You can race one of four different type of boats. Each, naturally,
has different characteristics. Read the specs on these data screens,
then try them all out in a practice run. To select a boat:
Offshore Racing is a combination of speed, navigation, and endurance
as competitors match themselves against the open sea. Teams of racers
work in synchronized harmony in each 30-foot to 50-foot craft to
overcome the sometimes menacing sea as well as their opponents. Speeds
of these sleek boats can exceed 100 mph throughout a long race.
Heat Wave features two types of boats. Deep-Vs and Catamarans. Both
types ride on top of the water, instead of plowing through it. The
faster the boat goes, the less the hull actually touches the water,
thus reducing friction and increasing speed.
Catamarans. Cats have two hulls, called sponsons, with a tunnel
(covered by the deck) in the middle. The tunnel is shaped like a long
wedge, wide at the bow and narrow at the stern. Air rushing into the
front end is thus compressed as it reaches the rear, actually lifting
the boat - and, in effect, reducing its weight. However, at slower
speeds in rough water, this lift effect is nullified.
Standard catamaran design usually features a series of steps that run
down the sides of each of the two sponsons. These mix air with the
water flowing under the boat. Aerated water creates less friction
with the hull.
Deep-Vs. Deep-V - or monohull - boats win offshore races when the water
is rough and speeds slower. When a V boat approaches top speed on
flat water (at around 100 mph), only a small portion of the rear hull
(and the props) touch the water - a potentially unstable situation.
Deep-V design features strakes, which are horizontal ribs that help
the boat rise out of water. Also, when your boat flies off the top of
a wave, the strakes limit how hard you crash down into the next one.
Use josytick to control your boat's speed and
direction. (If you're using a joystick, be sure to read the paragraph
on joysticks in the Game Options section of this manual.)
Fire button = starts engines
There are a few other controls worth mentioning now so that if you
want to jump into a practice run, qualification time trial, or race,
you have all the tools. (These are explained in more detail in the
section Main Menu: Heat Wave Agenda.) Remember, whenever you start,
you need to select a boat, a course, and register for the race.
Basic Boat Controls (continued)
Enter - Start engines (fire button on the joystick)
Tab - Stop engines
8 - Adjust trim down
2 - Adjust trim up
B - Run the bilge pump
F9 - Pause game during practice, time trials, or a race
C - On the Boat Selection screen, removes the text from the revolving picture of the boat.
While racing, you can view the world from the cockpit of your superboat
OR you can view the proceedings (while still controlling your boat)
from a helicopter view, hovering just above and behind your boat.
Just press the 7 key on the keypad, and suddenly you're racing with a
bird's-eye perspective. Pick out those distant buoys. Find your
competitors. Or just contemplate the awesome fractal scenery.
To get back in the trenches, press the keypad 7 again.
To maneuver the helicopter:
Q - Move helicopter lower
W - Move helicopter higher
A - Swings helicopter left (the scenery moves right)
S - Swings helicopter right (the scenery moves left)
Z - Helicopter zooms closer to your boat
X - Helicopter zooms away from your boat
Remember: While in helicopter view, you are still racing your boat.
All of the controls remain the same.
When something is wrong, or when something of interest happens, the
appropriate Function Key Indicator starts to flash. To see what's up,
press the corresponding F-Key. Except with F2, these will take you
to a new screen.
Shows a map of your current race course. It even displays the position
of your boat (the asterisk) and the other boats (small marker). You can
scroll the map around with the arrow keys. The chart on the right
displays the distance and direction for each leg of the race. Very
2 Loran/Radar Toggle
Toggles between the two navigational modes. For a full explanation
of these modes, see the Loran/Radar Screen section of the manual.
The F2 indicator flashes when you are in shallow water - usually less
than 5-6 feet, although catamarans tend to run a bit higher in the
water than deep-V hulls.
3 Time Sheet
Tells you how you are doing in the race. Each time you pass a buoy
marker, your time is recorded on this screen. So are all your time
penalties. You receive penalties for:
Penalty Length of Penalty
Missing a buoy 1 minute
Missing a marker 1 minute
Shaft 1 minute
Prop 1 minute
Bilge 1 minute
Jumping the starting flag 1 minute
The F3 indicator will flash whenever something new is added to your
Your F4 indicator will flash if something is wrong with your boat.
Press the F4 key to access the damage. The problem will be spelled
out in the lower window.
There is also a menu on this screen. Scroll through the choices and
press Enter to select one of the following:
Trouble Shoot. Tells you what you did wrong - e.g., hit bottom, ran
at high RPMs too long, etc.
Repair Shaft. Only if you have an extra shaft on-board, of course.
Change Prop. Same story.
Check Gas. Tells you exactly how many gallons of fuel are left in
Disqualify. Lets you exit the race.
This screen displays the current standings of all five drivers in the
race. NOTE: This function does not take time penaties into account;
you could be out front, but still lose because of penalties.
This remarkable screen gives you a mule-high view of where you are on
the course (your boat is the yellow arrow). Very helpful for getting
your bearings. As in helicopter mode, you can move your point of view:
Q - Move lower
W - Move higher
A - Swing left (the camera moves right)
S Swing right (the camera moves left)
The Control Panel
Once you choose Practice, Qualification Time Trial or The Race options
from the Agenda, the next screen you see displays your superboat's
control panel. Here are the panel components and their functions.
This tells you your current bearing in terms of direction (N, S, E, W)
and degrees (0-360).
Surprisingly, this unique device marks the time of day (all races
start at 1:00) and keeps track of your time. It can also be used as
a stopowatch. Press G to start the stopwatch, S to stop it, R to
reset it. Press C to toggle between the clock and the stopwatch.
The revolutions-per-minute of your drive shafts. The higher the RPMs,
the faster your propellers turn, and the faster you go. Of course, most
driving machines can only sustain very high RPMs for limited periods of
time. Ham-hands on the throttle will nuke your shaft.
Yes. This tells you how fast you are going. Keep in mind that some
boats spin out if you try to turn sharply at high speeds. Also, make
sure your speed properly reflects engine RPMs. If you are going slow,
but RPMs are high, something is wrong - e.g., the propeller is damaged,
or you didn't set the trim right.
When you get closer to maximum speed, your boat will "go on plane."
That means it will literally fly over the top of waves, with only
minimal hull contact with the water. Adjusting the trim up or down
will flatten out your ride and measurably increase your cruising
speed. Press the Down arrow for down and Up arrow for up. Do this
every time you adjust your speed. (Note: The turn will become off
balance every time your speed changes, so check it often.)
If you take on water for any reason, press B to activate the bilge
pump. This will keep you dry - but it also eats gas and slows you
Gauges engine temperature. Only runs high if something is wrong or
you are revving your boat too high for too long. In either case, the
warning light will flash.
To turn on your engines, press Enter or the fire button. To kill your
engines, press the Tab key. (Hint: In case of imminent collision, the
Tab key will stop you faster than the minus (-) key on the keypad.)
Give only a rough indication of fuel remaining. For a more detailed
reading, go to the Damage Screen (see F-Screen secction) by pressing
Loran. Short for "long-range navigational." In the nautical world,
it is a system in which pulsed signals sent out by two pairs of radio
stations are used by a navigator to determine the geographical position
of a ship. In Heat Wave, that navigator is your shipboard computer.
In loran mode, you are shown the following information:
o Distance to the next buoy
o Heading (in degrees) needed to reach the next buoy
o Correction you need to make to get back on course. (The correction
number is followed by an S or a P. S stands for starboard or
correction to the right, and P stands for port or correction to the
o Current depth of water
o The next buoy you need to reach
Radar. You know what "radar" is. In radar mode, the top of the screen
is always the direction in which you are heading. Your boat is
represented by the blip in the center of the screen. The other blips
represent other boats.
Toggle between the two modes by pressing F2.