2.0 Controls and Commands |
| This section
covers the control interface of Ace of AngelsŪ, and the Commands that players
can use. Each area has its own section. The Ace of AngelsŪ interface is
quite dynamic and allows for a great deal of customization. The default
keyboard is just that, the "default"; except for a handful of
reserved buttons, the keyboard can be fully modified. |
||
2.1 Introduction |
||
| Window Controls | ||
| Default Keyboard | ||
| Default Keys | ||
| Default Alt-keys | ||
| Default Ctrl-keys | ||
| Other Game Controls Defaults | ||
| Options Window | ||
| Keyboard and Joystick Configuration | ||
| Fighter Selection | ||
| Definitions | ||
| Player Commands | ||
2.2 Windows/Displays Controls |
|
| Overview | |
| Default Window Controls | |
2.3 Default Keyboard |
||
| Default Keymaps Graphics | ||
| Default Keys | ||
| Default Alt-keys | ||
| Default Ctrl-keys | ||
| Default Controls for Movement | ||
| Default Keys for HUD | ||
| Default Targeting Keys | ||
| Saving Targets | ||
| Default Communication Keys | ||
| Default User Configuration Keys | ||
| Default Keys for Weapons | ||
| Default Keys for HUD |
| Display Window Toggle ON/OFF | |
| Help Window | F1 |
| Mentor | F2 |
| Space Background | Alt-F2 |
| Stars | Alt-F3 |
| Flight Maneuver Grid | Alt-F4 |
| Communications Window | Alt-C |
| RADAR | Alt-R |
| RADAR Distance Display | Alt-G |
| Spotlight Target Windows 1 - 3 | Alt-1 through 3 |
| All Spotlight Target Windows | Alt-T |
| Weapons Configurations | Alt-W |
| Damage Window | Alt-D |
| Hide Selected Window | Alt-X |
| Arena Message Window | Alt-A |
| Ship Systems | Alt-S |
| User Window |
Alt-U
|
| Default Keys for Weapons | |
| Fire Guns/Cannons | Spacebar |
| Fire Missiles | M |
| Toggle Link/Unlinked Guns/Cannons | Z |
| Saving Targets | |
| Select group 1 (default) | F5 |
| Select group 2 | F6 |
| Recall Target 0 to 9 | 0 to 9 |
| Set Target 0 to 9 | Ctrl-0 to 9 |
2.4 Other Game Controls Defaults |
|
| Joystick | |
| Button 1 | Fires Primary Weapons Group |
| Button 2 | Fires Missiles |
| Button 3 | Select Target in Center Site |
| Button 4 | Toggle Weapons Linked/Separate |
| Button 5 | Thrust Reverse |
| Button 6 | Thrust Fowards |
| Button 7 | Joystick X and Y become skew directions |
| Button 8 | Stop |
| Hat Up/Down | Cycle Target Windows |
| Hat Left/Right | Cycle Hostile Targets |
| Ctrl-Hat Left/Right | Cycle Allied Targets |
2.5 Options Window |
|
| Overview | |
| Keyboard and Joystick | |
| Fighter Selection | |
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| Move your mouse over an Action or a Trigger to see the buttons appear | |
|
Action
|
Trigger
|
| Creates a separate Actions that can then be mapped to a new key | Returns the mapping for this Action to its default game Trigger |
| Removes a Duplicate Action (Note: you cannot remove the last existing instance of an action) | Removes the association of that Trigger and Action |
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| Bogie Name | The name assigned to a target by the Command, Control, and Communications Center of a fleet. | |
| Combat Area Zero: CAZ | Because space has no basic form, combats are set around arbitrary points. For a given battle this point is called the Combat Area Zero, or the imaginary center of the combat | |
| Combat Area Zero Speed: CAZS ("Cass") | This is "Speed" Relative to the CAZ. Also simply called "Speed" for short | |
| Disposition | An Objects or Units attitude in relationship to another object. You can set an object's disposition to one of the following categories | |
| Hostile | Units that are actively acting against you or your allies (attacking) | |
| Allied | Units "on your side" that you have full interaction with. This includes the ability to land and resupply on capital ships of that disposition. | |
| Friendly | Units that are "on your side", but whom with you have limited interaction (for example: you can land on a capital ship, but cannot resupply) | |
| Unfriendly | Potentially Hostile Units, but ones that are not actively attacking you | |
| Neutral | Unit has no other disposition. Usually terrain, third party noncombatants or inactive objects such as buoys | |
| Electronic Counter Measures (ECM) | The interference generated by a unit in order to confuse the scanning systems of an attacking unit, or its weapons. Also used as a term to describe the amount of interference a unit can generate (The fighter's ECM is 30). | |
| Electronic Counter-Counter Measures (ECCM) | The measures taken to reduce or eliminate the ECM of another unit. Also used as a term to describe the amount of ECM a given unit can reduce. (The fighter's ECCM is 30). | |
| Handle | The name used by players to identify themselves in Ace of AngelsŪ and by pilots in The Known Sphere | |
| Harmonization | The "tuning" of shields by a unit in order to limit the shield cracking effects of weapons. | |
| HUD | The "Head's Up Display", that is integrated into the Virtual Cockpit. This display contains the various tactical sights and information necessary for combat | |
| Flight Grid | In order to help you remain oriented in space, your cockpit has a projected flight grid to give you a feel for your relative speed and position. Takes the form of a box of dots around you. | |
| Maximum Combat Speed (MCS) | While, a ship's top speed is quite high, once its CAZS exceeds its thrust by a large enough factor, its ability to change vectors is reduced. As a result, fighters have a governor set on their speed. This governor, or "Max Combat Speed" (MCS), is scaleable according to the wishes of the individual pilot, and may be turned off entirely | |
| Maximum Thrust | The maximum change in velocity a ship is able to generate | |
| N-Field | The field generated by gravity drives that is the basic form of propulsion and maneuver for all Known Sphere fighters and ships | |
| Pods | Special devices attached to racks in the place of missiles. Pods use the same Class systems as missiles for the purpose of mounting | |
| Racks | The mounts upon which missiles, torpedoes, and other special Pods are attached. Racks come in four Types, I, II, III, IV | |
| Vector | The term used to describe the combination of velocity and direction of movement of an object. | |
| Virtual Cockpit | In the 24th Century, fighter pilots have access to a great deal of sophisticated technology, including an advanced virtual cockpit. In Ace of AngelsŪ you are placed in the cockpit of a fighter from one of the races of the Known Sphere, complete with a display that allows for the maximum information to be given to the pilot, despite the way things "really" look or sound. Your forward view is the 90 Degree arc in front of your ship. As the pilot, you see other ships displayed, with the appropriate information needed for dogfighting. This includes the sounds of gun fire, hits to your shields, friendly and hostile fires, navigational aids, and a variety of other information | |
2.7 Player Commands |
|
| Basic Commands List | |
| Teams | |
| Missions | |
| Squadrons (see Outerchange) | |
| Basic Commands List | |
| Commands are entered inside a communications window. All commands are prefaced with the the '/' symbol. | |
| /mute | Toggles on/off all game sounds |