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README.P51
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1993-08-14
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P51D_WSG.ZIP
North American P-51D Mustang World War II fighter for use with FLIGHT SIMULATOR
Created with "Aircraft & Adventure Factory" by Mallard Software
by Bill Grabowski CIS 74027,413
A&SD = Microsoft's Aircraft & Scenery Designer
AAF = Aircraft and Adventure Factory
SEE04 = Scenery Enhancement Editor 4
FS4 = Microsoft Flight Simulator 4.0
CIS = Compuserve
This ZIP'ed file includes the following files:
P51D_WSG the flyable aircraft (must have in FS dir)
P51D_WSG.sim the aircraft flight data (must have in FS dir)
ref51wsg.sim the flight data created with A&SD that AAF has
to have in order to create P51D_WSG.sim
P51D_WSG.afx the "crated" file of parts, components, and
assemblies AAF uncrates and uses to create the
aircraft should you desire to see how I put
this together
P51D_WSG.sc0 a scenery file of the aircraft that can be used
by SEE04. Remember to set 12 degrees of cant.
readme.p51 This file.
I highly recommend that you use the "P-51.voc" sound file by Tom Cain in the
CIS Flight Sim Forum libraries.
Features for the functioning P51D_WSG file include:
1. Retractable landing gear
2. Operating flaps
3. Multiuser capable (100% on AAF Multiplayer Benchmark. There was one
point to spare!)
4. Four bladed propeller appears when engine cut by selecting Lean
from magneto settings. (type 'M' then '0')
Fuel provided is 245 gallons.
FLAPS SPEED(mph)
Stall Wheels down 40 85
Stall Wheels up, carb heat on 0 100
TAKEOFF
NORMAL SHORT FIELD (minimum run)
Flaps UP 15 degrees
Lift off 110 mph 100 mph
Wheels up as soon as airborne
Climb out 170 mph 100 mph
Flaps up after 200' above ground level
NOTE: Remember, on takeoff, keep the tail on the ground as long as
possible to allow tail wheel steering, cuz at low speeds, the
rudder can't control the torque from the prop, and the plane
will vear right on you. (In real plane, this is what happens)
LANDING
AIRSPEED(mph) FLAPS(degrees) LANDING GEAR
DOWNWIND <170 0 down
BASE LEG 15
FINAL APPROACH <165 Full (gradual)
(make sure flaps all down by 400' AGL)
OVER EDGE FIELD 120
OVER THRESHOLD 100
TOUCHDOWN 90
ROLLOUT AFTER LANDING
Brakes on
Flaps up
Slow to exit active runway
Taxi to parking using 25% power, brakes and rudder control
I recommend use of the keyboard trim controls for all aspects of flight.
I won't provide any history for this airplane. It's enough to say it's one of
the great ones in history, loved by all, and "everyone's idea of what a fighter
should be" (Jeff Ethell). The Mustang made history and was highly successful
because it came along at the right time for what it could do. It had great
range when it was desperately needed in Europe. It was successful in combat
because it was the fastest plane in the sky (except for the jets) and it could
outdive anything the Germans had, a major combat advantage. It was not so much
maneuverable as it was smooth and positive to fly. And pilots loved it because:
1) the cockpit was comfortable; 2) it was a helluva lot smaller and better than
a P-47, which they otherwise would have had to fly; and 3) it looked really
great, a really important point for pilot egos. On the negative side, it could
get away from you if you weren't careful, especially in takeoff and landing,
it was relatively fragile in bad weather, and did not suffer punishment from
combat damage as well as other American airplanes. The P-47 and P-38 were
better at close ground support.
The construction of P51D_WSG is of note to those who have AAF. Notice that
there is only one structure used: the spinner. The fuselage is made by use of
formed panels to achieve the correct shape. Since the Mustang has a flat slab
side for a fuselage, it was a simple matter to form it from a vertical surface.
Notice the creation of the Star and Bar national insignia. The rounded disk and
the star are one piece. Notice that the propeller blades and prop circle have
different color projections, "nose left" and "nose right". That leaves the
spinner to use the "nose" color. Also notice that prop blades are "twisted".
HINTS for construction to keep overhead down and the airplane simple (or, how
to get it to be Multiplayer Capable):
1. Don't overuse structures.
2. Use lines whenever possible instead of solid fills (vis. windshield
frames, bar for national insignia, gear struts).
3. Don't use the insignia feature unless you absolutely have to.
4. Use components whenever possible.
5. Keep cutting points to a minimum where a part still looks right.
(The only way I get the Multiplayer Capability was to make the tail
wheel a 6 sided instead of an 8 sided circle.)
6. Merge abutting panels and points so that their points EXACTLY
coincide, even if it means writing down the coordinates from one
part to transcribe to another.
7. Measure key points from an accurate drawing.
8. Don't stop revising until you are absolutely satisfied.
9. Use TOMROT.EXE from CIS library to rotate, translate, change size,
and make circles. This should have been included in AAF.
This file and all attached files may be used with FS4, AAF, and A&SD
for play and learning. This plane is not to be changed and reassembled
and released to the public domain or sold for profit without the explicit
permission of the author.
REFERENCES:
"Flight Handbook: Pilot Training Manual for F-51D Mustang", Flying
Books, Eagan, Minnesota, June 1989.
Davis, Larry, "P-51 Mustang in Action", Squadron/Signal Publications,
Carrollton, TX, 1981.
Ethell, Jeffrey,"Roaring Glory, Vol. 4: Mustang P-51 Fighter" Video,
Produced by Teleteam, Inc., 1992.