
FIRESTORM PRO USERS MANUAL
Copyright 1995,96,97 by John Daigle  ALL RIGHTS RESERVED

NOTICE: Versions of this program for use in countries using the metric system will display the areas burned in hectares ( 2.5 acres) instead of acres and wind speed in KPH rather than Knots (1 Knot=1.85 KPH)
 Minimum hardware needed to run FIRESTORM Pro:

  An IBM compatible computer 286 or better.
  An EGA, VGA or SVGA color monitor.
  A 2 or 3 button mouse.

Loading FIRESTORM Pro from the floppy disk:

Put the disk in either floppy drive, go to that drive ( a: or b:) and type: fspro

Loading FIRESTORM Pro on your hard drive:

Go to the directory on the hard drive, you want FIRESTORM Pro loaded into or create a directory using MKDIR (DOS command) then put the FIRESTORM Pro disk in the 'A' or 'B' drive and type: copy a:*.* (if disk in the 'A' drive) or type: copy b:*.* (if disk in the 'B' drive). Run the program by typing: fspro (while in that directory).

Attention Windows users:

FIRESTORM Pro is fully compatible with Microsoft Windows 3.1 & Windows 95. A custom Firestorm Pro icon is provided with this program, fspro.ico. Use the Windows program manager to install the program and icon after it is loaded on your hard disk. You may use the detailed installation procedures below if you wish. This procedure will create a directory on your hard drive, load the FIRESTORM Pro  files on to it and create a Windows icon for it.

Installing FIRESTORM Pro in Windows 3.1 

       
Put FIRESTORM Pro disk in 'A' drive  (if your 3 1/2 drive is  the  'B' drive, put it there and substitute B for all references to A).
       
While in Windows click on 'FILE MANAGER' in the MAIN group.
 
Click on the C:\ directory (root directory).
 
Click on FILE then CREATE DIRECTORY under NAME type FSPRO then click OK.
  
Click on the ' A drive symbol '
  
Click on FILE then COPY. in the TO: box type C:\FSPRO then click OK.
  
Close FILE MANAGER
 
Open (double click on) the group you want FIRESTORM Pro in 
(ie: APPLICATIONS).
 
Click on FILE then NEW. PROGRAM ITEM should be marked, click OK.

In COMMAND LINE box type C:\FSPRO\FSPRO

Click on CHANGE ICON. click OK in NO ICONS AVAILABLE.. window.
 
Delete the file name in CHANGE ICON window and type 
C:\FSPRO\FSPRO.ICO then click OK twice. Click on OK in the PROPERTIES window.

The FIRESTORM Pro icon should be in the group window. Double click on  icon to run FIRESTORM Pro.


 Loading Firestorm Pro in Windows 95

1. Click on DOS prompt icon
2. Type mkdir fspro then press enter key
3. type cd\fspro then press enter key
4. insert Firestorm Pro disk in 'A' drive
5. type xcopy a: then press enter key
6. type exit then press enter key (returns to Windows 95)
7. click on empty spot on screen with right mouse button
8. click on New (left mouse button)
9. click on shortcut
10. click on browse
11. click on fspro
12. double click on fspro
13. click next
14. click next ('name for shortcut window')
15. click finish ('select icon window')

Firestorm Pro is now loaded in Windows 95.
click on Firestorm Pro icon to run.

The Scenario:

You are the Captain of "Central Fire Command", a computerized wildland fire fighting command center . Via downlink from an infra-red satellite in geo-synchronous orbit, you have a birds eye view of various areas in the country. (Northwest, Oakland Hills, Malibu & Yellowstone) Land, forested mountains, rivers, roads, lakes and even building are visible due to computer enhancement of satellite  images.

Via GPS (geo-positioning system) uplink, you have the real-time location of 4 ground fire crews ,2 air tankers and a helitack unit.  Using your command console you can direct the movement of the ground and air units to fight the fire by cutting firelines, setting backfires, dropping retardant and water. You also have access to real-time weather information (wind direction & speed) and also have the ability to change the wind direction & speed. Other information is provided like: acres on fire, acres burned, structures lost & day & time.

Of course, you need a fire to fight so you have options not available  to most fire command centers. Like starting fires-either randomly or  manually.

A number of other options are available:

You can change the humidity, slowing the fire down or speeding   it up, change the speed of the ground & air units, change the length of the retardant drop area and change the turn-around time (refuel time) of the air units. Setting the Pro Mode option increases the realism and the difficulty by letting spot fires start ahead of the fire ,affected by the wind speed & direction.

Its all yours to command. As Smokey sez...
ONLY YOU CAN PREVENT ( & now put out! ) FOREST FIRES!

About FIRESTORM Pro:

FIRESTORM Pro greatly enhances the value of  The FIRESTORM wildland fire simulator as a training tool, by allowing the user to record the number and locations of the fires set, all of the options set, the particular map loaded, and all of the wind speed and wind direction changes (up to 1000 changes) during a simulation. The simulation can then be "Played back" using the file that was used to record the simulation. The same map will be loaded, the options will be set as recorded, the fires will be started in the same location as recorded, and when the user starts the simulation (by pushing GO), all the wind speed & direction changes will occur at the same time as when they were recorded.

When in record mode, all recording is totally transparent to the user. An indicator in the Wind direction/speed window indicates recording and the number of events recorded is constantly updated in the wind data display (lower right corner).You may create as many record files as you wish. When running FIRESTORM Pro in the playback mode, the map is loaded automatically, all the options set, and the fire locations set. All the user does is push GO to start the simulation and fight the fire while all wind changes occur at the same times they were recorded. When the last recorded wind change event in the record file occurs the simulation is terminated.
				
Starting FIRESTORM Pro to record a simulation:

Type fspro then a space then the letter 'r' followed by another space and the record file name you wish to create (with no extension). an example: 'fspro r demorec' This will start the program and save recorded events in a file called 'demorec.fsr'. The program will add the '.fsr' extension. A banner at the top of the 'sign-on' screen will tell you that you are 'RECORDING TO FILE: DEMOREC.fsr '. From then on, the operation is identical to running FIRESTORM Pro with no parameters except when you are done, the recorded events are saved in the record file.

Note: if you enter a filename that already exists, the warning message 'FILE ALREADY EXISTS.... continue [Y/N]' will be displayed. If you want to write over the file type 'y'and the program will continue. If you do not wish to write over the file, type 'n' and the program will terminate. Reenter the commands with a different file name.

Starting FIRESTORM Pro to play-back a record file:

Type fspro then a space then the letter 'p' followed by another space and the record file name you wish to play-back (with no extension).an example: 'fspro p demorec' You may also type 'fspro p' with no file name. If you do that, the program will load the first file with the '.fsr' extension it finds. A banner at the top of the sign-on screen will tell you 'PLAY BACK FROM FILE: DEMOREC.fsr' When you hit 'ANY KEY TO START', the map used in that record file will be loaded, all the options set and the fires started at the recorded locations. Click on the GO button and start the simulation. The simulation will continue until all of the recorded events have occurred. In the wind data window (lower right) the 'P:' equals the number of events that have occurred and the 'M:' equals the maximum number of events in the record file. When the two numbers are the same the simulation will terminate.

A 'PLAY-BACK' indicator is displayed in the wind direction / speed window and the 'AUTO' & 'MANUAL' buttons are removed as all wind events are under control of the record/play-back file. In play-back mode the user can not change the options or set fire locations (except for backfires & burn-outs), of course, the user has total control of the ground and air units.

Running FIRESTORM Pro with no parameters:

With no parameters FIRESTORM Pro will behave exactly like the original FIRESTORM ie: The user will have total control of every aspect of the simulation and nothing will be recorded or played back.


FIRESTORM PRO record & play-back Error Messages:

FILE NAME MISSING
No file name was entered after the 'r'.

INVALID COMMAND PARAMETER
An illegal command parameter was typed 
(anything other than an 'r' or 'p').

INVALID FILE NAME
File name typed was too long (over 8 characters ) or had illegal characters in it. (anything other than 'a..z' or '0..9')

PLAY BACK FILE NOT FOUND
The file name entered after the 'p' was not found, or, if no file name was entered, no '.fsr' files were found in that directory.(be sure the '.fsr' record files are in the same directory as the FIRESTORM Pro program)


Selecting the maps:

After leaving the initial sign-on (FIRESTORM Pro) screen, the map select window will be displayed showing at least 4 map selections. (Northwest, Oakland Hills, Malibu, & Yellowstone at this writing)  Move the mouse to highlight the desired map and click a mouse button.  That map will then be loaded.

 Visual display:

 The Maps

 Shown on map	           Represent
 green areas		           flat lands
 light green areas	           forested hills & mountains
 light blue lines		           rivers & streams
 dark blue areas		           lakes, bays & oceans
 white lines		           roads
 crossed white lines	           airfields
 white diamond		           helipad
 small brown squares	           buildings
 numbered red squares	           ground fire crews
 numbered light cyan squares    air tankers
 light cyan square with 'H'         helitack (helicopter)

The buttons

  Button	    Purpose
  CREW 1       Controls movement of ground crew 1
  CREW 2       Controls movement of ground crew 2
  CREW 3       Controls movement of ground crew 3
  CREW 4       Controls movement of ground crew 4

  AIR  1	          Controls movement of air tanker 1
  AIR  2	          Controls movement of air tanker 2
  HELI 1         Controls movement of Helitack 1

  WIND	          Displays and/or controls wind speed & direction
  OPTION      Change and/or display optional parameters
  START *      Select number & location of fires & start simulation
  STOP **       Pause program, start new simulation or exit program
 *   = Displayed only before simulation is started.
 ** = Displayed only after simulation is started.

 Note: You may exit the program at any time by hitting CTRL Q.
	(hold the ctrl key down and push the Q key)

Other displays:

Wind speed & direction &  MANUAL / AUTO status is located in the  lower right corner. PAUSED will be displayed here when the STOP  button is pressed.

After simulation is started, a yellow information bar will be displayed at the top of the screen showing number of acres on fire, number of acres burned, number of structures lost and day & time. The message 'FIRE OUT' will be displayed here when the fire is extinguished.

A window corresponding to the button pushed will be displayed below the buttons.

How to push the buttons on the screen:

Move the mouse arrow over the button you wish to push and push any mouse button.


Before you start the simulation ( The WIND & OPTION buttons):

 The WIND button & window:

The wind data window is displayed by pushing the WIND button or the GO button in the start window. The wind direction is shown by an arrow and the compass direction the wind is blowing FROM. (N,S,E,W,NE,NW,SE,SW) Below that the wind speed is shown in knots (KTS).

Note: The wind direction, speed & manual/auto status is also shown in a small box in the lower right corner of the screen.

 Wind control (AUTO or MANUAL):

You have the option of letting the computer change the wind speed & direction at random (AUTO) or of selecting the wind speed & direction  yourself (MANUAL).

Manual wind control:

The AUTO & MANUAL buttons are below the wind speed display. The current setting is in red letters. If the AUTO button is in red letters, push the MANUAL button. The word MANUAL will now be in red, all the compass directions will be shown in white (except the direction the wind is currently blowing from, which will be in red & there will be white up and down arrows on each side of the wind speed indicator.

Changing the wind direction:

Move the arrow over the white letters in the compass you wish the wind to blow FROM, then push a mouse button, the letters will change to red and the red wind arrow will be pointing from that direction.
					
Changing the wind speed:

To increase wind speed, move mouse arrow over the white up arrow to the left of the wind speed indication and push a mouse button. (maximum speed is 60 KTS)
To decrease wind speed, move mouse arrow over the white down arrow to the right of the wind speed indication and push a mouse button. (minimum speed is 1 KTS)

Auto wind selection:

If the MANUAL button is in red letters, push the AUTO button. The letters in AUTO will now be red,only the current wind direction will be shown on the compass and the up & down arrows next to the wind speed indication will disappear. The computer now has control of the wind and will change it randomly at random times when the simulation starts.

Note on wind selection: You can change between AUTO & MANUAL at any time before or during the simulation except in play-back mode.

The OPTION button & window:

Pushing the OPTION button before starting the simulation displays the options window with 7 option setting buttons and options status. Pushing the OPTION button after the simulation is started, displays only the option status. Options CANNOT be changed after the simulation starts or if in play-back mode.

Optional settings:

1. HUMIDITY - HIGH/NORMAL/LOW

Changes the humidity, affecting the speed of the fire. To set, push HUMIDITY button, the other option buttons will disappear and HIGH, NORMAL & LOW buttons will appear at the bottom of the window. HIGH slows the fire down & LOW speeds it up. After you push the button you wish, the other option buttons will reappear and the new speed will be shown by 'HU>' in the status area.

 2. CREW SPEED - SLOW/NORMAL/FAST
 
Sets the speed of the ground crews. To set, push CREW SPEED button, the other option buttons will disappear and SLOW, NORMAL & FAST buttons will appear at the bottom of the window. Push the speed you wish, the other option buttons will reappear and the new speed will be shown by 'CS>' in the status area.

3. AIR SPEED - SLOW/NORMAL/FAST

Sets the speed of the air tankers & helitack. To set, push AIR SPEED button, the other option buttons will disappear and SLOW, NORMAL & FAST buttons will appear at the bottom of the window. Push the speed you wish, the other option buttons will reappear and the new speed will be shown by 'AS>' in the status area.

								
 4. DROP TIME - SHORT/NORMAL/LONG 

Sets length of retardant/water drop. To set, push DROP TIME button, the other option buttons will disappear and SHORT, NORMAL & LONG buttons will appear at the bottom of the window. Push the length you wish, the other option buttons will reappear and the new length will be shown by 'DT>' in the status area.


5. FUEL TIME - NO WAIT/15 MIN/30 MIN 

Sets the length of time the air tankers & helitack must wait at the airfield/helipad between drops. To set, push FUEL TIME button, the other option buttons will disappear and NO WAIT, 15 MIN & 30 MIN buttons will appear at the bottom of the	window. Push the length you wish, the other option buttons will reappear and the new length will be shown by 'FT>' in the status area.
Note: Default is 15 MIN.

6. PRO MODE - ON/OFF/HELP

When ON, allows sparks to jump ahead of the fire, starting spot fires. The amount, direction and jump length of sparks are determined by wind speed & direction. Fires will be stopped by roads, rivers & firelines/retardant drops but sparks may jump over them and start spot fires. When OFF, fires will cross roads at wind speeds over 19 knots and rivers at speeds in excess of 39 knots but no sparks will be present. Fires will not cross firelines/retardant drops. HELP describes the function of this option. The status of PRO MODE will be shown by 'PM>' in the status area.

7. HELI TIME - SHORT/NORMAL/LONG 

Sets the amount of fuel the helicopter can carry. SHORT - 120 min, NORMAL - 180 min, LONG - 240 min. The helitack will continue water drops until it is low on fuel, then it will return to base. The status of HELI TIME will be shown by 'HT>' in the status area.


Starting the simulation:

Pushing the START button (ie. moving the mouse arrow over the button and pushing any mouse button.) displays the start window directly below it.

Select # of fires:

The button '# FIRES=0' is at the bottom of the window. Pushing that  button once will change number of fires from 0 to 1. When this happens the RANDOM & MANUAL buttons will be displayed above the # FIRES button. You can select from 1 to 5 fires to be started by continuing to push the # FIRES button.

Selecting Random fires:

If you wish the fires to be started in random locations, push the RANDOM button, the location of the fire/fires to be started will be shown by small blinking red box/boxes on the map & the GO button will be displayed in the start window.
						
Selecting Manual fires:

If you want to select the location of the fire/fires to be started push the MANUAL button then move the arrow to the first location you want to start the fire and push a mouse button, if you have selected more than one fire, continue to move the arrow and push a mouse button until all fire locations have been selected. A blinking red box will show the start location of each fire and the GO button will be displayed in the start window. Note: fires can only be started in green or light green areas.

The GO button (starting the fires):

Pushing the GO button in the start window, starts the fires and actually starts the simulation. The yellow fire information bar is displayed at the top of the screen and the start window is replaced by the wind data window.

Simulation time vs. Real time:

The clock in the fire information bar displays 'simulation time':
1 minute simulation time = 1 second real time
1 hour simulation time = 60 seconds real time
1 day simulation time = 24 minutes real time

About the fire:

The hottest areas of the fire burn yellow, the less hot areas burn light red. As an area is burned, it turns light gray or dark gray depending on the terrain.

Effects of the wind on the fire:

The fire burns fastest in the direction the wind is blowing, as the wind direction changes, so does the fire direction. When the wind speed increases so does the speed of the fire and when the wind slows down so does the fire.

Effects of terrain on the fire:

Light green areas (hills & mountains) burn faster than dark green areas (flat lands). Burned green areas turn light gray & burned light green areas turn dark gray.

Effects of fire on buildings:

When buildings (small brown squares) burn there is a tick sound and the STRUCTURES LOST counter in the fire information bar will  increment. After the building is burned it will show as a pink color on the map.
					

Effects of fire on fire crews, Air tankers & helitack on the ground:

When the fire is in direct contact with the fire crews or air units on the ground (at the airfields/helipad), you will hear short high pitched sounds. If the fire reaches the center of the unit, you will hear a  loud buzzer sound and the unit is destroyed and disappears from the map.

Effects of roads on fire:

If PRO MODE is off-
If the wind speed is under 20 KTS the fire will not cross a road and  will be stopped. If the wind speed is  20 KTS or over the fire will cross a road and turn it from white to black.

If PRO MODE is on-
Fire will be stopped by roads but sparks may jump them forming spot fires.

Effects of rivers on fire:

If PRO MODE is off-
If the wind speed is under 40 KTS the fire will not cross a river and  will be stopped. If the wind speed  40 KTS or over the fire will cross a river and turn it from light blue to blue. A fire can cross a river  by burning a bridge if the wind is over 19 KTS.

 If PRO MODE is on-
Fire will be stopped by rivers but sparks may jump them forming spot fires.

Effects of ocean & lake on fire:

The fire is stopped at the shoreline of the lake or ocean.

Effects of firelines & retardant on fire:

The fire is stopped by firelines (light gray) cut by fire crews and by retardant drop lines (pink) dropped by air tankers & helitack.
Note: if PRO MODE is on, sparks may jump the lines.

Note: The HUMIDITY option button can make the fire burn faster or slower  than the normal rate. (Can be set only before fire starts)

Fire information bar:

The yellow bar shown at the top of the screen after the fire starts
gives the following information:

     Acres on fire: (number of acres currently burning)
     Acres burned: (number of acres already burned)
     Structures lost: (number of buildings destroyed by the fire)
     Day: ( the day of the fire, first day is day 1 )
     Time (the time of day, HH:MM format, 24 hour clock)

						
When the fire is out:

When the fire is completely extinguished, 'FIRE OUT' will be displayed  in the fire information bar, a buzzer will sound, and the STOP button will be light red and the stop window will be shown. All activity ceases and the simulation is over. You can exit the program or start a new simulation.

The ground fire crews ( crews 1 through 4 ):

Moving the crews on the roads:

Push one of the 4 red CREW buttons, a FIRECREW window will be displayed below the buttons. In the red area of the window it says  'ROAD DIR.' and a white up arrow is shown with an 'N'. This means that crew can travel North (up on the map) on the road. Under the red area  notice that the CREW STOP button is red (the crew is stopped).

Starting road travel:

Move the mouse arrow over the road direction arrow and click a mouse button. The road direction arrow will turn yellow, the CREW STOP button will turn white and the crew will start moving in that direction on the map. The crew will continue to travel on the road until it reaches an intersection or the end of the road (dead end).

Road intersections & dead ends:

When the firecrew reaches an intersection or dead end the crew will stop. If that crews window is currently displayed the CREW STOP button will turn red and the yellow road direction arrow will be replaced by white direction arrows showing which direction can be taken from that intersection or dead end. The CREW button and the firecrew square on the map will blink 4 times, 4 beeps will be heard and then the CREW button will change from red to light red, to flag you that crew needs directions. Once you click the mouse on a new direction arrow or push that CREW button it will change back to dark red.

Stopping firecrews (CREW STOP button):

To stop a moving firecrew on a road, push the white lettered CREW STOP button in that firecrew window. The crew will stop, the CREW STOP button will turn red, and white direction arrows will show you which way the crew can continue.

Overall road travel:

After you give a crew directions you can push any other CREW button to give directions to them. When a crew needs directions, just  push that CREW button and its window will appear. All 4 crews can be moving at once. To go to a certain place, just keep giving new directions at each intersection until you reach your destination, then push the CREW STOP button.
								
Off road travel (GO SECTOR button):

To move the firecrews offroad (overland travel), push the GO SECTOR button in the firecrew window. The window will tell you to move the mouse arrow to the desired sector location. A 'rubber band line' will stretch from the firecrew to the mouse arrow. When the mouse arrow is  at the desired destination, click the mouse button. The firecrew will  start moving to that sector and a message in the firecrew window will let you know that the crew is proceeding to that sector. The crew can  be stopped at any time by pushing the CREW STOP button.When the  crew reaches it destination, that CREW button and the firecrew will blink & beep 4 times and the CREW button will turn light red. If that firecrew window is showing or is displayed by pushing that CREW button  a message in the window will let you know the crew is stopped at that sector. The BURNOUT button is displayed when going to a sector (see below).

Notes:Firecrews can travel over rivers & streams but will stop at the ocean or lake. Off road travel is half the speed of road travel.

Cutting firelines (FIRE LINE button):

To have the firecrew begin cutting a fireline, push the FIRE LINE button in the firecrew window. The window will tell you to move the mouse arrow to the desired sector location. A 'rubber band line' will stretch from the firecrew to the mouse arrow. When the mouse arrow is at the desired destination, click the mouse button. The firecrew will start moving to that sector cutting a light gray fire line behind it and a message in the firecrew window will let you know that the crew is cutting a fire line to that sector. The crew can be stopped at any time  by pushing the CREW STOP button. When the crew reaches its destination,that CREW button and the firecrew will blink & beep 4 times and the CREW  button will turn light red. If that firecrew window is showing or isdisplayed by pushing that CREW button a message in the window will let you know the crew is stopped at that sector.

Note: Firelines can only be started if the firecrew is off the road.

Returning the crew to a road (RETURN button):

To return a firecrew to a road when it is offroad, push that CREW button and then push the RETURN button in the firecrew window. A message in the window will tell you to move the mouse arrow on the other side of a  road you wish to get on from the firecrew and click the mouse button. The firecrew will get on the road at the point the 'rubber band line' intersects the road. When the crew reaches the road, that CREW button and the firecrew will blink & beep 4 times and the CREW button will turn light red. If that firecrew window is showing or is displayed by pushing that CREW button, the road direction arrows in the window will let you know the crew is on the road.

Starting backfires (BACKFIRE button):

To start a backfire, push a CREW button then push the BACKFIRE button.  The arrow will be confined to a small area around the firecrew and  the message will tell you to move the arrow to the point to start the back fire and click a mouse button. Click the mouse on a green or lightgreen area and the backfire will start.

Notes: The backfire function only works if the crew is off-road.Check the wind before you start the backfire or the fire could overrun and destroy your fire crew!
						
Doing burnouts [Firing out] (BURNOUT button):

When the crew is moving offroad (go sector), you have the option of  setting a trail of fire behind the crew as it moves. The button is only active when the crew is going to a sector. Pushing the button starts the burnout ( the letters BURNOUT turn yellow and the message DOING BURNOUT appear in the window). Pushing the button again stops the burnout (the letters turn white). The burnout stops automaticaly  when the unit is stopped or reaches its target sector.

The air tankers ( AIR 1 & AIR 2 ):

Sending the air tankers on a retardant drop:

To start an air tanker retardant drop, push AIR 1 or AIR 2 button. The AIR CREW window will appear below the buttons. Push the light green ENTER button in the AIR CREW window. The message in the window will tell you to move the arrow to the sector, you want the drop to start. A 'rubber band line' will stretch from the air unit to the arrow. Click the mouse button when the arrow is on the desired sector. Now the message in the window will direct you to move the mouse to the end sector of the drop. A 'rubber band line' will stretch from the start sector of the drop to the arrow. that line shows  the path the drop run will be on, but since the plane only holds so much retardant, the drop run will not necessarily continue to the sector selected as the end of drop run. Be sure to make this line a few inches long so the entire load will be dropped, if it  is too short the drop run will terminate at the end drop run sector and the tanker will return to the airport. When the arrow is on the desired end drop run sector click the mouse button. A message in the  window will let you know the plane is proceeding to the start sector of the drop run and the air unit will start moving toward the start  drop run sector.

The respective AIR CREW button will be a dark cyan color when the tanker is in the air or being re-fueled and a light cyan color when  it is ready. All movement is now automatic, when the tanker reaches  the start drop run sector it will turn towards the end drop sector and start dropping retardant ( a pink line appearing behind the air tanker ). As soon as the load is dropped the tanker will turn again and head back to its airfield. As soon as the tanker takes off, you can service other air or ground units. You can change the drop zone while in flight by clicking the REDIRECT button, enter the new drop zone the same way as clicking the ENTER button above. The flight can be terminated at any time by clicking on the ABORT button in the Air crew window. This causes the unit to return to base.
Notes:The length of the drop run is set by the DROP TIME option before  the simulation starts.  Tankers are  light cyan on the ground and dark cyan in the air.


The Helitack helicopter ( HELI 1 ):

Sending the Helitack on a water drop:

To start a helitack water drop, push HELI 1 button. The HELITACK window will appear below the buttons. Push the light green ENTER button in the HELITACK window. The message in the window will tell you to move the arrow to the sector, you want to pick up the water. (it must be a river, lake or ocean/bay sector).  A 'rubber band line' will stretch from the helitack to the  arrow. Click the mouse button when the arrow is on the desired sector.  Now the message in the window will direct you to move the mouse to  the start sector of the drop. A 'rubber band line' will stretch from the water pick up sector to the arrow. Click the mouse button when the arrow is on the desired sector.  Now the message in the window will direct you to move the mouse to   the end sector of the drop. A 'rubber band line' will stretch  from the start sector of the drop to the arrow. that line shows  the path the drop run will be on.

When the arrow is on the desired end drop run sector click the mouse button. A message in the window will let you know the helitack is proceeding to the water pick up point and the helitack will start  moving toward that point. The HELI 1 button will be a dark cyan color when the helitack is in the air or being re-fueled and a light cyan color when it is ready. All movement is now automatic, when the helitack reaches  the water pick up point it will pick up water and proceed to  the start drop run sector and drop its load ( a pink line appearing behind the helitack ). Round trips between the water pick up point and the drop area will continue until the helitack is low on fuel at which time it will head back to the helipad.As soon as the helitack  takes off, you can service other air or ground units. You can change the  water pickup point & drop zone while in flight by clicking the REDIRECT button, enter the new drop zone the same way as clicking the ENTER button above. The flight can be terminated at any time by clicking on the ABORT button in the Helitack window. This causes the unit to return to base.
Notes: The length of the water drop is set by the DROP TIME option before the simulation starts. Helitack is light cyan on the ground and dark cyan in the air.

Air tanker & Helitack turn-around time:

The air units need time to re-fuel and reload retardant. The normal     wait is 15 simulation minutes (15 seconds real time), but this can be changed to 30 minutes or NO WAIT by the FUEL TIME option before the simulation starts. The AIR CREW/HELI window will tell you how many more minutes before the air unit is ready and the respective AIR CREW/HELI button will be a dark cyan color when the unit is in the air or being re-fueled and a light cyan color when it is ready.
						
The STOP (simulation) button:

Once the simulation is started the START button is replaced by the dark red STOP button. Pushing this button, displays the stop window below it and pauses the simulation. Notice that the STOP button changes to a light red when pushed and PAUSED replaces wind data in the lower right corner.

Three buttons are displayed in the stop window:

The RESUME button (white):

Pushing this button resumes the simulation, the STOP button turns  a dark red, the PAUSED message is replaced by the wind data in the  lower right corner and the stop window is replaced by the wind data window.

The NEW button (green):

Pushing this button displays a message saying you are going to start a new simulation (ie. restart the program) and asks you 'Are you sure ?'.  YES & NO buttons are displayed. Pushing YES restarts the program,  pushing NO cancels the request.

The EXIT button (red):

Pushing this button displays a message saying you are going to exit   FIRESTORM Pro (return to DOS) and asks you 'Are you sure ?'. YES & NO buttons are displayed. Pushing YES exits the program,  pushing NO cancels the request.

Note: You may exit the program at any time by pushing CTRL Q. (hold the ctrl key down and push the Q key)



If  you have any questions or comments regarding this program contact:

John Daigle
c/o Cricket Software
10680 West Rd.
Redwood Valley Ca. 95470

Phone (707) 485-5565
email  jjcricket@aol.com




    
      note: Windows is a trademark of Microsoft Corp.


