To install the FST UPDATE:

1. This is a self-extracting archive that should have been copied into your
   FST\TOOLS directory

2. Once the file(s) are extracted, you will be asked to overwrite the exsist-
   ing files - answer "Y" for yes

3. The MODEL.EXE - WORLD.EXE - VIEW.EXE files will be updated

4. You are now updated to the final version of Flight Sim. Toolkit

5. Now, run the DOS utilites - SCANDISK and DEFRAG to optimize your hard drive

What the update adds:

1. TEAM Conflicts
        You now are not fighting against the whole world of the original
        FST.  Instead a TARGET flag, you now have a RED and BLUE flag.
        This enables you to have friendlies (wingman).  Guided weapons
        will ONLY lock on the enemy aircraft.  If neither RED nor BLUE flags
        are checked as an option, you will be considered NEUTRAL and not be
        attacked.

        Each flag color's hangers will produce team aircraft for the battle.
        If two opposing color aircraft are within 8 kilometers (16 squares)
        they will attempt combat.  If you are in the same vincity range, there
        is a higher chance you will be attacked, rather than your wingman.

2. TORPEDOES
        You can now drop\use torpedoes.  Remember to be flying under 100ft and
        under 100 knots.  "ALT-M" (missle view) will show you the torpedeos.

3. AIRBORNE STARTS
        If an aircraft is not on a runway, it will placed at an altitude of
        10 meters.  The aircraft will be flying at 50% thrust.  NOTE: You
        cannot place aircraft in air while over an airfield.

4. CARRIER LANDINGS
        Objects with height can now be marked as RUNWAYS.  Please note:
        constructing carriers is somewhat problematic; since only the
        topmost polygon is considered to be landable. You can assign KP (kill
        points) to a runway to mark it as a bombing target.  If you want a
        couple of pre-made carriers - please contact customer support. (only
        emails accepted - techsupp@domark.com)

5. IMPROVED DOGFIGHTING
        The AI used by aircrafts has been vastly improved.  These "new" pilots
        were developed by actual military pilots.  You can alter the flight
        model to strengthen or weaken the enemy.

        Aircraft now have a blind spot at 120' degrees.  Surprise attack the
        enemy at this heading (his six o'clock).

6. ENHANCED AIRCRAFT CHARACTERISTICS
        You can now edit the aircraft that appear from hangers.  You can
        assign different characteristics.  You can make aircraft with heavy
        armor (high KP) and a large supply of Cannon rounds.

7. FLIGHT MODELS
        The aircraft you now design will fly differently than the previous
        version.  This is due to a redesigned Force Model.  In general, you
        can now design very heavy aircraft with a higher thrust ratio.

8. BOMBER CLASS
        Aircraft generated from hangers are now of three classes: BOMBER,
        TRANSPORT, FIGHTER.  The bomber class will bomb enemy targets along
        their path.  They will deviate slightly from their target to avoid
        enemy attack, but not aggressively. You may want to add a defensive
        gunner to the bomber for added protection.

        You will be given the choice of bomb payload for the bombers.  The
        more bombs given will result in carpet bombing but mean less target
        accuracy.

        A rear gunner added to the miltary player's plane will be computer
        controled.

9. FLAPS
        Flaps can now be lowered to 30' to assist is low speed (carrier) landings.

10. AA GUNS
        You can now simulate "fixed: AA guns.  Just mark the 'Fixed angle'
        flag in the Properties box.  These guns will do ZONE gunning to
        simulate larger AA guns.

11. IN GAME MAP - PRESS "CTRL-M", you will be the red dot
12. PADLOCK VIEW - PRESS "P", for a padlock (fixed) view on an enemy, just
                   remember to be alert to your surroundings

Initially we charged for this upgrade in the form of add-on disk -"WWII".
This product is actually a complete and detailed simulation of WWII aerial
combat. Though this product is discontinued, look for it in bundled game
products or in used game stores.

FST support is now limited to faxing (415-571-0437) or emailing
(techsupp@domark.com) your questions.  We do have a great, free guide
available through the mail or by faxing.   ewa 12/5/95
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*** this is WWII information, but is relevant to the upgrade changes ***

Notes for Flight-Sim Junkies and FST Owners

	While "FST:  WWII" is intended to be a "fun" flight simulator, 
there are a number of realism features that will appeal to the "serious" 
simulation fans:

	Damage Effects:  The player's aircraft can suffer damage in different 
ways.  The cockpit has a number of instruments that indicate the 
damage the plane is taking.  Handling in all three axes can be effected, 
as well as the engine's power output.  If the player's aircraft is smoking, 
that indicates an engine hit, and an impending loss of power.  The 
computer-flown aircraft suffer identical effects.  During the missions, 
smoking aircraft will be seen "augering in" when their engines die, or 
plowing into the ground when their controls begin to fail.  

	Ground Effect:  Particularly applicaple to takeoffs and torpedo 
runs, Ground Effect provides a small amount of additional lift that the 
player will actually notice.  Don't let a plane's performance in Ground 
Effect lull you into a false sense of security.  Once the carrier's deck is 
out from under you, things might get hairy!  

	Rudder-Roll Relationship:  Players will notice that rudder 
coordination is particularly important with the new flight-modelling 
computations.  Rudder deflection also induces a roll, precisely as it 
does in reality.  The windy conditions of the "Combat" and "Veteran" 
scenarios illuminate the importance of the rudder!

	High-Speed Stalls:  It's possible to pull too much aft elevator and 
cause the wing to enter a high-speed stall through a drastically-
increased angle of attack.  This is referred to by some as "mushing," 
and can be very dangerous to ground-attack aircraft and dive-bombers.  
Don't attempt to bully a plane too much at high speeds.

	Flight Models:  The "Arcade" and "Training" flight models have 
been tweaked with much higher thrust, and much lower overall wing 
loading than the flight models of the "Veteran" and "Combat" 
scenarios.  The easier models are a ball to fly, but still have to deal 
with the full computational considerations of the more realistic 
versions.  The models of the "Combat" and "Veteran" scenarios are very 
faithful to the actual handling and speed characteristics of their real-
life counterparts, but have had the wing loading (Wing Efficiency) 
adjusted to provide better climb performance.  While this makes these 
flight models less "realistic," it does make them much more enjoyable 
to fly.  FST users who wish to tweak these flight models for the utmost 
in accuracy should start by reducing the Wing Efficiency of each 
aircraft to the 0.5-0.75 range.

     *** WARNING:***  

	The new WORLD.EXE editing Tool IS NOT completely 
compatible with older FST scenarios, due primarily to the additional 
features such as Teams and Bombers that "FST:  WWII" adds.  If you 
have a scenario that you've developed with the -OLD- FST 
WORLD.EXE editing Tool, DO NOT try to edit it with the -NEW- 
WORLD.EXE.  This will result in many of the old scenario's variables 
becoming scrambled, and will not run with EITHER version of FST.  

	For FST users who wish to edit and run the scenarios from DOS, 
the following naming convention is how the game's graphic front end 
selects and loads the individual mission files:

	DDAY or MIDWAY is the obvious prefix for each theatre.  The 
suffixes are broken into three sections:  Country, Mission, and Skill 
Level (A=Arcade, T=Training, C=Combat, V=Veteran.)  For example, 
MIDWAY.A1A is the file name for a Midway scenario, (A)merican 
Side, (1)st Mission, (A)rcade Skill Level.  DDAY.G4C is the name for 
a D-Day scenario, (G)erman Side, (4)th Mission, (C)ombat Skill Level.  

	For FST users wishing to adapt their existing FST Scenarios, please
refer to the FORMATS.TXT file in this directory.

	For FST users wishing to experiment with different command-line 
arguments while running the FLY.EXE program from DOS, the 
enclosed ARGS.TXT file has a number of new switches that allow 
considerable flexibility and options in running FST.
