NOTICE TEXTE n° 1 (13.87 Ko)
FIGHTER PILOT
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FIGHTER PILOT is a real-time flight simulation based upon the F15 Eagle, USAF
air-superiority jet fighter. This supreme simulation offers many of the
features found on modern flight simulators including 3-D view from the cockpit,
fully aerobatic performance, air-to-air combat, crosswinds, turbulence, and
blind landing. The program offers training modes for each option and a pilot
skill rating for varying difficulty levels.
OPTIONS
(1) Landing Practice - Your aircraft is positioned at an altitude of 1700 ft, 6
miles from touchdown at runway BASE. The undercarriage is lowered, ready for
landing. Use the throttle, flaps and elevator controls to adjust your rate of
descent and approach speed. Guidance may be taken from the Instrument Landing
System (ILS) or the Flight Computer. Once you have landed, reduce the thrust to
zero and apply the brakes.
(2) Flying Training - Your aircraft is positioned at the threshold of runway
BASE, facing due North. Take off by opening the throttle, typically to 100% or
full reheat, and pulling back on the joystick (or down arrow) when you reach
take-off speed. Maximum acceleration on take-off is achieved by applying the
brakes until full thrust is reached. Raise the undercarriage shortly after
take-off if you intend to exceed 300 kts. Take-off is possible at a lower speed
with full flaps. Steer on the ground by using the rudder controls, easiest if
your speed is below 10 kts.
(3) Air-to-Air Combat Practice - You are positioned 2 miles behind the enemy
aircraft at the same altitude. Select Combat Mode and the Flight Computer to
obtain a readout of enemy bearing, range and altitude. The enemy will be flying
at 550 kts and will not return fire during the dogfight. Manoeuvre your
aircraft when you see the enemy and open fire as he passes through your sights.
(4) Air-to-Air Combat - In this final option, you are responsible for defending
the four airfields BASE, TANGO DELTA and ZULU. Your mission begins with a
scramble from runway BASE. Use your radar and flight computer to determine the
location of the enemy aircraft, and after assessing his likely target, fly your
aircraft on an intercept course. Visual contact will occur at less than 1 mile
and less than 5000 feet altitude difference and the dogfight begins with the
enemy manoeuvring to gain advantage. Damage to your own aircraft is indicated
by a colour change of the aircraft symbol on your radar. A fourth strike by the
enemy is fatal! If you wish to break-off during the dogfight bacause of
extensive damage or no ammunition left, the enemy will cease to attack once you
are over 1 mile away or more than 5000 ft altitude difference. At this stage he
will lock-on to his original ground target and pursue his ultimate objective of
destroying all airfields. This will leave you free to return to any remaining
runway for repairs, re-armament and refuelling.
(5) Blind Landing - This option simulates landing and take-off in fog. No
visual display is given whenever the aircraft is above 50 ft and the horizon is
not displayed at any time. Navigate by using your radar, flight computer and
map. Press key 5 to switch this option on or off.
(6) Crosswinds and turbulence - This option gives crosswind effects and random
aircraft disturbances due to turbulence. Selection of this option will make
flying and navigation more difficult and is recomenmded after a little
practice. Press key 6 to switch this option on or off.
(7) Pilot rating - Skill levels increase from trainee to ace. This feature
varies the skill of the enemy pilot during combat e.g. how soon he will detect
your approach, the types of manoeuvres he can execute, how quickly he can get
you into his sights, and how close you have to get to shoot him down. Your
pilot rating does not affect the flight characteristics of your own aircraft.
Beware, an ace enemy pilot is very mean!
CONTROLS
During flight, your aircraft is manoeuvred using the elevator, aileron and
rudder controls. The ELEVATORS are operated using the up and down arrow keys
(back and forward on a joystick) to pitch the aircraft up and down. The
AILERONS are on left and right arrow keys (left and right on a joystick) used
to roll the aircraft left and right. Finally, the RUDDER control uses keys Z
and X for left and right rudder. The rudder gives both a heading change and a
roll change. During aerobatic manoeuvres, the effectiveness of the controls
will vary. For example, at near 90 degrees roll, the elevator control will have
a primary effect on heading, not pitch. The aircraft will also tend to pitch
nose-down when in a steep turn. Your pitch rate, roll rate and yaw (heading)
rate will all increase in proportion to how long the control is applied. This
feature gives a good approximation to the feel of a real aircraft.
The THROTTLE control uses keys Q and A; Q to increase engine THRUST, and A to
decrease thrust. As well as affecting the aircraft speed, your pitch angle will
vary when changing the thrust setting. The amount of thrust required to
maintain a particular speed depends primarily on pitch angle and altitude. At
low speeds, for example on the approach, the aircraft must adopt a nose-up
attitude to maintain lift on the wings. This generates more drag and will
require more thrust as a result. At higher speeds, this nose-up attitude is no
longer necessary and the same thrust will maintain a higher speed. Your maximum
speed will increase with altitude because of the decreasing air density.
The FLAPS are on keys W (up) and S (down) next to the throttle controls. The
flaps are used to give a slower runway approach speed and a reduced rate of
descent. The stall speed varies with flap setting, and operation of the flaps
during flight will affect the pitch angle. Operation of the flaps at speeds
above 472 kts will cause them to fail.
The UNDERCARRIAGE is raised and lowered using the key U. Lowering the
undercarriage will have a small effect on aircraft speed. BRAKES remain on
whenever the key B is pressed, indicated by the panel BRAKES light. The brakes
do not function when airborne.
The GUNS are fired by pressing <SPACE> after selecting COMBAT mode with key
C. The ammunition status is shown at the bottom right hand corner of the
instrument panel. The 3 lightning symbols above the ammo indicate that enemy
aircraft are present. The number of enemy aircraft destroyed is to the right of
these.
One final point... flying a fighter aircraft is not easy and will take a little
practice - particularly air-to-air combat!
INSTRUMENTS
Artificial Horizon - This instrument, in the centre of the panel, shows the
roll angle and pitch angle of your aircraft, and is particularly useful during
aerobatic manoeuvres or air-to-air combat when you will frequently lose your
view of the horizon. The small aircraft symbol rotates to show your roll angle
relative to the ground, and the roll angle, Left or Right, is shown underneath.
A roll angle over 90 degrees equates to inverted flight. The pitch angle is
shown on a "moving tape" with blue to indicate nose-up (skywards) and yellow to
indicate nose-down, towards the ground. 90 degrees equates to a vertical climb
or dive.
Speed - To the left of the artificial horizon is your speed, in knots.
Altitude - Aircraft height, in feet,
Vertical Speed Indicator, VSI - This gives your rate of climb or descent in
feet per second. When your aircraft is gaining height the arrow will point
upwards, and when you are losing height the arrow will point downwards. Your
rate of descent on the approach should be approximately 20 ft per sec.
Flaps - Flaps may be set at any angle from zero to Full. The stall speed varies
from 130 kts at zero flaps, to 120 kts at full flaps.
Thrust - The engine thrust indicator is a bar scale running along the bottom of
the instrument panel. The green region represents 0% to 100% engine thrust, and
the striped region indicates reheat. Reheat gives a considerable boost to your
thrust at the expense of heavy fuel consumption.
Radar and Compass - This is the instrument on the far left of the panel. The
readout above the aircraft symbol is your compass heading. At the bottom of the
instrument is shown the bearing and range of the beacon on which you are
currently logged. As you select the Next Beacon by pressing N, the beacon
identifier will change and new range and bearing information will be displayed.
The flashing cross shows the bearing of the beacon relative to your own
aircraft. To fly to the beacon, bank your aircraft until your heading matches
the beacon bearing. You should now see the flashing cross at the nose of the
aircraft symbol on the radar.
Combat Mode - Switch to Combat Mode using key C. This switches on your sights,
activates the guns, and locks your radar and flight computer onto the enemy.
Combat mode is shown on your radar by the lightning symbol. The range bearing
is now that of the enemy, and his bearing is shown as the flashing cross.
Select the Flight Computer to find his altitude.
ILS /Flight Computer - To the right of your altitude and VSI is a dual-purpose
instrument used for landing guidance and air -to- air combat. Switch between
the two modes by pressing F.
(a) Instrument Landing System - This mode gives the pilot direction guidance
when approaching a runway and may be demonstrated by selecting the "landing
practice" option. By keeping the flashing square in the centre of the
instrument, you will be flying on the correct glideslope to the runway at the
correct rate of descent (3 degrees) for a good landing. As the flashing square
drifts from the centre of the instrument, turn towards it and you will return
to the correct approach. For example, if the square drifts left and up, bank
your aircraft to the left and pull back on the Joystick (or down arrow) and the
flashing square will slowly return to the centre.
(b) Flight Computer - Select the Flight Computer by pressing F. This displays
your precise ground position, in units of feet, North, South, East or West of
any runway with a beacon within a radius of 6 miles. The distances are relative
to the beacon currently indicated on your radar. However, if the runway has
been destroyed or it is out of range, the computer will be inactive, shown by
black and yellow stripes.
The Flight Computer will also display the altitude of enemy aircraft when the
radar is in combat mode. During a dogfight, try and keep your altitude roughly
equal to that of the enemy, pointed to by the arrow on the flight computer.
Fuel This is a simple fuel gauge showing the amount of fuel left.
Undercarriage The indicator for the undercarriage is below the fuel gauge.
3 blues and UP arrow = undercarriage UP
3 greens and DOWN arrow = undercarriage DOWN
MAP - Switch between the map and normal visual display using key M. Your
instruments are displayed at all times enabling safe flight to continue.
SUMMARY OF CONTROLS
Left arrow - Joystick LEFT
Right arrow - Joystick BACK
Up arrow - Joystick FORWARD
Down arrow - Joystick RIGHT
Z - RUDDER LEFT
X - RUDDER RIGHT
Q - Increase THRUST
A - Decrease THRUST
W - Flaps UP
S - Flaps DOWN
U - Undercarriage UP and DOWN
B - Brakes ON
N - Next Beacon
M - Map
F - ILS /Flight Computer
<SPACE> - GUNS (aclive only in Combat mode)
H - Hold
J - Release
<ESC> - To return to menu
PILOT'S NOTES
Take-off speed: zero flaps - 140 kts, full flaps - 130 kts
Stall speed: zero flaps - 130 kts, full flaps - 120 kts
Flaps: Vmax full flap - 352 kts Vmax any flap - 472 kts
Undercarriage: Vmax = 300 kts Vmax on ground = 250 kts
Performance: Vmax = 802 kts, at sea level, full reheat Vmax = 1439 kts at
60,000 ft., level flight
Ceiling: approx 65,000 ft.
Approach:
Thrust Flaps U/C Pitch VSI Speed, kts
74% Full Down +3 9 125
62% Zero Down +6 12 135
Landing: Normal 15 max
Undercarriage failed 8 max
Technical Data - McDonnell Douglas F15 Eagle
Role: Air superiority fighter
Performance: Max. speed 800 kts at sea level, (Mach 1.2)
1440 kts at 60,000 ft (Mach 2.54)
Landing speed: 130 kts
Take off run: 900 ft., 8 secs with reheat
Ceiling: 65,000 ft
Initial climb rate greater than 50,000 ft/min.
Engines: 2 Pratt & Whitney F100-PW-100 turbofans
Each giving 17600 lbf thrust, dry
25000 lbf thrust, reheat
Dimensions: Wing span: 42 ft. 9 in.
Length: 63 ft. 9 in.
Wing area: 608 sq. ft.
Weight: Intercept mode, full internal fuel: 41,500 lbf
All of the above information is approximate and widely published. Although
considerable effort has been given to achieving a realistic simulation,
approximations have been made due to the limitations of the AMSTRAD and certain
technical data not being available to the public.
DIGITAL INTEGRATION,
Watchmoor Trade Centre, Watchmoor Road, Camberley, Surrey GU15 3AJ.
Telephone Camberley (0276) 684959.
Only the best will become a FIGHTER PILOT...climb into the seat of the
world's most exciting aircraft and prepare for take-off. Stunning 3-D
graphics, air-to-air combat, and fully aerobatic performance put the
challenge of real-time flight simulation at your fingertips. Based
upon the F15 USAF air superiority jet fighter.
The supreme simulation... for those who simpty want the best!
© COPYRIGHT 1985 DIGITAL INTEGRATION
MADE IN ENGLAND
FIGHTER PILOT is protected by national and international copyright laws. Its
distribution and sale are intended for the use of the original purchaser only,
on the specified computer. It may not be transmitted, copied, lent, hired or
sold on any optional-buy-back basis without the written permission of DIGITAL
INTEGRATION.