending upon the battlefield you select).

Diagram 3.3 - Positioning a Headquarters Building

The left side of the screen shows a section of the battlefield with a headquarters building centered in the display. Use the scroll arrows on the right side of the screen to position the headquarters. The currently selected team number (1 or 2) is shown with the current coordinates of its headquarters in the area above the scroll arrows. The TERM 1 and TEAM 2 buttons on the lower right are used to toggle between the two teams. (Please see the OSI/CACD System 2 Reference Card for information about using the keyboard.)

NOTE: A headquarters cannot be moved through indestructible objects.

SECTION 4 - COMBAT SIMULATION MODULE

SECTION BRIEF - This section describes observing a simulation and analyzing the performance of your cybertank.

4.1 CSM FUNCTION AND LAYOUT

The first step in starting a simulation is to select the simulation design you want to use. All selected cybertanks and the battlefield MUST reside on the SAME disc (see Section 8 for information on how to copy data files from one disc to another).

Select START A SIMULATION from the SIMULATE menu. The File Retrieval Panel (FRP) is displayed with a list of simulation designs found on the current disc. Highlight the desired design and select the LORD button. You are transferred then to the Combat Simulation Module (CSM). After the OSI/CACD loads the cybertanks and battlefield, the simulation will begin.

4.2 GENERAL. COMMANDS

At the start of the simulation, the Battlefield Display Area displays the cybertank selected as the “Primary Tank” in the center of the display area. To view the other cybertanks, use the Cybertank Selection Keys. The next cybertank is centered in the display area with the name of the cybertank displayed directly below the display area. If a crater or destroyed tank is displayed in the center of the area, then that cybertank has been destroyed.

To pause the action, press the PAUSE. Press it again to resume the simulation.

The SELECTION and PAUSE keys can be found in your OSI/CACD System 2 Reference Card.

4.3 THE INSTRUMENT PANELS

The right side instrument panel displays the gauges for a selected cybertank. The gauges are defined as follows:

F - Fuel level
I - Internal damage (Al Computer, Engine)
A - Armor damage
T - Tread damage
S - Scanner damage
W - Weapon damage
SL - Scanner Lock (off = unlocked; on = locked)
DS - Defense Shield (off = down; on = up)
LD - Listener Device (on = being scanned)

Directly to the left of the scanner lock LED is an indicator, known as the Cybertank Directional Indicator, that shows the direction the cybertank is facing and the direction the scanner is pointing (for specific details on the Cybertank Directional Indicator, refer your OSI/CACD System 2 Reference Card).

The instrument below the Cybertank Directional Indicator depicts what the scanner is “seeing” (for a complete description of the Cybertank Vision Indicator, see your OSI/CACD System 2 Reference Card).

The lower right of screen provides four categories of battle information. The categories are:

T - Total number of battles to be simulated
B - Number of battles previously fought
S - Number of successful battles
A - Number of active cybertanks remaining

When a battle is over, the results are recorded to disc. This running tabulation is retained as long as the specific simulation design exists.

4.4 OTHER OPTIONS

The options below are available from the Simulation menu:

Diagram 4.4 - SIMULATION Menu

  • RESTART SIMULATION is used to start the current simulation over again. All battles simulated and all cybertank victories are cleared.
     
  • SET NUMBER OF BATTLES is used to select the number of battles per simulation. If more than one battle is selected, the simulation automatically starts each successive battle. The simulation ends when all battles are completed.
     
  • POSITION CYBERTANKS is used to manually position the cybertanks in the simulation. You can move a cybertank to a new location or turn a cybertank to face a new direction. Select the large dot between the scroll arrows to toggle between POSITION and DIRECTION, then use the arrows for movement or rotation. Select Restart to begin the simulation using the new positions.
     
  • SATELLITE VIEW provides an overhead view of the battlefield as seen from the OSICOM I satellite. The entire battlefield is shown with the cybertanks appearing as flashing blips. When viewing the Satellite transmission, you can observe all the cybertanks’ actions. To exit the satellite view, press any key or click the mouse or joystick button.
     
  • DISPLAY CYBERTANK NUMBERS displays the cybertanks as numbers. The numbers correspond to those shown when the CSM loaded the cybertanks from your ID Disc at the beginning of the simulation. Select this option again to return to the normal cybertank view.
     
  • DISPLAY GRAPHICS is used to toggle the Battlefield Display Area on and off. When the Battlefield Display Area is off, the speed of the simulation is increased and the battle time is decreased.
     
  • SOUND ON is used to toggle your terminal’s speaker on and off. When the speaker is off, simulation speed increases.

  • SAVE SIMULATION is used to save a simulation in-progress. You can restart a saved simulation. Terminated cybertanks are not re-activated until the start of the next battle.
     
  • EXIT SIMULATION exits the CSM and transfers you back to the ECM.

SECTION 5 - CYBERTANK TEST MODULE

SECTION BRIEF - This section details the operation of the Cybertank Test Module (CTM).

5.1 CTM FUNCTION AND LAYOUT

The Cybertank Test Module (CTM) displays all instructions during a battle simulation instead of the instrument panel shown using the Combat Simulation Module (CSM). Instructions are viewed one at a time and you can observe the internal status of a cybertank to track its reaction to a specific command or situation. Instructions are viewed and tested in Trace Mode. Various cybertank status registers can be edited in Status Mode.

To use the CTM, select TEST A CYBERTANK from the DESIGN menu. The File Retrieval Panel (FRP) will appear. Highlight the desired simulation design and select the LOAD button. You are transferred to the CTM. After the OSI/CACD loads the specified cybertanks and battlefield, the testing will begin.

5.2 GENERAL COMMANDS

At the start of the simulation, the Battlefield Display Area shows, the cybertank selected as the "Primary Tank” in the center of the display area. To view the other cybertanks, use the Cybertank Selection Keys. The next cybertank is centered in the Battlefield Display Area with the name of the cybertank appearing directly below the display area. If a crater or destroyed cybertank is displayed in the center of the area, that cybertank has been destroyed.

To Pause the action, press the PAUSE key. press it again to resume the simulation.

The locations of the SELECTION and PAUSE keys can be found in the OSI/CACD System 2 Reference Card.

5.3 OTHER OPTIONS

The options below are accessed from the Debugger menu.

  • RESTART is used to start the current simulation over again.
     
  • SATELLITE VIEW provides an overhead view of the battlefield as seen from the OSICOM I satellite. The entire battlefield is shown with the cybertanks appearing as flashing blips. When viewing the Satellite transmission, you can observe all the cybertanks’ actions. To exit the satellite view, press any key or click the mouse or joystick button.
     
  • SOUND ON toggles your terminal’s speakers on and off, With the speaker off, the simulation speed is increased.
     
  • TRACE MODE ON toggles between Trace Mode and the AI status Mode (see Sections 5.4 and 5.5, respectively). The default setting is Trace Mode, which is represented by a check-mark preceding the TRACE MODE ON option.
     
  • EXIT exits the CTM and transfers you back to the ECM.

5.4 TRACE MODE

Diagram 5.4 represents the screen displayed when AI Trace Mode is activated (details in Al and terrain may vary). Trace Mode is used to observe specific instructions during a simulation and their effect on the selected cybertank.

Diagram 5.4 - Cybertank Test Module (CTM)

When the CTM is in Trace Mode, the display area on the right side of the screen shows the cybertank’s AI. The upper Part of this display area shows the cybertank number and name, and the Label of the section of Al currently being executed. The lower part of this display area shows the cybertank’s “thoughts.” lt should be pointed out that only the AI of the tank selected as the Primary Tank in the Simulation Design Module (SDM) can be shown. For security reasons, the AI of all other tanks in the simulation cannot be shown.

A great deal can be learned by watching a cybertank’s behavior on the battlefield while examining its AI being processed. Trace Mode allows you to see the cybertank’s commands as they are being processed.

Press the PAUSE key to halt execution of the AI. The PAUSE key works the same way in the CTM as it does in the CSM. That is, pressing it toggles the pause mode on and off. See the OSI/CACD System 2 Reference Card to determine the PAUSE key for your particular terminal type. When the test is paused, pressing the STEP key causes the test to run just tong enough to process one CCL command, after which the test remains paused. This allows you to examine the Al and its effects one command at a time. This feature is known as single stepping. To determine the STEP key for your particular terminal type, see the OSI/CACD System 2 Reference Card.

To return execution to full speed, press the PAUSE again.

By watching a cybertanks Al, you can gain a great deal of insight into logic and cybertank control. For example, if you are experiencing problems with a firing routine (ex. routine named ‘SHOOTIT”), then let the AI execute at full speed until you see the label "SHOOTIT" displayed. Press the PAUSE key to halt execution and then single-step through the firing routine to examine the execution of the AI instructions closely.

5.5 STATUS MODE

Diagram 5.5 represents the screen display for the Status Mode. Use this mode to change the various cybertank status registers.

Diagram 5.5 - AI Edit Mode

The entries on the right side of the screen represent the values of various System and User Variables. Several different screens (pages) are used to show the status of your cybertank, due to the many variables possible. Use the Cybertank Status Page Keys tree the OSI/CACD System 2 Reference Card) to scan the available pages.

The table below lists all of the entries which can be changed along with their respective System variable name:

PAGE ENTRY NAME SYSTEM VARIABLE
Page 1 Fuel Left FuelLevel
  Direction TankDir
  X Location TankX
  Y Location TankY
     
  Type ObstacleType
  X Location ObstacleX
  Y Location ObstacleY
  Distance ObstacleDist
     
  Internal IntDamage
  Armor ArmorDamage
  Treads TreadDamage
  Scanner ScanDamage
  Weapon WeapDamage
     
Page 2 Direction ScanDir
     
     
     

Page 1

ENTRY NAME Fuel Left Direction X Location Y Location Type X Location Y Location Distance Internal Armor Treads Scanner Weapon Page 2 Direction X Location Y Location Distance Type X Location Y Location Distance X Location Y Location Distance Page 3 Ally Number Code Received SYSTEM FuelLevel TankDir TankX TankY ObstacleType ObstacleX ObstacleY ObstacleDist IntDamage ArmorDamage TreadDamage ScanDamage WeapDamage ScanDir EnemyX EnemyY EnemyDist ObjType ObjX ObjY ObjDist EnemyHQX EnemyHQY EnemyHQDist AllyNum AllyCode.X Location Y Location AllyX AllyY Distance AllyDist X Location AllyEnemyX Y Location AllyEnemyY Distance AllyEnemyDist Direction AllyEnemyDir Page 4 Ally Number CopyNum Code Received CopyCode X Location CopyX Y Location CopyY Distance CopyDist X Location CopyEnemyX Y Location CopyEnemyY Distance CopyEnemyDist Direction CopyEnemyDir Page 5 Repair Kits KitsLeft Launchers RemotesLeft XY Distance XYDist Random # RandomNum X Location AllyHQX Y Location AllyHQY

Pages six and higher list all the User Variables in the Cybertank’s AI. All User Variables can be edited.

To change the value of a System or User Variable, halt execution (see Section 5.2) using the PAUSE key. If you are using a mouse or joystick, simply click on the register you wish to change and it becomes highlighted. If you are using the keyboard, please refer to the OSI/CACD System 2 Reference Card to determine the appropriate keys to use to highlight the various status registers. Once you have highlighted the variable you want to edit, Simply Use the keyboard to enter the new value and press RETURN. Your cybertank then reflects the new status. If you enter an illegal value or attempt to select a variable which cannot be changed, a beep is generated and the highlight bar move to the first entry on the page which can be edited.

SECTION 6 - CLEARANCE EVALUATION

SECTION BRIEF - This section describes the importance of clearance evaluations and the method of accessing an evaluation.

6.1 CEM FUNCTION AND LAYOUT

The Clearance Evaluation Module (CEM) is used t o evaluate the performance of your cybertank in a simulated battle against one of OSI’s cybertanks. If your design is successful in the battle, you are promoted to the next Clearance level (see Diagram 6.1). Promotions result in a larger budget which can be used to select better components for your next cybertank design. The CEM is very similar to the Combat Simulation Module (CSM) in layout and function.

Diagram 6.1 - Promotion Approval

To access the CEM, select CLEARANCE EVALUATION from the EMPLOYEE menu. The File Retrieval Panel (FRP) is displayed. Highlight the cybertank you wish to use in the evaluation and select the LOAD button. You are then transferred to the CEM. lifter the OSI/CACD loads your cybertank, OSI’s cybertank, and the battlefield chosen by OSI, the evaluation will begin.

6.2 GENERAL COMMANDS

Your cybertank is automatically centered in the Battlefield Display Area. To view OSl’s cybertank, use the Cybertank Selection Keys to center the OSI cybertank. The name of the currently displayed cybertank is shown below the display area. Action cannot be paused in the CEM.

6.3 THE INSTRUMENT PANELS

The instrument panel is exactly identical to that of the Combat Simulation Module (CSM), described in Section 4.3.

6.4 OTHER OPTIONS

The following options are available from the Evaluation menu in the CEM:

  • SATELLITE VIEW provides an overhead view of the battlefield as seen from the OSICOM I satellite. The entire battlefield is shown with the cybertanks appearing as flashing blips. When viewing the Satellite transmission, you can observe all the cybertanks’ actions. To exit this view, press any key or click the mouse or joystick button.
     
  • DISPLAY GRAPHICS is used to toggle the Battlefield Display Area on and off. When the display area is off, the speed of the evaluation is increased and battle time is decreased.
     
  • SOUND ON toggles your terminal’s speaker on and off. When the speaker is off, the speed of the evaluation is increased.
     
  • SAVE EVALUATION lets you save an evaluation in-progress. A saved evaluation can be continued at another time.
     
  • EXIT EVALUATION exits the CEM and then transfers you to the ECM.

SECTION 7 - BATTLEFIELD DESIGN MODULE

SECTION BRIEF - This section describes the procedures used to create custom Battlefields.

7.1 BDM FUNCTION AND LAYOUT

The Battlefield Design Module (BDM) is used to create custom battlefield designs for simulated cybertank battles. To access the BDM, select DESIGN BATTLEFIELD from the SIMULATE menu.

You must be familiar with the following terminology before designing a custom battlefield:

  • TILE - A tile is a single terrain feature used to build more complicated features. Examples of tiles include: a tree, a section of grass, part of a building, or part of a coastline. Tiles form the foundation of all battlefield designs.
     
  • BLOCK -A block is a group of tiles. Its maximum size is five tiles wide by five tiles tall. Using blocks, you can greatly simplify the construction of complex and/or repetitive terrain elements. For example, constructing a large highway is easier using blocks.

Blocks are like “large tiles”, but unlike tiles, blocks can be edited, modified and deleted. You can design various block configurations and save them onto your ID Disc.

Diagram 7.1.0 represents the screen display of the BDM.

Diagram 7.1.0 - Battlefield Design Module (BDM)

The left side of the screen shows a portion of the battlefield. This main display area can be scrolled to different areas of the battlefield using the four directional scroll arrows found to the right and below the display area.

The lower right section of the screen displays 16 tiles. The currently selected tile is enclosed by a small box. You can scroll through additional tile selections by Using the up and down scroll arrows located directly above the tile area.

The following options are available from the BATTLEFIELD selection menu:

Diagram 7.1.1 - BATTLEFIELD Menu

  • LOAD lets you retrieve a previously saved battlefield design. If selected, the File Retrieval Panel (FRP) will appear. Highlight the desired battlefield design and select the LOAD button.
     
  • SAVE lets you save the current battlefield design under a new name. If selected, the File Storage Panel (FSP) will be displayed. Enter the new name of your battlefield design. The new version of the design will be totally separate from the original. The original design will remain unchanged, unless you give it the same name as the original.
     
  • DELETE lets you remove battlefield designs from your ID Disc. If selected, the File Termination Panel (FTP) will be displayed with the names of all the battlefield designs on your ID Disc. Highlight the battlefield design you wish to remove and select the DELETE button. Please be careful-- once a battlefield design is terminated, it cannot be recovered!
     
  • PRINT lets you print the current battlefield design to your printer. Refer to the OSI/CACD System 2 Reference Card for more information.
     
  • SATELLITE VIEW provides an overhead view of the battlefield as seen from the OSICOM I satellite. To exit the satellite view, simply press any key or click the mouse or joystick button.
     
  • FILL MAP fills the entire battlefield with the currently selected tile. Be extremely careful when using this option, as it affects the entire battlefield.
     
  • FILL SCREEN fills only the portion of the battlefield shown in the main display area with the currently selected tile.
     
  • EXIT will exit the BDM and return you to the ECM.

The following options are available from the BLOCK selection menu:

Diagram 7.1.2 -BLOCK Menu

  • LOAD lets you retrieve a previously saved block configuration. When selected, the File Retrieval Panel (FRP) will appear. Select the desired block configuration and it will be loaded into the BDM. At this point, the blocks can be used or edited in any way.
     
  • SAVE lets you save the current block configuration under a new name. When selected, the File Storage Panel (FSP) will be displayed. Enter the new name of your block configuration. The new version of the block configuration will be totally separate from the original. The original will remain unchanged.
     
  • DELETE lets you remove block configurations from your ID Disc. When selected, the File Termination Panel (FTP) will be displayed with the names of all the block configurations on your ID Disc. Highlight the desired block configuration and select the DELETE button. Be careful-- once a block configuration is terminated. It cannot be recovered!
     
  • CLEAR BLOCK erases the currently selected block.
     
  • CLEAR COPY deactivates any block copy currently in progress. Section 7.2 offers more information on copying blocks.

The following options are available from the EDIT selection menu:

Diagram 7.1.3 - EDIT Menu

  • DISPLAY TILES sets the lower right portion of the screen to display tiles. This setting allows you to use tiles in battlefield design. This option overrides the DISPLAY BLOCKS mode.
     
  • DISPLAY BLOCKS sets the lower right portion of the screen to display blocks. This setting allows you to use blocks in battlefield design. This setting will override the DISPLAY TILES mode.
     
  • PEN DOWN is used to “draw” with the currently selected tile. When activated, the selected tile is drawn onto the battlefield at the center of the main display area. The tile is shown in inverse. Move the battlefield to draw multiple tiles. This mode is most useful to add large areas of the same terrain type. For example, PEN DOWN is very helpful in adding large forested areas to a battlefield design. PEN DOWN mode is only available when the DISPLAY TILES mode is active.
     
  • PLOP MODE ON is used to place individual tiles. Battlefield movement has no effect on a placed tile. if you are using a mouse or joystick, you can simply click anywhere in the main display area to place the current tile. If you are using the keyboard, please refer to the OSI/CACD System 2 Reference Card for more information.
     
  • COPY MODE ON lets you create a block by copying a section of your battlefield (See Section 7.2 for more information).

7.2 USING BLOCKS

To create a block, select the DISPLAY BLOCKS option from the EDIT menu. Next, select the COPY MODE ON option from the EDIT menu. Move the map to the area of the battlefield you wish to use in creating the block. If you are using a mouse or joystick, simply click on the tiles that you want to be part of the block. If you are using the keyboard, see the OSI/CACD System 2 Reference Card for more information.

You can select any tiles on the battlefield, but they must be a part of the same 5 X 5 tile area. After selecting the tiles you want, click anywhere in the Block Display Area (bottom right area of the screen) to create the new block (again, if you are using the keyboard, see the OSI/CACD System 2 Reference Card). You can use the up and down scroll arrows located above the block display area to scroll through the complete set of blocks.

Once you have the blocks, select PLOP MODE ON from the EDIT selection menu. You can move around on the battlefield and “plop” the currently selected block onto the battlefield by clicking anywhere in the main display area. if you are using the keyboard, please refer to the OSI/CACD System 2 Reference Card for more information.

To return to using tiles to create the battlefield, select the DISPLAY TILES option from within the EDIT selection menu.

SECTION 8 - DATA DUPLICATION MODULE

SECTION BRIEF - This section describes how to copy various data files from one disc to another.

8.1 DDM FUNCTION AND LAYOUT

The Data Duplication Module (DDM) lets you copy cybertank data files from one disc to another. You can copy cybertank AI designs, battlefields designs, capsule designs, simulation designs, and authorized cybertanks.

Select the DUPLICATION MODULE option from the DESIGN menu. Diagram 8.1 below illustrates the Duplication Module screen display.

Diagram 8.1 - Data Duplication Module (DDM)

The right side of the screen displays the categories of data files you can copy (TANK DESIGNS, BATTLEFIELDS, CAPSULES, SIMULATION DESIGNS, and TANKS).

Four selection buttons, DRIVE, CBTEGORY, SELECT, and DESTINATION, are located on the lower right section Of the display. The DRIVE button is used to select the active access slot (or disk drive). As the DRIUE button is selected, the name of the disc located in the active slot is displayed in the SOURCE field.

The CATEGORY button is used to step through the four data file categories. Once a category is selected, data files within that category (if any) are displayed in the left-middle portion of the screen. You cannot copy files from different categories in a single procedure.

To select a data file to copy (source filet, highlight it and choose the SELECT button. A “checkmark” is displayed to the left of a selected file. You can select multiple files within a category. To “deselect” a data file, highlight it, and the SELECT button will change to a DE-SELECT button. Simply select the DE-SELECT button to “deselect” the highlighted file.

Once you have selected the data file(s) you want to copy, you must identify a destination for those files. Select the DESTINATION button. Three new buttons, DRIVE, COPY and CANCEL. are displayed.

The DRIVE button is used to select the destination or target access slot for the copy procedure. Select the DRIVE button until the desired disc name is displayed in the DESTINATION field at the upper left of the screen.

To begin the duplication procedure, select the COPY button. Various status messages will appear in the lower-left area of the screen labeled INFORMATION. These messages giue you specific instructions (if needed) for completing the duplication process.

The CANCEL button is used to abort the duplication process and return to the data file selection process.

To exit the DDM and return to the ECM, select the EXIT DUPLICATOR option from the DUPLICATION menu.

SECTION 9 - SYSTEM OPERATIONS

SECTION BRIEF - This section describes the operation of data file operation panels.

9.1 THE FILE STORAGE PANEL (FSP)

The FSP is used to store data files on your ID Disc. Diagram 9.1 illustrates the FSP panel. The name of the disc in the current access slot (or disk drive) is displayed on the upper left of the panel. Below the disc name is a list of all data files found on the current disc. Only files appropriate to the current module are displayed. For example, if you at-e in the Simulation Design Module (SDM), only previously saved simulation design data files are displayed. If there are more than three names, use the up and down scroll arrows to scroll through the list of names. Below the list of names is a small area labeled SAVE AS:. Enter the new file name.

Diagram 9.1 - File Storage Panel (FSP)

On the right side of the panel are three buttons labeled DRIVE, SAVE, and CANCEL. The DRIVE button is used to access other discs in other access slots. When the DRIVE button is selected, the name of the newly selected disc Will be displayed.

Select the SAVE button to save the data file to the current disc using the name you entered. You CANNOT save a file Without first giving it a name.

The CANCEL button lets you abort the save process. You are returned to the current module.

9.2 THE FILE RETRIEVAL PANEL (FRP)

The FRP is used to retrieve data files from your ID Disc. Diagram 9.2 illustrates the FRP panel. The name of the disc in the current access slot for disc drive) is displayed on the upper left of the panel. Below the disc name is a list of all data files found on the current disc. Only files appropriate to the current module are displayed. For example, if you are working in the Cybertank Design Module (CDM), only previously saved cybertank designs are displayed. If there are more than six names, use the up and down scroll arrows to scroll through the list.

Diagram 9.2 - File Retrieval Panel (FRP)

On the right side of the panel are three buttons labeled DRIVE, OPEN, and CANCEL. The DRIVE button is used to access discs in other access slots (disc drives). When the DRIVE button is selected, the name of the newly selected disc is displayed.

Select the OPEN button to load the highlighted data file from the selected access slot.

The CANCEL button is used to abort the retrieval process. You are returned to the current module.

9.3 THE FILE TERMINATION PANEL (FTP)

The FTP is used to remove data files from your ID Disc. Diagram 9.3 illustrates the FTP panel. The name of the disc in the current access slot (or disc drive) is displayed on the Upper left side of the panel. Below the disc name Is a list of all data files found on the current disc. Only files appropriate to the current module are displayed. For example, if you are working in the Cybertank Design Module (CDM), only previously saved cybertank designs are displayed. If there are more than six names, use the up and down scroll arrows to scroll through the list.

Diagram 9.3 - File Termination Panel (FTP)

On the right side of the panel are three buttons labeled DRIVE, DELETE, and CANCEL. The DRIVE button is used to access other discs in other access slots. When the DRIVE button is selected, the name of the newly selected disc will be displayed.

Select the DELETE button to delete the highlighted data file from the current access slot.

The CANCEL button is used to abort the termination process. The FTP is removed and you are returned to the current application.

Warning: Be very careful when using the FTP. Once a file is terminated, it can not be recovered.

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