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- o O o o o O o o O o
- : O : o : o O : O : . : o : o . o : o O
- : : o . : . : : . : . o o . : . : O : . : :
- o . : _____ : _____. : . _____/\. /\__________/\_______
- : ./\. . / .\ . ./. \ : /. x \_ /. x /. x
- o / .\ ./ \\__ // x \__ // _____/// x ______// x _____
- : . / \\_/ | x /_/ | /_// | / \______ \ \_______
- /. x \\ |____/\ |____/\ x __/ /. \ .\ /. \
- . // \ x | ./\ x | ./ |______// x \\// x
- / /\ \_ | ///\\ | //\ x | // x // x
- /_______\ x /______// \\_______//\\________x /\_________ /\__________
- _ __ _____\ /_______//\ \_______/ \________\//\_________\//\_________
- _ __ ____\\// _____/ \ _______/\ ________\/ _________\/ ________ _
- \\/ / \/ \/ \ /-((AnF))-\ /
- \ / \/ \/
- \/ TYPED BY SHARD - 24 APRIL 1993
-
-
-
-
-
- B17 FLYING FORTRESS TECHNICAL SUPPLEMENT
- ========================================
-
- CONTENTS
-
- Your B17 Flying Fortress game should contain a manual, this Technical and
- Flight Supplement (including a pullout Key Guide), a poster, a set of
- 3.5" disks and a registration card.
-
- REQUIRED EQUIPMENT
-
- Computer This simulation requires a Commodore Amiga with at least 1 Mb of
- RAM
-
- Controls The simulation can be run entirely from the keyboard and mouse.
- Most sections also support joystick control. Analogue joysticks are not
- supported.
-
- Display This simulation requires a colour display
-
- Disk Drives B-17 Flying Fortress can be installed onto 3.5" floppy disks.
- However it works best if installed onto a hard disk drive.
-
- Important: B-17 Flying Fortress should not be played from the disks
- enclosed. You must either copy the original disks onto backup floppy
- disks (see Making Backup Game Disks), or use the Install program to
- create a subdirectory on your hard disk. If you attempt to play from the
- disks enclosed they may become permanently altered.
-
- AMIGA KEYBOARDS
-
- The simulation has alternative keys for players who own Amigas without
- numeric keypads. The following keys should be used:
-
- Numeric Keypad Alternative Function
- -------------- ----------- --------
- 9 CTRL/Cursor Key Up Pitch View Up
- 3 CTRL/Cursor Key Down Pitch View Down
- 0 CTRL/Cursor Key Left Rotate View Left
- . CTRL/Cursor Key Right Rotate View Right
- 5 Backspace Centre 3D View
- + Close Square Brackets ] Zoom View In
- - Open Square Brackets [ Zoom View Out
-
- COPY PROTECTION
-
- Flying Fortress has no disk copy protection. This means that you install
- the simulation files from the original disks to a hard disk. However,
- the program asks you a simulation related question. Use the manual to
- answer the question. Microprose regrets that continuing casual and
- organized software piracy requires that we retain this minimal form of
- copy protection.
-
- INSTALLATION
-
- Installation Concepts
-
- B-17 Flying Fortress is not copy protected. This means that you can copy
- the game files from the original disks to other floppy disks, or to a
- hard drive. However always keep the original disks handy.
-
- B-17 Flying Fortress has been left unprotected for your conveinience in
- making backup copies and when playing from hard drive. However making
- additional copies to give away or sell is a Copyright Violation. See
- copyright Notice in the game manual.
-
- Making Backup Game Disks
-
- To create the backup game disks for B-17 Flying Fortress load up the
- Workbench Disk and insert the first disk you wish to copy. A disk icon
- and the name of the disk will appear. Click once on the disk icon and
- the name of the disk will appear. Hold down the right mouse button and
- you will see three menus. Choose the Workbench Menu and select the
- duplicate option. Follow all on screen prompts aand the disk will be
- duplicated on you blank disk.
-
- When a disk has finished copying you will need to rename it so that it
- has the same name as the original disk from which it was copied To do
- this insert your copied disk, click on its icon once with the left button
- and hold down the right button. Select the rename icon from the
- Workbench menu. Finally delete the Copy of prefix in front of the disk
- name and press the return key.
-
- Rpeat the above procedure for each of the original B-17 Flying Fortress
- game disks.
-
- Installing On Hard Disk
-
- Boot up your hard disk as normal and insert B-17 Flying Fortress Disk A.
- Open this disk and double click on the INSTALL_HD_B17 icon. Please
- follow any on screen prompts. A drawer will be created on your hard disk
- containg all necessary files.
-
- RUNNING B-17 FLYING FORTRESS ----------------------------
-
- FROM FLOPPY DISKS
-
- If yourcomputer has kickstart in ROM turn off you computer and insert
- your backup Disk A. Power up the computer and the program will autoload.
-
- If your computer does not have Kickstart in ROM load kickstart as normal
- insert your backup Disk A at the Workbench prompt and the program will
- autoload.
-
- Follow any on screen prompts requesting disk changes.
-
- FROM HARD DISK
-
- Boot up your hard disk as normal. open the drawer and double click on
- the game icon.
-
- SAVED GAMES
-
- Individual Bomber Campaigns may be saved to disk but only when missions
- have finished. Campaigns may be saved onto hard drive or onto a
- previously formatted floppy disk. It is recommended that you do not save
- campaigns onto your game disks or backup game disks. Saved files are
- normal Amiga DOS files that can be moved and copied using standard Amiga
- DOS comands.
-
- LOADING A SAVED GAME
-
- To load a saved game, choose the Load Save button on the Roster Screen
- then follow the on screen prompts.
-
- SIMULATION ENHANCEMENTS AND LAST MINUTE INFORMATION
- ---------------------------------------------------
-
- THE COMPARTMENT SCREENS
-
- The original PC version of Flying Fortress contained six compartment
- screens each showing the position of the crew for that part of the plane.
- You will find many references in the manual to the different compartment
- screens (particularly pages 50-51). For ease of use and to speed up the
- gameplay, the Amiga version has all six compartment screen details on one
- top down view. This is still accessed by Key C and the icons and
- portraits still appear. However you will not be able to click on a 2D
- picture of the individual crew member but will have to select the
- portraits.
-
- This screen will also show damage.
-
- QUICK START
-
- A quick start option is available in the Difficulty Menu of the
- Configuration Screen. Select this option to bypass the taxi-out sequence
- and eliminate navigation errors (see Navigation below)
-
- You will begin the game as the last of a flight of three B-17s queued
- ready for take off, near the start of the runway. You will be in manual
- control of the pilot with your engines running and throttles set in the
- idle position. Increase power to the engines to begin taxiing forwards,
- then follow the other B-17s in your flight out onto the runway for
- take-off.
-
- MANUAL/COMPUTER CONTROL
-
- The simulation will show a hand icon in a corner of the screen when you
- are in Manual control of any B-17 position. If you choose to revert to
- Computer control (Key M) a Computer icon will appear in the same
- position.
-
- NAVIGATION
-
- Your Navigator will always make minor errors in estimating your position
- depending on his particular skill level. Your B-17 flight (3 planes)
- will drift off course unless you manage to correct his estimates. The
- more you correct him successfully the better will become his skill level.
-
- BOMBING
-
- If you do not wish to aim and drop bombs manually, or if there are no
- uninjured crew members qualified to operate the Norden Bombsight you can,
- provided you are in formation, position a crew member at the bombardiers
- station and have the computer controlled crew member release the bombs
- when he sees the raid leaders signal.
-
- If you do wish to bomb manually you should position a qualified crew
- member at the bombardiers station and, using the Radio Operator, send the
- Bomb on my command Radio message to take control of the bomb run so that
- the computer controlled crew will wait for your commands.
-
- GUNNERY
-
- The Turrets Menu on the Configuration Screen allows you to set the speed
- at which the turrets and hand held guns will traverse in response to the
- keyboard and joystick controls. In addition fine tracking may now be
- enabled by holding down either the Shift or CTRL keys while operating
- other controls. The CTRL key is recommended as it may give better
- results with some keyboards.
-
- LANDING
-
- The landing procedure differs depending on whether you are in formation
- or not when you reach Alconbury (Home Base)
-
- In Formation
-
- The formation will circle Alconbury descending to an altitude of about
- 2000 ft. At this point the Alconbury control tower will radio Permission
- to Land. When this happens the computer controlled pilot will break away
- from the formation to begin his landing approach and will land the
- aircraft unless you take manual control (by selecting the Pilot and Key
- M). If you wish to land immediately, before landing permission is
- granted, you must send a radio message requesting permission to land then
- wait for the reply from the Tower to start the landing sequence.
-
- Out of Formation
-
- The Control Tower will ask whether you want permission to land. You
- should reply with a radio message requesting permission then proceed as
- above.
-
- BREAKING FORMATION
-
- If you wish to breakaway from your 3 plane formation at any point in the
- mission, you must send a message to the rest of the flight via your Radio
- Operator.
-
- FIGHTING ENGINE FIRES
-
- B-17 now has a more detailed engine fire-fighting procedure.
-
- If your enginefires are not extinguished within 1 minute the engines will
- suffer damage and stop functioning. If the fire persists (depending on
- the B-17 reliability level you have chosen) your B-17 is liable to
- explode between 2 and 12 minutes after the fire has started.
-
- If your fire extinguishers are ineffective or have been used up in a
- previous fire, you can try to extinguish the fire by diving your B-17 at
- a speed in excess of 350mph. Avoid speeds over 400mph as this will
- result in structural damage.
-
- CREW NAMES
-
- Crew members names may be changed by selecting the Name button on the
- Crew File Screen when this is accessed from the Crew Photo Screen between
- missions.
-
- MUSIC
-
- Music may be switched on/off by pressing Keys ALT/S.
-
- THE PILOTS CONTROL COLUMN ICON
-
- The Pilots Control Column Icon is the lower of the two icons in the
- Compartment Screen and not the top icon, as stated in the manual (page
- 28). The top Control Column Icon will light up when you select the
- Co-Pilot. You will begin every mission in the Pilots seat (left-hand
- looking out of the cockpit window).
-
- THE MISSION BRIEFING MAP
-
- The Yellow LIne shows the waypoints to the initial point.
-
- The Red Line shows the initial point to the Primary Target, and the Black
- Line to the Secondary Target.
-
- The White Line shows the Waypoints to home base.
-
- VIEWING CREW POSITIONS KEYS F1-F10
-
- There is no need to assign the ten crew positions when you first enter
- the B-17 as stated in the Flying Fortress Manual. All crew are in their
- correct position and can be viewed immediately by pressing the function
- keys F1 to F10.
-
- SKIP TIME Alt/T
-
- By pressing ALT/T you will jump to the next waypoint, or to a point where
- something is happening (eg an attack by enemy fighters)
-
- NAVIGATORS VIEWS
-
- If you access the Navigators external view Key E (Flying Fortress Manual
- page 80) you may return to Map View by pressing Key I
-
- READ ME FILE
-
- The latest notes regarding this program, additions, revisons etc can be
- found on disk A in an ASCII file named READ.ME. You can read the file
- using standard Amiga DOS commands eg. Type, More. These utilities can
- be found on the Workbench disk.
-
- OPERATING DIFFICULTIES AND LOADING PROBLEMS
- -------------------------------------------
-
- In the vast majority of cases a loading problem is not because of faulty
- software, but either incorrect loading procedure or hardware fault.
-
- Please ensure that the loading instructions have been correctly executed.
- The most common hardware failures are due to misalignment of the heads in
- the disk drive. Such faults may be detected by loading the game on
- another computer.
-
- Alternatively a virus may have infected your hardware from another piece
- of software. Pirated copies of games are an incredible common source of
- virus problems. It always pays to own original software. Inthe unlikely
- event of a software fault please return the complete package, with your
- receipt to the place of purchase. Microprose regret that goods cannot be
- replaced unless bought from the company directly.
-
- If you have any difficulty while loading B-17 Flying Fortress or need
- help while running the simulation , Microprose will be happy to assist
- you on the Helpline. Please ring UK 0666 504399, Monday to Friday 0900
- to 1700 hours. Have a pen and paper handy when you call.
-
- FLIGHT SUPPLEMENT
- =================
-
- THE TRAINING BASE
-
- By selecting Crew Training fron the main Bomber Screen, you will be taken
- to a Mission Briefing and assigned a Training Mission on practise targets
- somewhere in England.
-
- THE FLIGHT SIMULATOR
-
- To access all flight controls you must choose the Pilot (F3) or Co-Pilot
- (F4). If you have just begun a mission you will automatically be in the
- Pilots seat looking out of the cockpit window.
-
- By pressing Key [ (open square brackets) you can move the view left and
- by pressing the Key ] (close square brackets) you can move the view
- right. You may also access more selective views from within the cockpit
- by pressing the pad keys 9, 3, 0, and .
-
- To view the B-17 Pilots Instrument Panel press Key l
-
- The B-17 has numerous dials and switches which you should become familiar
- with. Study the Pilots Instrument Panel Diagram.
-
- Press Key [ (open suare brackets) to move your view left and Key ] (close
- square brackets) to move your view right, while viewing the instrument
- panel.
-
- You can raise your view away from the Instrument Panel by selecting Key W
-
- Press Key I to return to the Instrument Panel View.
-
- THE PILOTS INSTRUMENT PANEL
- ---------------------------
-
- THE RADIO COMPASS
-
- This dial will show you your heading. A heading of Oo is North, 90 is
- East, 180 is South, and 270 is West.
-
- THE DIRECTIONAL GYRO
-
- This dial will also show your heading.
-
- THE FLIGHT INDICATOR
-
- A gyro stabilized artificial horizon indicating degree of turn from 0 to
- 90 degrees.
-
- THE TACHOMETERS
-
- Two dials with two indicators on each dial to show the rpm of each
- engine. Do not run the engines at the maximum of 2500 rpm for long
- priods or they will over heat. Throttle back to 2300 rpm to cruise.
-
- THE MANIFOLD PRESSURE GAUGES
-
- Two dials with two indicators on each dial to show the manifold pressure
- on air intakes to engines.
-
- THE FUEL PRESSURE GAUGES
-
- If fuel pressure falls due to damage, power will fail to the engine.
- Reducing revs may help.
-
- THE OIL PRESSURE GAUGES
-
- If oil pressure drops the engine will overheat and may seize up.
- Throttle back immediately!
-
- THE FUEL QUANTITY GAUGE
-
- Your Flying Fortress carries enough fuel for all missions, unless the
- fuel tanks begin to leak as a result of damage. Reducing power to the
- engines will conserve fuel.
-
- THE OXYGEN FLOW INDICATORS
-
- If the values fall on the flow indicators, you must drop below 10,000
- feet, where there is sufficient oxygen for the crew to survive without
- oxygen masks.
-
- THE ALTIMETER
-
- This dial shows height above sea level. The long dial shows hundreds of
- feet and the shorter dial thousands of feet. The inset window shows tens
- of thousands of feet in figures. Always be aware of your flying height.
-
- THE AIRSPEED INDICATOR
-
- This dial shows the speed of the aircraft through the air in Miles per
- Hour from 0 to 500.
-
- THE TURN AND BANK INDICATOR LOCK
-
- The banking rate of the plane is indicated by the central dot moving away
- to the left or right.
-
- THE LANDING GEAR INDICATOR
-
- A visual indicator that the main Landing Gear has been raised or lowered.
- In the event of damage you may have to operate the gear manually.
-
- THE RATE OF CLIMB INDICATOR
-
- A visual indication of climb/dive angle shown as hundreds of feet per
- minute. Pointer on 0 means level flight.
-
- THE BRAKE LIGHT
-
- Illuminated when the wheel brake is engaged.
-
- THE TAIL WHEEL LOCK
-
- A visual indicator that the Tail Landing Gear has been raised or lowered.
-
- THE FLAP POSITION INDICATOR
-
- Flaps are the trailing edge of the wings that when lowered, enable the
- aircraft to get extra lift at take off and slow down for landing.
-
- THE CYLINDER HEAD AND OIL TEMPERATURE GAUGES
-
- They will run a little hot if the engine is run at maximum RPMs or losing
- oil for any period of time. If they do, throttle back.
-
- KEY GUIDE
- =========
-
- THE CONTROLLER
-
- The simulation can be controlled using a keyboard and a mouse and to a
- limited extent a joystick.
-
- THE SELECTOR
-
- The Left Mouse Button
-
- AIRCRAFT SELECTION
-
- X Next Aircraft
- Z Previous Aircraft
-
- GENERAL AIRCRAFT VIEWS
-
- SHIFT / F1 Forward View
- SHIFT / F2 Rear View
- SHIFT / F3 Left View
- SHIFT / F4 Right View
- SHIFT / F5 Up View
- SHIFT / F6 Down View
-
- External views that depend on context (from the aircraft, its targets,
- bombs, airbase control tower etc)
-
- SHIFT / F7 Tactical View
- SHIFT / F8 Reverse Tactical View
-
- External view from notional chase plane.
-
- SHIFT / F8 Chase View
-
- External views from remote camera
-
- SHIFT / F10 External view
-
- Moving the remote camera and Window View Pilot/Co-Pilot and Bombardiers
-
- PgUp Pitch Up
- PgDn Pitch Down
- Ins Rotate Left
- Del Rotate Right
-
- PAD KEY 5 Centres/ Resets 3D Views
-
- + Zoom In
- - Zoom Out
-
- GENERAL CONTROLS
-
- A Aircraft Status/ Damage View
- C Compartment View/ Action View Toggle
- I Instrument Panel View (Bombardier, Navigator, and Pilot/
- Co-Pilot only)
- W Window View (3D view through aircraft window)
- E External View (3D view from remote camera)
- M Toggle Manual/Computer Control
- P Pause Game/ Resume Game
- Alt/C Configuration Screen
- Alt/A Accelerated Time
- Alt/T Skip Time
- Alt/D Adjust Detail Level (cycle through)
- Alt/M Film Director Mode Toggle
- CTRL/Q Quit Game
- Alt/S Sound Levels
- Alt/B Hide Game
-
- PILOT / CO-PILOT
-
- W Pilot / Co-Pilot Window View - must be controlled using PgUp
- , PgDn, Ins or Del
-
- JOYSTICK Control Column (elevator, ailerons)
-
- < > Rudder Left / Right
- [ View to the left (cockpit View/Pilots Instrument panel)
- ] View to the right (cockpit View/Pilots Instrument Panel)
- 1,2,3,4 Increase Power on Individual engines 1-4
- SHIFT 1,2,3,4 Maximum Power on engines 1-4
- 5,6,7,8 Decrease Power on Individual engines 1-4
- SHIFT 5,6,7,8 Minimum Power on engines 1-4
- + Increase Power on all engines
- SHIFT + Maximum Power on all engines
- - Decrease Power on all engines
- SHIFT - Minimum Power on all engines
- CTRL 1,2,3,4 Start/Stop engines 1-4
- Alt 1,2,3,4 Fire Extinguisher on engines 1-4
-
- G Landing Gear Up/Down (starts motors)
- F Flaps Up/Down Toggle
- B Brakes On/Off
- D Bomb Bay Doors Open/ Closed (starts motors)
-
-
- THE BOMBARDIER
-
- C Compartment / Crew Position View
- I The Bombsight View
- W Window View - controlled by PgUp, PgDn, Ins, Del
- E External View
- M Manual/ Computer control toggle
- D Bomb Bay Doors (open/closed)
- O Bomb Sight On/Off
-
- JOYSTICK Adjust bombsight tracking motor speeds left, right,
- up, down. Plus SHIFT for fine control
-
- Spacebar, Return or Selector to release Bombs
-
-
- BOMB BAY
-
- VIEWS ( only accessible if crew man taken to compartment)
-
- C A crew mans view of the bombs
- E External View
- W Return to bomb bay view
-
-
- THE NAVIGATOR
-
- C Compartment / Crew position View
- E External View
- I Map View
- B Mission Briefing Details
-
- MOUSE, point and click to set estimated position
-
-
- THE RADIO OPERATOR AND INTERCOM SYSTEMS
-
- C Compartment/ Crew Position View
- MOUSE Point and click on various Icons/ Messages
-
-
- THE CREW
-
- Viewing the Ten Crew Positions
-
- F1 Bombardier
- F2 Navigator
- F3 Pilot
- F4 Co-Pilot
- F5 Engineer/ Top Turret Gunner
- F6 Radio Operator
- F7 Ball Turret Gunner
- F8 Left Waist Gunner
- F9 Right Waist Gunner
- F10 Tail Gunner
-
-
- THE GUNNERS: DEFENDING THE B-17
-
- JOYSTICK Move turret/ gun
-
- SHIFT/CTRL Fine Tracking on Target
-
- JOYSTICK BUTTON / Spacebar / Return = FIRE
-
- U Unjam gun (manual control)
-
-
- THE PILOTS CONTROL COLUMN
-
- A joystick controller is recommended for flying the B-17 but you may also
- fly it using a Keyboard Controller
-
- Ailerons are lateral control flaps at the rear of the airplane main wing
- tips. When raised or lowered by moving the Control Column left/right
- they will make the plane turn to the left or right.
-
- Elevators are the horizontal portions of the tail. When pushed up/down
- by pushing the control column up/down they will make the plane dive or
- climb.
-
- RUDDER LEFT/RIGHT < >
-
- Rudder controls left/right will swing the nose of the plane left/right by
- moving the trailing edge vertical segment of the tail left/right.
-
-
- THE FOUR ENGINES
-
- The Flying Fortress is a large four engined bomber and this simulation
- provides separate controls for each of the four engines. Engine number 1
- is the left outboard engine from the Pilots view followed by 2,3,4 in
- sequence.
-
- All numeric keys are on the top row of the main computer keyboard.
-
- 1,2,3,4 Increase Power on individual engines 1-4
- SHIFT 1,2,3,4 Maximum Power on engines 1-4
- 5,6,7,8 Decrease Power on engines 1-4
- SHIFT 5,6,7,8 Minimum Power on engines 1-4
- + Increase Power on all engines
- SHIFT + Maximum Power on all engines
- - Decrease Power on all engines
- SHIFT - Minimum Power on all engines
- CTRL 1,2,3,4 Start/ Stop engines 1-4
- Alt 1,2,3,4 Extinguish fires on engines 1-4
-
-
- OTHER PILOT CONTROLS
-
- G Landing Gear Up/Down (starts Motors)
- F Flaps Up/Down Toggle
- B Brakes On /Off
- D Bomb Bay Doors Open/Closed (starts Motors)
-
- NB Any control that starts a motor will take time to function.
-
-
- THE TAKE OFF
-
- You will begin every mission in the pilots seat under player control.
- Your Flying Fortress will be at its starting point on the airfield.
- Ahead of you the two other B-17s in your V will be preparing to take off.
-
- You must take off and join the other two planes.
-
- On your first mission, you may find it easier to watch while the computer
- takes control. To activate computer control, press the M key. Repress
- the M key again to regain control. If you set the plane under computer
- control, you can jump around any of the views or screens to watch the
- take off.
-
- The following pages describe how to take off manually.
-
- STARTING ENGINES
-
- Start all four engines in the sequence CTRL/ 1,2,3,4
- Increase the Engine Throttle Controls 1,2,3,4
- Release the Brake B
-
- The B-17 will now begin to move
-
- Check that you can easily flip from Pilots Instrument Panel, I to Window
- View, W to see flight information.
-
- TAXIING AND STEERING
-
- Select an appropriate External View, E then PgUp, PgDn, Ins, Del and
- steer the B-17 by using your Controller. Gentle left/right will produce
- a slow turn in the chosen direction.
-
- Stay on the correct path. Do not stray onto the grass.
-
- Steer the bomber carefully to the edge of the take off runway. Try to
- line up the B-17 along the white dotted line.
-
- FLAPS
-
- Check the flaps are down, F
-
- TAKING OFF
-
- Return to the Pilots View, W. Apply maximum power to all four engines,
- SHIFT +. Do not try to pull the plane into the air. Normally, when you
- reach an airspeed of 110-115 mph a gentle pulling back on the Controller
- will allow the plane to lift itself off the ground. The B-17 controls
- may feel sluggish compared to other flight simulators, but remember that
- this is a big, heavy airplane.
-
- After the airplane has left the ground and you are sure that you have
- sufficient flying speed, raise the Landing Gear, G. Check that this has
- happened with any appropriate outside view, then change flaps to up, F.
-
- After reaching an airspeed of 130-150 mph, adopt a normal climb attitude
- with the rate of climb indicator pointer at 200 feet per minute and watch
- the Altimeter rise gently.
-
- CLIMBING AND CRUISING
-
- Make your climb at 130-150 mph. Steady smooth flying is important. this
- will cut fuel consumption, increase rate of climb and reduce engine wear.
- Always check your instruments. they are there to tell you how your plane
- is performing.
-
- You will find the first two planes with which you must join up circling
- the irfield at about 1000 feet.
-
- Form a group of 3 in a V formation.
-
- IF YOU EXPERIENCE DIFFICULTY IN FINDING THE OTHER PLANES SWITCH TO
- COMPUTER CONTROL OR USE ALT/T SKIP TIME.
-
- Once you have joined the other planes of your squadron in formation, the
- flight will strike out towards the first Waypoint.
-
-
- LANDINGS
-
- When you are near the English base, you will receive a signal over the
- intercom system giving you a heading to land on. The other planes in the
- formation, and yours if under computer control will begin to move into
- their final traffic pattern ( a flight path in which they circle the
- airfield in a rectangular pattern at approximately 1000 feet).
-
- The landing procedure differs depending on whether you are in formation
- or not when you reach Alconbury (home base)
-
- In formation the formation will circle Alconbury descending to an
- altitude of about 2000 ft. At this point, the Alconbury control tower
- will radio Permission to Land. When this happens, the computer
- controlled pilot will break away from the formation to begin his landing
- approach and will land the aircraft unless you take manual control ( by
- selecting the Pilot and Key M). If you wish to land immediately, before
- landing permission is granted, you must send a radio message requesting
- permission to land then wait for the reply from the tower to start the
- landing sequence.
-
- Out of formation The Control Tower will ask whether you want permission
- to land. You should reply with a radio message requesting permission,
- then perform a normal landing: Lower your flaps, F and drop your Landing
- Gear, G. Keep the engines rpms to 2000 at about 130 mph.
-
- FINAL APPROACH
-
- The approach is basically a controlled glide, with flaps down, and in
- whick power is used to maintain accurate landing position.
-
- Reduce power gradually, - until the desired airspeed (about 100-120 mph)
- and rate of descent have been established. Touch down gently trying to
- land all wheels on the runway at the same time. Drop to minimum
- throttle.
-
- LANDING ROLL
-
- When you have landed make sure you use the entire runway for the landing
- roll. Do not apply the brakes too early. Apply the brakes, B when you
- feel the plane slowing down from its roll. The B-17 should then slow
- down and stop.
-
-
- -------------------------------END-----------------------------------
-