###############################################################################
# #
# RCBco-20.zip: Carrier Operation Package for Military Jets #
# FS2004 ONLY #
# #
# By Rob Barendregt and Doug Dawson Release 2.0 3 jan 2005 #
# #
########################################################################

WARNING: THIS IS NOT A "DOWNLOAD & FLY" PACKAGE. SO PLEASE TAKE YOUR TIME TO
******** READ THE DOCUMENTATION PROPERLY BEFORE YOU INSTALL & USE IT.

With that said: .... :-)

This archive contains a set of gauges, effects and sounds which you can add to
your existing military jets in FS2004, and enables you to perform takeoff's
and approaches/landings on aircraft carriers.

Unfortunately adding gauges and effects to existing aircraft is a rather
cumbersome manual process, which is almost impossible to automate due to
the variety of aircraft, versions, updates, existing personal additions, etc.
For this reason we also didn't included ready-made panel.cfg and aircraft.cfg
files. Besides, you might learn something from this manual process :-)

So installing this package REQUIRES some basic knowledge of handling files
and folders in Windows, and the ability to edit existing .cfg and .ini files
with a simple text editor like Notepad.

And for safety:
**** !! ALWAYS BACKUP A FILE BEFORE YOU EDIT IT !! ****

TO PRINT:
Open this file in Notepad, and select charactertype: FixedSys, Normal, 9 dots.

See also: all other files in the \Documentation COP V2.0\ folder



0. Contents
===========
1. Overview
2. Installation.
2.1. Installing the files.
2.2. Adapting the panel.cfg file.
2.3. Adapting the aircraft.cfg file.
3. Detailed functionality and operation
3.1. Carrier catapult launching: the catapult gauge.
3.2. Carrier landings: the arrester gauge.
3.3. Carrier approaches: the "meatball" HUD.
3.3.1. Overview of the HUD
3.3.2. Normal approach / landing procedure.
3.3.3. Using the ApproachNeedles.
3.3.4. Using the Meatball.
3.3.5. The WaveOff procedure.
3.4. Breaking the sound barrier: the SonicBoom effects.
3.5. Using the test area for practicing.
4. Copyrights and Disclaimer
5. Credits
6. FAQ's
7. Closure


1. Overview
===========
This package contains four features that you can add to your existing aircraft
in FS2004; although targetted for military jets in combination with aircraft
carrier operation, they can be added to any aircraft and used in any scenery.
Either as a set, or individually.

These features are:
- A Catapult launch gauge, allowing you perform a catapult-aided takeoff from
defined zones on a carrier. Includes a launch sound.
- An Arrester gauge, allowing you to land in defined zones on a carrier deck,
by means of a tailhook "catching" the carrier's arresting cables. Includes
a catch sound and cable-rewind sound.
- A "meatball" HUD gauge, enabling you to perform proper carrier approaches.
This version has a lot of new features, such as:
- Audible warnings.
- An ApproachNeedle system.
- No ILS required anymore; navigation is now based on Arrester zone info.
- A built-in WaveOff procedure if you are not properly lined up for a landing
- Configurable to your own preferences to great extent.
- A SonicBoom gauge and effect (visible and audible), when your aircraft goes
through the sound barrier at MACH-1.
See also file rcbco-20-overview.jpg

Unlike the famous FS2002 ArresterCables program, the included catapult and
arrester gauge are purely aircraft-bound; i.e. they are defined in the panel
and does not require startup of an external program.
However, they also use catapult and arrester zones for proper launches/arrests.
See file "Adding Catapult or Arrester Zones.txt".

The gauges require installation of Peter Dowson's FSUPIC interface module
(either a registered or unregistered version). This module is used to command
the acceleration / deceleration needed for takeoff / arresting.

Great freeware sceneries for use with this package, are the Waikato (by Savern
Reweti) and USS-Saragota (by Paul Clawson) aircrafts carriers.
For availability, see file "Adding Catapult or Arrester Zones.txt".

If you want to know more about the operation and procedures on carriers, have
a look at the following website:
http://science.howstuffworks.com/aircraft-carrier.htm


2. Installation.
================

TIP: Use the Windows' Copy&Paste facility (where appropriate) to avoid typing
errors in copying text.

2.1. Installing the files.
==========================

1. Extract all files the MAIN FS9 folder, using the "Use folder names" option.
This will place each file in it's correct location.

If you are asked to overwrite a file, do so EXCEPT maybe for FSUIPC.dll.
For conveniance, we have included an unregistered version (3.4.4.0) of FSUIPC.
Of course you can keep your own (registered or unregistered) version (version
3.4.0 or later is REQUIRED) or download the latest version at:
http://www.schiratti.com/dowson.html


2.2. Adapting the panel.cfg file.
=================================
In the definitions below, replace the strings:
- "**" by the next free number.
- "HOR" by the Horizontal position of a free spot in the panel.
- "VERT" by the Vertical position of a free spot in the panel.
See the Appendices in file "Installation Examples" for additional help and
suitable values for some specific aircraft.

- Under [Window Titles], add:
Window**=Meatball

- Under [Window00], add:
gauge**=rcb-miljet!Icon_Ball, HOR,VERT,12,12 // The HUD Icon gauge
gauge**=dsd_catapult!catapult,HOR,VERT,69,40,300155 // The catapult gauge
gauge**=dsd_arrester!arrester,HOR,VERT,46,40 // The arrester gauge
gauge**=rcb-miljet!SonicBoomControl, 0,0 // The SonicBoom gauge
gauge**=dsd_carrier_zones!dsd_carrier_zones,0,0 // Reads&checks zones
gauge**=rcb-miljet!CatLaunch,0,0 // Autolaunch and audible warnings
gauge**=COP_Config!config, 0,0,,, ./gauges/rcb-miljet/COP_Config.ini // Reads&saves parameters
gauge**=COP_Sound!dsd_xml_sound3, 0,0,,, ./gauges/rcb-miljet/COP_Sound.ini // Plays sounds


- Add the new Meatball Window:
[Window**]
size_mm=240,240
window_size= 0.3,0.4 // Size: 30% screen width, 40% screen height
window_pos= 0.35, 0.0 // Top-Left corner at: 35% horizontal, 0% vertical
background_color=0,0,0
visible=0
ident=10011
gauge00=rcb-miljet!Ball,0,0,240,240
gauge01=dsd_carrier_zones!zone_selection, 10,0,200,14


Notes:
1. By varying the values of window_size and window_pos (values 0.0 - 1.0) you
can place the HUD in any size at any position of the screen.
2. If you are sure that the tailhook of your aircraft is defined properly, you
may save space on your panel by giving gauge dsd_arrester!arrester size 1,1
instead of 46,40 pixels. Since you can activate the tailhook also by giving
the proper key/button, and the tailhook status is visible in the HUD.
3. Some existing aircraft allready have another HUD on the position where you
would like the Meatball HUD. If so, please contact me.
It's very easy to create a special HUD icon version, that toggles between
these two HUDs.
4. If your panel.cfg doesnot allready have a socalled "minipanel"...See FAQ-9.



2.3. Adapting the aircraft.cfg file.
====================================
In the definition below, replace the string:
- "**" by the next free number.
See the Appendices for suitable values for some specific aircraft.

- Under [LIGHTS], add:
light.**= 10, -10.0, 0.0, 0.0, fx_RCB_machenvlop,1 // SonicBoom effect


NOTES:
- The light.** numbers range from 0 - 18. If no free number exists, you have
to delete another effect unfortunately.
- Check that the file has a [Tailhook] section. See also Appendix-2 of file
"Installation Examples.txt".



3. Detailed functionality and operation
=======================================

3.1. Carrier catapult launching: the catapult gauge
===================================================
This gauge has a switch, a dial and an indicator light:
- With the switch, you ARM the catapult for operation.
Arming the catapult will also set your ParkingBrakes (if not set yet), to
simulate the towbar of the nosegear being attached to the shuttle of the
catapult.
- You activate the catapult by releasing the brakes (either via a FS2004 key
or button for ParkingBrakes, or pressing a toebrake pedal).
- The speeddial indicates the launchspeed (=groundspeed in Knots).
You can modify the default by clicking the dial.
- A light, indicating the the aircraft is properly line-up for launch.
Green: in catapult zone, with correct heading.

A good operating procedure is:
- Line up the aircraft at the catapult, just in front of the Jet Blast Screen
(if your carrier scenery has one) untill the gauge light turns Green.
- Set 3/4 - Full flaps, and set the ParkingBrakes.
- Change the default launchspeed, if required.
- Arm the catapult by clicking the switch; a ARMed warning tone is played.
- Open the throttles fully, and release the ParkingBrakes.
While the launch sound is played, the aircraft quickly accelerates. At the end
of the catapult, the launchspeed is reached and the gauge deactivates.

NOTES:
1. The Catapult can ONLY be armed when you are in an Catapult zone.
I.o.w.: when the indicator light is Green.
See also file "Adding Catapult or Arrester zones.txt"
2. Both the default launchspeed and catapult length can be changed; Appendix-3
of file "Installation Examples.txt" explains you why/how.
3. Instead of a manual trigger to launch (by releasing the brakes), you can
configure the gauge to perform an automatic launch; i.e. when you ARM the
gauge, a countdown is audible and the catapult is automatically activated
after 5 seconds.
This option is set in file COP_Config.ini, value_00.
See also file "Changing configuration parameters.txt"


3.2. Carrier landings: the arrester gauge
=========================================
****** IMPORTANT ******
For this gauge to operate properly, your aircraft MUST have a "functional"
tailhook, defined in the aircraft.cfg. Operation is based on the real FS2004
Tailhook function, contrary to using Slew, Superspoilers, or other mechanismes
to decelerate aircraft.
If the tailhook is non-existing (the switch won't move and the light stays
DarkGreen), or if the tailhook is too short (the light is FlashingRed when
the aircraft is on the ground with the tailhook lowered): see Appendix-2 in
file "Installation Examples.txt"

This gauge has a switch and an indicator light:
- With the switch, you can lower/raise the tailhook of your aircraft, thereby
arming/disarming the gauge.
Alternatively you can do this by using the assigned FS2004 key or controller
button (in menu Options-Controls-Assigments, Tailhook up/down).
- The light indicates the state and functioning of the tailhook.
- DarkGreen: Tailhook is retracted, the gauge is inactive.
- Orange: Aircraft is on the ground, with tailhook partially extended.
The tailhook is now resting on the deck.
- Green: Aircraft is in the air, with tailhook fully extended and
gear lowered. Ready for an "arrested" landing.
- FlashingRed: Aircraft is in the air, with tailhook fully extended but the
gear not lowered yet. Do not attempt to land !!
Or:
Aircraft is on the ground, with tailhook fully extended.
This indicates that the tailhook is too short !!

Normal operation:
- Approach the aircraft carrier (the meatball HUD will greatly help here).
- For landing: lower the gear, set full flaps and lower the tailhook.
The gauge is now Armed, and the light is Green.
See also section 3.3

When the tailhook touches the deck within a defined Arrester zone and with the
correct heading, the aircraft is quickly decelerated to a full stop (the catch
sound is played), after which it is pulled back a bit.
About 7 seconds later, the tailhook is automatically raised, and the cable
rewind sound is audible; setting the Parking Brakes WITHIN this 7 sec. period
results in an immediate cable rewind and tailhook retraction.
The gauge is now deactivated.

If the aircraft touches down OUTSIDE the Arrester zone, the aircraft is NOT
catched by the wires, so you have to take off again.

To enhance realism even more: in FS9 menu Aircraft - Realism Settings, set
"Detect crashes" ON. If you touchdown too fast or too hard, the aircraft will
crash.


3.3. Carrier approaches: the "meatball" HUD
===========================================

3.3.1. Overview
===============
For documentation: see file "HUD overview.jpg"

This gauge allows you to "fly the meatball" for approaches to carriers.

It combines functionality of an PFD, HSI and FLOLS, and is visible as a HUD
(HeadsUp Display) that can be placed anywhere on the screen.
Although it doesn't look like a FLOLS (Fresnel Lens Optical Landing System) at
all (a FLOLS is placed on the carrier itself, and not in the aircraft), it
provides the same primary function: indicate the aircraft position releative
to a defined descent path. Plus a lot more.....
So if you are an As-Real-As-It-Gets pilot: this HUD is purely imaginary, and (as
far as I know) doesn't resemble anything simular in real life.

To open the HUD: click the HUD-icon on your panel, or select "Meatball"
from menu Views - Instrument Panel.

The HUD has two modes of operation, which can be used independantly or together:
- Approach Needles, which gives you the required heading (and deviation) and
V/S (and deviation) from your current aircraft position/altitude towards
the selected Arrester zone, at any distance from the zone.
This simulates an embedded waypoint locator of a GPS.
It is primairily used to "find" the carrier, and get properly lined-up for the
landing procedure.
- The Meatball, a moving ball showing the aicraft's position relative to an
imaginairy "localiser" and "glideslope", positioned on the Arrester zone.
Hence very simular to using an ILS.
It is used for the landing itself.
It also displays all primairy aircraft info, and windspeed&direction.
In other words: the HUD contains all aircraft/environment info you need for
the approach to the carrier and the landing itself.


3.3.2. Normal approach / landing procedure.
===========================================
A normal operating procedure could be:
- Start your flight at any reasonable distance/altitude from the aircraft
carrier, in a normal flight configuration.
- Open the HUD window.
- Select the appropriate carrier (= arrester zone).
- Enable the ApproachNeedle system and set the Heading range so that the Heading
needle is visible.
- Fly towards the carrier, by "following" the Needles; both in heading and
descent rate.
- At 10 - 20 miles away, activate the Meatball.
- Depending on your position relative to the carrier landing zone:
- Pass the carrier at 1500 feet alt, and make a turn to intercept the "localiser"
and "glideslope" at about 5-6 miles away.
- Or directly intercept them.
- Deactivate the Needles.
- Gradually reduce speed and set flaps, lower the gear and finally, lower the
tailhook. At 2-3 nMiles out, you should have a stable landing configuration
and speed, which allows you to easily "follow the ball" by making only small
control surfaces and thrust changes. If you don't, the chance of a Waveoff
will be almost 100% :-)
- When the aircraft hits the Deck, immediately give FullThrottle to enable a
takeoff if the arrest is not successfull.
- Set throttles idle again, when is arrest was OK.

And you'll soon find out, that landing on such a small spot is difficult enough.
Even without the deck moving up and down, as in real life :-)

In case you find proper landings too difficult, and want to "cheat" ????
See FAQ list, Q8.


3.3.3. Using the ApproachNeedles.
=================================
Obviously, when approaching the carrier from "behind", you should ignore the V/S
needle when close to the carrier, because that will guide you to deck altitude.
At long distance from the carrier, just follow the heading and descent path
indicated by the needles. The Needle values gives the target heading and V/S,
whereas the Needle positions visualise the deviation from those targets
(depending on the set scale).
When the Needles are out-of-range, they start flashing: increase the scale.

"Follow the Needles" always means: steer towards them.
E.g. if the Heading Needle is left from center, make a left turn untill you
exceed the target Heading; then the Needle will go back to center again.


3.3.4. Using the Meatball.
==========================
Following the meatball is simular to following the Needles.
You can (de-)activate the meatball, when it's not functional (i.e. the ball
is Red/Crossed and stays centered.
E.g. when the aircraft is on the wrong side of the carrier, or when you are
Waved-off.

The meatball is:
- Green, when properly lined up for landing.
- Red, when way too high/low, or way off "localiser"
- FlashingRed: when out of scale.

During approach you can warning sounds when the tailhook is lowered and:
- the Ball is RED ("GLIDESLOPE" or "LOCALISER").
- Gear is not lowered or Flaps not extended ("GEAR" resp. "FLAPS").
You can suppress these sounds by clicking the Speaker symbol on the HUD.

The message field of the HUD also gives info, like:
ARMED: Aircraft has proper landing configuration (gear, flaps, tailhook).
WAVEOFF: See section 3.3.5.
ARRESTED: After a successfull catch
FAILED: After an unsuccessfull catch
These messages should clear themselves, either when the cause is cleared, or
after a certain period (e.g. for ARRESTED or FAILED).

When you exit a flight (or FS9), all HUD settings are saved so you can
easily retry in a new flight :-).
See also file "Changing configuration parameters.txt"


3.3.5. The WaveOff procedure
============================

If you approach the carrier with a lowered tailhook, at 0.3 miles out
the "LSO" (Landing Signal Officer) assumes that you are trying to land,
and checks your approach against a list of criteria:
- The ball must be Active and Green.
- Gear must be lowered and Flaps must be > 50%.
- Airspeed must be lower than 250 Knots IAS
- The aircraft heading must be within 10 degrees of the zone heading.

If any of these conditions are not met, a WaveOff procedure is activated.
When the WaveOff is activated (as shown by the message and/or sound),
DONOT try to land because the aircraft will NOT be arrested.
Give Full Throttle, raise the Tailhook (which stops the WaveOff procedure),
go around and try again.

Both WaveOff On/Off (Default:On), and WaveOff distance (default: 0.3 nMile)
can be configured. See also file "Changing configuration parameters.txt".


3.4. Breaking the sound barrier: the SonicBoom effect
=====================================================
Go into Spotplane view, let your aircraft accellerate to MACH-1, and observe
the "cloud" being formed and pushed forward by the aircraft; when the aircraft
reaches MACH-1, it punches through the cloud and the Boom sound is played.
Needless to say this effect is only usefull for supersonic aircraft :-)



3.5. Using the test area for practicing
=======================================
To fully test your installation and/or practice launches and arrested landings,
I have included a test scenery at TFFG airport (St.Maarten).
Nothing fancy, just textures on the existing runway plus an ILS (freq. 117.90)
to verify proper operation of the Meatball (by comparing the Meatball against
ILS/DME info in your standard navigation instruments).
The catapult and arrester zones for this test are already pre-defined in the .ini
files.

For a catapult lauch:
- Position the nosewheel of your aircraft exactly on the black spot (the shuttle
of the catapult), with heading 120.
- The light on the Catapult gauge should be Green now, so you can arm the catapult.

For an arrested landing:
- Select "TFFG Arrester" from the HUD.
- Approach the arrester zone with heading 120.



4. Copyrights and Disclaimer
============================
This package is freeware, and is available for your personal use.

Without our explicite permission, it may NOT be sold, re-distributed and/or
uploaded to another website or bulletin board in ANY shape or form.

If you want to bundle this package with your (freeware) aircraft, you may ONLY
do so AFTER our explicite permission and inclusion of the documentation files.

And obviously, installing & using this package is at your own risk.
However, if you execute the Installation instructions properly, this package
should NOT crash you PC or FS, nor should it have a substantial impact on
performance.
Although most of the testing was done on Windows-XP platforms, we don't expect
any problems with other Windows versions (provided FS2004 itself runs OK).



5. Credits
==========
- Nick Needham, for his spectacular SonicBoom visual effect which he specially
made for this package.
- Aaron R. Swindle. The included catapult and cablecatch sounds are re-mixed
and adapted versions of original recordings made by Aaron.
- Pete Dowson, for making and maintaining FSUIPC.
- The designers of all those wonderfull free military aircraft and aircraft
carriers, without whom this package would have no meaning !!
Especially to Dino Cattaneo (F14 Tomcat) and Savern Reweti (Waikato carrier),
two of our favorite "testtools" ...
- Our beta-testers, who spent considerable time in trying to get this package
and documentation as bug-free as possible :-)


6. FAQ's
========

Q1: Can I use this package in FS2002 ?
A1: NO. Don't try to install it in FS2002; it may even cause FS2002 to crash.
However, Doug has made a version of the catapult/arrester gauge compatible
with FS2002. Please contact Doug for information and availability.
But the HUD/sounds will NOT work in FS2002.

Q2: A gauge/effect does not seem to work after I load the aircraft.
A2: If you have added the gauge to a 2D-window (Window**) in the panel.cfg,
you must always switch to Cockpit view mode at least ONCE before a
gauge is activated.

Q3: Can I use the Arrester gauge for aircraft that doesn't have a tailhook ?
Or has a tailhook operated by the Spoiler (Airbrakes) or Flaps key ?
A3: Yes, the gauge can be used for ANY aircraft, but it may require
adaptation of the aircraft.cfg file. See Appendix-2 and -4 in file
"Installation Examples".

Q4: If I add the Catapult/Arrester gauge, can I still perform normal take-off
and landings with the aircraft ?
A4: Yes.
The Catapult gauge only becomes active when you arm it via the switch.
The Arrester gauge only becomes active when you arm it via the switch,
or lower the tailhook with the assigned FS2004 keystroke.

Q5: I cannot see the Catapult gauge, Arrester gauge, or Meatball Icon in my
panel. Why not ?
A5: The panel coordinates you used, probably placed the gauge at invisible
position on the panel, underneath another gauge, or in an invisible window
See also Appendix-1 in file "Installation Examples".

Q6: Can I add the meatball HUD to the VirtualCockpit of my aircraft ?
A6: No, generally you cannot, since the VirtualCockpit is modelled in the
aircraft .mdl file.

Q7: I don't see the Catapult/Arrester textures on TFFG runway.
A7: On some PCs, the AddOn Scenery has been turned off for some reason.
Which causes FS9 not to detect the .bgl file.
To check:
- Exit FS9
- Open the scenery.cfg file in the main FS9 folder with Notepad
- Find an entry like:
[Area.038]
Title=Addon Scenery
Local=Addon Scenery
Layer=38
Active=TRUE
Required=FALSE
(the area or layer number maybe different)
- Check that Active=TRUE; if FALSE, change it.
Another problem may be, that you use some mesh scenery or other addon
that has (re-)moved the default TFFG runway, or placed it at a different
altitude. Sorry, I can't solve this.

Q8: Whatever I try, I cannot seem to make a proper arrested landing or get
lined up for a catapult start.
What am I doing wrong ????
A8: Assuming that you have installed everything properly: you probably
overestimate your pilot skills :-)
But you can "cheat", to make it a lot easier.
1. To make sure that zones are defined properly, use the Position
Display gauge and check the area.
2. Set the CourseTolerance in the .ini files larger.
3. Disable the Waveoff procedure.
4. Enlarge the zone definitions.
5. Define a new catapult and/or arrester zone that covers the whole world,
which effectively disables the zone checks.
How to do these things ?? Read files:
- "Adding catapult or arrester zone.txt"
- "changing configuration parameters.txt"
6. Disable the FS9 Crash Detection.

Q9: Can I use the HUD also in "mini-panel" mode ???
A9: Yes, if there's no other window in the panel.cfg that has ident=MINIPANEL.
In the panel.cfg, add another window:
Under [Window Titles], add:
Window**=Minipanel
and
[Window**]
size_mm=240,240
window_size= 0.38,0.5
window_pos= 0.33, 0.0
background_color=0,0,0
visible=1
ident=MINIPANEL
gauge00=rcb-miljet!Ball,0,0,240,240
gauge01=dsd_carrier_zones!zone_selection, 10,0,200,14
Note that either one or both HUD windows may be present in your panel.cfg.
TIP: When in Cockpit mode, press the (default key) "W" to cycle though
the 2D view modes..

Q10: When I do a InstantReplay in FS after a successfull arrested landing, the
tailhook is raised. Howcome ??
A10: Unfortunately, FS9 doesn't handle the tailhook correctly with replays.
Which means that if you do a Replay (or load an existing flight) the tailhook
is always in the retracted position.
Remedy: lower the Tailhook again before activating a Replay.

Q11: What a funny accent of that guy that recorded the HUD warning sounds. Can I
change them ??
A11: It's just me :-).
But you can replace them with your own recording if you like. But be sure
to end each sound with a short pause, since they are played repetitively.

Q12: Can I use the Autopilot to approach an arrester zone ??
A12: That depends.
In the previous release (V1.1) the meatball HUD was based on an ILS defined
in the arrester zone, with it's frequency dialed into NAV1; hence the AP
could always be used since the ILS was always present.
This version of the HUD works with the zone info from the dsd_arrester_zones.ini
file, so no ILS is required anymore; however, absence of an ILS also means
that the AP cannot be used for a landing.
(Note: but both the Waikato and the testarea on TFFG have an ILS, frequency
resp. 112.10 and 117.90)


For other questions, please read ALL the info in the \Documentation COP V2.0\
first before asking me or Doug.


7. Closure
==========

We hope you will enjoy using this package, as we did creating it.
And we are always open to questions, or suggestions for improvement (no
guarantee that we will make them though).

But PLEASE PLEASE, before asking us questions or report "bugs", make sure that
the answer can't be found in this README file and all other documentation; I
have spent considerable time in making this as clear and supportive as we can,
just to avoid wasting both YOUR time and OURS with trivial questions and
"issues" :-)
While we DO realise that reading large manuals like this is not the favorite
hobby of most flightsimmers, it contains a wealth of information especially
usefull if you are not very familiar with installing addon's.

This package was created by:
Doug: The arrester, catapult, carrier-zones and XMLsound gauges.
Plus: a gauge that allows XML gauges to read/save variables.
Rob: The other gauges, sounds, packaging and documentation.
Nick: The visual SonicBoom effect.

Contact information:

For questions/problems/suggestions about the Catapult & Arrester gauges:
Douglas S. Dawson, Canada
Email: douglassdawson@netscape.net

For all other questions/problems/suggestions:
Rob Barendregt, The Netherlands
Email: rc.barendregt@planet.nl


**************************************