NOTICE TEXTE n° 1 (16.98 Ko)
INTRODUCTION AND GENERAL DESCRIPTION
JUMP JET is a common name given to aircraft that do not require a runway in
order to become airborne.
This computer program contains the essential elements of a mission undertaken
by a Jump Jet from the deck of an aircraft carrier and gives the user the
following options:
a) Taking off and Hovering over the landing pad;
b) Flying a little higher, hovering over the carrier, and learning to position
the aircraft over the pad in preparation for a vertical landing;
c) Leaving the vicinity of the carrier to practice approaches;
d) Accelerating away to track down and destroy enemy aircraft, then returning
to land.
Successfully landing the Jump Jet requires considerable skills. This aspect of
the mission should be practised until it can be accomplished without using too
much fuel; only then should the pilot attempt to leave the vicinity of the
carrier in search of the enemy. It is comparatively easy to leave the carrier
from take-off, but if the pilot is unable to approach and land, the mission
will have failed and no promotion gained.
A Sea Harrier fully laden with 6600 pounds of fuel and its full complement of
armaments (missiles and bombs) has to use a ski-runway at the end of the
carrier to become airborne. This program has been specially modified to carry
only 5000 pounds of fuel and four missiles. A hover take-off is therefore
possible and adds greatly to the user's interest. All distances are given in
nautical miles and speed is given in knots (nautical miles/hour).
The program has four skill levels and a practice level, any of which can be
selected at the start of the program. The pilot starting as a Flight Lieutenant
(Skill Level 2) progresses through the ranks of Squadron Leader and Wing
Commander to Group Captain (Skill Level 5). Considerable skills are required to
land a Jump Jet in stormy conditions and mountainous seas. On Practice Level
(Skill Level 1) the plane will be re-fuelled each time that you land on the
pad.
Although it is impossible to incorporate every aspect of this fighter plane
into a computer program with limited memory, the program does contain the
features that make this aircraft unique.
The Jump Jet is a very complex aircraft: it is impossible to incorporate every
aspect of this fighting machine into a computer program with limited memory,
the program does contain the features that make this aircraft unique.
FLIGHT THEORY
On a conventional jet aircraft with fixed rearward pointing jets increased
thrust results in increased speed. Since lift is provided by the wings, the
aircraft has to reach a certain speed to provide enough lift for it to become
airborne, and once airborne the aircraft must maintain speed to avoid stalling.
The plane's attitude in flight is controlled by normal wing (Ailerons) and tail
(Tail Plane) adjustments.
However, the Jump Jet has the ability to alter the angle of its jet nozzles.
Only when the aircraft is flying in excess of 180 knots with the nozzles
pointed rearwards will the Jump Jet behave like a conventional jet aircraft,
and react normally to speed and attitude control.
Lift is provided by pointing the nozzles down or at an angle. When the nozzles
are pointing vertically down an increase in thrust results in increased height.
At this stage pulling back on the joystick will cause the aircraft nose to tilt
up; this will make the plane fly backwards. This characteristic is used to
position the plane accurately above the landing pad when in hover mode.
However, the manoeuvre described above could cause a loss of height; this
should be corrected by accurate, control of thrust.
When the nozzles are pointing at an angle the vertical vector of the thrust
provides lift, and the horizontal vector provides forward movement. Therefore,
to accelerate from hover position the thrust is set to an angle of 45 degrees.
At low speeds, the normal attitude controls (Ailerons and Tail Plane) are
relatively ineffective. The control valves divert a measure of thrust to small
jets called "puffers", which are situated at the nose, tail, and wing tips. The
puffers are controlled, as in normal flight, by the joystick: raising the nose
at this stage will slow the plane, eventually causing it to fly backwards;
while dipping the nose will increase the speed. The nozzles can be set
rearwards when the speed has reached in excess of 180 knots. The Jet now
behaves as a normal plane.
When the Jump Jet is travelling at high speeds, the thrust can be pointed
forwards to achieve rapid deceleration. When decelerating, the nozzles must
first be changed to the vertical or 45° position before the air speed falls
below 180 knots, in order to maintain lift and prevent stalling.
WHAT YOU CAN EXPECT TO SEE
The instrument panel will be in view throughout the program action, and at all
times the action viewed through the cockpit window reflects the readings
currently displayed on the instrument panel.
The initial display is a bird's-eye view of the Jump Jet, positioned on an
aircraft carrier.
As the Jump Jet lifts off and gains height, the shadow of the aircraft will
shrink, representing the increasing distance above the landing pad. Once above
50ft. the view will change to a split screen; the left showing the side view,
and the right showing the rear view of the carrier. If the Jump Jet is then
positioned exactly over the pad and the height decreased to less than 30ft. the
scene will revert to the opening bird's-eye perspective. However, if the Jump
Jet is flown higher than 200ft. or moves out of range of the split screen, then
the view will change to that seen from the cockpit, as the Jet is flown over
the sea past clouds and waves, whose relative positions react realistically to
the forward and turning motions of the aircraft. When returning to the carrier
using the radar navigation, the pilot can first expect to see the carrier
appear on the horizon, moving closer as the aircraft approaches. Provided that
the approach to the carrier is performed correctly, the scene will return to
the split screen view of the carrier and plane, and subsequently to the
bird's-eye view.
INSTRUMENT PANEL AND CONTROLS
1 RADAR
After the pilot has left the carrier and is out at sea the radar will show the
relative positions of the carrier (ship symbol) and the enemy aircraft
(triangle). The vertical line on the radar scanner represents the direction of
flight of the aircraft with the Jump Jet at the centre circle. Therefore, to
directly approach a target, the Jet should be turned until the desired target
lies under the line. The distance of the target from the centre circle
represents the actual distance of the pilot from the enemy aircraft or carrier:
the outer edge of the radar screen represents approximately 28 miles.
2 RADAR DISTANCE LOCK
If key R is pressed during the flight, an aiming sight will appear on the radar
which can then be controlled by the joystick. By accurately positioning the
sight over the carrier or enemy, pressing the fire button will display the
exact distance between you and the target. The appropriate target will flash on
the radar until deselected by the pilot by a further press of key R. While the
joystick is used to control the radar lock, the Jet will continue in the
direction set before R was pressed; so select the target quickly. The distance
at 2 may show a distance greater than 28 miles if the target is on the edge of
the radar, in which case the radar position represents the last-known position
of that target before it left the radar cover area.
If a fix on the carrier is taken before pursuing the enemy its distance from
the pilot will continue to appear in window 2, although the carrier is outside
the radar cover area. This facility is essential to locate the carrier.
3 & 4 ALTITUDE
The pointer represents tens, hundreds, or thousands of feet (as appropriate).
The window at 4 shows the exact altitude to the nearest foot.
5 FUEL
The initial fuel load shows 5000 pounds. The fuel load does not affect your
speed or performance, in any significant way.
6 TIME
This shows the length of flight. The skilled pilot will use this indicator to
assist in fuel and navigational calculations.
7 HDG
This shows the compass heading of the Jump Jet, between 0 and 360 degrees. This
heading will change if the aircraft is turned.
8 ARTIFICIAL HORIZON
This shows the relative position, in terms of pitch and bank, of the aircraft
to the outside horizon. It does not indicate height. Levels of pitch and bank
are controlled by the joystick, in the normal way.
9 POWER
A thermometer scale of nine divisions shows the power selected by using + and -
keys. Approximately 75% of available power is required to maintain height when
hovering steadily, whilst full power is necessary to climb or accelerate away.
10 WARNING LIGHT
The warning light will flash, accompanied by an audio signal, if any of the
following conditions exist:
a) The fuel level falls below 300lbs;
b) The height is greater than 5000ft;
c) The undercarriage is not down while the Jet is on the carrier;
d) The flaps are not down on take-off or landing;
e) You approach the carrier with gunsights on;
f) Your speed is less than 180 knots and the nozzles are directed rearwards;
g) Either the undercarriage or flaps or both are still down at a speed greater
than 300 knots.
11 NUMBER OF WARNINGS ACCUMULATED PER FLIGHT
If you exceed the number of warnings allocated for each skill level you will
not achieve a higher rank.
WARNINGS
LEVEL RANK ALLOWED
1 Practice Level -
2 Flight Lieutenant 9
3 Squadron Leader 7
4 Wing Commander 5
5 Group Captain 3
12 & 13 AIRSPEED
The pointer shows airspeed to the nearest 10 or 100 knots with the exact speed
shown in window 13. Negative speeds (rearward flight) are shown only in window
13.
14 MISSILES
The number of air-to-air missiles remaining is displayed at 14. The aiming
sight is selected by key M Each flight is allowed 4 missiles.
15 VTA
This shows the angle of vertical thrust, as selected by:
Key 1 - Rearward thrust
Key 2 - 45 degree thrust
Key 3 - Vertical thrust
Key 4 - Forward thrust
16 UNDERCARRIAGE
The undercarriage position, down (green) or up (red), is controlled by the key
U on the keyboard. It should be up before the Jet exceeds 300 knots, to avoid
adding a warning to the total. The undercarriage can be lowered when the speed
is less than 300 knots.
17 FLAP POSITION
Flap position, either up or down, is selected by key F Flaps must be down
before you apply vertical thrust, to start hovering. Flaps must be up before
exceeding 300 knots and down before the speed falls below 180 knots.
FLYING INSTRUCTIONS
TAKE OFF
To take off, it is necessary to select flaps down -(F),vertical thrust -(3),and
increase power to maximum - (+).
HOVERING - SCENE 1
Once airborne, reducing power to ¾ of maximum will maintain height. Forward and
backward movement is controlled by using the joystick. Banking the Jet will
induce sideways movement. Manoeuvering causes loss of height so more power may
be required.
HOVERING OVER THE CARRIER - SCENE 2
If the height has been increased to more than 50ft. the scene through the
cockpit window changes from the bird's-eye view to the split screen
perspective, but control of the Jump Jet remains the same. If the plane is not
positioned exactly over the landing pad before attempting to come below 20ft.,
a warning will sound. If positioned correctly, the scene will change to a
bird's-eye view, once below 30ft. Therefore, if you are below 30ft. and the
scene has not changed, do not come any lower. Increase height and reposition
the aircraft accurately over the landing pad.
LANDING
To land on the pad, manoeuvre the aircraft over the centre of the pad and
reduce power (in order to reduce height). At higher skill levels, wind and
rising seas will necessitate landing with speed, to give zero movement in
relation to the carrier.
ACCELERATION
If the Jump Jet is flown higher than 200ft., or manoeuvered out of range of the
split screen display, the scene will change to a sea and sky environment and
the radar will show the relative positions of the carrier and enemy aircraft.
By selecting thrust at 45°, the aircraft may be accelerated to normal flying
speed. Remember that you should not select rearward thrust until a speed of at
least 180 knots is attained, and that you should raise the undercarriage and
flaps before exceeding 300 knots to avoid gaining warnings.
FLIGHT OVER THE SEA
A speed of approximately 400 knots is required to achieve economical low-level
cruising. Prolonged high power settings will consume too much fuel. If you
climb to 5000ft. or above you will be exposed to enemy radar, and missile
attack (and collect warnings).
ENEMY ATTACK
Select M to activate the aiming sight and arm the missiles. Turn the Jump Jet
to bring the enemy aircraft on to the line of radar. When you are within five
miles of the enemy, the scene will change: the enemy will disappear from the
radar and appear within the pilot's view. At this point you have no option to
disengage, but must fight or be destroyed. Once sighted manoeuvre the Jet to
bring the enemy aircraft in line with the aiming sight: do not release a
missile unless some part of the enemy's plane is within the sight. You must
fire accurately before you close within 2 miles of the enemy or you will be
destroyed. The exact distance of the Jet from its target can be monitored by
using the radar lock. When one enemy aircraft is destroyed, another will appear
on radar. You have the option to give pursuit or return to the carrier.
NAVIGATION
Keep an eye on your fuel reserves and use the radar to gauge your distance from
the carrier. The radar may, in fact, be showing the last known position, if the
carrier has moved outside radar range. You may need to relocate the carrier by
initiating a "Square Search" . This is done by flying in one direction for a
while, then changing direction until you find the distance between the Jet and
carrier decreasing. For example, suppose the carrier position is 4 o'clock and
is outside the radar cover area; flying in the 6 o'clock direction will reduce
the distance, and this will be confirmed by the reading displayed in window 2.
The rate of decrease will be slower than if the selected direction had been 4
o'clock. A skilled pilot will see the correlation between the rate of decrease,
air speed and time.
RETURNING TO LAND
Once the carrier has been located on the radar you must approach it until it
appears on the horizon at 5 miles' distance, at which time the radar becomes
ineffective and the approach is controlled visually. You must be within 2
miles, between 50 and 200ft. high, and travelling at less than 20 knots to
achieve the close-up landing scene, and once again be exactly over the pad
below 30ft. before the Jump Jet is placed in the final landing scene.
SKILL LEVELS
There are five skill levels. The skill level is selected at the start of the
program. Your rank is denoted by the skill level selected and successful
completion of the subsequent mission. As you progress through the ranks, you
must destroy a greater number of enemy aircraft and face worsening climatic
conditions.
WEATHER ENEMY
LEVEL RANK CONDITIONS AIRCRAFT
1 Practice Level Calm -
2 Flight Ltnt. Calm 1
3 Squad. Leader Fresh 2
4 Wing Commander Turbulent 3
5 Group Captain Stormy 4
You must successfully complete the mission to attain the selected rank.
Promotion through the ranks requires increasing skills in hovering, altitude
and attitude control. In particular, the effects of wind on the Jump Jet, and
sea on the carrier require considerable skills when approaching the carrier and
in achieving a successful landing.
LOADING INSTRUCTIONS
Cassette
CBM 64, C16 and VIC 20 Type 'LOAD' and press RETURN
AMSTRAD Type 'RUN"' and press ENTER
SPECTRUM Type 'LOAD""' and press ENTER
BBC Type 'CHAIN""' and press RETURN
Disc - See instructions on the disc label.
© 1985 ANIROG SOFTWARE
WARNING: It is a condition of sale that this program may not be lent or hired.
No part of this program, artwork, and documentation may be duplicated, copied
or reproduced in any form or by any means whatsoever without written permission
of Anirog Software.