DirectX 9 recommended..
--- 32 Mb 3D card with hardware T&L required
--- Supported 3D cards:

--- A joystick (we recommend using a flight control system consisting of a joystick, throttle, and optionally rudder pedals. Several manufacturers make models of their flight control systems for the PC.)
--- A 14.4K or faster connection to the Internet

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ONLINE QUICK START GUIDE AND FREQUENTLY ASKED QUESTIONS (FAQ):
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-The online Quick Start Guide is on the Totalsims web site here and you can find the FAQ here.

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HOW TO REACH CUSTOMER SERVICE:
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iENT TotalSims Series Web site:

http://www.totalsims.com

iEntertainment Network Corporate Web site:

http://www.ient.com

Tech Support email:

wbtech@ient.com

Billing & Account Information:

wbaccounts@ient.com

Please visit our website for the latest in news, support, updates, FAQs and the Quick Start Guide.

If you have questions or need additional assistance with WarBirds feel free to email us at wbtech@ient.com anytime.

Please report bugs on our message board in the Armored Assault forums.

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KEYBOARD COMMANDS QUICKLIST:
A comprehensive list can be found here in the QuickStart guide
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General Keys
F - Fires Primary Guns
B - Fires Secondary Guns
E - Toggle Engine
; - Shift gear up
Shift-; - Shift gear down
V - Zoom In (FOV smaller)
Z - Zoom Out (FOV larger)
[ - Ext view zoom in
] - Ext view zoom out
/ - Toggle Radio Bar
\ - In a tank, Press the "\" key to cycle through the different positions while in the driver's seat (position 1)
Esc - Toggle Console
Tab - Toggles min/max radio buffer
Space Bar - Engages wheel brakes while pressed
G – Parking Brake
1 - Commander Station
2 - Main Gunner Station
3 - Gunner 2 Station

Alt Function keys
 Alt-M - Toggle mouse control
Alt-S - Screenshot (shot0000.tga) PC Only, Mac info below
Alt-V - Activates chasecam

Crtl Function Keys
Ctrl-C - Toggle Cockpit
Ctrl-E - Toggle External View
Ctrl-G - Toggles Gunner Maintenance screen (online only)
Ctrl-H - Toggles HUD
Ctrl-Q - Exit plane
Ctrl-S - Toggle Slew Mode (offline only)
 
Shift Function Keys
Shift-[ - Zooms out on map scale
Shift-] - Zooms in on map scale
Shift-O - Toggles scroll-around in 3d cockpit
Shift-P - Toggles View styles in 3d cockpits
Shift-8 - Toggles "view badguy" mode where player views other planes from outside
Shift-9 - Selects next badguy to view

Function Keys
F1 - Toggles overlay map
F2 - Toggles Icons
F11 - Snap to Instruments view
F12 - Center Joystick

Miscellaneous
-Arrow keys move you around while in external view
-The keys that mimic and control your hat switch (default are numpad 4, 5, 6, and 2) allow for fine tuned aiming of the ground vehicle turrets

MAC ONLY
Cmd-R - Toggles use of software cursor
Cmd-Shift-3 -Screenshot


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DOT COMMANDS QUICKLIST:
A comprehensive list can be found here in the QuickStart guide.
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General Dot commands
.acmrec <filename> - starts recording of ACM demo. Typing .acmrec by itself will stop recording. .acmplay <filename> - plays specified AMC demo. Only functions offline. .ailist - Gives list of hosts,drones which can be attached to with
.barrage <x> - sends barrage of artillery to the point of the last spot
.bgminrenderrange <#> - the minimum range in yards before objects are rendered
.correct <degree> <distance> - corrects the aim of artillery spots
.cpu - reports the processor/codepath in use by the game
.e - Exits plane when at full stop (or while moving offline)
.ez - enables EZ mode
.field -1 - air start
.field <field number (1-2)> <runway number (0-3)> - moves you to the specified field
.fields - Shows status of all fields in the arena
.flightstart <x pos> <y pos> <alt> - Starts flight at designated coordinates
.fly – start flight
.framemode - <0 - 2> - Shows two different framerate counters
.fuel <0-100> - Percentage of fuel to carry on this sortie
.hl <name> - Highlights (bright white) designated non-enemy player
.hls - Highlights (bright white) members of your squad
.ignore <name> - Ignores named player
.invulnerable - makes player's plane invulnerable to weapon hits (offline only)
.listen <name> - Cancels an ignore to the named player
.loadout <n> - Select loadout (0 - ?)
.masterview - Slaves an observer's view to your own (not yet implemented in WBIII)
.offtime <#> - Allows changing the time in offline mode (1 = 1:00am, 23 = 11:00 pm, etc)
.pitchladder <0, 1> turns on and off the pitch ladder
.privatearena <pass> - sets user up to enter selected private arena
.radiolines <n> - number of radio buffer lines displayed (n=1-64)
.runway <#> - Selects runway -1 defaults offline to air start
.ros - displays a roster for the current arena
.rudderrepeatkey - (0-1) toggles rudder keys repeating/single-stroke .score - displays an up to date score
.setautologin - (0-1) Toggles auto login
.setsavepass - (0-1) Toggles saving of password
.shadows - (0-3) 0=shadows off, 1=vehicle shadows, 2=ground object shadows, 3=vehicle+ground object shadows (note: You need your stencil buffer turned on to be able to see shadows)
.shanghai - Steals another player and sets him observer in your cockpit
.slewfeet <n> - Sets the number of feet to slew per frame (for slew mode-modified by throttle)
.slip - enables/disables the slip indicator above your gunsight
.spot - sends a spotting round of artillery (if using an arty-capable vehicle)
.toggleroads - Toggles display of roads
.trimrepeatkey - (0-1) toggles trim keys repeating/single-stroke
.unlimitedammo - No limit on ammo (works with bombs & rockets, offline only)
.varlevel <x> - (x=250-50,000) changes # of polys rendered for the terrain
.wbuffer <0 or 1> - enables w-buffer

AI Dot Commands
.offrps show all - Displays all the available AI-controlled aircraft.
.offrps add <model> - Adds <model> to the user-selected list of AI-controlled aircraft. Once the user has created this list, the AI-controlled aircraft are chosen from it.
.offrps show selected - Displays the current user-selected list of AI-controlled aircraft.
.offrps random - Returns to the normal, randomly selected AI-controlled aircraft.
.offrps nme <n> - Sets number of enemy aircraft (1-4). Specifying 0 returns to random numbers of friendly and enemy.
.offairattack - Sets offline game to air attack(AI planes)
.offfreeflight - Sets offline game to free flight
.offbomberambush - Sets offline game to bomber mission
.offbombers <n> - Sets the number of AI-controlled bombers, where <n> is from 1 - 8.
.offbombermodel show - Displays the available AI-controlled bomber models.
.offbombermodel <model> - Specifies the AI-controlled bomber model, instead of a random selection.
.offbombermodel random - Returns to random selection of AI-controlled bomber models.


AI OTTO (autogunner) commands
.otto params - Displays the current settings for the otto. If online, does not show settings which player cannot override.
.otto [param] [value>] - Allows the player to override an otto setting. If online, only those parameters permitted by the arena otto_overrides setting can be changed. When playing offline, the parameters set will apply to both the autogunners in the player's plane and those in the AI-controlled planes.
.otto status - Displays the current status of each autogunner
.otto shutup - Stops otto chatter
.otto talk - Resumes otto chatter

The .otto parameter command applies only to the otto on your client. When you are online, the host's "otto_overrides" setting determines which parameters you control, and which are set by the host.

To display current settings: ".otto params"

To set accuracy level: ".otto accuracy [level]" OR ".otto ac [level]"
Where [level] is from 1 - 10. Example ".otto ac 10" sets accuracy to highest level.

To set the range: ".otto range D[range]" OR ".otto rg D[range]"
Where [range] is from 1-12 ... don't forget to put in the "D".
Example: ".otto rg D10" sets range at which otto will commence firing to D10.

To set the target refresh time: ".otto retarget_time [time]" OR ".otto rt [time]"
Where [time] is from 0-10 seconds.
Example: ".otto rt 3.5" has otto look for new targets every 3.5 seconds.

To set the base burst period: ".otto burston_base [period]" OR ".otto b+ [period]"
Where [period] is from 0.5 - 4.0 seconds.
Example: ".otto b+ 2.2" has otto burst for at most 2.2 seconds before pausing.

To set the "max" burst period: ".otto burston_max [period]" OR ".otto b++ [period]"
Where [period] is from 0.5 - 4.0 seconds.
Example: ".otto b++ 3.0" has otto burst for at most an additional 3.0 seconds when it is hitting the target.

To set the pause in between bursts: ".otto burstoff_base [period]" OR ".otto b- [period]"
Where [period] is from 0.5 - 4.0 seconds.
Example: ".otto b- 1.0" has otto pause for at most 1 second in between bursts.


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VEHICLE SKINS EXPLAINED
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Typing ".planeskin" by itself will disable custom skins.
Typing ".planeskin " (where path is the name of the directory to load custom skins from UNDER THE PLANE'S skin path) activates it.

The files must have the names "fuse.tga", "wing.tga", and "extra.tga" (extra.tga is a spare for anything you have on the third texture... dive brakes, etc).

*Examples:
c:\wbiii\skins\bf109e\offline\yellow
c:\wbiii\skins\bf109e\offline\hotseat

Switching between them you would use ".planeskin yellow" or ".planeskin hotseat". Doing a ".planeskin" alone would return to using the normal artwork.

Note: ALL aircraft will look for the current planeskin directory in their path so setting ".planeskin yellow" would mean P-51B's would look in skins\p51b\offline\yellow for .TGAs as well. Nothing bad happens if they aren't there... it just falls back on the default artwork.

Plane display list(these will be the directory names for the current planes in the game):
JU87G
A36
MKIV
MKIVD
MKV
M16
M3
M5
TRUCK (opel)

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CAPTURING FIELDS AND TOWNS EXPLAINED
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Towns and villages act as launch points for vehicles, and provide artillery support. Fields act as launch points for aircraft and vehicles. All objects within a town or field can be destroyed including trees and fences. The buildings do tie into strategy (more to follow in upcoming releases.)

Before capturing a town or field, you must destroy its defenses.  These defenses are the anti-air and anti-tank guns surrounding the town or field.  Once you have destroyed all of a town or fields defenses, you can capture it by taking the city hall or church building or the airfield tower.  To take a field or town, you must deploy troops from an M5 using the ‘B’ key.  By dropping the paratroops close to the appropriate building, chances of them capturing the building are much better.

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TANK PERISCOPE VIEW EXPLAINED
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When you first jump into the Sherman Tank you are in the driver seat of the tank. To view outside the tank you must activate the periscope. The periscope can be activated by pressing the \ key. The \ key moves you to the 'periscope view' in the driver position of the tank. The periscope can be swiveled. You can map the key under misc "jump to next view" found in the input mapper.

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THE W-BUFFER EXPLAINED
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To better support the Kyro II chip and other 3D accelerators which only provide a 16 bit Z-Buffer, there is now an option to select a W-Buffer representation of depth with a new dot command. This trades off accuracy in depth testing near the camera by spreading the depth information out over the entire view distance; errors in sorting land vs. water at a distance will be improved, but there may be additional anomalies.

To enable this mode, type ".wbuffer 1" in the radio buffer. A message will be written to the radio buffer indicating whether or not the mode is supported by your hardware. ".wbuffer 0" will disable W-Buffer if you wish to switch back. Please note this isn't a persistent state and needs to be set again if you restart the program.


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VIDEO SETTINGS AND OPTIONS EXPLAINED
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  1. “Driver Name” HAL or Main Driver:
    These are simply a list of all of the available T&L hardware devices on your computer.
  2. Resolution, 16/32 bit:
    Window Screen resolution and bitdepth. 32 is recommended, 16 may cause polygon flashing or tearing.
  3. 16/24/32 bit Z-buffer:
    This is the precision of the Z-Buffer. Set this to the highest you can, but be aware some hardware needs to have this match the bit depth you selected for resolution.  Also a stencil buffer option may be displayed.  You must enable the stencil buffer to get shadows.
  4. Full screen mode:
    Selection for Windowed or Full screen mode. This option may be eliminated in the future, but it is especially handy during beta testing.
  5. Enbable triple buffering:
    There is an entire section of the Common Known Problems text file under "Stuttering" which explains it. Please see the text below.

    ***SETTINGS ONCE Armored Assault has Launched***
  6. Var Level:
    This controls how many triangles should be assigned to rendering the terrain. Higher numbers are better of course, but may lower frame rate.
  7. Texture size:
    This allows you to limit how much VRAM is used by restricting the size of the textures used. Unlimited uses whatever size the original artwork is, the others set the maximum.
  8. Ground Detail:
    Amount of detail seen on the ground. More slows the system down but the terrain is more detailed and prettier.
  9. Aircraft LOD Bias:
    Controls how far out the highest Level Of Detail (LOD) level is active.
  10. Enable Environmental Maps:
    Turning this off removes the metallic reflection effects on some vehicles. May improve frame rate on some systems if turned off.
  11. Font Size:
    Changes size of type in the radio bar and GUI


***VID CARD SETTINGS***

  1. VSync:
    See the "Stuttering" section below.
  2. FastWrites:
    Usually a good idea to enable.
  3. Antialiasing (Dynamic, Forced...quality):
    Be careful, you trade off performance for cleaned up edges that probably don't add much to the experience.
  4. LOD (Level Of Detail) Bias Adjust:
    This usually controls how soon the 3D chip switches to a lower mipmap level.. Letting it switch earlier will improve performance (better cache hits) but will "blur" textures closer up.
  5. Alternate Z-buffer:
    Usually this would refer to forcing W-buffering. You don't need to mess with it.
  6. Fog Table Emulation:
    This is for 3D chips that don't support looking up the fog level by distance from the camera per pixel. Instead it emulates it by looking up the fog level at each vertex in the table and interpolating it... don't worry about it; we don't require a table fog.
  7. Overclocking the GPU (Graphics Processor Unit):
    Be very careful here...overclocking will usually cause the chip to overheat and the game to crash.
  8. Other BIOS settings such as AGP speed, aperture, etc.
    4X AGP speed is best. Aperture: the most stable setting seems to be 128 even on systems with more than 256 RAM.


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POOR FRAME RATE (fps):
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Some system configurations might produce only 15fps that should be exceeding 60fps. Reduced frame rates can occur for many different reasons here are the most common:

  1. If you have a VIA chipset on the motherboard, INSTALL THE DRIVERS FOR THE MOTHERBOARD. Look for newer AGP drivers (sometimes part of the 4 in 1 driver set). Without the additional drivers installed you will never get full performance.
  2. Interrupt conflicts can cause a major performance drop. Make sure none of the interrupts overlap. DMA conflicts are also possible. Use Device Manager in Control panel/System to verify there are no conflicts.
  3. Make sure AGP is enabled. GeForce cards will drop to 1/4 performance if AGP isn't working. Check the DirectX diagnostics (Start/Run dxdiag) to see if AGP is enabled.

Just as a sanity check, we're running debug builds on a P2-400 with a G400 at 30 fps. GeForce cards and release builds do even better. Please ensure your system meets or exceeds the system requirements as listed above.

Updated drivers for video cards can be obtained from each manufacturer's website.
Also, grab the latest version of Microsoft's Direct X (Current version is 9). You can find the latest DX version here.
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OTHER PROGRAMS RUNNING IN THE BACKGROUND
can also cause performance or interface problems.
-----------------------------------------------------------------
Turn off animated cursors, transition effects in display properties (Win2k and XP), and any other large programs currently running, any special anti-virus or system maintenance utilities (such as system restore and system maintenance under Windows ME), any crash protection software, any ICQ or EMail programs or web browsers running in the background prior to starting the game. You can use the End It All program to turn most. This program is freely available on the internet.

If using Microsoft Plus! software, choose the Windows Standard Desktop Theme prior to starting the game (you can switch back to your preferred theme after exiting the game). If using Microsoft Intellipoint software, turn off the Pointer Wrap feature for your mouse prior to starting the game.

MACINTOSH users should make sure virtual memory is turned ON and that at least the recommended amount of memory is allocated to the game. Turn off any extraneous extensions and verify you have the latest draw sprockets and video card drivers.


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STUTTERING:
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There are two ways you can see a stutter:

  1. Some resource is requested that either hasn't been loaded yet or has been moved to the swap file. In this case there will be a slight pause while it loads.
  2. You are getting a frame rate JUST on the threshold of a factor of the refresh rate so the frame update is "toggling" between two different rates.

Number two above needs some additional explanation. Double buffering means there are only 2 screen surfaces to render into and display on the monitor. For aesthetic reasons, you do not want to render into the surface being scanned out by the card to the monitor so you wait for the screen update to complete after swapping buffers before you erase the contents and draw on it. This means the "real" frame rate is tied to the refresh rate of the monitor. But it gets worse; if you take JUST longer than the refresh rate to create a new surface, you MISS an update and have to wait for the next one. This causes the apparent frame rate to drop in half. This would be fine, but we're far more sensitive to changes in rate of motion than detecting constant motion so this looks very "wrong" and is noticeable. This is why even a constant 20 fps "feels" better than constantly oscillating between 30 and 60.

Here is an example: 60 Hz refresh rate. This means the ONLY possible frame update rates are: 60/1=60, 60/2=30, 60/3=20, 60/4=15, 60/5=12, 60/6=10, 60/7=8.5 Let's say you're getting 60 fps and occasionally it takes a little longer to render a frame and you drop to 59.4 fps. This means the apparent rate toggling between 60 and 30. This looks bad. The solution is to detect it and increase the amount of work done to make sure you always meet at least 30 but never let it achieve >=60 fps. The other way around this is to use triple buffering. This relaxes the restriction a little since there are now 3 buffers so as long as you don't get too far behind you can go ahead and start rendering since you now have one surface for the screen update, one with the scene about to be displayed, and a spare surface to start rendering into now without disturbing the screen update. The down side with triple buffering is it uses more VRAM so there is less available for textures which can be a more severe performance drop than continuing with double-buffering instead. Another alternative is to try a different refresh rate, but remember, higher refresh rates mean less bandwidth is available during rendering so it may be SLOWER.


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FLICKERING WATER AND COASTLINE:
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This is a Z-Buffer artifact. At a distance from the camera you lose precision in the depth determination so polygons "fight" over the same pixel, very slight changes in the camera position and orientation cause the choice to switch from frame to frame. We're still looking for a good way to eliminate it, but for now stay away from 16-bit Z-Buffers to minimize it.

Note: Older NVidia hardware ALWAYS uses a 16-bit Z-Buffer if the video mode is not also 32-bit. Running in a window with the desktop less than 32-bit will also select a 16-bit zbuffer. The GeForce 2 MX and later supposedly have this fixed, but we haven't tested it; and prefer the 32-bit frame buffer for nicer graphics (the frame rate hit is barely noticeable.)


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OVERRIDING PROCESSOR DETECTION TO ELIMINATE EXCEPTION CRASHES:
-----------------------------------------------------------------
Armored Assault auto-detects the processor and uses specialized code paths for each processor. If you encounter crashes due to exceptions (usually in a function like V3D_Matrix_Mult_Pentium3 for example), it may be due to an incorrect identification of either the processor or operating system support. You may override the processor detection and force use of a different code path.

Here is the procedure:

  1. Go to the Armored Assault directory via windows explorer
  2. Right click in the folder, select New -> Text Document
  3. Name it "cpu.cfg" (without the quotes)
  4. Double click on the file, to open it, and type one of the following numbers (ONLY the number) and press Enter:

    0 = Auto-detect (default if cpu.cfg doesn't exist)
    1 = Intel Pentium
    2 = Intel Pentium 2
    3 = Intel Pentium 3
    4 = AMD K6
    5 = AMD K6-2
    6 = AMD Athlon and Duron

    Note: You can use 1 (Intel Pentium) for any Intel compatible processor (Cyrix, AMD, etc) since it is a generic code path.
  5. Press the X in the top right hand corner of the text document to close it, when you are asked whether or not to save the file, click on Yes.


You can confirm the change was taken by typing ".cpu" into the radio buffer. It will report which processor/codepath is currently in use.

If you do experience problems, please file a bug report on the UBB with information on your machine type, processor type, and whether or not overriding the CPU detection to an earlier processor revision corrected it.

The Default is "Intel Pentium" (a generic code path while we work on fixing an issue with some AMD and P3 processors. Set this to your preferred system AT YOUR OWN RISK.

Users with a Pentium4 processor may need to set the cpu.cfg file to 0 to avoid crashes in certain situations.


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LOSS OF FRAME RATE WHILE FLYING OVER TOWNS:

-----------------------------------------------------------------
Some 32 meg 3D cards might take up to a thirty percent frame per second hit when flying low and at an angle on the towns. This generally does not happen with 64 meg (or greater) 3D cards.


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CURSOR KEYS DON'T CHANGE VIEWS
-----------------------------------------------------------------
Please check your "Accessibility Options" settings in the Control Panel. Under the Mouse tab there is a checkbox for MouseKeys. If this is checked on, all cursor actions are intercepted and used to control the mouse cursor. Please make sure this is OFF.


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LOSS OF USB JOYSTICK FUNCTIONALITY
-----------------------------------------------------------------
USB Game controllers each need their own bus to function properly. If you are connecting multiple USB devices off of a USB hub, you may sometimes have one or more of these devices cease functioning during the game. The only known solution to this right now is to purchase and install a two or four port expansion PCI card.


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THE INPUT MAPPER EXPLAINED
-----------------------------------------------------------------

  1. To use the Input Mapper, start WarBirds III and click "Setup" and then click on the "Input Mapper" tab. Then choose a function in one of the lists on the left (which are grouped into three categories: view, vehicle control, misc.), click on one of the four available control inputs on the right (it doesn't matter which one... just choose one that's not already mapped), and then hit a button on whichever piece of gear you're using for that function.
  2. The Input Mapper sees all your gear as working together. It doesn't see things as "Joystick 1, button 4" but as all your buttons lined up in a row ready to program. So, if you have a 10-button stick and a 28 button throttle, you'll have button numbers 1 through 38. 3. Axis-oriented controls are set up in the initial SetUp screen. That's where you tell WarBirds which controller works roll, pitch, yaw, throttle and brakes. Choose a function (ie: "roll"), choose which controller works it, and adjust the sensitivity, deadband and damper by using the sliders.


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Rules of Conduct and Policies Current as of 07/02/01
Version - 1.2

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The following represents the policies under which players will participate in Armored Assault. These polices are in addition to any rules of conduct published by your service provider. The service provider's rules of conduct will be enforced at all times. Please read these policies and adhere to them. Violation of the rules can result in the permanent lockout from the iENT service.

Bug Abuse & Cheating
Bug abuse disrupts the game and lessens the enjoyment of the game for everyone. Any effort to employ game bugs, circumvent restrictions on game play, or alter, directly or programmatically, the operation of the Armored Assault program or data sent or received by the Armored Assault program is not allowed; violators will be subject to the penalties described below. All bugs should be reported so that we can fix them. If you observe someone else abusing a serious bug, please report it to Command Center by sending email to wbtech@ient.com or call (919) 678-8834.

Abusive Behavior
Armored Assault is a social game, and much of the fun and excitement comes from interaction among players. To a certain extent, it is up to the players to decide what behavior is reasonable and what is unreasonable within the game community. However, bad language, harassment, personal threats, and other truly offensive behavior are not allowed. Offenders will be subject to the penalties described below. To report a player who is demonstrating abusive behavior contact the Command Center at wbtech@ient.com or call (919) 678-8834.

Spurious use of complaining is a violation of Armored Assault terms of service, and offenders will be subject to the penalties described below. This means calling the Command Center every day, or sums such amount of times within a period, to complain about every little thing.

Pilot Handles
Obscene handles will not be tolerated. Players with obscene character names will be subject to the penalties described below.

In addition, iEntertainment Network strongly discourages players from deliberately impersonating another player. At the discretion of the observing staff member, players impersonating another player are subject to the penalties below.

Miscellaneous
Players discovered to be playing on an account registered to a fraudulent or incorrect name, mailing or email addresses, or billing method will be immediately locked out. iEntertainment Network reserves the right to make special-case adjustments to its policies and its actions concerning violation of these policies.

------------------------------------------------------------------

Penalties
Anyone found to be in violation of the rules of conduct described in this document, at the sole determination of iEntertainment Network, including any and all WarBirds and Dawn of Aces staff, will be subject to the following:

1. First violation:
A. The penalty for altering "hacking" the WarBird and Dawn of Aces software and/or tampering with the data exchanged by the WarBird and Dawn of Aces software will be immediate and permanent banishment with a single appeal by the player to the iEntertainment Network Rules of Conduct committee. The permanent banishment is subject to a single appeal, with no chance of reinstatement until the appeal is dealt with. iEntertainment Network reserves all rights to reinstate or deny reinstatement of an account. There isn't enough room in a high-fidelity online simulation for any hacking behavior! Altering the WarBird and Dawn of Aces client software is a clear violation of copyright laws and legal action may result.
B. Other faults (bug abuse, abusive behavior, pilot handles) the player will receive a warning, via email or in snailmail, describing his/her alleged breach of policy (written format in the first offense and banishment in the second case).

2. Second violation:
In the faults of bug abuse, abusive behavior, pilot handles. The player will be locked out of WarBirds ranging from 48 hours to permanently depending on the nature and severity of the violation.

If the player has more than one account, all accounts, on all services, will be simultaneously subject to the above actions.

In certain circumstances, such as extremely abusive behavior, modifying the software, and so forth, a player will be locked out without warning or notice of any kind at the discretion of the acting staff member. However, WarBirds and Dawn of Aces Command Center will follow up with an email explaining why this step was taken. iEntertainment Network will maintain a permanent record of warnings given so that a player cannot claim that they were not warned.

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Appeals
If you want to appeal your case to the iEntertainment Network Rules of Conduct committee you must submit in writing why you feel your account should be reinstated. You can only appeal your case once in a lifetime and the iEntertainment Network Rules of Conduct committee decision is final. The iEntertainment Network Rules of Conduct committee is comprised of WarBirds and Dawn of Aces Community Managers, Trainers and iEntertainment Network's Community Events Managers.

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Software License Agreement
------------------------------------------------------------------
1. iEntertainment Network, Inc. ("iENT") grants to you a nonexclusive, non-sublicensable, license to use and copy the Armored Assault front end software (the "Software") subject to the following terms.

2. Title, ownership rights, and intellectual property rights in and to the Software shall remain in iENT and its successors or assigns. You agree to abide by the copyright law and all other applicable laws of the United States including, but not limited to, export control laws. You acknowledge that the Software in source code form remains a confidential trade secret of iENT and therefore you agree not to modify the Software or attempt to decipher, decompile, disassemble or reverse engineer the Software, except to the extent applicable laws specifically prohibit such restriction.

3. iENT MAKES NO REPRESENTATIONS ABOUT THE SUITABILITY OF THIS SOFTWARE OR ABOUT ANY CONTENT OR INFORMATION MADE ACCESSIBLE BY THE SOFTWARE, FOR ANY PURPOSE. THE SOFTWARE IS PROVIDED 'AS IS' WITHOUT EXPRESS OR IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE OR NONINFRINGEMENT. THIS SOFTWARE IS PROVIDED GRATUITOUSLY AND, ACCORDINGLY, iENT SHALL NOT BE LIABLE UNDER ANY THEORY OR ANY DAMAGES SUFFERED BY YOU OR ANY USER OF THE SOFTWARE.

4. You may distribute as many copies of the Software as you wish; provided that you distribute only exact copies of the Software with all of the files (including this license agreement). You are prohibited from charging or requesting donations for the Software or media upon which the software may be copied. You are prohibited from charging or requesting donations for the act of downloading the Software (on-line transfer of the Software via a pay service is acceptable if no specific charge, other than a charge for time required for downloading, is directly attributable to the transfer). You are prohibited from distributing the Software via CD-ROM or any storage medium with a capacity exceeding 5 megabytes.

5. This License is personal to you and you agree not to assign your rights herein. This License shall be governed by and construed in accordance with the laws of the State of NC and, as to matters affecting copyrights, trademarks and patents, by U.S. federal law. You agree that venue for any and all disputes related to this license agreement shall lie in NC.

6. You may not download or otherwise export or reexport the Software or any underlying information or technology except in full compliance with all United States and other applicable laws and regulations. In particular, but without limitation, none of the Software or underlying information or technology may be downloaded or otherwise exported or reexported (I) into (or to a national or resident of) Cuba, Haiti, Iraq, Libya, North Korea, Iran, or Syria or (ii) to anyone on the US Treasury Department's list of Specially Designated Nationals or the US Commerce Department's Table of Deny Orders. By installing the Software, you are agreeing to the foregoing and you are representing and warranting that you are not located in, under control of, or a national or resident of any such country or on any such list.

7. iENT EXPRESSLY DISCLAIMS ANY WARRANTY FOR THE SOFTWARE. THE SOFTWARE AND ANY RELATED DOCUMENTATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OR MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR NONINFRINGEMENT. THE ENTIRE RISK ARISING OUT OF USE OR PERFORMANCE OF THE SOFTWARE REMAINS WITH YOU. IN NO EVENT SHALL iENT BE LIABLE FOR ANY DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFIT, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OR INABILITY TO USE THIS iENT PRODUCT, EVEN IF iENT HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. BECAUSE SOME STATES/JURISDICTIONS DO NOT ALLOW THE EXCLUSION OR LIMITATION OF LIABILITY FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES, THE ABOVE LIMITATION MAY NOT APPLY TO YOU.

8. By installing, using, or distributing the Software, you expressly consent to the terms of this agreement. Should you have any questions concerning this license agreement, or if you desire to contact iENT for any reason, please contact:

iEntertainment Network
124-126 Quade Rd
Cary, NC
27513
(919) 678-8301.

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