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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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