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B-17Tech.pp
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B-17Tech
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1978-01-04
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_____
/__ /\ ________ T.H.E ____________
// /_/__\_____ \/\ _______ \_______ \_________
___ __/ / /\\ \ .\_____ \/\ /. / /\ ___/_ ____ ___
Y \______ / / \ \ \\ _ \ \// / \ \___ _ _\ Y
. \_____\/ / \ \________/\\ \ \__/__ / \/\ \\ .
\/ \/_______/\ \________/__\__\/ / \ \ ______/[Sk!n]
\/_______/ \/ \ \/_____/
%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%
% THE LoOnS PROUDLY PRESENT %
% %
% B-17 FLYING FORTRESS %
% %
% TECHNiCAL AND FLiGHT SUPPLEMENT %
%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%+%
TYPED BY: B/\GGY SUPPLIED BY: PYTHON
RELEASE DATE: 1st APRIL 1993
"CLuNk CLiCk DoNT iT MAkE YoU SiCk!"
------------------------------------PAGE:1-----------------------------------
TECHNICAL AND FLIGHT SUPPLEMENT
FOR COMMODORE AMIGA COMPUTERS
TECHNICAL SUPPLEMENT
--------------------
CONTENTS
--------
Your B-17 Flying Fortress game should contain a manual,this Technical and
Flight Supplement(including a pull-out key guide), poster,a set of 3.5"
disks and a registration card.
REQUIRED EQUIPMENT
------------------
COMPUTER: This simulation requires a Commodore Amiga with at least 1MB of
RAM.
CONTROLS: This 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 make a
subdirectory on your hard disk.If you attempt to play from the disks
enclosed they may become permanently altered.
------------------------------------PAGE:2-----------------------------------
AMIGA KEYBOARDS
---------------
The simulation has alternative keys for players who own Amigas without the
numeric keypads.The following alternative keys should be used:
Numeric Key Pad Alternative Function
--------------- ----------- --------
KEY PG UP 9 CTRL/CURSOR KEY UP PITCH VIEW UP
KEY PG DOWN 3 CTRL/CURSOR KEY DOWN PITCH VIEW DOWN
INS KEY 0 CTRL/CURSOR KEY LEFT ROTATE VIEW LEFT
DEL KEY . CTRL/CURSOR KEY RIGHT ROTATE VIEW RIGHT
KEYPAD 5 BACKSPACE CENTRE 3D VIEW
KEYPAD PLUS + CLOSE SQUARE BRACKETS ] ZOOM VIEW IN
KEYPAD MINUS - OPEN SQUARE BRACKETS [ ZOOM VIEW OUT
COPY PROTECTION
---------------
Flying Fortress has no disk copy protection.This means you can 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 has no disk copy protection.This means you can copy
the game files from the original disks to other floppy disks,or to a hard
disk.However,always keep the original disks handy.
B-17 Flying Fotress has been left uprotected for your convenience in
making back-up copies and when playing from a hard drive.However,making
additional copies to give away or sell is a Copyright Violation.See the
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 yo wish to copy.A disk icon and
the name of the disk will appear.
------------------------------------PAGE:3-----------------------------------
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 and the
disk will be duplicated onto your 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
then 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.
Repeat 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,containing
all necessary files.
RUNNING B-17 FLYING FORTRESS
----------------------------
FROM THE FLOPPY DISKS
If your computer has Kickstart in ROM,turn off your computer and insert
your backup Disk A.Power up the computer,and insert the program will auto
load.
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 auto
load.
Follow any on-screen prompts requesting disk changes.
FROM THE 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 your 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 game files are
normal Amiga DOS files that can be moved and copied using standard DOS
commands.
LOADING A SAVED GAME
To load a saved game,choose the "Load Save" button on the Roster Screen,
then follow the on-screen prompts.
------------------------------------PAGE:4-----------------------------------
SIMULATION ENHANCEMENTS & 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 parges 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 selct 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).
Yow will begin the game as the last of a flight of three B-17's,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 fowards,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 xontrol (KEY M),a Computer Icon will appear in the same position.
------------------------------------PAGE:5-----------------------------------
NAVIAGATION
-----------
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 the 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 Bombardier's
station and have the computer contolled crew members release the bombs when
he sees the raid leader's signal.
If you do wish to bomb manually,you should position a qualified crew
member at the bombardier's 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 the hand held guns will traverse in response to
the keyboard and the joystick controls.In addition,fine tracking may now be
enabled by holding down either the Shift or CTRL Keys while operating the
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
2,000ft.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).
------------------------------------PAGE:6-----------------------------------
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 break away from your 3 plane formation at any point in the missions,
you must send a radio 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 engine fires 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 V-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 PILOT'S CONTROL COLUMN ICON
-------------------------------
The Pliot's 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 Pilot's seat (left-hand looking out of the
cockpit window).
------------------------------------PAGE:7-----------------------------------
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 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 air attack by enemy fighters.)
NAVIGATOR'S VIEWS
-----------------
If you access the Navigator's 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,revisions ect 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 a misalignment of the heads in
the disk drive.Such faults may be detected by loading the game on another
computer.
------------------------------------PAGE:8----------------------------------
Alternatively, a virus may have transferred into your hardware from
another piece of software.Pirated copies of games are an incredibly common
source of virus problems.It always pays to own original software.In the
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,Micrprose will be happy to assit 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' from 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 Pilot's
seat looking out of the cockpit window.
By pressing KEY [ (open square brackets) you can move the view left and by
pressing 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 PGUP PGDN INS and DELETE.
To view the B-17 Pilot's Instrument Panel press KEY I.
------------------------------------PAGE:9----------------------------------
The B-17 has numerous dials and switches which you should become familiar
with.Study the Pilot's Instrument Panel Diagram.
Press KEY [ (open square brackets) to move your view left and KEY ] (close
square brackets)to move your view right,while viewing the instrument panel.
You can easily raise your view away from the Instrument Panel by selecting
KEY W.
Press KEY I.
THE PILOT'S INSTRUMENT PANEL
----------------------------
THE RADIO COMPASS
-----------------
This dial will show you your heading.A Heading of 0 degrees is North,90
degrees is East,180 degrees is South and 270 degrees is West.
THE DIRECTIONAL GYRO
--------------------
This dial will aslo show you your heading.A Heading of 0 degrees is North,90
degrees is East,180 degrees is South and 270 degrees is West.
THE FLIGHT INDICATOR
--------------------
A gyro stabilized artificial horizon indicating degree of turn from 0
degrees 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 2500rpm for long periods or they
will overheat.Throttle back to 2300rpm 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
----------------
If oil pressure drops,the engine will overheat and may seize up.Throttle
back immediately!
THE FUEL QUANTITY GAUGE
-----------------------
Yout 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.
----------------------------------PAGE:10/11---------------------------------
*NOTE: These two pages contain a picture of the Pilot's Instrument Panel.So
I'm afraid I'll have to skip this section.
------------------------------------PAGE:12----------------------------------
THE OXYGEN FLOW INDICATORS
--------------------------
If the values fall on the flow indiactors,you must drop to below 10,000
feet,where there is sufficient oxygen for the crew to survive without
oxygen masks.
THE ALTIMETER
-------------
Thsi dial shows height above sea level.The long dial shows hundreds of feet
and the shorter dial thousands of feet.The inset window shows ten of
thousands of feet infigures.Always be aware of your flying height.
THE AIRSPEED INDICATOR
----------------------
The 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 right or left.
THE LANDING GEAR INDICATOR
--------------------------
A visual indicator that the main Landing Gear has been raised or lowered.In
event of damage you may have tooperate 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 TEMPRETURE GAUGES
-------------------------------------------
They will run a little hot if the engines is run at maximum RPMs of losing
oil for any period of time.If they do,throttle back.
------------------------------------PAGE:13----------------------------------
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 (feather) 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/PGDOWN
INS/DEL
E - External View
M - Manual/computer control toggle
D - Bomb Bay Doors (open/closed)
O - Bombsight On/Off
CURSOR KEYS/JOYSTICK - Adjust bombsight tracking motor speeds
left/right and up/down.Plus SHIFT - fine
control.
SPACE BAR/RETURN OR
SELECTOR - Release bombs.
BOMB BAY
--------
VIEWS (only accessible if the crew man taken to compartment)
C - A crew man's 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 Breifing 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
------------------------------
CURSOR KEYS/JOYSTICK - Move turret/gun
SHIFT/CTRL - Fine tracking on target
JOYSTICK BUTTON
SPACE BAR/RETURN - Fire
U - Unjam gun (manual control)
----------------------------------PAGE:14/15----------------------------------
*NOTE: These two pages contain a Key Guide for the Amiga.
------------------------------------PAGE:16-----------------------------------
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
----------------------
3D views from current aircraft:
SHIFT/F1 - Foward 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 ect.)
SHIFT/F7 - Tactical View
SHIFT/F8 - Reverse Tactical View
External views 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 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 - Accelerate Time
ALT/T - Skip Time
ALT/D - Adjust Detail Level (cycle through)
ALT/M - Film Director Toggle
CRTL/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,OGDOWN,INS or DEL
JOYSTICK,CUROSR KEYS - Control Column (elevator,ailerons)
< > - Rudder left/right
[ - View to the left (Cockpit View/Pilot's Instrument Panel)
] - View to the right (Cockpit View/Pilot's Instrument Panel)
1,2,3,4 - Increase power on individual engines 1-4
------------------------------------PAGE:17----------------------------------
FLIGHT CHARACTERISTICS
---------------------- DIVE
JOYSTICK CONTROL COLUMN /\
-----------------------
|--*--|
LEFT < |__|__| > RIGHT
|
\/
CLIMB
CURSOR KEYS CONTROL COLUMN
--------------------------
DIVE
_
/|\
|
TURN LEFT /___ ___\ TURN RIGHT
\ | /
\|/
¯
CLIMB
RUDDER KEYS
----------- NOSE OF PLANE
LEFT / \ RIGHT
\ /
------------------------------------PAGE:18----------------------------------
THE PILOT'S CONTROL COULUMN
---------------------------
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 of 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 seperate controls for each of the four engines.Engine number 1 is
the left outboard engine from the Pilo's 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 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 (feather) engines 1-4
ALT/1,2,3,4 - Extinguish Fire on engines 1-4
------------------------------------PAGE:19----------------------------------
OTHER PILOT CONTROLS
--------------------
G - Landing Gear Up/Down (starts motors0
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 pilot's seat under plater control.Your
Flying Fortress will be at its starting point on the airfield.Ahead of you,
the two other B-17's 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 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 the Pilot's Instrument Panel (I) to
Window View (W) to see flight formation.
------------------------------------PAGE:20----------------------------------
TAXIING AND STEERING
--------------------
Select an appropiate External View ( (E),then PGUP/PGDOWN/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 that the Flaps are Down (F).
TAKING OFF
----------
Returnto the Pilot's 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 100-115 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 you have
sufficient flying speed,raise the Landing Gear (G).Check that this has
happened with any appropiate 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 airfield at about 1000 feet.
Form a group of 3 in a `V' formation.
------------------------------------PAGE:21----------------------------------
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 2,000ft.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
performing a normal landing:Lower your Flaps (F) and drop your Landing Gear
(G).Keep the engine rpm's to 2000 at about 130 mph.
FINAL APPROACH
--------------
The approach is basically a controlled glide,with flaps down,and in which
power is used to maintain an accurate landing position.
Reduce power gradually (-) until the desired airspeed (about 100-120 mph)
and the 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 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.
------------------------------------PAGE:22----------------------------------
ICON SUMMARY
------------
*NOTE: At this point in the guide you will need to look at the .iff
picture included with this file. It will show all the different
icons/instrument panels ect. in the game. Simply cross reference
the letter next to the icon with the list below to find out what
it means.
The Flying Fortress simulation conatins four sets of Instrument Panels/
Controls that you must become familiar with.Once you have selected the job
Icon,KEY C will always take you back into the appropiate position.In the
case of the Bombardier,Pilot and Co-Pilot KEY I will take you to their
Instrument Panels.
ICON A: Pilot/Co-pilot Instrument Panel
ICON B: Bombardier Instrument Panel
ICON C: Radio Room Instrument Panel
ICON D: Navigator Instrument Panel
ICON E: By selecting this symbol and pressing KEY C you enter the nearest
gun position and man the machine guns.For example,in the Waist Guns/Ball
Turret cut away there are 3 such icons to choose from;one for each manned
machine gun.For more details see The Gunners:Defending the B-17.
ICON F: Select this symbol to go to a turret/gun position and repair a
turret that may be damaged by enemy action (the exception being the Ball
Turret which cannot be repaired by the Gunner and has to be repaired by
another crew member from within the fuselage).See section on Damage.
ICON G: Select this symbol if a crew member in this section is injured. See
section on Damage.
ICON H: The player can order all of the crew to bail out of the Flying
Fortress by selecting this button.
ICON I: View a crew member's file.Select a current crew member and access
this Icon to view his details.FUNCTION KEYS F1 to F10 will take you through
other crew files.
ICON J: Fight Fire in the appropriate compartment.
ICON K: Go to turret/gun position and unjam guns.
ICON L: Move selected crew member to the next foward compartment.
ICON M: Move the selected crew member to the next rearward compartment.
ICON N: Manually lower landing gear.
ICON O: Manually raise landing gear.
ICON P: Manually open bomb bay.
ICON Q: Manually close bomb bay.
ICON R: Manually release bombs.
------------------------------------PAGE:23----------------------------------
-----------------------------------------------------------------------------
|BOMBARDIER |MOUSE |JOYSTICK |KEYBOARD |
-----------------------------------------------------------------------------
|Release Bombs | |Fire Button |Space Bar/Return Key |
| | | | |
|Bombsight Tracking | |Left/Right/Up/Down|Cursor Keys |
-----------------------------------------------------------------------------
|PILOT/CO-PILOT |
-----------------------------------------------------------------------------
|Control Column Sim. | |Left/Right/Up/Down| Cursor Keys |
-----------------------------------------------------------------------------
|GUNNERS |
-----------------------------------------------------------------------------
|Move Turret/Gun | |Left/Right/Up/Down|Cursor Keys |
| | | | |
|Fire Guns | |Fire Button |Space Bar/Return Key |
-----------------------------------------------------------------------------
|NAVIGATOR |
-----------------------------------------------------------------------------
|Move Navigaton |Move Mouse | | |
|Marker |Pointer | | |
| | | | |
|Fix Estimated Postion|Left Mouse | | |
| |Button | | |
-----------------------------------------------------------------------------
|RADIO OPERATOR |
-----------------------------------------------------------------------------
|Choose Icon/Message |Move Mouse | | |
| |Pointer | | |
| | | | |
|Select Icon/ |Left-Hand | | |
|Transmit Message |Button | | |
-----------------------------------------------------------------------------
--------------------------------PAGE:24/25/26--------------------------------
TARGET APPENDIX
---------------
*NOTE:Pages 24,25 and 26 show photographs are various targets in the game.
------------------------------------PAGE:27----------------------------------
Additional Credits for the Amiga version of B-17 Flying Fortress.
ANDREW WALROND - Software
SUZY LOCKYER - Artwork
STEVE RAMSDEN - Amiga Version Project Manager
PHeW! Thankgod thats finished..I hate bloody flight sims!!!
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