Notice en français (8 pages)
Transféré par Loïc DANEELS.
NOTICE PDF n° 2 (4.85 Mo)
Notice en espagnole (12 pages).
Version Microbyte disquette.
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Notice en espagnole (32 pages).
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NOTICE PDF n° 4 (6.31 Mo)
Notice en Anglais (24 pages).
Transféré par Loïc DANEELS.
NOTICE PDF n° 8 (1.32 Mo)
Notice en anglais et en français (24 pages)
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NOTICE JPG n° 1
Taille réelle : 668 * 1145 px = 141.03 Ko
NOTICE JPG n° 2
Taille réelle : 2257 * 3319 px = 571.43 Ko
NOTICE TEXTE n° 1 (33.4 Ko)
S p i t f i r e
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CONTENTS
INTRODUCTION ................................................................ 3
FLYING MODES ................................................................ 4
INSTRUMENT PANEL ............................................................ 6
AIRCRAFT CONTROLS ........................................................... 7
KEYBOARD .................................................................... 8
HANDLING AND FLYING NOTES .................................................. 10
COMBAT ..................................................................... 16
AEROBATICS ................................................................. 19
THEORY OF FLIGHT ........................................................... 20
HISTORICAL BACKGROUND ...................................................... 21
ACKNOWLEDGEMENTS ........................................................... 23
SELECTED BIBLIOGRAPHY ...................................................... 24
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| INTRODUCTION |
-------------------------------------------------------------------------------
Spitfire '40 is not only the closest you're likely to come to flying one of the
most famous aircraft of all times - it's a spectacular war-time adventure too.
Picture the scene - it is the Summer of 1940 and you are a newly trained
pilot, posted to a Spitfire Squadron somewhere in the South East of England.
Like so many of those young men in 1940, you will learn that a Spitfire is
no ordinary plane. You will discover its special capabilities and, most
important of all, how to handle it in combat. As you learn, you can save your
growing experience on disk or cassette. With practice and your increasing
skill, you can rise through the ranks, gaining medals, to reach for the highest
accolade - to achieve the rank of Group Captain and the coveted VC, DSO and DFC
medals.
Spitfire '40 gives you not just valuable experience in the principles and
techniques of flight and combat; it's a lot of fun, too!
Loading Spitfire '40
See separate key sheet for details. When the program has loaded, you will then
be asked to load:
ORIGINAL LOG
SAVED LOG
Use joystick and fire button to make your choice. See separate key sheet
for loading a saved log.
------------------------------------- 3 ---------------------------------------
You will be shown a list of pilots' names on the flight log. Choose your
pilot by moving the joystick and pressing the fire button.
The log of the pilot you have chosen will be shown, including his rank,
medals, flying hours and victories.
Press the fire button and you will then see a menu of FLIGHT MODES:
PRACTICE
COMBAT
COMBAT PRACTICE
Make your selection with joystick and fire button.
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| FLIGHT MODES |
-------------------------------------------------------------------------------
Practice
This option puts you into the cockpit at the take off point on the runway to
enable you to practise flying your Spitfire before you head off into combat. If
you can then land successfully on a runway, you can save your log on cassette
or disk to start building up your experience. To save, follow the screen
instructions and then press RETURN. You should read the flying and landing
notes thoroughly first.
Combat
This mode is the heart of the program. On selection, you
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will be given your combat instructions, eg:
ENEMY 3 (No. of aircraft)
INTERCEPT 14 (The distance in miles)
BEARING 200 (The bearing from the runway)
HEIGHT 6000 (The enemy's height)
Now you must take off and engage the enemy in combat. The enemy will
remain at roughly the height first given in the combat instructions. If you are
successful and return to a runway safely, you can save your combat record to
build your experience record progressively.
Combat Practice
The purpose of this option is to enable you to gain some elementary experience
in handling the Spitfire in combat. You will find yourself at 10,000 feet with
enemy aircraft coming at you in frontal attacks. Practise following and firing
at them, allowing for deflection shooting, which requires you to judge where
the enemy will be by the time your bullets have reached the target.
Your successes in combat practice are not recorded, and you can return to
the main menu by pressing RETURN or by crashing.
Further details on the principles of air combat can be found in the
section on page 16. The key guide also includes a quick reference flight
checklist as an aide memoire while you're in action.
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| INSTRUMENT PANEL |
-------------------------------------------------------------------------------
[Diagram of instrument panel - see Spitfire40_InstrumentPanel.jpg]
Clockwise from the upper left of the panel, the instruments are:
Fuel Gauge: Indicates the amount of fuel remaining. You have enough for 45
minutes' flying.
Airspeed Indicator: Indicates air speed in units of 100 mph.
Artificial Horizon: Represents the view from the cockpit, with blue for the sky
and brown for the ground. The Spitfire's attitude is indicated.
Vertical Speed Indicator (VSI): Represents vertical speed and vertical movement
at intervals of 1000 feet per minute in the climb or descent section.
Engine Rev Indicator: This indicates the engine speed in 100's of revolutions
per minute.
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Slip & Turn Indicator: The top needle represents the sideways movement through
the air (slip). The bottom needle measures the rate of turn; the more displaced
the needle, the higher the rate of turn.
Compass: Indicates compass heading.
Altimeter: Shows height above the ground. The large needle indicates 100's of
feet and the small needle 1000's of feet.
The instrument panel view is a faithful reproduction of that in the
original Spitfire. However, two additional instruments have been included for
ease of use:
Rudder Indicator: Shows the position of the rudder.
Pitch Indicator: Represents a sideways view of the Spitfire. Although this
duplicates part of the function of the artificial horizon, it does also assist
orientation when diving or climbing steeply.
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| AIRCRAFT CONTROLS |
-------------------------------------------------------------------------------
Joystick
The forward and backward movement of the joystick controls the Spitfire's
elevators. Pulling the joystick backwards will raise the nose of the aircraft;
pushing the joystick forward lowers it. This is known as altering the pitch of
the aircraft. The sideways movement of the joystick controls the ailerons,
which in turn will make the Spitfire roll or bank to the left or right. A
secondary effect of rolling is that it causes the aircraft to turn and change
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direction. The joystick fire button activates the eight Browning machine guns
mounted in the wings.
The screen image of the Spitfire's joystick will assist you in judging how
much joystick movement has been applied. The aircraft's joystick is
self-centering when the computer's joystick is in the central position.
You should be aware that there is an inevitable time lag between the
movement of the joystick and the reaction of the aircraft, particularly when
applying an opposite correction such as reversing the joystick when rolling the
aircraft back to straight and level flight after completing a turn.
-------------------------------------------------------------------------------
| KEYBOARD |
-------------------------------------------------------------------------------
Screen Views
SPACE BAR: Switches the screen between the cockpit view and
instrument panel.
Throttle
[Q] [W] Increases/decreases power; the exact power level can
be gauged from the engine speed indicator on the
instrument panel.
Rudder
[Z] [X] Turns the rudder left/right; the exact position of the
rudder is shown on the instrument panel. After
applying a rudder key, the first press of the opposite
rudder key will initially
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centralise the rudder. This additional feature is
particularly useful in situations where there is no
time to make a visual check.
Flaps
[F] Toggles the flaps up or down; the current position is
indicated on the instrument panel by the letters U and
D. Putting the flaps down will lower the stalling
speed of the aircraft, but they should not be lowered
at speeds of over 140 mph.
Undercarriage/Gear
[G] Toggles the undercarriage up or down; the current
position is indicated on the instrument panel (red for
up, green for down). You should not attempt to fly
with the undercarriage down at speeds much above 160
mph.
Brakes
[B] Toggles the brakes on or off; the current position is
indicated on the instrument panel (red for on, green
for off).
Map
[M] Toggles the map screen on or off; the map is a
representation of the South East of England. A red
aircraft symbol indicates the Spitfire's current
position
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and a black aircraft symbol shows the position of the
enemy. The three squares represent areas which can be
examined in greater detail (see below).
Looking at the map also has the effect of freezing the simulation and can
therefore be used as a pause key.
Expanding the Areas
[N] If the Spitfire is within one of the three squares,
then pressing N will show the ground detail; further
presses will first expand the area, and then contract
it. Ground detail is shown in a position relative to
the Spitfire's current heading.
Cockpit View
When the Spitfire is below 800 feet, you will see a thin black line at the
bottom right hand corner of the screen. This is an indication of your height
when close to the ground.
At the bottom of the screen there are white dots on either side of the
cockpit. The left-hand dot indicates speed, whilst the right-hand dot indicates
rudder position.
-------------------------------------------------------------------------------
| HANDLING AND FLYING NOTES |
-------------------------------------------------------------------------------
Taking Off
If you have chosen Practice or Combat mode, the Spitfire will be positioned on
the runway ready to take off.
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Checklist
1_______________________ Flaps up
2_______________________ Push throttle to give power of 1,800 rpm
3_______________________ Brakes off
4_______________________ Increase power to 3,200 rpm
5_______________________ As speed approaches 90 mph switch to cockpit view
6_______________________ Ease gently back on the joystick
7_______________________ When the Spitfire lifts off, retract undercarriage.
Check the instrument panel to see that the red light
is on.
8_______________________ Do not attempt a steep climb until the speed is over
140 mph
9_______________________ After completing your climb, reduce power to around
2,900 rpm for cruising speed and level flight.
Climbing
The rate at which the Spitfire climbs is shown on the VSI. This rate is
controlled by the power of the engine and the angle of climb.
The optimum rate of climb for this type of Spitfire was 185 mph at
approximately 2,850 rpm, giving 2,500 feet per minute. At this attitude you
will not be able to see the horizon out of the cockpit. The ceiling height for
this aircraft was approximately 35,000 feet.
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Experiment with various attitudes and power settings to gain experience.
If you attempt too steep a climb with insufficient power, you will find the
speed drops until a stall occurs.
The Stall
The stalling speed of the Spitfire was 75 mph with the undercarriage and flaps
up and 65 mph with them down.
Remember that if the aircraft is too close to the ground, the consequent
loss of altitude will cause a crash.
Straight & Level Flight
Straight and level flight is achieved with the wings horizontal and the VSI at
zero. Level flight is achieved by adjusting the attitude of the aircraft first,
and when level, adjusting the speed using the throttle. Practise flying at
various speeds viewing the instrument panel, then switch to the cockpit view
and note the position of the actual horizon. As power is increased, the nose of
the Spitfire will tend to rise; with a reduction of power it will drop. This
can be compensated for with the joystick.
Zooming around at maximum power, however tempting, is not recommended if
you want to succeed as a Spitfire pilot. The optimum cruising speed is
approximately 200 mph, but check this out. Remember, there is only a limited
amount of fuel for each sortie.
Diving
You may find yourself in a full power vertical dive during aerobatics or
combat, and pulling back on the joystick will
-------------------------------------- 12 -------------------------------------
have no effect. Reduce power and you will find that control will return to the
joystick.
Turns
The direction of flight can be changed by banking the aircraft with the
joystick. The Spitfire will remain at a fixed angle of bank when the joystick
is released, and the rate at which the aircraft turns is dependent on the angle
of the bank. The turn can also be tightened by using the appropriate rudder at
the same time. The nose tends to drop in a turn; this can be corrected by
easing the joystick back slightly.
The aircraft can be returned to level flight by applying the opposite
joystick movement. At first, you may find there is a tendency to apply too much
opposite joystick and the aircraft will end up banked in the opposite
direction. It is vital during combat to learn to anticipate the movement of the
aircraft and small repeated movements of the joystick are far more effective
than one large movement.
The direction of the aircraft can also be changed in level flight by using
the rudder alone. However, as the wings are level, this also has the adverse
effect of skidding the aircraft sideways in the opposite direction.
Nevertheless, careful use of the rudder alone can be helpful in certain
situations, particularly during an approach to a landing.
Slip
It is possible for the Spitfire to slip sideways and lose
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height whilst maintaining a constant heading. To check out this feature, fly
the Spitfire at a safe height while viewing the instrument panel. Put the
Spitfire into a left turn, then apply right rudder until the compass stops
moving. If you look at the slip and turn indicator, you will see that the turn
needle is in the neutral position and the slip needle is to the left.
Landing
The recommended procedure for landing the Spitfire was to start the approach by
reducing speed to 140 mph and lowering the undercarriage and flaps. The final
part of the approach was made at a speed of 90 mph, descending at 1,000 feet
per minute. Just before the landing, the joystick was eased back to bring the
aircraft level, and the throttle reduced.
But, as in most things, the practice is rather more difficult than the
theory, and landing is one of the trickiest parts in flying the Spitfire.
______________________________________________________
| |
| There are three main principles to stick to: |
| -------------------------------------------- |
| 1 Achieve a speed of 90-100 mph with |
| a constant rate of descent. |
| |
| 2 Position the Spitfire on the |
| approach path to the runway. |
| |
| 3 Reach the beginning of the runway |
| at a height just above zero. |
| |
|______________________________________________________|
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Try the following exercises to develop your landing skills.
Climb to 5,000 feet and cruise at 200 mph. Reduce power and hence speed.
(Raising the nose slightly will drop your speed quickly.) Lower the
undercarriage and flaps. When the speed drops to 100 mph, adjust the throttle
and nose attitude so that constant speed is maintained and the VSI reads 1,000
feet per minute. The power setting should be around 600 rpm. Note the position
of the horizon against the cockpit. Level out at a predetermined height and
maintain speed and altitude. If you find difficulty in raising the nose despite
pulling back on the joystick, then a quick burst of power will help.
The next stage is to practise flying the Spitfire so that you are lined up
on the runway and flying over it at a predetermined height. Approach the runway
from a distance so that you have plenty of time to alter your line of approach.
As you gain experience, you will learn to use the ground objects as reference
points to turn into the approach. There are no wind effects in this program to
worry about. The accepted practice in landing was to fly parallel to the runway
in the opposite direction to your final approach. You can then turn through 180
degrees and adjust your position so that you are lined up for the final
approach. You will find that very gentle use of the rudder will assist in
achieving the correct line.
The final stage of landing is a combination of the skills previously
gained so that you reach ground level at a straight and level attitude, with a
low flying speed.
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You will find that in the early stages, the program is forgiving of errors
in landing. However, as your experience and performance records build up, your
skill must increase accordingly or you may crash when landing.
You can land away from runways, and take off again, but your experience
and additional flying hours are not logged unless you land on a runway.
It is assumed in this simulation that there is a level of haze in the sky
and ground detail disappears above 3,000 feet.
Maps
As an exercise in navigation, you may find it useful to fly over the areas and
draw the maps, entering the relevant distances and bearings between objects.
After combat, this information could be crucial in getting back safely.
-------------------------------------------------------------------------------
| COMBAT |
-------------------------------------------------------------------------------
The procedure for entering combat mode has already been explained.
It is important, however, to understand something of the air combat
techniques that were relevant in 1940.
There were four golden rules in air combat:
1_______________________ Climb quickly to give yourself a height advantage in
attack. This enabled the pilot to climb away after an
attack, as the speed gained in diving could be
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translated into momentum to regain height.
2_______________________ Never fly straight and level in the combat zone for
more than a few seconds - weave about as much as
possible. This increased the areas of the sky observed
and made the Spitfire a moving rather than a static
target. The key was to watch your mirror constantly.
3_______________________ In reality, attacks usually came from the rear and at
an angle. To evade these, it was necessary to turn as
sharply as possible towards the direction of attack,
increasing speed if possible. Turning in the opposite
direction would place the defender in a stationary
position in relation to the attacker.
More often than not, air combat ended up as a
dog-fight with two aircraft trying to out-turn each
other in ever-tightening circles, inevitably reducing
height. Maintaining accurate turns was therefore a
vital factor.
4_______________________ Another method of escaping attack was to dive away. In
1940, this was an option open to the enemy fighters
but not to the Spitfire. In the Spitfire, pushing the
nose forward caused the
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engine to cut (under negative G) and valuable seconds
were lost, whereas enemy fighters did not suffer this
problem. This is the reason why films of the period
will show Spitfires rolling on to their backs before
diving (hence maintaining positive G). Such problems
do not occur in this program.
Simulation Combat
In Spitfire 40, the enemy appear in different colours; each colour indicates
different speeds and skills. They will also appear in different positions,
flying at a variety of speeds. Some may be approaching, and some flying away;
you will have to vary your tactics accordingly.
The key rules of air combat have been built into the simulation.
If you are under attack from behind, the enemy aircraft will appear in the
mirror. Try to increase speed to escape and turn as sharply as possible. Use
your rudder to induce slip or skid.
If you lose contact with the enemy during combat, get back to the height
of the original contact and check the map. In keeping with one of the key
rules, a climbing turn is preferable in regaining height.
There is a much higher chance of hitting an enemy aircraft the closer you
are to it.
If you manage to shoot some or all of the enemy aircraft down, you can
return to a runway and, on landing safely, save your latest status.
-------------------------------------- 18 -------------------------------------
Aerobatics
A number of interesting aerobatic manoeuvres can be carried out on the
Spitfire, some of which could be of considerable assistance in combat. For
example:
Loop
At a speed of over 250 mph and full power, ease the joystick back gently. As
you invert, reduce power and continue easing the joystick back until you are
flying straight and level. Reapply power to come out of the loop.
Loop with Roll Off the Top
Enter the manoeuvre as for a loop. When you are inverted at the top of the
climb, roll the Spitfire left or right until you are level. Use the joystick to
keep the nose at a fixed position on the horizon as you roll out. You can use
this manoeuvre to escape an enemy, gain height and reverse your direction.
Roll
Raise the Spitfire's nose slightly above the horizon. Apply left or right
joystick. Keep rolling until the Spitfire is again straight and level.
Practise using the joystick to roll the plane whilst keeping the nose
pointing at a fixed part of the scenery. Applying opposite rudder assists in
keeping a constant heading.
Split S
Roll over until the Spitfire is inverted. Then pull the joystick back until the
horizon appears and you are flying
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level. You will have lost height and reversed your direction.
-------------------------------------------------------------------------------
| THE THEORY OF FLIGHT |
-------------------------------------------------------------------------------
This complex subject cannot be dealt with in a few words but it is necessary
that you should understand the basic principles so that you may be better able
to fly this simulation correctly.
Aircraft designers shape the top of a wing like the back of a spoon, so
that air passing under a wing is slowed and pushed down as it hits the
underside. This is the opposite of what is happening above the wing, so the
pressure rises, pushing the wing up. With suction above and pressure below,
lift is created. When this lifting force is greater than the weight of the
aircraft, it will leave the ground. Lift and weight are only two of the forces
that act upon the aircraft; the others are thrust and drag. In order to
accelerate to a speed at which lift can overcome weight, a powered aircraft
needs an engine to provide thrust. Just as lift needs to overcome weight,
thrust has to overcome the resistance of the air to the aircraft moving through
it. This force is called drag and it can be reduced by streamlining the shape
of the aircraft or increased by spoiling the shape with the undercarriage and
flaps.
These are the basic facts about the theory of flight for all powered
aeroplanes. In addition, the most important criteria for a fighter such as the
Spitfire are: manoeuverability, speed and instability.
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Speed and manoeuverability are obvious needs for such an aircraft, but
instability requires some explanation. Stability in an agile fighter would
spell disaster because, when attacked out of the blue, the fighter pilot needs
his aircraft to react immediately. So the designers built this instability into
the plane; it's harder to keep them straight and level than to throw them all
around the sky.
If you bear this in mind when flying Spitfire '40, you will understand
better why things seem difficult at first. With a little practice, you too will
be able to complete all the complex manoeuvres for which the Spitfire is justly
famous.
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| HISTORICAL BACKGROUND |
-------------------------------------------------------------------------------
The Supermarine Spitfire is, perhaps, the most famous aeroplane ever built -
both a legend in its own time and a most beautiful machine. But your chance to
'fly' this tremendous machine is only a part of the whole story. Conceived by R
J Mitchell in 1925, the Spitfire was far in advance of the technology then
available. It was not until 1936, when Rolls Royce developed the Merlin engine
and a second World War was feared, that the impetus was there to turn the idea
into a prototype aircraft.
The first flight was in March 1936, revealing a revolutionary aircraft
design with a top speed of 350 mph and superb manoeuverability, two factors
which are the crux of all fighter designs.
By the outbreak of the Second World War, a total of 2,160 Spitfires were
on order and on October 16 the first
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combat occurred over Scotland. Then, in May 1940, the Germans pushed strongly
towards the Low Countries and France, and the RAF retreated further until the
final withdrawal from Dunkirk. Britain was alone, facing the most successful
fighting machine since the Roman Empire across just 21 miles of water.
Hitler was well aware of the importance of superiority in the air. He was
convinced by the Chief of the Luftwaffe, Hermann Goering, that his pilots and
machines would soon gain a decisive victory over the Royal Air Force which the
Luftwaffe outnumbered three to one.
The average age of a wartime Spitfire pilot was twenty, and some went to
operational squadrons with as little as ten flying hours to their credit.
Despite this, the Battle of Britain was won by three means: technology, spirit
and, paradoxically, mistakes.
The advanced technology of the Spitfire enabled the RAF to arrest attacks
- radar assisted in accurate interceptions being made. The spirit of the young
pilots is legendary. German mistakes were the result of bad intelligence
reports and an underestimation of the British resolve. Once the Germans altered
their tactics to bombing civilian targets in the Blitz, the Battle was won.
The Spitfire continued as a front-line fighter in the RAF until the advent
of jet propelled aircraft. Over 20,000 were built, and quite a number are still
flown today.
THE LEGEND OF THE
Spitfire
WILL LIVE FOREVER.
-------------------------------------- 22 -------------------------------------
ACKNOWLEDGEMENTS
The publishers of this program would like to thank Michael A Fopp and the
Battle of Britain Museum for assistance and advice during the preparation of
"Spitfire '40".
There are three Spitfires on display at the Royal Air Force Museum,
Hendon, including the earliest surviving Mk I aircraft and the post-war Mk 24
version. The Battle of Britain Museum, also at Hendon, tells the whole story of
this famous battle, around which this program is written. The Museums are open
from 10am to 6pm Monday to Saturday and 2pm to 6pm Sunday. Entry to the RAF
Museum is FREE.
-------------------------------------- 23 -------------------------------------
Numerous books have been consulted and the following are of
particular interest for those wishing to learn more:
* Flight Briefing for Pilots - Vol 1
by N Birch & A Branson Publisher: Pitman
* Spitfire: A Test Pilot's Story
by Jeffrey Quill Publisher: John Murray
* The Spitfire Story
by Alfred Price Publisher: Jane's
* Fighter: The True Story of the Battle of Britain
by Len Deighton Publisher: Johnathan Cape
* Fighter Pilot Tactics
by M Spick Publisher: Patrick Stephens
* Pilot's Notes - Spitfire IIA
Air Publications HMSO
Available through Air Data Publications, St Annes-on-Sea, Lancs.
S p i t f i r e
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NOTICE TEXTE n° 2 (6.27 Ko)
SPECTRUM 48K/SPECTRUM PLUS
KEYBOARD CONTROLS
_____________________________________________________________________________
| |
| Joystick Controls |
| Normal up, and down, left and right movements and fire button apply. |
| |
| Keyboard Controls |
| Controls given are for a Standard 48K Spectrum. Where these differ for |
| Spectrum Plus, they are given in brackets. |
| |
| Joystick up P (cursor up) |
| Joystick down L (cursor down) |
| Joystick left A (cursor left) |
| Joystick right S (cursor right) |
| Fire Shift (or ;) |
| Left rudder Z |
| Right rudder X |
| Increase power Q |
| Decrease power W |
| Flaps F |
| Screen switch Space |
| Gear G |
| Brakes B |
| Map M |
| Expand map N |
|_____________________________________________________________________________|
Loading
LOAD " " and press ENTER.
Loading saving your log
Insert a new tape and follow the on-screen instructions. Do not forget to
press ENTER after typing your name.
AMSTRAD CPC
KEYBOARD CONTROL
_____________________________________________________________________________
| |
| Joystick Controls |
| Normal up, and down, left and right movements and fire button apply. |
| |
| Keyboard Controls |
| |
| Joystick up + |
| Joystick down ? |
| Joystick left A |
| Joystick right S |
| Fire Shift |
| Left rudder Z |
| Right rudder X |
| Increase power Q |
| Decrease power W |
| Flaps F |
| Screen switch Space |
| Gear G S p i t f i r e|
| Brakes B ---------------|
| Map M |
| Expand map N XX XXX XXXXX |
| XXX XXX XXX XXX|
| XXX XXX XXX XXX|
|______________________________________________________________XXXXXXX XXX XXX|
XXX XXX XXX
Loading XXX XXXXX
Press CTRL and small ENTER key.
Loading saving your log
Insert a new tape and follow the on-screen instructions. Do not forget to
press RETURN after typing your name.
FLIGHT CHECK LIST
FOR YOUR SPITFIRE
TAKE OFF
1 Brakes off 3 Lift off at 90 MPH
2 Engine revs 3,400 RPM 4 Retract gear
LANDING APPROACH
1 Reduce speed to 140 MPH 2 Lower flaps and gear
3 Final approach between 80 MPH and 100 MPH
OPTIMUM CLIMB
Varies with height:
200 MPH at 2,850 RPM giving 2,500 ft per minute
OPTIMUM CRUISE
200 MPH at 1,900 RPM
Level flight is achievable between speeds of
90 MPH and 350 MPH
FLYING LIMITS
STALL: Approx 65 MPH ROLL: Between 180 MPH
with gear and flaps down and 300 MPH. Nose just
above Horizon. Higher speed
DIVING: 450 MPH for an upward roll.
LOOP: Enter with a speed of CEILING: 35,000 ft
greater than 250 MPH
OUT OF CONTROL AND DISORIENTATED
1 Reduce power. 3 If appropriate apply rudder
in direction of slip indicator.
2 Apply joystick in opposite Centralise when indicator at
direction to turn indicator.
4 Ease back on joystick if in a dive.