MYRDDIN
FLIGHT
SIMULATION
FOR THE
AMSTRAD
CPC 464
Copyright MYRDDIN SOFTWARE 1985
LOADING
To load insert tape then press CTRL key and Small enter key together.
TAKE OFF
At the start of a flight, your plane is at longitude and latitude zero, facing
down Runway 1, pointing West.
Open the throttle and remove your brakes. The plane will start to move forward.
It is best to have your flaps up at this stage as this will increase your speed
and acceleration. When your speed exceeds 60 knots (or 40 knots with flaps
down) you may start to climb. When in flight raise your wheels to decrease
drag.
STALL & CRASH SPEEDS
Stall speed with flaps down = 40 knots
Stall speed with flaps up = 60 knots
Max. speed = 500 knots (if exceeded you will crash).
LANDING
You may land at either of the two airfields. A landing anywhere else will
result in a crash. Airfield 2 has two runways for you to choose from.
Having located the runway, lower your flaps and wheels which have the effect of
reducing speed and lowering your stall speed. As you decrease height check how
quickly you are descending, so that when you make the final descent to zero
altitude you will not over descend, causing a crash. If your rate of descent is
too fast you must reduce speed until the increments of descent are small enough
to allow you to gently reach zero feet. You must only reach zero feet when you
are on the runway and immediately close the throttle, having first applied the
brakes.
Use the '!' key to practice landing (see 'cheat key').
LONGITUDE AND LATITUDE
The starting runway is located in the centre of the map. This is longitude zero
and latitude zero. Longitude and latitude are marked from 32000 through zero to
+32000.
If you fly off the edge of the map you will return at the opposite edge.
'CHEAT KEY'
The exclamation mark (!) will enable you to return on the bearing you are
flying (turns you through 180 degrees). This is invaluable for practising
landing and take off.
REFUELLING
You will receive a full tank of fuel when you successfully land on any of the
three runways. But, in line with standard aviation practice you will only be
refulled if you have less than half a tank of fuel.
LANDMARKS
On the map you will see various landmarks. Some are three dimensional others
are fields and lakes. There are also a star, a compass and an Amstrad logo
which are marked on the ground.
You must experiment to find which heights are best to view these landmarks but
generally speaking 300-400 feet is best.
SKILL LEVELS
The skill level changes the response of the Aircraft controls, effectively
changing the type of Aircraft you are flying.
Skill levels may only be changed when the plane is stationary. The 'P' key
increases the level and the 'Q' key reduces it. There are 15 levels (Dingbat
Mks) shown on the dashboard.
However, if you press 'P' again, when it is set to 15, you will disable the
instrument panel and will be in for a hectic flight.
HINTS
Do not overreact and press keys one at a time.
The view from the cockpit is a simulation of the real life view. If an object
leaves the bottom of the windscreen it will still be in front and below you for
some time. So that if you use the 'cheat key' and turn round straightaway the
object will be below you and out of vision. You must wait until it is behind
you before turning.
Try to avoid climbing too high, as over 2000 feet ground visibility becomes
poor.
Keep using the 'cheat key' (!) until you are used to flying the simulator.
When flying refer often to the map, compass and longitude/latitude indicators.
CONTROLS
! = Reverse direction
O = Open throttle
C = Close throttle
W = Wheels up or down
F = Flaps up or down
B = Brakes on or off
U = Up \
D = Down |_ or Joystick
L = Left |
R = Right /