About the manual. It's okay, but not perfect. I can see it confusing many younger people. I know when I was a teen the way I learned about things was to ask questions. this is clearly a product taht appeals to the younger generation. So rather the berrating people for asking questions, go write a better manual. The format alone is less than perfect, having it print out two per A4 page. If you're going to produce a manual it should be taylored to the users who are going to be printing it out, which means A4. The format it's setup at is fine for a printer who are going to produce the manual in a5 and in bulk, but as it is, with the additional margin and white space it's pretty much a waste of paper.
As for all this "search the forums" before you post non-sense. Searching, and learning how people word certain things, is a skill that is learned though experiance. If you are older then 21 then the chances are you have a good grounding in computers, and gamemaking techniqes as well as 3D art and design (yes this is a generalisation I know. I've met 21+ year olds who don't know as much as some 12 year olds). But for anyone below 21, well experiance levels are going to vary wildly. Perhaps this is the first time they have ever tried to make a game. Concepts and even jargon such as AI, dynamic lighting, shadow mapping/ light mapping, shaders, vertex's have to be learned. I don't know about the rest of you, but as a kid, and frankly as an adult I rarely read a manual from front to back. I have a particular goal in mind and focus on that. Such as, "today I want to draw a level" so I need to learn about seqments, prefabs, what they are, and how they interact. Then I want to work out how to add a player, so I need to learn about player markers. But wait, I want the character to start off with a gun, so now I need to learn about scripting, and how to access the menus that allow this. Then I want to learn about lightmapping. My point is that while the manual does explain all these things, many of us, myself espcially would rather dive into the software and start trying to do things. Most things I can work out on my own, but sometimes I need to ask a question, but I don't always know the correct wording, you only know that, once you've learned about whatever you are trying to do. It's called active learning, that is learning though activity rather then studying. Because again, lets face it, we're all here to make a game, it's s hobby for most of us, and an excuse to have a bit of fun without all the study that you're probibily trying to get away from.
Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.