.TH Command FLY
.SY "fly [<SECT> | <SHIP>] planes bombs route"
The "fly" command is the "move" or "navigate" of the air.
It represents a complete mission for one or several planes
taking off from one place (and perhaps ending up in one place).
.s1
Although planes can land on any kind of sector,
(with varying degrees of success),
they can only take off from airfields and aircraft carriers;
thus <SECT> must be the x,y of an airfield and <SHIP> must be
the ship number of an aircraft carrier.
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If not specified on the command line
the program requests information as to number of planes and bombs
on the mission and tells you how many of each is
available to you, (note that each plane requires 2 military as crew).
And then you're in the air.
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Vital statistics such as fuel, (mobility), are displayed with the prompt:
.NF
<8.5:6:2:-6,4>
.FI
which indicates 8.5 fuel units, 6 planes, 2 bombs (each), flying
over sector -6,4.
The number of fuel units loaded in each plane is the same and is
calculated as:
.NF
fuel_available = sector_mobility * 4;
fuel_used = min(fuel_available, 32)     (fuel tank size is 32)
fuel-units = technology_factor * fuel_used
.FI
If your planes are carrying no bombs, and the weather is not stormy,
they will be able to travel 1 sector per fuel unit.
If they are carrying bombs
the per sector fuel cost rises by 1 for each bomb rack required,
(each bomb rack can hold up to three bombs),
and by .2 for each bomb, (although this is often only a one-way cost).
All the commands take the same amount of fuel.
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The usual responses to the prompt and their meanings are:
.sp
.NF
y  for up-left
u  for up-right                         y    u
g  for left                              \\\\  /
j  for right                          g --  -- j
b  for down-left                         /  \\\\
n  for down-right                       b    n
*  for drop a bomb from each plane
v  for circle once and take a look down (view)
h  for land in the current sector or on a ship in this sector
.FI
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The safest place to land is on a 100% efficient carrier
or 100% efficient airfield.
If the airfield is less than 60% built your chances
of a safe landing are proportionately less than 100%.
Other sectors are also possible landing sites as in this table:
.s3
.NF
                 | SECTOR EFFICIENCY |
                 |  0% |  50% | 100% |
-----------------+-----+------+------+
T  airfield (*)  |  0% |  83% | 100% |
Y  --------------+-----+------+------+
P      road (+)  | 40% |  57% |  73% |
E  --------------+-----+------+------+
      other (?)  | 50% |  30% |  10% |
-----------------+-----+------+------+
.FI
.s3
When flying over land owned by another country great care should be
taken to avoid flying over or too near to sectors that may shoot at you.
Fortresses, capitals and airfields all fire on "foreign" aircraft
(assuming they have the guns & shells)
unless they are checkpointed and you know the code or you are "allied".
You will also be fired on by a fort in any adjoining sector if you 
are "at war" with the owner or have bombed a sector or ship belonging
to the same country.
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When this happens to you the flak will appear
on your terminal along with the dying groans of your pilots, (kinda
makes it hard to sleep at night).
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Three final words of caution:
.br
1)  Keep an eye on the fuel gauge
.br
2)  Be careful where you fly.
.br
3)  Be careful where you land.
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See also: declare
