<p>In a computer simulation it is expensive to really turn the pilot upside down when the aircraft rolls over and so the simulated world is turned instead. This means that you stay upright in front of the screen and you see the view of the world move. When you bank over to the left what you see is the horizon rolling to the right. Remember that you are controlling the aircraft and have to use your imagination to see this as you banking relative to the world. Once you get used to this it makes flying easier and more realistic.</p>
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<h4>Basic Training</h4>
<p>Interdictor II starts up with you in the cockpit and the aircraft sitting facing East at the end of a runway ready to go. Only the essential instruments need to be considered at this stage. These are the Air Speed Indicator (ASI), Altimeter (ALT) and ENGINE RPM. Airspeed and altitude are available in the head up display (HUD). The only controls needed are throttle and stick (which are on the mouse) and autostab, rudder, engine start and wheel brakes which are on the keyboard.</p>
<p>When you are flying the rate of pitch and roll is directly proportional to the distance that the mouse is moved from its start position. This proportional input is essential for precise aircraft control; this is the reason that the mouse is used rather than a switched game joystick or the keyboard. When the game starts the position of the mouse is taken as neutral and the mouse has to be returned to that position to stop control input.</p>
<p>The mouse position indicators are very useful for centring the mouse and it is a good idea to use them to get a feel for mouse control. The mouse sensitivity is effected by the mouse speed setting in use prior to running Interdictor II and has been deliberately left that way to allow you to customise the control response. If you normally have the mouse on the fastest setting you may find the controls too sensitive. </p>
<p>Move your mouse to the centre of your work area. It is advisable to use a mouse mat as your work area as this gives more precise control. This is now your neutral position. Switch on autostab by pressing the 'A' key. Switch on engine by pressing the 'E' key. The RPM is now at idle. Increase power by pressing Select, left mouse button, until the RPM is at maximum. Now release the wheel brakes by pressing the 'B' key.</p>
<p>Let the aircraft accelerate down the runway until the air speed indicator, ASI, is 150 knots. Next move the mouse back about 1/2" being careful to avoid sideways movement which will cause unwanted roll. The aircraft will lift off and start to climb. Move the mouse forwards until the elevator position indicator is slightly down from the neutral position, again keeping roll movement as small as possible. The aircraft should now be climbing at about 10 degrees nose up and with the ground just visible. If you have trouble holding the aircraft steady you may want to press the '1' key to reduce mouse sensitivity. You should press 'L' to raise the landing gear which improves performance.</p>
<p>When you have climbed to about 5000 feet you should move the mouse forwards until the green inverted T, the sight, on the head up display is on the horizon. You should now be flying straight and level.</p>
<p><font size="+1"><strong>Straight and level flight</strong> </font></p>
<p>If the green T sight is above the horizon the aircraft is climbing and if it is below the horizon the aircraft is diving. Level flight requires that the green T sight is on the horizon, and this should be practised until automatic. This is difficult to achieve at first because the aircraft will also roll and this has to be corrected by moving the mouse from side to side. The independent control of pitch and roll using a mouse is difficult to leam and requires practice. However, once you can do this you will be able to control the aircraft much better and will then have a chance of completing your mission.</p>
<p>When you switch on the autostab the control position is centralised so if you lose control the easiest recovery procedure is to let go of the mouse and then switch the autostab on. If it is already on then the 'A' key has to be pressed twice to get the desired effect. The aircraft will then recover to straight and level flight.</p>
<p>Whilst practising it is preferable to recover control without relying on the autostab. Your best procedure for this is to first get the wings level and then worry about the pitch. If the horizon is not visible you should use the lines on the head up display. These lines are always parallel to the ground and can therefore be used instead of the horizon. When the wings are level you should pitch the aircraft until the green T sight is on the horizon.</p>
<p>When you have mastered flying straight and level and covered at least 3 miles, your next goal is to fly to a chosen destination. Initially it is a good idea to try to land at your home airfield. The best way to find this is to press the '[' key until the Nav display is shown, this is the one with 0 in the top left. The two figures on the right are target bearing and the distance from the target. To head towards waypoint 0 you should get the BUG, the small vertical yellow bar, in the centre of the heading tape on the HUD. If you are very high your destination may not be visible below you, so you should lose height until you are at about 5000 feet.</p>
<p>You turn the aircraft by moving the mouse left or right to bank over. The rate of turn depends on the angle of banking, with 90 degrees being the fastest. At first you should limit yourself to 45 degrees. You will notice that the nose drops slightly as you bank over. You have to pull the mouse back slightly to keep the nose level with the horizon. The steeper you bank the more you have to pull back to maintain a level turn.</p>
<p>On a fast jet the rudder is almost useless for turning. This is because you need to bank over to get the lift from the wings to pull you round. When you are banked over, the elevator becomes more vertical and is therefore much more use than the rudder. When you are banked at 90 degrees the rudder will just raise and lower your nose relative to the horizon. The elevator provides all the turning control. When you have spotted a destination, like an airfield, you should roll the wings level to fly towards it. Remember to always roll before pitching, you can only easily control your pitch when your wings are level. If your destination is to the right of you, you should bank right to head towards. If the destination is to your left you should bank left. </p>
<p>Once you can fly a controlled course the next problem is landing. The secret here is to line up with the runway whilst you are still a long way off. This allows you to make a controlled descent. The green inverted T indicates where the aircraft is going in both heading and pitch, so placing it, and keeping it, on the near end of the runway means that the aircraft will fly to reach that point.</p>
<p>The engine RPM has to be reduced as you fly towards the runway so that you cross the start of the runway at between 150 and 200 knots, the exact throttle setting depends on how steeply the aircraft is descending, the steeper the dive the faster it goes. You should cross the start of the runway with less than 100 feet of height and continue to lose height until about 20 feet up. The nose can then be raised by gently moving the mouse back until the green T is pointing just below the horizon. The aircraft will continue to descend until it lands. The throttle should then be reduced to idle and the wheel brakes put on. The aircraft will then slow to a halt.</p>
<p>If your descent rate is \.' j high or your wings are too far from the level position you will crash instead of landing. You are then taken back to the start point of the game. If the aircraft needs to be steered on the ground after landing, the rudder should be used. This gives nosewheel steering on the ground. Pressing the left arrow key turns left and the right arrow key turns right.</p>
<p>Before setting off to capture an enemy target it is advisable to set waypoints, which will help with your navigation. We assume that you are starting from scratch for this exercise. Waypoints can be moved to other targets at any point in the game. To set a waypoint press '#' on the numeric keypad which takes you into the map display and shows you positioned on runway Alpha. Press the '6' key on the numeric keypad, which displays the area around runway Beta. The current waypoint marker in the box at the right of the screen shows a '1'. You can see a red castle by the river. This indicates a target. Click on the red castle with Select and you will see a number 1 in a four cornered box. If you then click on the waypoint box at the right side of the screen it toggles to number 2. Now click wit'- Select on the runway of airfield Beta.</p>
<p>You can now use these waypoints to find your way to the relevant targets, as described earlier in the section on controlled turns. </p>
<p>Once you can take off and land the next problem is aiming the weapons. The game starts with the cannon selected but you will be best using rockets for this exercise. When you are airborne press the 'R' key to select rockets. Pressing the right mouse button launches two rockets but don't waste too many as you will need them soon.</p>
<p>The easiest targets to start with are the buildings near the Beta runway and the building at the airfield itself. The previously set waypoints will help you to get to these targets. Press the '[' key to display the Navigation display and then press ';' to select waypoint 1. The selected waypoint is highlighted in yellow. Now turn so that the yellow BUG is in the centre of the heading tape on the HUD. This means that you are flying towards target 1. The information on the Navigation display shows the bearing and distance to target.</p>
<p>When you arrive at your target you will need to descend towards the target. It is advisable to put your airbrakes on by pressing 'D' and to slow down. To destroy the target buildings you will need to use rockets. There are no defences in this arena so you will not be shot down. Having eliminated the buildings at the first waypoint you should press ';' to select waypoint 2 and proceed as above. When you have eliminated these buildings the flag at the airfield turns blue to indicate that you have captured it. You can then land on the runway and save your state by pressing the <Copy> key whilst on the Map or Status display.</p>
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<h4>Aerobatics</h4>
<p>When you have mastered the basics of controlling the aircraft you should practice aerobatic and precision flying. Interdictor II has an aircraft model which can perform any aerobatic manoeuvre that a fast combat jet can perform. Steep turn Bank to 90 degrees and then pitch up hard. Keep the roll input at zero.</p>
<p>Start by flying level on full power. Pitch up keeping your wings level. Use the pitch bars in the HUD to stay level. Cut back on power when inverted to prevent excess speed during the second half. The only problem is avoiding unwanted roll input movement.</p>
<p>Use full roll input while keeping the pitch input at zero. Return the mouse to centre before the wings are level to allow inertia to complete the roll. If the nose drops during the roll use rudder and elevator to keep it up.</p>
<p>Reduce power and hold the nose up whilst slowing down. When the angle of attack exceeds 15 degrees the wing will stall. Your elevators are so powerful that you may be able to hold the nose up, even whilst stalled, so you may have to return the elevator to neutral to recover.</p>
<p>Fly upwards at about 70 degrees pitch up under full power. Cut the power to idle whilst holding the nose up. The aircraft should start to fall backwards and the nose will drop. Use down elevator to drop the nose faster. Keep down elevator on until the stall warning light goes out, and then pitch up to recover.</p>
<p>This manoeuvre is very useful for coming back for another attack on a ground target, especially a truck. Use full power and pitch up as if doing a loop. When the aircraft is inverted cut the power and roll 180 degrees until the wings are level and you are flying the opposite way. Don't forget to restore the power.</p>
<p>Horizontal Figure 8</p>
<p>Start with full power and pull up to 45 degrees. Roll through 180 degrees and continue to climb at 45 degrees. When you are high enough pull back and loop round until you are again climbing at 45 degrees. Roll 180 degrees and repeat for the second half of the 8. There are many other manoeuvres you can find in acrobatic displays or invent for yourself.</p>