acm - an aerial combat simulator for X
acm is a distributed air combat simulator that runs on the X window system.
Players can engage in simultaneous air combat from different Unix
workstations. Players fly jet aircraft equipped with radar, heat seeking
missiles and cannon.
Each player flies something close to either an F-16C Falcon or MiG-29 Fulcrum.
The following command line options are recognized by acm:
- -plane F-16 or MiG-29 or C-172
- Select the aircraft type that you'd like to fly.
- -frame-rate n
- Limits the displayed frame rate to n frames per second. If
neither -frame-rate nor -update-rate are specified, ACM updates the
display as fast as possible, effectively eating all available CPU
- -update-rate n
- Sets the simulation update rate to n interations per
second. If neither -frame-rate nor -update-rate are specified, ACM updates
the display as fast as possible, effectively eating all available CPU
time. If -frame-rate is supplied alone the update rate defaults to 50
- Print statistics about the actual display frame rate on
- Don't display the initial splash screen. (Try this if you
have problems on start-up.)
- Stops DIS packets being sent.
- -dis-site integer
- Sets the DIS simulation address to the specified value. The
DIS standard defines this address as an enumerated value corresponding to
a geographical site. For more information, consult the IEEE 1278 protocol
- -dis-appl integer
- Sets the DIS application id to the specified value. This
value is used in DIS packets to distinguish your acm application from
other DIS applications running at the same site.
- -linuxjs joystick-device
- Specifies the joystick device file to the Linux Joystick
v2.0.0 driver. The Joystick driver supports a wide variety of joysticks,
although the simulator will only use the X-Y axis, the next axis as the
throttle, and the first two buttons.
- -js serial-device
- Specifies the local serial port where a Colorado Spectrum
Workstation Gameport is attached. The Gameport allows you to connect
PC-compatible joysticks and use them with ACM.
- -audio auserver
- The name of a NAS audio server.
- -geometry geometry_spec
- An X compatible window geometry specification.
- -team <1 or 2>
- Specifies the starting airfield. Airfields are about 50 nm
apart. Team 1 flies F-16's, team 2 flies MIG-23's.
- Consult the SIM/x server to obtain appropriate DIS
simulation and application identifiers. (This will cause a crash if there
is no SIM/x server.)
Your mouse is the control stick. The neutral position is the center of your view
display -- denoted by the dot in the center of your heads-up-display (HUD).
Moving the mouse away from you pitches the plane down, moving it back pitches
the plane up. Left and right inputs roll the aircraft in the corresponding
direction. On the ground at speeds up to 100 kts, nose wheel steering guides
To take off for the first time, select 20 degrees of flaps (press H twice), then
press the full throttle key (the 4 key on the main keyboard). Keep the mouse
in the neutral position until you are moving at about 140 kts, then pull the
mouse about two-thirds of the way down the view window. You should pitch up
and lift off the ground fairly easily. Gradually move the stick closer to the
neutral position and let your airspeed build -- don't move it back to neutral
too quickly or you will end up back on the ground again! As your airspeed
passes about 250 kts, raise the flaps (press Y twice) and landing gear (press
G). Congratulations, you're flying a multi-million dollar jet.
The following keys control your engine thrust:
4 Full Power
3 Increase Power (about 2 percent)
2 Decrease Power (about the same amount)
1 Idle Power
A Toggle Afterburner
Your engine gauge displays the power that you are generating. Below that, you
have displays showing your total fuel remaining as well as your current fuel
consumption rate. The afterburner uses fuel at an amazing rate; use it wisely.
The keys of the numeric keypad control which direction you're looking outside of
4 Left 5 Up 6 Right
It pays to look around when you're in a combat environment. Your chances of
staying alive increase remarkably.
On the left side of the HUD is a ladder showing your current airspeed in
nautical miles per hour (it displays true airspeed). Above that, in the upper
left corner, is a G-meter.
The right ladder shows altitude; above that is a readout of your current
angle-of-attack in degrees ("a=X.X"). Your jet will stall at a 30
degrees positive angle of attack and negative 16 degrees.
The airplane symbol (something like "-O-") shows the direction that
the relative wind is coming from. The relative wind combines your current
angles of attack and sideslip. A ladder in the center of the HUD show your
aircraft's current attitude.
The lower, horizontal ladder shows your current heading. Discretes in the lower
left-hand corner show the state of your weapons systems. Slightly above them
is a readout of your current thrust percentage as well as the state of your
engine's afterburner -- the "AB" symbol means the afterburner is on.
The radar system has a field of view of 130 degrees vertically and side-to-side.
Radar automatically locks onto the closest threat in its field of view. A
locked target is displayed as a solid block. Other hostile targets are
displayed as hollow squares.
Targeting information is displayed in the lower right corner of the display. The
top number is the heading of the locked target, the next number is the
relative heading you should steer to intercept the target (displayed as
"ddd R", and the third number is the rate that you are closing with
this target, expressed in knots.
You can lock onto other targets by pressing the target designator key (Q).
Radar sets that are tracking your aircraft can be detected. Your Threat Early
Warning System (TEWS) display warns you of potential threats. This circular
display shows the relative direction of radars (other aircraft) that are
looking at you.
Your aircraft is equipped with heat-seeking missiles and a 20 millimeter cannon.
Weapon information is displayed in the lower left-hand corner of your HUD.
Different weapons may be selected by pressing mouse button 3.
The missiles are patterned after U.S. AIM-9M Sidewinders. They can detect
infrared (IR) targets at any aspect (not just from the rear). Their range
varies dramatically with the altitude and closure rate. The missile subsystem
couples with your radar set to provide time-to-impact information when AIM-9's
acm -js /dev/tty0 -simx
acm -geometry 1000x500
Stick and Rudder Controls
The Mouse is your stick. It controls pitch and roll.
Z -- Rudder Left
C -- Rudder Right
X -- Center the Rudder
4 -- Full Power
3 -- Increase Power
2 -- Decrease Power
1 -- Idle
A -- Toggle Afterburner State
R -- Toggle Radar State (On/Standby)
Q -- Target Designator
H -- Extend 10 degrees
Y -- Retract 10 degrees
S -- Extend
W -- Retract
Mouse Button 2 -- Fire the selected weapon
Mouse Button 3 -- Select another weapon
Pitch Trim Controls
U -- Set Take-off pitch trim
J -- Set pitch trim to the control stick's current pitch setting
G -- Retract/Extend landing gear
P -- Self-Destruct (Quit the game)
L -- Launch a target drone
View Controls (Numeric Keypad)
8 -- Forward
2 -- Aft
4 -- Left
6 -- Right
5 -- Up
Riley Rainey, firstname.lastname@example.org