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- \/ TYPED BY SHARD 24 JULY 1993
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- REACH FOR THE SKIES - THE BATTLE FOR BRITAIN
- ============================================
-
- INSTRUCTION AND FLIGHT MANUAL
- =============================
-
- INTRODUCTION
-
- Summer 1940. The future of World War II hangs in the balance. The cream
- of the Luftwaffe and the aces of the R A F are locking horns in their most
- crucial confrontation yet "The Battle for Britain". You have the chance to
- re-live that famous battle, play the role of an R A F pilot or Luftwaffe
- flying ace and shape the course of history Your performance determines
- whether the outcome is a repeat of the R A F victory or an unequivocal
- Luftwaffe success.
-
- "Reach for the Skies" is not a mission based game which can be lost or won
- on the basis of one mission. Instead it is a simulation of the entire
- conflict that became known as "The Battle of Britain". You will win or
- loose depending on your long term performance during the conflict. Your
- aim as an R A,F Pilot or Controller is to maintain your reserves of
- aircraft while also protecting the shores of South East England, while as a
- Luftwaffe Pilot or Controller you lead the German forces as they cross the
- English Channel in search of victo- ry. Climb aboard a Spitfire,
- Hurricane, JU87, JU88, BF-109, BF-110, HE111 or DO17 and engage in dog
- flghting with only your skill and wits to protect you. You can also plan
- the battle as a Controller, actually making the strategic decisions that
- will win or lose the battle
-
-
- This manual contains instructions on the use of the software as well as the
- mechanics of aircraft flight and combat. Air combat during the Battle of
- Britain did not depend on the monitoring of complex com- puter systems in a
- jet powered war horse, but rather the delicate guidance of a graceful but
- temperamental mount during an airborne joust. While it is possible to
- enter the game immediately by following the instructions in the "QUICK
- START" section it is likely that your first outing will be a short one and
- we strongly advise that you read all of the instructions as soon as
- possible in order to discover the finer details of this simulation
-
- All references below are to KEYBOARD control. For corresponding MOUSE or
- JOYSTICK controls, consult the section "SUMMARY OF CONTROLS".
-
- Please note that any additional information too recent to be included in
- this manual can be found on your game disks as an ASCII "READ ME" text
- file. If your version does not have this file, then the manual already
- contains all of the relevant information you require
-
- MAKING A SELECTION
-
- When you need to make a choice within the simulation you will use one of
- the following methods;
-
- DOT SELECT - A number of option screens (such as SIDE SELECT) present you
- with a choice in the form of plaques with dots on them If a dot is flashing
- then that is the current default option which may be selected by pressing
- RETURN/ENTER. To change the default option you use the LEFT/RIGHT CURSOR
- KEYS and then RETURN/ENTER to make your selection.
-
- Dot select is also used on map screens during the game to find out
- information, where the dots represent features such as airfields, con- voys
- and aircraft. Using the LEFT/RIGHT CURSOR KEYS will high light each
- factory shown on a map. Pressing RETURN/ENTER will provide information on
- the factory and allow you to issue orders Pressing CURSOR UP/DOWN will
- change from Factories to the next category (aircraft, airfields etc) where
- you can use LEFT/RIGHT, to repeat the process.
-
- NUMBER ENTRY - There are two ways of entering numbers. If the number has a
- cursor at the end, it is possible to edit the number by using BACKSPACE or
- DELETE and the NUMBER KEYS. Examples of this are when setting RANGE,
- HEADING etc when playing as CONTROLLER.
-
- The second method is when there is no cursor next to the number (as you
- have a fixed choice of numbers) in which case the CURSOR LEFT key will
- decrease the number and CURSOR RIGHT will increase it.
-
- MENU BAR - A number of game options, including control device and
- difficulty, are selected through a MENU BAR at the top of the screen.
- Should you wish to change any of these options before flying you should
- refer to the section of the manual "MENU BAR".
-
- SYSTEM REQUIREMENTS
-
- This manual contains machine specific instructions for the IBM PC version
- of "Reach for the Skies". Some instructions may differ for the Commodore
- Amiga and Atari ST computers and these will be listed on a separate "User
- Guide" included in the packaging
-
- IBM PC and 100% compatibles
-
- Required IBM PC (and 100% compatibles) with at least
- 540K of base memory, Hard disk with at least 3.5
- meg of free space, High Density Floppy Disk Drive
- (3.5" or 5.25"), VGA 256/16 colour or EGA
- 16 colour graphics
-
- Supports Ad-lib, Sound Blaster, Roland MT32/LAPC- I
- EMS/KMS, Microsoft compatible mouse and driver,
- keyboard or joystick
-
- INSTALLATION AND LOADING INSTRUCTIONS
-
- IBM PC and 100% compatibles
-
- To play "Reach for the Skies" it must first be installed onto your hard
- disk as follows.
-
- Insert "Disk 1 into your preferred drive (A or B). Select the drive as
- normal, type INSTALL and press ENTER/RETURN and follow the on-screen
- prompts.
-
- SOUND SUPPORT: During installation you will be asked to select the sound
- card to be used for SOUND EFFECTS and then again for MUSIC. "Reach for the
- Skies" supports the use of twin sound cards
-
- This means that you may select a Sound Blaster card to play the sound
- effects and a Roland card to play the music, provided that you have the
- necessary hardware.
-
- The sound cards supported are Ad-lib, Sound Blaster / pro, Roland
- LAPC-I/MT32.
-
- Note: If you wish to change the configuration after installation see the
- section "CHANGING YOUR CONFIGURATION" later.
-
- SAVING PILOTS PROGRESS
-
- Players should note that the program automatically saves your pilot's
- progress and any photographs you take to hard disk at the end of each game
- day.
-
- Video footage, which uses more disk space, is not saved automatically but
- only when you select the save option included on the video playback screen.
-
- WAR AIMS - WINNING AT "REACH FOR THE SKIES"
-
- As an R A F officer your fighters must avoid risky and unnecessary contact
- with Luftwaffe fighters, concentrating instead on turning back, or shooting
- down, the bombers. Remember that your sources are limited and should never
- be risked in unnecessary combat with fighters for the purpose of personal
- glorification.
-
- In PILOT mode you will have three pilots with which to complete the
- campaign. If you lose your life three times then the R A F will quickly
- become demoralised and the Luftwaffe will win the day. In CONTROLLER mode
- you must manage your resources and create a strategy to effectively protect
- against the Luftwaffe threat. Your responsibility will be for all of your
- fighters and, although lost pilots will be mourned, you will continue the
- conflict, regardless of the number of pilots lost. Should you allow the
- British Air Strength to fall below 50% the Luftwaffe will gain the
- advantage they need to sweep your defences aside and launch the invasion of
- Britain.
-
- Maintain British Air Superiority until the end of September 15th and the
- invasion will be cancelled and you will have won the day.
-
- As a Luftwaffe officer you must clear the airs of R A F fighters to gain
- air superiority. Only then will the way be clear for Operation Sealion -
- The invasion of Britain.
-
- In PILOT mode you have three lives with which to bomb and strafe your
- assigned targets to weaken the British defences. At the con- trols of your
- deadly fighters you must hunt down the British defend ers and destroy them
- in aerial combat. Reduce the British Air strength below 50% and the
- Luftwaffe will be successful. In CON- TROLLER mode you must select the
- targets your bombers will strike at as you strive to break the will of the
- R A F. Your responsi- bility will be for all of your fighters and bombers
- as you set up the bombing raids and assign fighter cover in your quest to
- attain air superiority. Succeed in reducing the British Air Strength below
- 50% and you will be eating dinner at the Ritz. Fail and you will have to
- make your excuses to the German High Command.
-
- Hard drive tidy - The PC version of Reach for the Skies includes a utility
- called "tidy" which will remove unwanted files from your hard drive.
- Video, photographs, high scores and game introduction files can all be
- removed to free hard drive space. To use this utility select the directory
- that you have installed Reach for the Skies into and then type "Tidy"
- followed by the first letter of the file type you wish to remove (listed
- below)
-
- V - Video files
- P - Photograph files
- H - High scores and player records
- D - Demo/intro fiies
- A - All of the above
-
- Actual R A.F strength during the Battle
-
- The R A F started with about 700 fighters: 430 Hurricanes and 270
- Spitfires. Fighter production during the period was about 100 fighters per
- week; 60 Hurricanes and 40 Spitfires.
-
- The simulation starts with 60 aircraft (although not all may be in ser-
- viceable condition on the first day) and the production rate is one fighter
- per day. The ratio with reality in both cases is just below 10%. The
- ratio of Spitfires to Hurricanes for both stock and produc- tion in the
- simulation is 50/50
-
- GETTING STARTED
-
- After loading of the simulation you will see an introduction sequence (256
- colour ONLY) followed by the title/credit screen. Pressing ESC at any time
- will terminate the intro or credits and take you to the first game screen.
-
- SIDE SELECT
- This is the first Screen you will see once "Reach" has loaded successfully.
- It allows you to decide which side you will control during the battle. It
- shows two plaques - one for the R.A F and one for the Luftwaffe. Next to
- their names you will see a small square. If it is flashing it means that
- the plaque is currently selected. You can change the selection by pressing
- one of the CURSOR LEFT/RIGHT keys. When the flashing square is next to the
- name you want, press ENTER/RETURN on the keyboard to confirm.
-
- THE ROYAL AIR FORCE (R A F)
-
- If you choose the R A F, you will be moved to the pilot's Ready Room
- screen. This is where you select a log book into which to save your
- progress. If this is your first game all the log books will be blank
- (marked "Sprog")
-
- The R.A.F. Ready room
- A dark highlight bar will show which log- book is currently selected. Use
- the key- board arrow keys to move the bar up and down the stack of books to
- choose which log book you will use then press ENTER/RETURN
-
- (If you choose a logbook other than Sprog's, then you will move to the
- Orders Screen and continue from the point after that pilot's most recently
- completed mission. This can only happen if you have played this simulation
- before and have a previously created pilot). If you have not played before
- you will be presented with the following screen.
-
- LOGBOOK;
- Having selected a logbook, you will be pre- sented with a top dOwn view of
- the book lying on the table. You now have the oppor- tunity to enter your
- name. Type in your name (a maximum of 10 characters is allowed) then press
- the down arrow key on your keyboard to move the cursor down to the callsign
- box. Delete the callsign and add in your own if you wish. When you are
- sat- isfied with both your name and callsign, press ENTER/RETURN or press
- the down arrow key and highlight NEW PLAYER then select as normal.
-
- (Note that if you have chosen a log book that has previously been used, you
- will have a different option at the bottom of the screen Select OK to use
- the character and his callsign. Selecting RECONFIG allows you to
- re-configure the role that character plays. CANCEL takes you back to the
- initial R A F/Luftwaffe selection screen)
-
- ROLE SELECT:
-
- There are three options to choose from PRACTICE, CONTROLLER and PILOT.
- press RETURN/ENTER to select or use CURSOR LEFT/RIGHT to change the high-
- lighted selection.
-
- PHASE SELECT/ORDERS BOARD
-
- Following your selection of ROLE you will see the PHASE SELECT screen and
- the ORDERS BOARD which will be discussed before giving details of the
- PRACTICE, CONTROLLER and PILOT options
-
- This screen allows you to choose which phase (characterised by the
- Luftwaffe's vary- ing tactics) of the Battle of Britain you enter. Details
- of the phases are given in FOUR PHASES OF THE BATTLE and depending on which
- phase you select you will need to adjust your tactics to match the
- Luftwaffe.
-
- This screen provides a summary of the options you have selected, as well as
- detail- ing the number of aircraft that Fighter Command have made available
- to you. Select CONTINUE to enter the main game, RESET to return to the
- first option screen or QUIT to exit the simulation.
-
- PRACTICE
-
- When you select the practice option you will be presented with a SUMMARY
- SCREEN.
-
- This screen shows the various groups of aircraft (referred to as "flights")
- which your computerised CONTROLLER has ordered to respond to an incoming
- threat. By using the CURSOR UP/DOWN keys you can check the orders given to
- each of the flights and decide which aircraft you wish to fly in. With
- your chosen aircraft highlighted press CURSOR LEFT/RIGHT to highlight one
- of the options TAKEOFF, INTERCEPT, LAND or CANCEL listed at the bottom of
- the screen.
-
- Practising allows you to play one day of the simulation, without risk ing
- your status in the overall conflict. If you select this option the first
- time you play the simulation you will be able to practice the first day of
- the first phase you have chosen. Should you be shot down it will have no
- effect on the overall conflict. The difficulty level will be that of a
- beginner and VULNERABLE will be selected. If you wish to practice while
- invulnerable (you can not be shot down and will 'bounce' if you hit the sea
- or ground) or in "REAL FLIGHT" (less powerful, more realistic flight), you
- should refer to the section "MENU BAR" for information on how make such a
- change. You will also need to refer to the sections of the manual listed
- under FLYING WITH THE R A F.
-
- CONTROLLER
-
- CONTROLLER - For those players who prefer a bit more strategic involvement
- in the battie, you can assume the role of a controller in the R A F. You
- must decide what the R.A.F's response will be to the Luftwaffe's inbound
- raids each day. Your orders will have a strong effect on the outcome.
-
- As an R A F controller you will decide on the movement of aircraft from
- factory to airfield and airfield to airfield, as well as which air- craft
- to deploy against the enemy. The ultimate aim of a controller is to
- maintain the number of R A F aircraft so that it remains above the critical
- level needed to prevent the Luftwaffe from gaining aerial supremacy during
- the battle. If the British Air Strength falls below 50%, then the threat
- of an invasion will become a reality
-
- We recommend that you assume the role of a Controller only after you have
- become a successful Pilot, because when playing as a Controller you will
- have to fly as a Pilot once you have set up each day's response to the
- Luftwaffe.
-
- The Luftwaffe will attempt to reduce the R A F strength in a number of
- ways:
-
- Shoot down R A F aircraft in combat Shoot R A F aircraft whilst still on
- the ground Bomb R A F repair facilities located at airfields Bomb the R A F
- aircraft factories Bomb shipping convoys carrying aircraft spares coming
- from America Bomb radar facilities to reduce the R A F's early warning
- capability
-
- To maintain the R A F's air strength above the critical level, you must
- ensure that the loss rate does not significantly rise above the aircraft
- production rate.
-
- Providing that the four factories remain undamaged, each will produce a new
- air- craft once every 2 days.
-
- (a) Currently highlighted group
- (b) Current date
- (c) Number of available aircraft today
- (d) Name of current Airfield/location
- (e) Detected threat
-
- You are now in the Control Room, looking down over the map of the South
- East of England. The text on the top line gives the name of the location
- that is currently highlighted (the flashing dot), the day/date and also the
- number of aircraft made available to you for today by Fighter Command.
-
- On the map you will see several small dots which mark the following areas
- of interest:
-
- Marker Group type
- Red square Spitfire airfield
- Blue square Hurricane airfield
- Light grey square Aircraft Factory
- White square Detected threat
- Blue cross Other airfield
- Dark grey area Conurbation
- White cross Barrage balloon
- Red marker Anti Aircraft Artillery (AAA) site
- Black marker Radar site
-
- As CONTROLLER you can interact with those locations marked with a coloured
- dot. (Detected threats, Aircraft factories, Spitfire and Hurricane
- airfields). Use the CURSOR UP/DOWN keys to move between groups and CURSOR
- LEFT/RIGHT to move between individual members of a group. The top left of
- the screen gives the name of the location that is currently highlighted and
- pressing RETURN/ENTER will bring up a clipboard giving more information.
-
- 1 - Detected Threats
- There will always be at least one or more white "Detected Threat" squares
- over the channel at the start of each day. These show the position of the
- Luftwaffe aircraft as they approach England. One important point to note
- is that Radar was in its infancy during the Battle of Britain. For this
- reason the information given on your charts will be estimated and will
- often change in some respect each time you check on a Detected Threat.
-
- The clipboard gives each raid a letter to avoid confusion. If there are
- bombers in the group, then the type is displayed. The number of air-
- craft, their heading and altitude is also shown. This information has been
- collated from various radar stations and is therefore consid- ered to be
- reasonably accurate. The type of bomber has been calcu- lated from the
- speed of the aircraft. As a result it is not possible to predict exactly
- how many of the aircraft in the raid are bombers and how many are fighters.
- It is possible to calculate the target of the raid from their heading, but
- this isn't always reliable as the enemy often doesn't turn towards its
- final target until the last possible moment.
-
- It is wise to get information about ALL of the Detected Threats before
- developing a response.
-
- 2 - Aircraft factories
- Throughout the battle, new aircraft were being manufactured to increase the
- number available or replace those that were destroyed in combat. A stock
- of aircraft can build up at factories if left unat- tended. They must be
- moved to airfields before they can be employed in the war effort.
-
- If an aircraft factory is successfully attacked, all of the aircraft in
- stock will be destroyed and the production capability will be severely
- impaired in the future.
-
- There are four factories manufacturing air- craft in the South East of
- England. Two make Hurricanes and two make Spitfires. On selecting a
- factory on the map, a clip- board is displayed.
-
- This clipboard tells you the type of aircraft (a/c) manufactured at the
- factory and how many completed ones are in stock. The 'next a/c shows how
- many days it will be before a new aircraft will be finished. When it is
- ready it will automatically be added to the ones in stock. The 'moved'
- figure indicates how many aircraft you have moved from the factory on that
- particular day.
-
- Below this information are three options: DEPLOY, CANCEL ORDERS, RETURN.
-
- DEPLOY - If there are a/c in stock at the factory you will be prompted to
- select a new base (airfield) to which the a/c will be moved. Use the
- CURSOR LEFT/RIGHT as normal to highlight the required airfield and press
- RETURN/ENTER. A clipboard will be dis played and you should use the CURSOR
- LEFT/RIGHT KEYS to increase or decrease the number of a/c to be deployed at
- this air- field. Pressing RETURN/ENTER will confirm the move and ESC will
- cancel it.
-
- If you now select the same aircraft factory again on the map, you will see
- that the aircraft stocks are at 0 and the moved total is at 1. The moved
- a/c is now in transit to the selected airfield, but it won't be available
- there until the next day. If you want to cancel the move, select CANCEL
- ORDERS. To leave the clipboard without can- celling the order, select
- RETURN instead.
-
- Note: Aircraft en route to airfields will not be attacked by Luftwaffe
- raids
-
- 3 - Airfields
- This is where the CONTROLLER'S job really starts. With the limited number
- of a/c stationed at these airfields you must defend England against attack,
- issuing intercept orders to your fighters, while also keeping an eye on
- pilot morale, the state of the air fields and the repair facilities.
- Selecting an airfield will provide you with a clipboard showing the
- following information and options
-
- Runway Status
- The Luftwaffe will try and bomb the runway to prevent use of the airfield.
- If the runway is READY, then all is well and your aircraft can be
- scrambled.
-
- Damaged airfields can take up to 5 days to be repaired
-
- Repair Status
- This shows the status of the a/c repair facilities at this airfield, where
- damaged (but not destroyed) a/c can be repaired. If the status is READY,
- then this facility is functioning normally. Repairs will be performed
- quickly unless the facilities have been affected by bomb damage.
-
- Morale
- The current state of the battle will have an effect on morale. It can
- range from Poor, Fair, Fine, Good up to High. At the start of the battle
- morale will be FINE. Your actions as Controller will have the biggest
- influence on the state of morale (Each R A F airfield has its own morale
- level as does each Luftwaffe Rendez-vous point).
-
- (i) What affects Morale?
-
- It goes up if
- (a) the Controller gives an airfield a rest day the day after its a/c
- were scrambled.
- (b) any aircraft from the airfield are involved in a successful mission
- against the enemy.
- (c) all a/c scrambled from an airfield return undamaged
-
- It goes down if:
- (a) you use airfields every day over a long period
- (b) any of the airfield's aircraft are shot down.
-
- (Moved aircraft affect the morale of the airfield they are moved to. The
- morale level becomes an average of the aircraft already present and the new
- arrivals)
-
- (ii) What effect does Morale have?
-
- Morale affects the way the computer controlled pilots behave. A high
- morale level means they will be more successful in engaging the enemy.
- They will be more effective in combat and more likely to spot an enemy on
- their six (behind them) and manoeuvre more effectively.
-
- Aircraft Ready
- The number displayed here shows the total number of operational (undamaged)
- a/c at this airfield. However you should note that the controller's job
- was made harder by the strict limits placed on the use of fighter resources
- by Fighter Command. Each day you will have only a small number of a/c you
- are allowed to scramble to meet all incoming threats. The number available
- is listed in the top right of the map screen and will vary during the
- campaign.
-
- Tomorrow
- This is the total number of a/c ready for the next day. This figure
- includes repaired a/c and a/c en route from factories.
-
- One Week
- Unfortunately some a/c might take up to a week to repair. The num- ber
- that fall into this category are included in this figure
-
- Fighting
- This number tells you how many a/c from this airfield are currently
- involved in combat with the Luftwaffe.
-
- Redeployed
- This indicates how many a/c from here are being moved to another airfield
- today.
-
- Four options are also available on the Airfield Clipboard:
-
- SET RESPONSE
- Selecting this option will allow you to scramble aircraft to meet an
- attack. This is described in more detail in PLANNING YOUR RESPONSE
-
- STAND DOWN
- This will cancel any responses that you have set up for this airfield
-
- REDEPLOYMENT
- This option allows you to move a/c to another airfield in the same way that
- you move a/c from factories. It is useful when you need to reinforce an
- airfield that has lost a lot of a/c or you want to move a/c with a low
- morale from a front line airfield and replace them with a/c with a high
- morale. You should note that as with a/c travelling from factories, a/c
- redeployed in this way are unavailable for one day
-
- RETURN
- This takes you back to the map
-
- PLANNING YOUR RESPONSE
-
- If you have not already done so, select each of the Detected Threats and
- note down the number and type of a/c as well as their altitude speed and
- heading. If there is more than one threat you will need to decide upon
- your tactics as CONTROLLER. Do you spread your forces and attempt to
- counter all the threats or attack in strength, hoping to defeat one attack
- quickly and then turn to face another.
-
- You will rarely have enough a/c to meet all attacks, so you will have to
- formulate your own strategy and see how well it works.
-
- Once you have decided on the Detected Threat you will counter first you
- should select the closest airfield with operational aircraft.
-
- When the clipboard is shown, select SET RESPONSE from the options and the
- board will be removed to show one of the 'Detected Threats' on the map
- flashing. Using the CURSOR LEFT/RIGHT keys move the highlight to the
- threat you wish to deal with and then select it. A new clipboard will be
- displayed allowing you to set up your response
-
- The type of German bomber is displayed Beneath this are the values that
- define the R A Fs response to the threat.
-
- The force size box is highlighted and using CURSOR LEFT/RIGHT will increase
- or decrease the number of a/c to be scrambled, up to the maximum allowed by
- Fighter Command. When you are satisfied use CURSOR DOWN to move to the
- next field.
-
- Your control room staff automatically insert default heading, altitude and
- distance values onto the clipboard, based on the information received from
- the Radar network. These figures are used by the a/c to navigate to their
- 'Circle Point' (where they await updated head- ings from the CONTROLLER to
- guide them to their target). It is important to note, however, that these
- default figures will often result in your a/c meeting the enemy head-on As
- discussed later in IMPROVED FLIGHT AND COMBAT TACTICS a head on con-
- frontation is far from desirable and ideally you should alter these fig-
- ures to position your a/c in a better 'attack position'
-
- Select 'OK' to close the clipboard and initiate the response
-
- EDIT RESPONSE
- If you wish to change your orders select your chosen airfield again and you
- will notice that you have the opportunity to edit the response you have
- just set. It behaves in exactly the same way as for when you set the
- original response.
-
- PREPARE TO SCRAMBLE
-
- Having set up your response (or responses) it's time to check the last two
- options available on the R A F Map Screen. Using the CUR- SOR UP/DOWN KEYS
- move the highlighter until either SUMMARY or FLY are highlighted.
- LEFT/RIGHT CURSOR will then move between the two.
-
- (1) SUMMARY
-
- The Summary screen lists all of the flights that you have set up for that
- day. One flight is highlighted and extra information for it is displayed
- in the panel at the bottom of the list. You can select whichever flight
- you wish out of those available using the CURSOR UP/DOWN KEYS. The
- highlighted flight will be the one you will fly in.
-
- At the bottom of the screen are the options that allow you to confirm or
- cancel the rele- vant flight. If the orders are cancelled then that will
- be shown in the status column next to the flight orders and that flight
- will stand down. You can reverse the cancellation by re- selecting
- 'confirmed'.
-
- Use CURSOR DOWN to select 'Return to Control Room' and then RETURN/ENTER.
- You will be asked to accept the changes you have made to the orders or
- forget them. If you forget them, any changes you have made to the orders
- will be cancelled.
-
- Whichever option you choose, you will return to the Control Room.
-
- (2) FLY
-
- You are now ready to switch to being a Pilot in the RAF, helping to execute
- the orders you have made as a Controller. Selecting 'Fly' will take you to
- the Pilot's summary screen. Once there selecting 'TAKE OFF' or 'FLY' will
- put you in the cockpit of the a/c.
-
- See PILOT for details on how to fly the aircraft. At the start of each new
- day you will return to the Control Room to formulate new orders.
-
- PILOT
-
- Whichever role you select (PRACTICE, CONTROLLER or PILOT) you will
- eventually end up at the pilots summary screen, preparing to take to the
- air.
-
- This screen shows your a/c and the others which are to be scrambled with
- you and shows where they are flying from and which raid they are going to
- attack.
-
- At the bottom of this screen will be a number of options. They will vary
- depending on whether you are flying as a trainee in PRACTICE, or as a
- proper PILOT.
-
- Practice
- Trainees will have the options to Takeoff, Intercept Land or Cancel
-
- Pilot
- Pilots will have the options to Takeoff, Fly or Cancel
-
- TAKEOFF (Practice or Pilot)
- This option will place you in the cockpit, on the runway, ready for
- takeoff.
-
- INTERCEPT (Practice)
- Trainees can go straight into a fight with the enemy by selecting this
- option.
-
- LAND (Practice)
- This option will position your a/c on an approach to your home airfield.
- You will need to practice landing when you have limited fuel as this may
- result in you needing to return to an airfield to refuel or to rearm.
-
- FLY (Pilot)
- This option skips takeoff and puts you in the air en route to intercepting
- the Luftwaffe raid.
-
- CANCEL (ALL roles)
- This will cancel the summary screen and take you back to the previous
- screens
-
- Selecting any option other than CANCEL will put you into the cockpit of
- your aircraft, ready for the battle ahead. To learn how to fly, see the
- section FLYING WITH THE R.A.F.
-
- FLYING WITH THE ROYAL AIR FORCE (R A F)
-
- Whatever route you took to get this far, you will now be sitting in the
- cockpit of either an R A F Spitfire or Hurricane aircraft. We will assume
- that you are at the rank of Pilot Officer (the default rank and easiest
- level). For details on changing Rank and Difficulty see "THE MENU BAR".
-
- TAKEOFF
- If you chose TAKEOFF you will enter the cockpit of your aircraft as it
- taxis down the runway for takeoff. At the easiest level (Real Flight NOT
- selected) this will provide enough speed to take off (for details on taking
- off with the "Real - Flight" menu option selected see the section "Real
- Flight" later in the manual) Once the aircraft is in the air, it is time
- for you to take control. You might like to press Function key 5 (F5) to
- see your a/c from an outside view. You shoould notice the landing gear
- underneath. Press G to raise the undercarriage then press F5 again to
- return to the cockpit.
-
- (You can discover much more about the variety of different views available
- by turning to the section "DIFFERENT VIEWS"
-
- Press P to pause the simulation whenever you want the chance to read the
- following instructions on how to fly
-
- Because of the excessive power available to you in the beginners mode
- (Pilot Officer rank with REAL FLIGHT switched off), there is no reason why
- you can't throw the aircraft around the sky to get a feel for how it
- responds. Try using your control device (which at the moment will be set
- for keyboard by default unless you have altered it via the Menu Bar).
-
- This section of the manual is conveniently separated into two parts.
- FLYING THE SPITFIRE/HURRICANE tells you all you need to know about the
- controls in the cockpit and how to fly the aircraft MAKING AN INTERCEPT
- takes you through combat with the Luftwaffe and explains the best tactics
- to use when in the air.
-
- FLYING THE SPITFIRE/HURRICANE
-
- What is in a name?
-
- The Spitfire became a legend, a symbol of the success of the British
- people. All over the country, Spitfire funds were started in nearly every
- city, town and village.
-
- Spitfire
- Despite the impression that it made on the public, the Spitfire only
- accounted for 20% of the enemy aircraft destroyed during the Battle of
- Britain. It had a long service life and it was a very photogenic aircraft.
- It han- dled superbly and was the sports car of the aircraft industry. Its
- speed and manoeu- vrability made it more than a match for the Luftwaffes
- best fighter the BF-109. Unfortunately the guns they had were painfully
- inadequate in comparison to those fitted in the Luftwaffe aircraft.
-
- Hurricane
- The Hurricane was responsible for 80% of the destroyed enemy aircraft but
- was not as popular as the Spitfire in the eyes of the public. Its success
- was due in part to the fact that the R A F had greater numbers of
- Hurricanes than Spitfires, but also because the Hurricane's wooden frame
- and panels (compared to the Spitfires metal) could take more damage in
- battle as enemy bullets often passed straight through, missing vital
- components. rather than ricocheting around inside.
-
- SPITFIRE / HURRICANE COCKPIT
-
- The cockpits for the Spitfire and Hurricane are so similar that we use the
- same cockpit design for both aircraft in this simulation. You can easily
- tell which aircraft you are in by pressing '1' on the key- board. An
- Information Readout panel in the cockpit will tell you which one you are
- in. You could also switch to an external view of the a/c instead as the
- Spitfire and Hurricanes were visually quite different. If you are a real
- expert you should also be able to tell the difference by the way each air-
- craft type handles when in the air. Both Spitfire and Hurricane
- aerodynamics are accurately repre- sented, as far as is possible, in this
- simulation.
-
- The cockpit shown below should be studied along with the keyboard control
- card enclosed in your package
-
- DIALS
- The dials on both the R A F and Luftwaffe aircraft were calibrated in
- imperial units (ft miles etc ) rather than metric units. This step from
- reality was taken for your benefit. We decided that having to get familiar
- with two different sets of units in the same simulator was taking the
- desire for "accuracy.' beyond a reasonable limit.
-
- However you will probably have noticed that, for the sake of accuracy
- speeds are calibrated in miles per hour rather than the more normal modern
- (for aircraft) unit of knots.
-
- (1) Sights
- This allows you to line up your shots when firing on the enemy. The
- distance between aircraft will obviously have an influence on whether you
- hit it or not, as will the angle of your approach to the target. This is
- explained in more detail in the section "MAKING AN INTERCEPT.
-
- (2) MPH
- This shows you the current speed of your aircraft. The range is from 0 to
- 460. The numbers on the dial are in units of ten, so 14 is really 140 MPH.
- The red area from 0 to 60 is a danger zone. If the needle enters the zone,
- you will be in danger of stalling. Note that neither aircraft can actually
- fly at the maximum speed shown on the dial as the manufacturers were forced
- to use any gauges that they could get there hands on at the time
-
- (3) Artificial Horizon
- The white line indicates the pitch and bank of the aircraft. The num- bers
- 6, 3 and 0 on the left and right are in units of ten degrees, so 6 is 60
- degrees, 3 is 30 degrees and so on.
-
- (4) Rate of climb indicator
- This shows the rate that the aircraft is climbing or descending in feet per
- minute. The gauge only shows up to 4,000 feet climbing or 4,000 feet
- descending. For more detailed information you will need to 'cheat' by
- referring to the V.S.I readout on the Information Panel
-
- (5) Altimeter
- This gauge shows your altitude above sea level. It works in the same way
- as a clock, having two needles and the figures represent units of ten feet
- or one hundred feet. If the long needle is pointing at the 2 it indicates
- twenty feet and if the small needle points at the 2 it indicates 200 feet.
- The number in the bottom right hand corner next to the gauge shows the
- altitude in one thousand foot units only. For each 360 degree turn that
- the large needle makes, a change of 100 feet has been registered. For
- eeach 360 degrees that the small needle turns a change of one thousand feet
- has been registered.
-
- (6) Heading
- Each unit on this readout is equal to 10 degrees, so 21 is equal to 210
- degrees. From this you can easily calculate your current heading.
-
- (7) Slip and turn
- The top needle indicates the slip and the bottom needle indicates the turn.
- Each graduation on the turn needle reptresents a turn rate of 3 degrees per
- second. When an aircraft turns, it slips as well. This can be compensated
- by use of the rudder. Z turns the rudder left, X will turn it right. To
- re-centre it press C.
-
- (8) 12 hour clock - can be used for dead reckoning
- The clock shows you the correct time of day in hours and minutes
-
- (9) R.P.M
- The R P M (Revolutions per Minute) gauge reflects the percentage of power
- being applied to your aircraft's engine. As with the M.P.H. dial this
- does not give a true indication of the maximum R P M of your a/c as the
- dials were not origlnally designed for use in these aircraft
-
- (10) Information Readout (1)
- For those pilots who find it difficult reading all of the gauges and tak-
- the information in, a digital readout has been provided giving you most of
- the information you require in an easier, but less realistic, format. Of
- course, if you want to fly as the real pilots did then you should only rely
- on the original instruments. Press I on your key- board to toggle between
- the digital information and your callsign and aircraft type
-
- (1) Speed
- The speed of the aircraft is registered in miles per hour (M P H)
-
- (2) VSI - Vertical Speed Indicator
- This shows the vertical speed of the aircraft in feet per minute. A
- positive or negative number indicates whether the aircraft is climbing or
- diving
-
- (3) Altitude
- This show the height of the aircraft in feet above sea level
-
- (4) Heading
- The current heading of the aircraft is shown here in degrees
-
- (5) Pitch
- The pitch axis of the velocity vector (not the aircraft) is mea- sured in
- degrees
-
- (11) Fuel
- This gauge shows your current fuel levels. If the needle reaches the red
- zone, then you are low on fuel and should land back at your air field to
- refuel before taking off again. Refuelling will be automatic but it will
- take a few minutes before you can be airborne again depending on your
- distance from the nearest airfield. If your aircraft is damaged the
- mission will be over for you as the ground crew will take your aircraft for
- repair
-
- (12) Flap switch (F)
- The flaps are down when the switch is down. Flaps are only used when you
- are bringing the aircraft into land. Pressing F on the key- board will
- toggle them up or down. During flight they should be up
-
- (13) Wheel brake light (W)
- When the wheel brakes are applied this light will come on. Toggle them on
- and off by pressing W on the keyboard. Wheel brakes are only used to bring
- the a/c to a stop once it has landed
-
- (14) Video light (V)
- When the light is on, it means that video film is currently being recorded.
- Pressing V will toggle this on and off. Pressing O will rewind and restart
- the tape if you wish to overwrite the footage already in memory and start
- again
-
- (15) Auto-pilot light (A)
- When this light is on, the auto-pilot is engaged
-
- (16) Auto-gun light (T)
- When the guns are switched into auto mode (press T) then this light comes
- on. If an enemy a/c flies through your sights and is within range, the
- guns will automatically fire as long as you have enough ammunition left and
- your guns haven't jammed or been damaged in battle
-
- (17) Control device sensitivity
- This number represents the current setting for the control device This can
- be adjusted by using the F3 and F4 keys. Only keyboard control is affected
- by any changes made. Mouse and joystick sensitivity are adjusted by their
- own software or setting up procedures
-
- (18) Control surface indicator
- This shows the position of the ailerons, elevators and rudder. Move the
- aircraft with your control device to note the changes registered here.
-
- The ailerons cause the aircraft to roll the elevators cause the a/c to
- climb and the rudder is used when the aircraft slips.
-
- (19) Ammo counter
-
- (20) Gear (G)
- These lights indicate the gear status. When the red light is illuminated
- the gear is raised, when the green is illuminated the gear is loered. The
- gear can only be lowered when the aircrafts speed is below 200 mph.
-
- The Pilots Map (M)
- Every pilot carries a map with him in the cockpit of his Spitfire or
- Hurricane which shows the location of each wing leader. To look at your
- map, press the M key on your keyboard.
-
- This map is almost exactly the same as the one available to the Controller
- in tjhe Control romm back at the R A F base. Yoy can select any of the
- squares on the map that represent the R A Fs aircraft (including your own)
- or the enemies bandits (inbound detected threats). A page will appear
- giving your additional information on each aircraft. To exit this screen
- select FLY or press ESC.
-
- DIFFERENT VIEWS
-
- There are many different views available, both inside and outside your
- aircraft
-
- Outside view (F5)
- When in the cockpit, try pressing function key F5. You will be shown your
- aircraft as viewed from the outside. There is an additional panel of
- information at the bottom of the screen but you don't have to worry about
- that for now. It is described in detail at the end of this section. When
- you wish to return to the cockpit view, press F5 again to toggle the view
-
- Rotating the outside view (1 and 2)
- You can change the position that you view your aircraft from when using the
- outside view (F5). Try pressing the number 1 key on the main keyboard and
- holding it down. The view will rotate in the X axis (in the horizontal)
- around the outside of your aircraft. Now let go of key 1 and try holding
- down key 2 instead. This moves the view in the Y axis (vertically). If
- you want to reverse the direction that the view moves around in, try
- holding down the ALT key first then either the 1 or 2 key.
-
- Zoom in/Zoom out (F1 /F2)
- From the outside view you can get a closer look at the aircraft by zooming
- in with function key F1. You can zoom out by pressing F2
-
- Track view (F6)
- Function key F6 toggles between the cockpit and the track view Track view
- differs from the normal outside view. It views the aircraft from the rear
- and tries to keep the same view no matter what manoeuvres the aircraft
- might make. It is just like the view you would get if another aircraft was
- tracking you from behind
-
- Home base view (F7)
- F7 will show the view from your home base. In the RAF's case this will be
- an airfield
-
- Satellite view (F8)
- This view will show your aircraft from above
-
- Bomb view (F9)
- Pressing F9 when you are bombing will give a view from the bomb as it
- descends
-
- Bandit views (Shift 0)
- You aren't restricted to outside views of your own aircraft. You can also
- have a look at the enemy under certain circumstances. When in combat, try
- pressing the SHlFT key and the number key 0. You should see the outside
- view of an enemy aircraft. If you don`t then an enemy isn't in range or
- hasn't yet been assigned to you.
-
- External view panel
- When viewing your aircraft from outside you can still keep track of the
- speed, heading etc using the external view panel
-
- The SPEED, HEADING, ALTITUDE and CALLSIGN shown on the panel are those of
- your own aircraft
-
- View depends on which external view you selected eg. F5 = Outside view and
- F8 = satellite view
-
- 'RANGE' and 'BEARING' are the range and bearing from your cur- rent
- position to the current waypoint
-
- WAYPOINT shows the navigation waypoint currently selected. If you wish to
- change a waypoint press (inverted comma) to increment the waypoint and
- (semi-colon) to decrement the waypoint. A waypoint is a point or an area
- where the aircraft should perform an action such as bombing a target. Each
- R A f flight has three main waypoints
-
- TAKEOFF - This waypoint is over the home airfield
-
- CIRCLE - This is the area the aircraft patrols, ready to intercept the
- inbound threats. After a successful engagement an RAF fighter will return
- to its CIRCLE waypoint until it is assigned a new target.
-
- LAND - This is also over the home airfield. If during combat an a/c is low
- on fuel it will return to its home base to refuel and then return to the
- circle waypoint. If it is out of ammunition it will continue to fy, acting
- as Wingman for its partner until both aircraft are out of ammunition, at
- which time they will return to base to re-arm. Damaged aircraft will
- return to base for repair.
-
- Waypoint note - Aircraft will always attempt to reach their current- ly
- selected waypoint. However, these are a standing order' and will be
- overruled if an enemy comes within range. If this happens the air- craft
- will attempt to engage or evade the enemy before returnlng to its original
- course.
-
- Internal views
- As well as external views the Spitfire and Hurricane have a number of
- internal views. These allow the player to scan the skies for enemy a/c
- from within the cockpit. The internal views available are;
-
- Key Internal view
- 3 Left back 45 degrees
- 4 Left
- 5 Left front 45 degrees
- 6 Front (normal cockpit view)
- 7 Right front 45 degrees
- 8 Right
- 9 Right back 45 degrees
-
- Pressing [ in any of these views will move to a 'look up view' which will
- allow you to see a larger part of the sky, but less of the cockpit and
- controls. To exit 'look up view' press ].
-
- Behind you!
- Unfortunately you cannot look directly behind you, mainly because it wasn't
- physically possible because all you would see is your own pilot's chair!
- To see what is directly behind you either use the look up view and check
- your mirror or try the 3 or 9 key views and weave the aircraft left and
- right to get a brief glimpse of anything on your tail
-
- SWITCHING BETWEEN AIRCRAFT
-
- Reach for the Skies allows you to switch between the aircraft of any flight
- in the air (as long as they are on your side!). This gives you an even
- stronger infuence on the outcome of each day's mission.
-
- To switch, hold down the SHIFT key and press number 9 to jump to the
- cockpit of your wing man (if you have one) or a number from shift 1 to
- shift 8 to jump to the cockpit of another wing leader then SHIFT 9 to get
- to their wing man. You will see the callsign in the Information panel
- change to show that you are now in a different air- craft.
-
- MAKING AN INTERCEPT RADIO MESSAGE
-
- In those days, a radio was referred to as a wireless
-
- The RAF aircraft were fitted with an AM set which could be picked up by
- domestic wireless. This meant that people on the ground could listen to
- the exitement, drama and tragedy of air warfare.
-
- The RAF aircraft were also fitted with something called pip-squeak. The
- signal transmitted was used on the ground to track friendly aircraft. It
- was an obvious ancestor to the modern IFF technology.
-
- Shortly after the start of your mission you will start to recieve radio
- messages about the bandits (enemy aircraft) nearby. The messages appear at
- the top of the screen preceded by the callsign of the sender and are colour
- coded as follows:
-
- Another pilot or your Controller
-
- If the message is in WHITE then it has been sent specifically to you by
- another pilot or your controller. You should take note of it and act
- accordingly
-
- DARK BLUE messages are radio chatter being sent to another pilot and
- provide information on how the battle is going
-
- If the message is GREEN then you have sent the message as a comment on your
- immediate situation. These messages are the simulations way of warning you
- about enemy aircraft that you would normaly be aware of in a real
- situation. You should act on these warnings immediately.
-
- For example - FROM RED 2: BANDIT AT 11 O CLOCK. RANGE 6 MILES
-
- This is a message from a fellow pilot. If the message was displayed in
- WHITE then the message was specifically for you. BANDIT AT 11 O CLOCK
- means that there is an enemy aircraft at the 11 O clock position a head of
- you, 6 miles away.
-
- To reach the enemy and engage, you may fly manually (in-real time) or turn
- on the Auto-pilot by pressing the A key. If you want to get to the enemy
- quickly, you can also turn on Accelerated Mode.
-
- ACCELERATED MODE
-
- Pressing the TAB key on the keyboard will put the simulation into
- accelerated time mode. This will speed up time for everybody, allow- ing
- you to get to the interception point in seconds rather than min- utes. It
- affects the enemy in the same way. Note; If you activate Accelerated Mode
- while in manual, with a negative pitch, you may quickly end up crashing.
-
- A message at the top of the screen will inform you that Accelerated Mode
- has been activated.
-
- If you come under threat or come within 6 miles of the enemy, then
- Accelerated mode turns off automatically.
-
- In addition SHIFT and TAB will lock the game into accelerated mode (as will
- holding the TAB key) but these are dangerous as your a/c may be destroyed
- while not under your control.
-
- You should soon see the aircraft ahead. If it is far away (6 miles or
- more) then it will only be visible as a small moving dot in the sky. As
- you get closer you will begin to see more detail. If all goes well, you
- should eventually see it at close range.
-
- (You might receive updates from you controller if the aircraft makes a
- change in heading. Respond to the new information accordingly).
-
- Speech
- Some machines will have a digitised speech option. When turned on, you
- will hear radio messages from other pilots. A few examples and their
- significance are given below;
-
- Some trade for you - An enemy aircraft is close by your position
-
- Okay, let's engage - I have seen the bandit (message to Wingman)
-
- Tally Ho - I have seen the bandit and am engaging (message to
- controller)
-
- SHOOTING
-
- If this was a modern day fighter, you would probably just launch a couple
- of AIM9R sidewinders and sit back and watch as they chased the enemy
- aircraft. However in the 1940s combat was totally dependant on the pilots
- own skill and reactions which is why com- bat is so much more exciting as a
- result. You must be within 250 yards of the enemy target before you can
- start shooting (SPACE BAR) and the only weapon you have at your disposal
- are your machine guns.
-
- Deflection
- The problem with bullets is that they do not arrive at their target point
- instantaneously. They take time to reach their target which could mean the
- enemy has moved out of the way. To compensate for this you will have to
- anticipate where the target will be and aim for that area so that your
- bullets hit it as it arrives.
-
- The ability to defeat the enemy in air combat means the difference between
- success and failure. You should refer to the section 'IMPROVING YOUR
- SHOOTING' for furthur details of the best tactics to employ
-
- Look up front view-([and])
- There are many different views available to you when in the cockpit of your
- R A f aircraft. However, one of the most useful during com- bat is the
- 'look up' front view.
-
- Press the [ key on your keyboard. You will see a new view of the sky from
- within your cockpit. This is the view you would get if you were to look up
- a little from your normal cockpit view. You get a much clearer view of the
- sky here so you can track enemy aircraft more easily. You also have the
- added bonus of a rear view mirror so you can see when an enemy bandit is
- behind you (on your six),
-
- You might think that side views are more important when trying to follow an
- enemy plane, but they aren't! When you turn to follow an aircraft you will
- bank steeply, so your side views will only show a very high shot of the sky
- (too high to be of any use) or the ground or sea will fill the view on the
- other side as you turn, Without the `look up' view, it would difficult to
- follow the enemy accurately and give chase).
-
- Whenever you want to go back to the normal cockpit view from the `look up'
- view, press the ] key.
-
- Combat View (RETURN/ENTER)
- Only possible when an enemy is within 6 miles of your a/c, this is probably
- the most useful view available. It is an outside view where the camera
- moves so that, regardless of which manoeuvres you and the enemy perform,
- both aircraft will remain in view (Draw a line from the camera to the enemy
- aircraft and it will always go through your aircraft). In this way you can
- work out the best manoeuvre to perform in order to get the enemy into your
- sights
-
- Locking on (L)
- You can lock the combat view onto the currently displayed bandit by
- pressing the L key. This key will toggle the lock on and off. When
- unlocked, the view will automatically change to the nearest bandit. You
- will notice the bandits callsign (as displayed on the panel in the outside
- view) will change colour to indicate that the combat view is locked onto
- it.
-
- The locked bandits will always remain in the centre of the screen so you
- can see exactly where they are at all times. If you put your air- craft
- into auto-pilot and auto-guns then you might be able to watch the dog
- fighting unfold before you from the outside view.
-
- Note that the rotational keys (1 and 2) do not have any effect during
- combat view. However, zooming in and out again with F1 and F2 does operate
- as normal (See Different views for more details)
-
- WINNING THE DAY
-
- As an RAF officer you must hunt down the Luftwaffes bombers while evading
- their deadly fighters. Destroy the bombers before they reach their
- targets, or inflict such heavy damage that they will be forced to turn
- back, while minimising the loss of the RAFs precious air- craft. You will
- kow that your mission is over when you CONTROLLER informs you that the
- Luftwaffe are returning home, but you will not know how well you have done
- until you finally return to base. For this you should;
-
- (1) Find an airfield (preferably your own) and land.
-
- (2) Turn on the auto pilot (press key A) and Accelerated Mode (TAB) to
- land automatically.
-
- (3) Press F10 to bring up the Menu Bar and select End Mission
- (only available when the RAF have destroyed all Luftwaffe bombers or the
- Luftwaffe bombers have attacked their target).
-
- On ending a mission you are usually taken directly to the Debriefing
- Screen.
-
- LOSING THE DAY
-
- There are a number of ways in which to end the day in failure.
-
- (1) Crash/ get shot down
- In practice mode you will be taken to the debriefing screen described later
- before returning to the side select screen.
-
- In pilot mode you will be taken to the ready room when you first or second
- pilots are killed, in order to enter a name for your new pilot. On the
- death of your third pilot you will go directly to the debriefing screen
- before restarting the campaign.
-
- In Controller mode the loss of a pilot will not affect you directly except
- that the number of aircraft available will be reduced and your task will
- become harder.
-
- (2) Select abort mission
- Aborting the first mission will return you to the side select screen as no
- player record will have been saved. After the first day your char- acter
- record will be active and so you will return to the beginning of the day in
- order to restart.
-
- (3) Ejecting (Ctrl & E)
- RAF pilots who eject over England will usually survive to fly the following
- day, ewhile those who eject over the channel are often drowned.
-
- Luftwaffe pilots ejecting over England are likely to be captured and sit
- out the remainder of the war, while those bailing out over the channel will
- often survive due to the superior search and rescue facilities provided by
- the German U-boat fleet
-
- DEBRIEFING
-
- To get to the debriefing screen you must have ended a mission either by
- selecting 'End Mission' from the Menu Bar, or by landing safely at your
- home airfield (See 'Real fight' for more details) or by ejecting (Ctrl and
- E) or being shot down.
-
- A Debriefing Clipboard is displayed with a number of options available
-
- (1) PHOTOGRAPHS
- If you took any photographs during the mission, select this option to
- review them
-
- If you have taken any photographs the first one photograph A, will be put
- up on the projection screen automatically. The slide projector has three
- options on it. NEXT takes you to the next photograph. DELETE will destroy
- a photograph if you don't want to keep it on disk. PREVlOUS will take you
- back one to the previously viewed photo- graph
-
- To leave this room and return to the Debriefing, select the EXIT door.
-
- (2) VIDEO
- This allows you to view any recorded video film that you shot during a
- mission. Until it is saved, video is held in the computer's memory (RAM).
- You should ensure that you save any video you wish to keep so that you can
- use the memory for recording new footage on your next missions. (The O key
- rewinds and restarts the video, thus over writing old recordings).
-
- The available options give you the chance to look at the recorded footage.
-
- (a) Load
- To load in a previously saved film you will have to type in the name of the
- footage you previously saved and select OK. You must then select PLAY to
- view it.
-
- (b) Play
- To play the footage in memory select this option.
-
- (c) Exit
- To leave this room and return to Debriefing, select this option.
-
- (d) Save
- To save the video in memory, select this option and give the file a name
- before selecting OK. The footage will be saved to floppy or hard disk.
-
- (e) Next
- If you recorded more than one piece of footage in a mission without using
- up all of the available film then you can proceed to the next film and then
- PLAY it with this option. The length of film available depends on the
- amount of available memory. (On the PC this feature takes advantage of
- expanded memory if any is available).
-
- (3) Progress Report
- On selecting the Progress Report option, you will first see the data for
- your individual pilot covering the last mission and also giving the grand
- total since you began. The information tells you how many air- craft you
- have lost, how many you have shot down, the number of ground targets hit by
- the Luftwaffe whilst you were in the air, how long you have been in combat
- for and your kill rating.
-
- The same information is available for the entire squadron by select- ing
- the squadron option at the bottom of the clipboard.
-
- The Kill rating is a score which is calculated from the number of enemy
- bandits you shot down and your current rank. The higher the rank, the
- higher your rating will be for each bandit.
-
- The current British Air Strength is also displayed at the bottom of this
- clipboard. This is a very important figure and shows you how well you are
- doing. If it falls below 50% then the RAF will lose the whole battle and
- the simulation will end.
-
- To leave the Progress report and return to the Debriefing clipboard, select
- EXIT
-
- (4) COMBAT REPORT
- The Combat report gives a detailed breakdown of the day's combat including
- the date, the home airfield, the type of Luftwaffe bombers encountered, the
- time of the attack the height of the attack, and the number of casualties
- on either side.
-
- To leave the Combat report and return to Debriefing, press any key
-
- (5) ACES
- The Aces list gives you the top ten RAF pilots in terms of their total
- confirmed kill rating. Your name will only appear on the list if you
- manage to get more than the lowest entrant. How high up you appear depends
- on your total. If a pilot on the list is killed, this will be entered next
- to his name.
-
- (6) NEXT DAY
- The final option in Debriefing will end the day and take you to the next
- one. What happens next depends on the role you chose earlier.
-
- Practice
- Trainees in practice cannot go to the next day. You are only allowed to
- practice on the first day of any phase. Selecting 'Next Day' will return
- you to the orders board for additional training.
-
- Controller
- You will advance to the next day of the conflict to plan out your tactics
- in the Control Room
-
- Pilot
- You will advance to the next day in the phase
-
- At the very bottom of the Debriefing clipboard you will find any comments
- from your superior officers on how the battle is going. The messages can
- only change once a day depending on the events that have occurred. If you
- are in PRACTICE you will be informed how well or how badly you did in that
- day's training exercise instead.
-
- For further information on controlling the simulation you should refer to
- the section 'THE MENU BAR' for details on how to improve your flying and
- combat refer to the sections 'REAL FLIGHT' and 'IMPROVED FLIGHT AND COMBAT
- TACTICS' (lmproving your shooting, Fighter combat and Notes on the theory
- of fight).
-
- THE LUFTWAFFE
-
- Having chosen the role of the Luftwaffe from the selection screen, you will
- be moved to the Squadron Meeting Room where you will see Obersteleutnant
- Werner Molders sitting pensively at a table. On the blackboard behind him
- are a list of available pilots (default set- tings at start). You should
- select one of these and then proceed through the option screens in the same
- way as for the RAF.
-
- Depending on which ROLE you selected there will be some slight differences
- from the RAF. These are listed below.
-
- PRACTICE
-
- The Luftwaffe PRACTICE mode features different options to the RAF as you
- will be taking an attacking role rather than a defensive one. The option
- you can select are;
-
- COAST
- This option will take you in your aircraft and place you immediately at the
- edge of the SE coast of England, ready to execute your orders.
-
- INTERCEPT
- This will take you immediately to an interception with the RAF Be ready for
- a dogfight.
-
- BOMB JU87
- This option takes you in your aircraft to a position just before a bombing
- run. This is the perfect opportunity to practice bombing and strafing
-
- CANCEL
- This will take you back to choose another role if you change your mind.
-
- To learn how to fy and what tactics to use in the air once you are in your
- cockpit, please refer to the R,A.F. PILOT section and IMPROVED FLIGHT AND
- COMBAT TACTICS'.
-
- CONTROLLER
-
- Once you are adept in the role of a Pilot you should try taking on the role
- of Controller. You will make decisions about which targets to attack.
- Each day the German High Command will present you with a selection of
- strategic targets (one of which was actually bombed on that day during the
- battle) and it is up to you which tar- get, or targets, you will attack and
- the number of your available air- craft to use.
-
- As Controller, your aim is to reduce the effectiveness of the RAF by
- lowering the British Air Strength to less than the critical level of 50%.
- If the strength drops below this level then the final preparations for the
- invasion can be started.
-
- There are a number of ways of reducing the air strength:
-
- Shoot down RAF aircraft in the air.
-
- Shoot RAF aircraft whilst still on the ground.
-
- Bomb RAF repair facilities located at airfields.
-
- Bomb the RAF aircraft factories
-
- Bomb shipping convoys carrying aircraft spares coming from America
-
- Bomb radar facilities to reduce the RAF's early warning capability
-
- Deny the RAF the use of their airfields
-
- Having selected the phase you wish to start the battle in, select CONTINUE
- on the next screen to confirm your choice. You will then move into the
- Luftwaffe's Control Room. Here you will see a large map of the SE corner
- of England.
-
- (A) Currently highlighted group
- (B) Current date
- (C) Number of available aircraft fights today
- (Each fight is two a/c)
- (D) Name of current Airfield/location
- (E) Available targets
- (F) Rendez-vouz points
-
- The general layout is very similar to the RAF Control Room. However the
- ultimate objective of the Luftwaffe is obviously very different.
-
- All Luftwaffe aircraft are organised in flights of two aircraft. As you
- progress through the campaign High Command will provide you with varying
- numbers and types of aircraft, depending on how well the campaign is going.
-
- The map in the Control room shows similiar items to that of the RAF
- CONTROLLER
-
- Marker Group Type
- Blue Cross Airfield
- Light grey marker Aircraft Factory
- Dark Grey area Conurbation
- White cross Barrage Balloon
- Red marker Site
- Black marker Radar Site
- White Dots Rendez-vous point
- Red Dots Target
-
- However the groups that you can interact with (red and white dots) are
- different. The white dots show your rendez-vous point, where groups of
- bombers and fighters join in formation for the journey to the target. The
- red dots are the targets and these will vary in type from day to day, and
- phase to phase depending on the plan of the German High Command
-
- One of the targets will be highlighted (flashing) and you should now check
- the identity of each target in turn by highlighting then pressing
- RETURN/ENTER
-
- In this example the target in question is a Convoy carrying cargo to the
- shores of England from the United States of America. The state of the
- convoy (whether it is damaged or not), the size (number of ships) and the
- current heading is also revealed.
-
- Press any key to make the clipboard disappear.
-
- Now select a Rendez-vous point and press RETURN/ENTER to select it.
-
- The Rendez vous point will be assigned an identification letter (to
- distinguish it from other points). It also shows the aircraft type and the
- current morale level.
-
- (Morale can range from Poor, Fair, Fine, Good up to High. At the start
- of phase one it will be at FINE).
-
- You will also notice a number of selectable options underneath.
-
- SET ATTACK
- This allows you to set an attack on a Target of your choice. Press
- RETURN/ENTER to select this option and you will return to the map. One of
- the available targets will be highlighted (flashing) and you should now use
- CURSOR LEFT/RIGHT keys to highlight the tar- get you wish to attack. Press
- RETURN/ENTER to select the target and display the 'ATTACK AGAINST:'
- clipboard.
-
- Target
- The name of the target is shown first. In this example, it is a shipping
- convoy in the chan- nel on approach to England with vital supplies
-
- Bomber Type
- This shows the currently available Bomber Type for this day. All bomber
- types are available during the entire confict but the following list shows
- those most likely to be used in each phase
-
- Phase Type
- 1 Ju87
- 2 Ju88
- 3 He111
- 4 DO17
-
- Flights
- Below this is the number of fights assigned to this target. Press the down
- arrow key to highlight this then use the CURSOR LEFT/RIGHT keys to change
- the number of fights until you are happy. Remember a fight is two a/c so
- selecting two fights will launch two wing leaders, each accompanied by one
- wing man
-
- Altitude over coast
- You can manually alter the altitude by typing in a new number from the
- keyboard. The lower the altitude the closer the aircraft will get to the
- target before detection. Keep in mind that you might want to set up a few
- aircraft at higher altitudes to act as decoys. In this situation you want
- them to be detected early so that the RAF concentrates on them instead of
- the real threat from the aircraft coming in undetected at the lower
- altitude.
-
- Target bearing at turn/ Target range at turn
- These two values dictate where the assigned aircraft will make its final
- turn towards its ultimate target. You include a sudden turn to disguise
- your ultimate target.
-
- Bombing method
- The penultimate option on the clipboard is the bombing method This can be
- set at one of three settings:
-
- (i) DiveBomb
- This begins at an altitude of 10,000 feet (See 'Combat' for more
- information on 'Bombing' manually)
-
- (ii) Low level
- This is at an altitude of only 2000 feet
-
- (iii) High Level
- This is at an altitude of 10000 feet
-
- When the bombers are setup to your satisfaction, select Setup Escourt.
- Another clipboard is displayed.
-
- You can choose between Bf109 and Bf110 for fighter type
-
- The formations available are Close, High and Free. See Fighter Tactics in
- the section IMPROVED FLIGHT AND COMBAT TACTICS for an explanation of these
-
- CANCEL ATTACK
- This will cancel any responses you have set up for this Rendez-vous point
-
- RETURN
- This option returns you to the map without setting an attack
-
- EDIT ATTACK
- Once you have set an attack from a Rendez-vous point selecting it again
- will give the option to EDIT ATTACK. Selecting this will take you back to
- the map where you can choose an attack to edit. An attack clipboard will
- be displayed and you can alter the attack in the same way that you set an
- attack.
-
- SUMMARY
- When you have set up all you want for that day, you should select
- 'Summary'. This will summarise the orders you have given for the day. If
- you want to cancel any of them select CANCELLED from the bottom of the
- screen. This will appear in the status column next to the relevant
- aircraft's orders. To change it back select CON- FIRMED and the status
- column will be empty again. When you are happy with the orders use CURSOR
- DOWN key to highlight 'Return to the Control Room'. You will be asked to
- ACCEPT or FORGET anything you have changed on the Summary screen.
-
- ACCEPT will return you to the Control room and accept the orders on the
- summary screen, including any changes you have made. FORGET will also
- return you to the Control room, but it will forget any changes you made and
- leave the orders as they were before you selected the Summary screen.
-
- FLY
- This will take you from the Control Room and into the Cockpit of your
- aircraft from here on you will assume the role of a PILOT until the next
- day, when you return back to the Control room ready to set up the new days
- orders.
-
- PILOT
-
- Each of the three roles (PRACTICE, CONTROLLER or PILOT) will eventually
- lead you to climbing into the cockpit of the aircraft assigned to you. You
- will first have to select an option from the bot- tom of the Summary
- screen.
-
- This screen shows you your aircraft and the others which are to be
- scrambled with you on that day. You can highlight a different aircraft by
- using the CURSOR UP/DOWN keys. Whichever aircraft is high- lighted will be
- the one you will fly in. At the very bottom of the screen there will be a
- number of options depending on your role
-
- Practice
- You can either select Coast, Intercept, Bomb or Cancel. To learn to fly
- the aircraft you should select Coast. This gives you a chance to
- familiarise yourself with the controls before you have to enter combat or
- bombing runs.
-
- Controller
- Controllers can select Begin or Cancel.
-
- Pilot
- Pilots can also select Begin or Cancel
-
- Having made your choice you will be taken to the cockpit of your aircraft.
-
- SUCCESS OR FAILURE
-
- If you select PILOT mode you will have three pilots to use in the campaign.
- You will win if your pilots can survive until the end of the campaign and
- reduce the British Air Strength to below 50%. You will lose the campaign
- when you lose your third pilot.
-
- As a CONTROLLER you will win upon reducing the British Air Superiority or
- lose when the simulation reaches the 15th of September with the RAF
- maintaining their superiority.
-
- FLYING WITH THE LUFTWAFFE
-
- We will assume that you are at the rank of Leutnant (the default rank and
- the easiest and most unrealistic level).
-
- All of the dials and gauges displayed in the cockpits of the various
- Luftwaffe aircraft are calibrated in imperial units (feet, miles etc) This
- step from reality was taken for your benefit. Having to famil- iarise
- yourself with two different units of measurement in the same simulator was
- taking the desire for accuracy beyond a reasonable limit.
-
- Now you are in the cockpit, it is time to look at the controls before you
- Press P to pause the simulation. You can now study the con- trols at your
- leisure. Whenever you wish to see them in action un- pause (press P
- again). There are six different aircraft to fly in as a Luftwaffe pilot,
- (four bombers and two fighters). The type you are allocated depends on the
- phase and the mission orders.
-
- FLYING THE JU87 BOMBER
-
- The Ju87 or Stuka bomber was a great success in the spring of 1940 where it
- played a major part of the German BlitzKreig. It proved to be a remarkably
- accurate bomber and with its high pitched wailing siren it instilled panic
- into the enemy. So much so that the German High Command developed tunnel
- vision when it came to making bombing strategy. In fact much time and
- effort was wasted in trying to modify the Big Bombers to allow them to dive
- bomb. The Stuka's stable mate, the Ju88, was actually used in a dive
- bombing role as well as the more nor- mal level bombing approach.
-
- However, the Stuka's success in Europe was due to the fact that the
- Luftwaffe had air superiority. During the "Battle of Britain", the RAF
- found the Ju87 to be easy pickings. When the Stuka pulls out of its dive
- it is very slow and so very vulnerable. During the course of the battle,
- the Stuka squadrons were allocated more and more escort fighters. In the
- end though the Sruka had to be withdrawn.
-
- In this simulation you can fly the Stuka. It is also possible to dive-
- bomb and strafe targets. You can move to the rear gunner position to
- defend the aircraft. The forward guns that are used for strafing can be
- used in air combat. However, unless you are playing at the easy levels,
- you will be either very lucky or very skillful to get an RAF aircraft in
- your sights long enough for a shot.
-
- JU87 COCKPIT
-
- Dials
- (1) Sights
- This allows you to line up your shots when shooting or bombing the enemy.
- When shooting, the distance that the aircraft is away from you will
- obviously have an influence on whether you hit it or not, as will the angle
- of your approach to the target. This is explained in more detail in the
- section 'IMPROVED FLIGHT AND COMBAT TACTICS'
-
- (2) Altimeter: This instrument measures the height above sea level The
- zero position is at 12 o'clock. The large needle rotates 360 degrees for
- every 100 feet. The small needle rotates 360 degrees for every 1000 feet.
- The digits display the altitude in 1000's feet
-
- (3) Direction Indicator: This dial displays the aircraft heading. No
- corrections for deviarion or variation are required. North is at the 12
- o'clock position
-
- (4) Air Speed indicator: This shows the indicated speed calibrated in tens
- of miles per hour. The indicated air speed does not always show the speed
- that you are flying at (true air speed). In fact the true air speed and
- the indicated air speed only coincide at sea level
-
- (5) Fuel dial (Fuel capacities are shown in Aircraft Comparison Table)
-
- (6) Turn indicator: Each graduation on the dial represents a turn rate of
- 3 degrees per second
-
- (7) Rate of Climb indicator: This displays the vertical speed of the
- aircraft in 1000s of feet per minute. The zero position is at 9 o'clock
- Climb is represented by a clockwise movement. The instrument is limited to
- show a maximum reading of 4000 feet per minute.
-
- (8) 12 hour clock - This can be used for dead reckoning
-
- (9) The rpm dial shows the engine speed. The maximum reading in straight
- and level fight is 5000 rpm
-
- (10) Air brakes are applied when the light is illuminated. The air brakes
- are used to slow down the dive
-
- (11) Flaps are down when the light is illuminated. The flaps are either up
- or down. There is no intermediate position and they are normally only used
- for landing. Flaps are toggled up and down using the F key
-
- (12) When the light marked "VID" is illuminated a video of the action is
- being recorded. The video can be played back at the debriefing. On second
- world war aircraft, gun cameras were used to produce motion pictures of the
- action when the guns were fired.
-
- (13) When the light marked "AUTO.' is illuminated the autopilot is engaged
-
- (14) When the light marked "GN" is illuminated then the autopilot will fire
- automatically. Please note though that the autopilot must be on before
- auto firing can occur
-
- (15) This number indicates the sensitivity of the keyboard and digital
- joystick controls
-
- (16) Press I to toggle between the two types of information present- ed on
- the aircraft data panel
-
- (17) The control surface indicator shows the position of the ailerons.
- elevators and rudder
-
- (18) The weapon instruments and controls are to the right of the cockpit.
- There is a switch to toggle between guns and bombs using the backspace key.
- The rounds remaining are shown below.
-
- (19) Gun rounds remaining
-
- (20) Bombs remaining The Stuka is fitted with 3 bombs at the beginning of
- each mission One bomb is released for each press of the trigger
-
- Pilot's Map (M)
- Pressing M when in the cockpit will display the pilot's map. This shows
- the wing leader of each fight of aircraft.
-
- You can select any of the squares on the map that represent the wing
- leaders of your nights or those of the enemy or the assigned targets for
- that day. A clipboard will appear giving you additional information
-
- DIFFERENT VIEWS
-
- For details of the various views available see the section 'FLYING WITH THE
- ROYAL AIR FORCE
-
- WAYPOINTS
-
- As with the RAF the Luftwaffe have three different types of Waypoint:
-
- TURN POINT - This is where the bomber turns to make the final approach to
- the target. If you are playing as a controller, you can choose where to
- set the turning point. This is important because you can disguise your
- intentions until the last minute.
-
- ATTACK - This is the point where the bombs get dropped on the target
-
- Dive-bombing with the Ju87 "Stuka".
-
- Dive-bombing, as developed by the Luftwaffe is a very accurate bombing
- technique which requires no instrumentation. Select bombs using the
- backspace key First attain a height of 15000 feet and a speed of 150 mph.
- Then bunt (stick forward) the aircraft to start the dive Dive at the target
- at a pitch of about 80 degrees with air brakes extended. At 4000-6000 feet
- pull back on the stick as the target moves through the gun sight press the
- trigger.
-
- RETURN - This is where the aircraft heads for after the mission In reality
- it will be the same as the rendez-vous point where the mission began
-
- Internal views
- The JU87 aircraft has all the same internal views as the Spitfire or
- Hurricane, as well as an additional 'rear gunner view'. The Ju87's
- internal views are:
-
- Key Inside view
- 3 Left back 45 degrees
- 4 Left
- 5 Left front 45 degrees
- 6 Front (normal cockpit view)
- 7 Right front 45 degrees
- 8 Right
- 9 Right back 45 degrees
- 0 Rear Gunner (also the Y key)
-
- Pressing [ in any of these views will move to a 'look up view' which will
- allow you to see a larger part of the sky, but less of the cockpit and
- controls. To exit 'look up view' press ].
-
- SWITCHING BETWEEN AIRCRAFT
-
- When playing the Luftwaffe you can switch between aircraft in exactly the
- same way as for the RAF by pressing Shift and a numeric key from 1 through
- to 4. From each of these wing leaders you can jump to a wing man by
- pressing Shift and 9.
-
- FLYING THE HEAVY BOMBERS (JU88, DO17, HE111)
-
- When on the Luftwaffe side if you are using Big Bombers then the objective
- is to defend them against the RAF fighters. The actual flying, bombing and
- subsequent strafing is done automatically. You can defend the Big Bombers
- by escorting them with Bf109 or Bf110 fighters or you can take control of
- the gunner positions inside the bomber. There are three gunner positions
- each with a small control panel:
-
- Forward gunner (press 6)
-
- 1.When this light is illuminated then the gun is damaged and will not
- work
-
- 2 When this light is illuminated, then the gun will fire automatically
- Guns will fire automatically anyway if you move to another cockpit
- view
-
- 3.This number indicates the rounds remaining.
-
- Rear look up (press Y)
- Rear look down(press H)
-
- JU88
-
- A stable mate of the JU87, the JU88 was used in both normal level bombing
- and dive-bombing raids
-
- Shooting
- When you aren't the pilot, you take the job of gunner. Instead of steering
- the nose of the aircraft to point at the enemy, you wait until the enemy
- appears in view and then you can move the gun sight around the screen with
- the CURSOR keys to track it. Fire when the enemy is in your sights using
- the SPACE BAR. You can also use CONTROL and CURSOR KEYS to move the sights
- quickly around the screen
-
- Auto-fire (T)
- This will put your gun into auto-fire mode. However, when an enemy a/c
- comes within range, the cursor will track it automatically and attempt to
- shoot it down.
-
- Damage light
- If your gun is damaged or jammed then this light will come on to warn you.
- During a mission your crew may manage to repair the gun at which time the
- light will go out.
-
- Rounds
- This tells you how many rounds of ammunition you have left on board and
- ready for use.
-
- These three features are present on all three internal views (6, Y and H
- keys). Each gunner position behaves in the same way. If an RAF aircraft
- ducks under your front gunner (6) then switch to the gunner underneath (H)
- to track it. If it passes you then it might end up behind. Press Y and
- keep your eyes peeled!
-
- DO17
- The Dornier 17 (DO 17) bomber was a new bomber design that the Luftwaffe
- intro- duced during the course of the battle.
-
- HE111
- The Heinkel 111 (HE111) bomber was another new bomber design that the
- Luftwaffe introduced during the course of the battle.
-
- Luftwaffe Fighters (Bf109 and Bf110)
- The Luftwaffe used two fighters during the "Battle of Britain" to escort
- their bombers. Both aircraft were designed by Willy Messerschmitts
- Bayerische Flugzeugwerke design team. The single engined Bf109 was an
- outstanding success and was well matched gainst the Spitfire. The two
- engined Bf11O was an outright failure The Bf110's shortcomings were
- recognised during the battle and at times the Luftwaffe were forced to
- adopt the absurd tactic of using Bf109 squadrons to escort the Bf110 so
- called fighters. When there were no Bf109s to protect them, Bf110 pilots
- would, if attacked, sometimes fly in a defensive circle. This tactic has
- been used many times during the history of air combat, notably during the
- Vietnam war and The First World war
-
- Both the Bf109 and the Bf110 are present in this simulation. You will find
- that Bf109s are not always available and so you will have to make do. This
- could be quite a problem if you are flying at Wing Commander level
-
- Cockpits
- In this simulation there are six different Luftwaffe aircraft (four bombers
- and two fighters) from which to choose. During any one mission it is
- possible to move between one of the bombers and either of the fighters. As
- it is not possible to fit three sets of cock- pits into memory we have
- compromised by using the same set of cockpits for the two fighters. There
- is one difference though. In the single seater Bf109 there is no rear view
- because in practice a pilot could not look directly behind him. To see
- behind, follow the proce- dure outlines for the RAF Fighters. The Bf110
- does have a rear view, in fact which is manned by a rear gunner
-
- (1) Sights
- This allows you to line up your shots when shooting or bombing the enemy.
- When shooting the distance that the aircraft is away from you will
- obviously have an influence on whether you hit it or not, as will the angle
- of your approach to the target. This is explained in more detail in the
- section 'IMPROVED FLIGHT AND COMBAT TACTICS'
-
- (2) Altimeter: This instrument measures the height above sea level The
- zero position is at 2 o'clock. The large needle rotates 360 degrees for
- every 100 feet. The small needle rotates 360 degrees for every 1000 feet.
- The digits display the altitude in 1000's of feet
-
- (3) Direction Indicator: This instrument displays the aircraft heading No
- corrections for deviation or variation are required
-
- (4) Turn indicator: Each graduation on the dial represents a turnrate of 3
- degrees per second.
-
- (5) Air Speed indicator: This shows the indicated speed calibrated in tens
- of miles per hour. The indicated air speed does not always show the speed
- that you are flying at (true air speed). In fact the true air speed and
- the indicated air speed only coincide at sea level.
-
- (6) 12 hour Clock - can be used for dead reckoning
-
- (7) Fuel dial (Fuel capacities are shown in the Aircraft Comparison Table)
-
- (8) The rpm dial shows the engine speed. The maximum reading in straight
- and level flight is 5000rpm.
-
- (9) Flaps are down when the switch is down. The flaps are either up or
- down. There is no intermediate position and they are only used for
- landing. Flaps are toggled up and down using the F key. See the section
- 'Landing in Training' for more information.
-
- In reality, on the Bf109, flaps were used for takeoff as well. For this
- purpose, it was possible to vary the degree of flaps applied. In this
- simulation, Luftwaffe aircraft always start in the air and so it is not
- necessary to simulate variable flaps. It is possible to defect by landing
- a Bf109 in England so landing flaps have been provided. It is not possible
- to defect in the Bf110, the rear gunner will not let you. You will find it
- impossible to lower the gear on the Bf110.
-
- (10) When the lights are illuminated, the gear is down. The gear is
- toggled up and down using the G key. The gear cannot be lowered above
- 200mph. Also, as noted above, the gear cannot be lowered at all on the
- Bf110
-
- (11) The wheel brake light is illuminated when the brakes are applied. The
- wheel brakes are toggled on and off using the W key
-
- (12) When the light marked "VID-' is illuminated a video of the action is
- being recorded. The video can be played back at the debriefing. On second
- world war aircraft, gun cameras were used to produce motion pictures of the
- action when the guns were fired
-
- (13) When the light marked "AUTO" is illuminated then autopilot is engaged
-
- (14) When the light marked "GN" is illuminated then the autopilot will fire
- automatically. Please note though that the autopilot must be on before
- autofiring can occur
-
- (15) This number indicates the sensitivity of the keyboard and digital
- joystick controls
-
- (16) Press I to toggle between the two types of information presented on
- the aircraft data panel
-
- (17) The control surface indicator shows the position of the ailerons,
- elevators and rudder
-
- (18) Remaining Ammunition The BF110 has a rear gunner position. Press Y
- key to switch to the rear gunner. This position is controiled in exactly
- the same manner as any of the gunner positions found on the JU88 bomber
- aircraft.
-
- COMBAT
-
- As a gunner on a heavy bomber the enemy will come to you. When the RAF
- fighters suddenly swoop to attack you will need to be fast and accurate
- with your shooting to send them spiralling downwards
-
- As a fighter pilot in either the BF109 or BF110 you will have to hunt down
- the RAF's intercepting fighters in order to protect your bombers
-
- Speech
- Some machines will have a digitised speech option. When turned on, you
- will hear radio messages from other pilots. A few examples and their
- significance are given below:
-
- We are under attack! - The bombers you are assigned to protect are under
- attack from the RAF
-
- Spitfire attacking - A Spitfire aircraft is attacking
-
- BOMBING
-
- Luftwaffe bomber aircraft must destroy specific tar- gets. In the JU87 you
- can accomplish this by bomb- ing or staffing your target.
-
- The other bomber aircraft available (the JU88, DO17 and HE111) perform
- their bombing runs automatically. (You are positioned as a gunner and so
- have no influence on piloting the aircraft).
-
- ENDING THE DAY
-
- Your mission with the Luftwaffe will end when you either,
-
- (i) Complete your mission and return to Luftwaffe airspace
-
- (ii) Get shotdown/crash or eject
-
- (iii) Defect by landing at an enemy airfield
-
- (iv) You select Abort Mission from the file menu in order to start again
-
- (v) End mission option on menus
-
- In the above situations you will follow the procedure covered by the
- sections "Winning the Day", "Losing the Day" and "Debriefing"
-
- REAL FLIGHT
-
- With 'Real flight' selected on the Menu Bar (which is discussed in a
- moment) your aircraft's power will be set at a more realistic level meaning
- that you have less power available and thus need to be more skillful
-
- Take off
- In Real Flight takeoff is not automatic. Instead you should press the /
- key to increase the engines R P.M to maximum. At just over 40mph, gently
- push the stick forward. This brings the nose down and it is possible to
- see more of the ground. As well as being important for safety, this
- manoeuvre reduces drag and hence increases acceler- ation. At a speed of
- over 80 mph, gently pull back on the stick until you are airborne. Also as
- soon as possible after takeoff lift the gear (G key). The easiest way to
- see if you are airborne is to watch the altimeter on the digital readout.
-
- Takeoff speed is not sufficient to allow adequart climbrate. So fly with
- little or no climb until the speed has reached 180 mph. It is safe to
- climb at speeds of over 140mph. Climbrate of between 2500 feet/min and
- 3000 feet/min can be sustained. The actual value depends on altitude and
- aircraft type
-
- First Production Spitfire
-
- Height Top Speed Rate of Climb
- feet mph ft/min
-
- 2000 295 2195
- 5000 307 2295
- 10000 328 2490
- 15000 348 2065
- 18500 362 1700
- 20000 360 1480
- 25000 349 900
- 30000 315 325
-
- Landing
- Press G to lower the landing gear. Check that the light comes on. If it
- has been damaged and the light fails then you will have to perform an
- emergency landing without them!
-
- Press F to bring the flaps down. Check that the flap lever is down. On
- the cockpit. If you cannot get the flaps down (due to damage) then you
- will have to approach at about 10 mph faster than normal.
-
- The correct speed for landing is either 85 mph. (with everything working)
- or 90 mph if you are gliding in (due to lack of any fuel)
-
- Mislandings
- If you fail to land increase speed to 120 mph before attempting to climb
-
- After landing
- Bring the RPM down to 0 by pressing the - key then wait. The ground crew
- will re-arm and re-fuel your aircraft. If your aircraft is damaged then
- you will be moved to Debriefing.
-
- You will find that you have to power right down to get the speed to below
- 100 mph when descending on the glide path. You should aim for a glide path
- which is at about 5 or 10 degrees below the horizon- tal, ideaily aiming
- for 7-8 degrees
-
- Try the following:
-
- (i) Reduce speed to 90 mph
-
- (ii) Set glide path to 7 degrees.
-
- (iii) Pull back to bring the nose up. The aircraft should lose speed and
- after a few seconds it will continue but on a steeper descent
-
- (iv) Increase the RPM by pressing the + key to change to a shallow- er
- descent
-
- THE FOUR PHASES OF THE BATTLE
-
- Phase 1: Convoys
-
- Start: July 10th 1940
-
- In this phase, the Luftwaffe are attacking the convoys in the channel. The
- main aim is to entice RAF aircraft to fight over neutral waters. The RAF
- did not oblige in large numbers. Their response was limited to preserve
- strength for the battle to come.
-
- Phase 2: Eagle Eyes
-
- Start: August 9th 1940
-
- The Luftwaffe changed tactics and decided to attack the RAF in its home
- territory. Before attacking the airfieids, it was decided to dis- able the
- RAF's eye, ie destroy the radar. This would make it possi- ble to mount
- more permanently damage the radar stations and the phase was short lived
-
- Phase 3: Eagle
-
- Start: August 13th 1940
-
- This was the Luftwaffe's attack on the RAF airfields. This attack was
- devastaring. When the RAF was at the point of collapse, the phase ended.
- If it had continued, the Luftwaffe would surely have been vic- torious
-
- Phase 4: Blitz
-
- Start: September 7th 1940
-
- The attack moved to the city of London. Goring hoped to crush the morale
- of the RAF and also force the RAF into the air to protect the capital
-
- Comparing The Killing Machines
- In the few weeks of the "Battle of Britain", the courage of the pilots from
- both sides were tested to the ultimate limit. The aircraft were also
- severely tested. The aircraft had similariries but many differ- ences.
- Some more subtle than others. Knowing the strengths and weaknesses of
- friendly and unfriendly aircraft is an important part of the job of being a
- fighter pilot.
-
- This section contains information about the aircraft used during the
- battle. Mixed in among this general background information, there are some
- facts that you can put to use in the cockpit
-
- Aircraft Comparisons
-
- RAF
-
- Spitfire Hurricane
- Wing Span 36ft 11in 40ft 0in
- Length 29ft 11in 31ft 4in
- Height 12ft 3in 13ft 1in
- Wing Area 242sq ft 258sq ft
- Engine Merlin III Merlin III
- 1030hp 1030hp
- Armament eight.303 machine .303 machine guns
- guns wing 300 rpg wing 1000 rpg
- Max.Speed 362 mph 328 mph
- at 19000ft at 20000ft
- Max.Range 395 miles 505 miles
- Ceiling 31900 ft 34200 ft
-
-
- LUFTWAFFE
- Bf110 Ju87 Bf109
- Wing span 53ft 5in 45ft 3in 32ft 4in
- Length 39ft 9in 36ft 1in 28ft 8in
- Height 11ft 6in 13ft10in 11ft 2in
- Wing area 413sq ft 343sq ft 174sq ft
- Engine 2xDB601A Ju211A-1 DB601A
- 2x1150hp 1100hp 1150hp
- Armament Four 7.9mm Two 7.9mm Two 7.9mm
- machine guns machine guns machine guns
- 1000 rpg 500 rpg engine
- Two 20mm two 20mm
- machine guns cannon in wings
- 180rpg 60 rpg
- One rear firing One rear firing
- 7.9mm MG 7.9 MG
- 750 rpg 900 rpg
- Max speed 349mph at 232mph at 357mph at
- 23000ft 23000ft 12000ft
- Max range 530 miles 370 miles 412 miles
- Ceiling 32000feet 26500feet 36000 feet
-
- LUFTWAFFE BOMBERS
- HE111 Ju88 DO17
- Wing Span 74ft 1in 59ft 10in 59ft 1in
- Length 53ft 10in 47ft 1in 50ft 0in
- Height 13ft 2in 15ft 5in 14ft 11in
- Wing Area 943sq ft 540sq ft 592sq ft
- Powerplant 2 x DB601A 2 x Ju211B-1 2 x Bramo 323P
- 2 x 1100hp 2 x 1200hp 2 x 1000hp
- Armament three 7.9mm three 7.9mm four 7.9mm
- machine guns machine guns machine guns
- nose nose nose
- dorsal dorsal dorsal
- ventral ventral ventral
- 750rpg 750rpg 750rpg
- Max.Speed 247 mph 286 mph 265 mph
- at 16000ft at 16000ft at 16400ft
- Max.Range 1224 miles 1553 miles 745 miles
- Ceiling 26000 feet 26500 feet 26400 feet
- Bomb Load 4410lbs 3968lbs 2200lbs
-
- The performance figures here are only indicative. In the simulation with
- "Real Flight" selected on the menus it will be possible to obtain
- performances similar to those in the table. However there will be
- differences as no two aircraft are exactly the same and the total weight of
- the aircraft is affected by fuel carried.
-
- Performance is also affected by the quality of the fuel. Just before the
- battle, RAF pilots were to receive a very welcome boost from an American
- petroleum company. Up to the battle, the standard fuel was a 87 octane
- mixture. However, under a veil of secrecy a deal was agreed to obtain a
- 100 octane fuel that had been used by the US Army Air Corps since 1938.
- The British Air Ministry managed to finalise the contract for the supply of
- the fuel just before the out break of the "Battle of Britain"
-
- The Do17 had extra machine guns fitted, these are not used in the simulator
-
- Kills claimed Actual losses
- Luftwaffe 2698 1733
- RAF 3058 915
-
- Fighter command overstated by just over fifty per cent while the Luftwaffe
- overstated by more than 200 per cent
-
- Many people expect the enemy to exaggerate their successes and dismiss the
- claims with something like..."well they would say that though wouldn't
- they"
-
- Then there is the feeling of being let down when you find that your side's
- claims are shown to be exaggerated too
-
- How can this happen? Well, propaganda is a powerful weapon and it is
- likely that wishful thinking did colour peoples judgement. However the
- distortion is not as great as that seen in some Arab newspapers during the
- 1967 war where for the first five days the Arabs were said to be
- experiencing spectacular success followed on the sixth day by an
- announcement that the Israelis had won!
-
- The most important weapon that Britain has ever produced. had we not had
- it we would have been in big trouble"
-
- Reginald Mitchell was Chief designer of the Supermarine Company Woolston
- Southampton. During the 20's, the Supermarine Company were concerned with
- the production of sea planes. They were also heavily engaged in producing
- aircraft to break the absolute speed record and win outright the "Schneider
- Trophy".
-
- The experience gained by Mitchell in designing these metal mono planes was
- used in the production of a series of fighter aircraft designs in the early
- thirties. Gradually the design was improved and finally with the
- introduction of the 1000hp Merlin engine, the design was sufficiently
- impressive for the Air Ministry to place a small order
-
- The prototypes were a success and a large order was placed
-
- The Spitfire was a thoroughbred but as production got under way its roots
- started to show. In the design there were no compromises to production
- techniques. In fact the only compromises were to aerodynamics. It was
- like a rich man's hand built sports car
-
- Production proved to be difficult slow and expensive. Delivery was late
- and behind budget. However the British did get there act together and
- managed to produce aircraft in sufficient numbers throughout the Battle and
- the Spitfire caught the public imagination Now, after so many years, the
- impression is that the "Battle of Britain" was won because of the Spitfire.
- It is surprising, then, to find that the Hurricane accounted for 80% of the
- enemy aircraft destroyed.
-
- How did the Spitfire manage to win such admiration when the facts clearly
- show that the accolades should have gone to the Hurricane
-
- Why has history has been unkind to the Hurricane.
-
- The Spitfire had a number of advantages. Its very long service life kept
- it in the public eye. Its elegant lines made it a very photogenic
- aeroplane; some say it is the most beautiful fighter aircraft ever to be
- built. The aeroplane handled superbly. For the young pilots, it was like
- being given a very fast and desirable Sports car and being paid to operate
- it. It was fast and manoeuvrable.
-
- The Hurricanes advantages were more mundane. Its was a very sta- ble gun
- platform and could take more damage than a Spitfire. It could also out
- turn any of its temporaries. Finally, the RAF had more Hurricanes than
- Spitfires
-
- In fact, the Spitfire and Hurricane complemented each other and the RAF
- needed both. The fact that the Hurricane achieved more kills mostly
- attributed to tactics used by the RAF
-
- The Spitfire's speed and manoeuvrability meant that it was a match for the
- Luftwaffe best fighter, the Bf109. These fighters were sent over to escort
- the relatively vulnerable bombers. When inbound air- craft were detected
- by the RAF, they would send Hurricanes to attack the bombers and Spitfires
- were used to keep the fighters busy
-
- The Hurricane had the easier targets and took advantage of the situation.
- It is obvious though that they could not have achieved so much if the
- Spitfire had not been so successful
-
- War is not so neat and tidy as the above summary would suggest Hurricanes
- did sometimes engage Bf109s and sometimes they got the better of their
- enemy. Spitfires sometimes failed to counter the enemy fighter force. So
- many factors are involved not least of which are pilot skill, experience
- and luck
-
- Of all the RAF aircraft available at the onset to the battle, only the
- Spitfire and the Hurricane made a significant impact. So in this simu-
- lation we feature on the RAF side, the Spitfire and Hurricane
-
- Armament
- Spitfire and Hurricane were fitted with eight 303 Browning machine guns.
- Each gun was fitted with 300 rounds of ammunition belted and fed from boxes
- for quick rearming. In fact an efficient ground crew could rearm and
- refuel in eight minutes.
-
- When compared with the cannons on the Luftwaffe, it is obvious that these
- guns were painfully inadequate. During the pre-war days the RAF were
- starved of funds and little was available for gun development.
-
- Some aircraft were fitted with 20mm cannon in the early days of the Battle.
- These aircraft could be distinguished by the bulges on the wings to
- accommodate the cannon magazines. Unfortunately, these cannon frequently
- jammed and were not fitted generally.
-
- Messerschmidt Bf109
- The Bf109 was the Spitfire's main rival. In some areas the Spitfire
- excelled and in others the Bf109 was supreme. Overall the aircraft were
- well matched and a lot depended on luck, pilot skill and tactics However
- considering the end results were so similar, it is surprising how different
- the aircraft designs were.
-
- The Bf109 was designed for mass production and ease of mainte- nance. It
- had no difficult-to-manufacture elliptical wings, in fact no double curved
- panels. Consequently, it took only one third of the time to build a Bf109
- compared with the time taken to build a Spitfire. For field maintenance,
- the spark plugs, oil pump etc were easily accessible. All this didn't
- effect the pilot much. But the fuel injection system did. Luftwaffe
- pilots could bunt (stick forward) with no loss of engine power. RAF pilots
- whose aircraft were fitted with gravity fed carbs could not. In RAF
- aircraft it was necessary to do a half roll before diving. This was to
- maintain positive g on the fuel sys- tem.
-
- Just before the war, the Bf109 broke the land plane record by flying at
- 379mph
-
- Visibility
- Visibility was poor on all the fighters. A lot of nastiness could be going
- on under the nose and the wings and behind you. The provi- sion of the
- tiny make up mirror was certainly an after thought on the Spitfire and the
- situation for the Bf109 was no better. In fact because the cockpit was so
- much more cramped on the Bf109, it was more difficult to turn to look
- behind.
-
- Landing
- The Bf109 was very difficult to land and the canopy was such that inversion
- during landing was generally fatal. As a consequence, over 1500 student
- pilots were killed in the first two years of the war
-
- IMPROVED FLIGHT AND COMBAT TACTICS
-
- AIR COMBAT MANOEUVRES
- Break - This is a traditional defensive move use when an enemy is attacking
- from the rear. By turning hard into the line of attack you can make the
- enemy over shoot.
-
- Scissors - This is a counter attacking manoeuvre which can be performed
- after a successful break. After evading an attack you can attempt to move
- in behind the enemy aircraft. The aircraft criss cross each others paths
- as each attempts to gain and maintain an attacking position behind the
- other
-
- Split S - This is a move that results from an attacking enemy getting too
- close. You should roll upside down and pull into an accelerated dive to
- evade the attacker before they can react.
-
- Vertical Loop - This is an evasive move which may be transformed into a
- counter attack manoeuvre. You should pull into a steep climb, continuing
- up and over the top in the same direc- tion. As you come down back onto
- your original path you may find that the attacking aircraft has continued
- on its attack course and you may be able to position yourself in an
- attacking position on its tail.
-
- Lag Pursuit - When the enemy you are attacking performs a break you may be
- able to prevent over shooting and maintain an attacking position by
- performing the Lag Pursuit. This entails holding a path below and behind
- that of the enemy aircraft and occasionally pulling into a slight climb to
- reduce speed and remain behind the enemy.
-
- Immelmann Turn - This move was pioneered by the German World War I Ace Max
- Immelmann,nick- named the "Eagle of Lille" It can be used to change
- direction in the least amount of horizontal space by pulling into a near
- vertical climb and rolling to face in the desired direction when you reach
- the top of the climb. By applying hard rudder and performing a stall turn
- at the top of his climb, Immelmann used this manoeuvre to position his
- Fokker for a dive on his enemy with devastating results. The manoeuvre was
- adopted and used well into World War I and was only abandoned when the
- intro- duction of more powerful Ailied fight- ers rendered the stalling
- Fokkers vul- nerable to counter attack.
-
- Head on - As mentioned earlier, the head on encounter is not recom- mended
- as it amounts to a game of chicken with bullets. If you fail to score a
- hit on your enemy during this initial encounter the aircraft with the
- tightest turn arc is likely to end up in the best position. By looping
- back and across your original flight path in a tight turn you may be able
- to gain an advantageous position against a slow- er turning enemy.
-
- IMPROVING YOUR SHOOTING
- _
- To succeed in this simulation, you have to be or become a pretty good shot.
- It is much more difficult to down an aircraft with gun or cannon fire than
- with a missile. For one thing you have to get much closer, also
- bullets/shells don't guide like missiles. Finally, one hit from a
- bullet/shell is not necessarily fatal.
-
- These perceived advantages of the missiles led airforces in the fifties to
- equip fighter aircraft with missiles only. The justification was that the
- day of the dogfight was over and that fighter aircraft were to become
- missile platforms for the interception of big bombers. All this doctrine
- was thrown out of the window during the Vietnam war Dog fighting was back
- in and American fighter pilots at the beginning of the conflict "would have
- killed to get a gun fitted to their aircraft' It is true to say that some
- American aircraft started the conflict with guns fitted but most didn't.
- During the conflict most aircraft were fit- ted with guns to various
- degrees of success. However, American Fighter piiots have said that if
- they had guns, the number of kills they could have achieved would have been
- twice their actual score.
-
- Guns are still in favour on modern fighters even though the gun kill is
- still the most difficult to achieve. The modern pilot does have some
- advantages over his second world war colleague:
-
- the cailiper of the gun/cannon is greater and so fewer hits are needed
-
- the gun/cannon will be mounted more centrally rather than on the wings. On
- second world war fighters, guns were harmonised to focus on an area a set
- distance in front of the fighter
-
- head up instrumentation gives the range of the target as well as the
- predicted path of the shells. The guess work is largely taken out of the
- process
-
- But there is one crucial advantage for the second world war pilot: speed.
- The aircraft were much slower and this meant that there was more time to
- set up and prose- cute an attack.
-
- Also there was more chance to "catch your breath". Many times in the
- literature you will read of pilots saying that they were engaged in a
- hellish dogfight with scores of aircraft milling around and within seconds
- the sky was empty. Modern day radar ensures that it is not as easy to
- escape notice to recover
-
- Gun Sights for range finding
- All the fighters are fitted with multiple guns and these guns are focused
- to a point which is 250 yards in front of the fighter. To be effective
- then you need to close to a range of 250 yards or closer. The gun sight
- can be used to help you judge range. For instance, if a small fighter
- (wingspan, say 35 feet) fills the ring of the gun sight then it is 100
- yards away.
-
- If the fighter's wingspan is only half the diameter of the ring then it is
- 200 yards away.
-
- It is possible to estimate the range of other aircraft by reference to the
- Aircraft Comparison Table which contains wingspan information. For
- instance a He111 with a wingspan of about twice a small fighter will be at
- a range of 200 yards when it fills the gun sight circle
-
- In reality, the pilot could make modifications to the gun sight to help in
- range finding. For instance on the RAF gunsight the horizontal and
- vertical lines could be adjusted so that the gap between the lines could be
- varied. When the target filled the gap, it was at the optimum range.
- During the development of this simula- tion, it was shown that this extra
- sophistication was not useful.
-
- Some aircraft, in the simulation, are fitted with an alternative gun sight
- design. For this sight, the display consists of eight diamond shaped dots
- arranged in a ring:
-
- The diameter of the ring was controlled by the pilot until it encircled the
- target. The sight then automatically calculated the range of the target.
- However for the purposes of this simulation, the sight should be used in
- the same way as the previously discussed ring sight
-
- Gun sight for deflection
- The bullets and shells leave the aircraft at over twice the speed of sound.
- An enemy fighter, at a range of 250 yards, flying at 300mph travels a
- distance of 70 yards in the time it takes for the bullets/shell to reach
- it. In a beam attack (from the side), the pilot must aim at 70 yards in
- front of the target to get a hit
-
- Normally the angle between the two aircraft is much less than the 90
- degrees of a beam attack. As the angle is reduced then the "lead' required
- is reduced from the 70 yards mentioned above. In a stern attack (directly
- behind) no "lead" is required at all. A stern attack is only usually
- likely when the target is taken completely by surprise Normally you will be
- faced with a deflection shot, that is one where you have to fire where the
- target will be, not where he is on firing.
-
- Becoming an expert on deflection shooting is essential if you want to
- become an ace.
-
- The gun sight can be used when setting up a deflection shot.
-
- First of all it is necessary to estimate the angle between your aircraft
- and the target. For instance a target is twenty degrees off if lines
- extending along the length of yours and his aircraft meet at an angle of
- twenty degrees
-
- For a target which is 20 degrees off the target should touch the ring and
- point at the centre of the ring.
-
- Targets that are 10 degrees off, should be half way between the ring and
- its centre. The target should still point at the centre of the ring:
-
- Here is an example of a 5 degrees off setting
-
- This setup will result in a miss. Although the twenty degree off target is
- touching the ring, it is not point- ing at the centre of the ring.
-
- Range Tables
-
- Target a/c RAF Bf109 Bf110 Ju87 Ju88 He111 Do17
- Range(yards) 100 100 150 130 170 210 170
-
- The figures in the table shows the range in yards when the target fills the
- circle. The range will be double when the target's wingspan is only half
- the diameter of the ring
-
- Gun Harmonising
- Neither the Hurricane or the Spitfire had guns on their fuselage. In fact
- both were fitted with eight relatively smallbore (0.303 in) machine guns,
- four on each wing. The combination of the wing mounting and the small bore
- meant that the issue of harmoni- sation was vital for the RAF.
-
- Harmonisation is the name given to the process of focusing all the guns so
- that their fire will converge at a chosen point in front of the aircraft.
- This harmonisation is done on the ground by a member of the ground crew and
- should be regularly checked
-
- As the guns fire they vibrate causing the bullets to spread out into a cone
- shaped pattern.
-
- The harmonisation point is a compromise between safety (the fur- ther away
- the better) and the desire to concentrate your fire (the closer the smaller
- the cones of fire due to vibration).
-
- RAF pilots found that the regulation harmonisation point of 400 yards was
- too far. During the battle the distance was reduced to 250 yards. In fact
- it was found beneficial to press home attacks even closer than 250 yards.
-
- It is reported that many pilots modified their gun settings unofficially
- because the change was not sanctioned by Fighter Command. The squadrons
- did not see eye to eye with Fighter Command over a number of issues. Many
- myths developed after the battle and it is dif- ficult to extract the
- truth. It does appear that some stories "improved" with the telling and
- some myths seem to have been developed intentionally. It is a fact though
- that Dowding was removed from office within weeks of his Command's
- successful defence of Britain. Goring didn't suffer that fate and he lost!
-
- So something as seemingly technically-based as gun harmonisation has its
- political side.
-
- FIGHTER COMBAT
-
- About 80% of "kills" are the result of surprise attacks. That is the
- target is hit and going down before he knows that he was even under attack.
- You should try to maintain the element of surprise as long as possible. By
- referring to the Map it is possible to fly a course which keeps you out of
- visible range until you are on the target's six. If you can come out of
- the sun then your position is even better.
-
- In this simulation, if you are flying an RAF fighter, Luftwaffe pilots only
- become aware of you when you come into their visible range. However
- whenever a Luftwaffe pilot can see you, then a Luftwaffe Fighter Leader
- will be informed of your presence. If you are flying a Luftwaffe fighter
- you will find that generally RAF fighters are sent to engage bombers and
- will only engage you if they see you.
-
- Once the element of surprise is lost, you will be mixed up in a dog- fight.
- You can either try to turn harder or smarter. This section gives you some
- ideas on how to turn smarter.
-
- Being smart involves attempting manoeuvres that use the third dimension.
- But also being smart means making fewer mistakes
-
- Flying in pairs
- lt is generally accepted that in air warfare. a single fighter is a
- liability. A pair is an asset. When paired, aircraft can watch each
- other's blind spots and tasks such as naviga- tion can be shared. As well
- as providing mutual support, Pairing is also in-line with the well
- established doctrine of concentrating your fire power
-
- The Luftwaffe understood these principals well. Their aircraft, from the
- start of the battle, were organised in pairs. Pairs of aircraft were then
- grouped to form bigger formations
-
- The RAF still had to learn about tactics the hard way. Much of their
- training was based on the assumption that they would be faced with
- unescorted bombers. Squadrons would fly in tight V formations Pilots
- concentrated on not hitting each other and so the squadron as a whole did
- not keep an adequate look out. The aircraft at the end of the V" was
- called "tail end Charlie", he was the most vulnerable His job was to
- maintain a rear guard. In fact he was worse off than a singleton because
- he had to avoid colliding with aircraft in front Essentially the V system
- did not provide mutual support
-
- RAF pilors did change tactics and for the purposes of this simulation RAF
- pilots will fly in pairs wherever possible. They were outnum- bered and so
- on occasions RAF aircraft will be sent up as singletons.
-
- A fighter aircraft spends most of its time in its most vulnerable state:
- on the ground. It is not surprising then that the bombing of airfields was
- the Luftwaffe's most successful tactic. In fact on September 5th, Parks
- reported that Luftwaffe bombing was seriously affecting the flying
- efficiency of his command.
-
- It has been said that, "the bombers will always get through" However it is
- the number that get through which will determine the fate of the battle
-
- RAF tactics concentrated on attacking the bombers rather than the fighters.
- Spitfires were used to keep Luftwaffe fighters at bay whilst Hurricanes
- tore through the bombers
-
- The Luftwaffe had to develop tactics to protect the Bombers. There was a
- good deal of controversy about this and in fact the "layman's" tactic is
- wrong. Luftwaffe fighters recognised that to beat the RAF they needed
- surprise, height and the room to manoeuvre. Two methods were developed:
-
- Free - Luftwaffe pilots were allowed to fly ahead of the bombers and
- intercept the RAF fighters
-
- High - Fighters fly much higher and behind the bombers. As the RAF pilots
- come in and attack the rear of the Bombers. Luftwaffe fighters can then
- pounce on the unsuspecting RAF pilots. If the attack can be from the sun
- then all the better
-
- German bomber losses mounted as RAF tactics improved and Goring had to do
- something. He decided that the fighter pilots were either avoiding battle
- or were just flying around enjoying themselves Bomber Command would feel
- more assured if they could actually see the escort. So, against Fighter
- Command advice, Goring ordered that fighters should provide a close escort.
- At a stroke the Luftwaffe fighters were denied the advantage of surprise,
- height and the ability to manoeuvre
-
- Damage
- If you take a hit you won't go down immediately. However you could have
- sustained damage which will hamper you
-
- There are no damage lights like you find on the modern fighter jets and so
- you will have to diagnose the problem
-
- If you are flying a one or two seater then try this:
-
- as you move the stick from right to left (full deflection) watch the
- control surface indicator. If the indicator does not move as much as usual
- you know that you have sustained aileron damage
-
- repeat the test for the elevators flying straight and level and select
- maximum rpm by pressing the / key. When flying an RAF Fighter, if you
- don't get the rpm dial to point straight up you know that you have engine
- damage. On the Luftwaffe aircraft, the max rpm at straight and level is at
- 4600 rpm. Once damage has been sustained, further hits will make the
- situation worse. So disengage once damaged.
-
- NOTES ON THE THEORY OF FLIGHT
-
- "The Phantom F4 is living proof of the aerodynamic principle that given
- enough power you can even make a brick fly."
-
- Obviously all aircraft are governed by the same aero- dynamic principles
- and forces. However it is true that most of the subtleties of flight can
- be largely disre- garded when your aircraft can deliver huge quantities of
- thrust.
-
- Second world war aircraft have limited thrust outputs and so some of the
- subtleties of aerodynamics become more appar- ent. Knowing about them
- could save your skin
-
- Flight is governed by four main forces: lift, thrust, drag and weight
-
- For an aircraft to fly straight and level, the four forces must be per-
- fectly balanced. If they were not an acceleration would develop which
- would result in a change in velocity or direction. All the forces would
- then be different. Changes occur until either nature or the pilot finds a
- situation where all the forces are balanced. IT IS IMPOR- TANT to note
- that the aircraft is moving when the forces are bal- anced but it won't be
- accelerating.
-
- The weight is due to the mass of the aircraft and it always acts downwards.
- During flight in this simulation, the weight will drop as fuel is burned
- (if "Limited Fuel" is selected). The lighter you can make an aircraft, the
- longer it can stay in the air. In modern aircraft fuel and weapons can be
- jettisoned to reduce weight. In the aircraft of this simulation, the only
- thing of any weight that you can jettison is yourself. The theory of
- flight is the last thing on your mind when you are floating down at the end
- of a parachute.
-
- The thrust is supplied by the engine(s). Control in the simulation is
- simplified to modifying the rpm. This is not strictly accurate but the
- effect is the same as reality: the pilot can control the thrust supplied
- by the engine. Thrust is also effected by altitude and velocity
-
- Thrust gives the aircraft a velocity. The resultant movement of air over
- the wings provides lift. This is a force at right angles to the velocity
- and is due to the design of the wings. The air pressure below the wing
- increases and the pressure above the wing decreas- es. The end result is
- that the wing gets pushed upwards. As well as the design and size of the
- wing, the size of the force depends on two variables: velocity and drag.
-
- velocity: - lift is proportional to velocity squared angle of attack(AoA):
- lift is directly proportional to angle of attack the AoA is the angle
- between the airflow and a line drawn from the front to the back of the
- wing:
-
- From this, you should be able to explain why it is possible for an air-
- craft, when it has built up sufficient speed, to takeoff without the pilot
- touching the stick. Also you should be able to explain why it is possible
- for a pilot to takeoff at lower speeds by pulling back on the stick
-
- Drag is a very interesting force. It is made up of three significant
- parts: parasitic, shock and induced. Parasitic drag is closely linked to
- the drag experienced in automobiles. The faster you go, the greater the
- drag. To oppose this drag, greater engine power is needed. So to go
- faster you put your foot down. Also to stay at the higher speed, you KEEP
- your foot down.
-
- Shock drag is encountered as the speed approaches the speed of sound. This
- is not a concern here because the speeds of aircraft in straight and level
- flight are too low
-
- Induced drag is important though because induced drag is at its greatest at
- low speed. This is the exact opposite to parasitic drag and it leads to
- some very odd effects. Lift is proportional to AoA and velocity squared.
- So to maintain an aircraft in the air, as the velocity decreases then the
- AoA must increase. As the AoA increases it is possible to see how the
- aircraft presents a less streamlined profile to the airstream. So
- increasing the AoA increases the induced drag.
-
- Merging the two curves leads to a u shape. At the bottom of this u, you
- can find the speed for minimum drag. From this it is possible to develop
- the argument to obtain the speed for minimum fuel con- sumption and maximum
- range
-
- If you are travelling at the speed for minimum drag and then increase
- thrust, you will speed up. At some velocity the drag will have increased
- until it matches the new thrust and the aircraft will stop accelerating.
- Reducing the thrust to a level between the two previ- ous levels will
- result in a velocity between the two previous veloci- ties. Just like the
- effect in a car.
-
- Reducing the thrust when travelling at minimum drag has very unex- pected
- results. First of all the aircraft slows as expected. However no new
- balance is achieved. The drag has increased, not decreased as it would in
- a car. The increased drag actually results in a braking effect and the
- aircraft will move towards the stall. In fact, to maintain the aircraft on
- the "backside of the drag curve" you need to apply thrust, more thrust than
- was needed to maintain the higher velocity achieved at minimum drag.
-
- In some instances there may not be enough power to overcome the high
- induced drag and so acceleration is sluggish or even non exis- tent.
- Sometimes it is better to dive out of trouble rather than fight the
- situation by pouring on the power
-
- Turning When the aircraft is banked, the lift force no longer faces
- straight up.
-
- This has two effects:
-
- the sideways force results in the aircraft turning
-
- the vertical force is diminished, the air- craft's weight is no longer
- balanced and so the aircraft will nose down
-
- To counter the second effect pilots pull back on the stick to produce more
- lift. The measure has further knock on effects:
-
- the turn is made tighter because the side- ways force is increased
-
- the induced drag is increased
-
- Now the increase in induced drag can vary from negligible at high speeds,
- to overpowering at low speeds. Hence the saying "avoid tight turns at low
- speeds".
-
- In this simulation the correction needed to maintain level flight is done
- automatically at low bank angles. At high bank angles a manual correction
- is required. So diving turns, as favoured by the pilots of the day, are
- quite possible. Just bank the aircraft to an angle in excess of 45
- degrees. Of course, if you really want to get down, flip over onto your
- back.
-
- Stall
- Earlier it has been stated that to maintain lift as velocity is reduced, it
- is necessary to increase the angle of attack (AoA). There is a limit
- though:
-
- The graph shows that the lift rises steadily as AoA is increased. However,
- at the stall angle and beyond, lift rapidly drops off.
-
- You can practice stalling your aircraft. First get to an altitude of over
- 5000 feet. Then remove all power and attempt to maintain straight and
- level flight. As the speed drops below 100 mph you may notice that the
- even though the nose of the aircraft may be pointing up, the aircraft is
- descending. This indicates that the AoA is getting quite large
-
- If you continue to stop descent by pulling back on the stick (increas- ing
- AoA), the velocity will continue to drop. As the velocity approaches the
- low 80's and high 70's, the aircraft is near the stall Buffeting of the
- aircraft will now be experienced
-
- Finally in the low 70's mph, the aircraft will stall. As lift is lost the
- nose drops and the aircraft's control will not respond
-
- Provided that you have the altitude, recovering from a stall is relative
- easy let go of the stick apply power allow the aircraft to build up speed
- as it dives at a speed of over 120 mph, gently pull back on the stick
-
- Stalling at low altitude is dangerous!
-
- THE MENU BAR (F10)
-
- The Menu Bar has a number of features that you will find useful whilst
- running this simulation. It is identical for both RAF and Luftwaffe
- players except for the choices available in the 'Rank' category
-
- Pressing F10 will display a menu bar at the top of the screen with the
- following categories:
-
- ABOUT, FILE, RANK, CONTROL, OPTIONS and DETAIL
-
- Each of these categories features a number of options (listed below) but
- you should note that some options are not available while you are in the
- aircraft cockpit. (You can not change options to do with difficulty as
- this would effect your scoring).
-
- To make menu selections, move the pointer to the menu you wish to activate
- and press the RETURN/ENTER. The menu options will drop down and remain
- displayed. To select a menu option, move the pointer down to highlight the
- option of your choice and press RETURN/ENTER. The menu will then close.
- To make multiple selec- tions from the same menu, press the number 5 key on
- the numeric keypad for each selection in turn
-
- About
- This gives you information about the people who created 'Reach for the
- Skies as well as the version number of the software and any other relevant
- information
-
- File
- This category has a number of choices available. They are related to the
- mission in hand or the taking of photographs or video film during flight
-
- (i) Abort Mission
- Selecting this will abort the mission. It has also been referred to as
- giving up! You are taken back to the screen before you started the mission
- so you can try again
-
- (ii) End Mission
- Selecting End Mission will allow you to end without having to go back to
- the airfield and land. Normally this will only be selectable once you have
- been told that the Luftwaffe are returning home. You will then go to
- Debriefing.
-
- (iii) Return
- This will turn off the menu bar and return you to whatever you were doing
- before you pressed F10 or Escape
-
- (iv) Exit
- This gives you the chance to exit out of the simulation altogether and
- reset your machine. You will be asked to confirm this choice No Scores
- from the mission in flight will be recorded
-
- (v) Phorograph (*)
- As soon as this is selected the photo will be taken and the simulatior will
- resume. You can take a photo without bringing up the menu bar by pressing
- the * key during flight. Photographs can only be viewed via an option
- found during debriefing. They are saved to floppy or hard disk
- automatically
-
- (vi) Video On/Off (V)
- This choice will toggle the video film recorder on and off. The video can
- only be viewed after the day's mission has been ended via the debriefing
- screen. You can also toggle the video on and off by press- ing the V key
- during flight without needing to bring up the menu bar first. O will
- rewind the video back to the start so you can record over one already in
- memory. The video is off by default at the start of each mission. Video
- film can also be saved and restored to and from floppy or hard disk during
- Debriefing. Until then the latest footage is held in RAM only
-
- The length of film footage that you are able to shoot depends on the amount
- of memory you have available on your machine. Footage will be truncated
- (shortened) when saved to hard disk or floppy if there isn't enough room
- for the entire footage to be saved. IBM PC users should note that if EMS
- is present, it will be utilised to store film footage in expanded memory as
- well as conventional base memory.
-
- Rank
- The five ranks ranging from Pilot Officer through to Wing Commander (for
- the RAF) or Leutnant through to Oberstleutnant (for the Luftwaffe) are
- available. Once you have entered the cockpit of the aircraft you cannot
- change the rank manually. Note that when you do, the realism options
- change automatically to match the selected rank.
-
- You will start at the rank of Pilot Officer. After a set number of suc-
- cessful events you will be promoted up through the ranks. Each increase in
- rank will in turn affect the difficulty level of the simulation so that it
- gets progressively harder and more realistic the more experience you
- accumulate.
-
- RAF rank Luftwaffe
- Pilot Officer Leutnant Easiest
- Flying Officer OberLeutnant
- First Lieutenant Hauptmann
- Squadron Leader Major
- Wing Commander Oberstleutnant Hardest and realistic flight
-
- Control
- There are a number of different choices during flight available, depending
- on the computer that you are running the simulation on
-
- (i) Keyboard
- This is the default setting for IBM PC
-
- (ii) Recalibrate - This allows the joystick to be calibrated again if there
- was an error or the maximum range of the mouse to be reset
-
- (iii) Joystick
- IBM PC users will have to calibrate their joysticks before using them
- Joysricks ran only be used during flight. To manipulate the various
- pre-flight screens and menus you must use a mouse or keyboard
-
- (iv) Mouse
- IBM PC users must have loaded a mouse driver into memory before loading the
- simulation. You must then set the maximum movement range by calibrating
-
- (v) Stick and Throttle - Some joysticks have throttle controls. This is
- equivalent to the pitch control on a second joystick
-
- (vi) Stick and Rudder - This option selects both analogue throttle and
- analogue foot pedals as rudder. This is equivalent to the roll control on
- a second joystick
-
- It is possible to use the pitch trim knot on a second stick as the throttle
-
- There are also a few choices available on the control menu affecting sound
- during flight
-
- (vii) All Sound Off
- This makes the simulation run without any sound effects at all
-
- (viii) Engines Off
- This will play all of the sound effects apart from the noise of your own
- engine
-
- (ix) All Sound On
- This will play all of the sound effects available.
-
- Pressing the S key will cycle through the three sound options in turn
-
- (x) Radio Speech
- If your sound card supports digitised speech then selecting this will
- enable radio messages from your controller
-
- (xi) Music
- This option switches on/off music when on option or map screens
-
- Options
- These effect the way the flight simulation behaves in regards to the
- realism and difficulty of the opponents. Note that they are directly
- related to the player's current rank and they cannot be altered once the
- player is in the cockpit of their aircraft.
-
- (i) Real Flight
- This option allows you to experience the real flight dynamics of second
- world war prop aircraft. It will result in you having a much less powerful
- aircraft at your disposal than if you were flying without real flight.
- This is due to the aerodynamics of a 1940's aircraft and the limitations it
- imposed on its pilot. These limitations include stalling and the effects
- of drag, amongst others
-
- (See 'Real flight' for details)
-
- (ii) Limited arms
- This limits ammunition to the amount that the relevant aircraft could carry
- in reality. An unlimited supply is assumed if this option is not selected
-
- (iii) Limited fuel
- This limits fuel to the amount that the relevant aircraft could carry in
- reality. An unlimited supply is assumed if this option is not selected
-
- (iv) Vulnerable
- You will be affected by enemy fire or collisions with other aircraft and
- the ground, if you have this option selected. Just like in reality
- Invulnerability (ie being indestructible) is assumed if this option is not
- selected
-
- (v) Low, Medium or High Enemy Activity
- This affects the number of Luftwaffe aircraft that you can encounter during
- each days mission.
-
- (vi) Soft, Medium or Hard Targets
- This affects both your's and the enemy's capacity for taking hits before
- being damaged or shot down. On Soft, one shot is enough to take aircraft
- out of the battle
-
- Detail
- You are given the choice to change the complexity of the detail included in
- the 3D flying sections. The lower the detail level, the faster the
- simulation will run because it will have less to do. The more options you
- enable, the slower it will be. The speed differences are not as noticeable
- on a fast IBM PC but they are on a slower machine
-
- (i) Distant 3D
- When other aircraft and other objects are in the distance they will still
- be shown. The default for this choice is on
-
- (ii) Mirror 3D
- The rear view mirror as seen in the 'look up front view' of most air- craft
- will show all aircraft behind you. The default for this choice is on
-
- (iii) Do Roads
- As it suggests, this will display all roads on the ground. The default for
- this choice is on
-
- (iv) Do Railways
- This will display all railway lines featured on the ground. The default
- for this choice is on
-
- (v) Do Rivers
- Rivers featured on the ground will be displayed if this choice is on The
- default is on
-
- (vi) Most Detail
- This affects the level of detail shown on the aircraft themselves when
- viewed from the available external views. The aircraft obviously look
- better with most detail on, but the simulation might run slower as a result
-
- (vii) Light shade (256 VGA PC only)
- This will add realistic light source shading to the aircraft, which depends
- on the position of the aircraft relative to the sun
-
- (viii) Sky Gradient (256 VGA PC only)
- For a more authentic skyline, this option will provide a realistic colour
- gradient to the horizon
-
- (ix) Canopy Clear (256 VGA PC only)
- The Canopy of all aircraft can be displayed as solid or clear. The default
- is clear
-
- (x) Polysmooth (256 VGA PC only)
- The surface of the aircraft is smoothed over to hide the polygons aircraft
- used to create the aircraft in 3D. It results in a more realistic looking
- aircraft.
-
- QUICK START
-
- You can get into the thick of things quickly by following the quick start
- instructions given below. They describe the first day for an RAF pilot.
- For a more detailed explanation you will need to go back and read the
- detailed instructions beginning with the section 'STARTlNG UP'
-
- After loading of the simulation you will see an introduction sequence (256
- colour ONLY) followed by the title/credit screen. Pressing ESC at any time
- will terminate the intro or credits and take you to the first game screen
-
- SIDE SELECT
- This screen allows you to choose between playing the RAF or Luftwaffe. Two
- aircraft are displayed (Spitfire and BF109 and beside each one is a plaque
- giving the name of the side. The default setting is the RAF, which is
- shown by a small flashing dot on the plaque Press RETURN/ENTER to select
-
- READY ROOM
- This screen shows the RAF Pilot's ready room where a player can decide
- between starting a new game or selecting a previously saved position
-
- A stack of unused log books lie on the table, each with the name SPROG on
- the side. The top book is highlighted with a dark bar over the name.
- Select this book by pressing RETURN/ENTER
-
- LOG BOOK
- You are now shown the cover of the log book you have selected. As you are
- starting a new game the name field is blank. Type in your name (max ten
- characters) then press RETURN/ENTER
-
- ROLE SELECT
- This screen is where you select either PRACTICE, CONTROLLER or PILOT. You
- will recognise the flashing square next to PILOT indi- cating that it is
- the currently selected role. Confirm the choice by pressing RETURN/ENTER
-
- PHASE SELECT
- The Battle of Britain is divided into four phases, details of which are
- given later. The flashing square tells you that the first phase "Convoys:
- Jul 10 - Aug 8" is selected. Confirm this choice
-
- CONFIRMATION SCREEN
- You are now shown the Orders Board, which has your orders for that
- particular day of the phase pinned up for all to see. The number of
- aircraft available that day is also shown here. At the bottom are three
- options, with CONTINUE highlighted. Select this option as normal
-
- SUMMARY SCREEN
- As a PILOT you are given orders by a computerised CONTROLLER The summary
- screen gives you details of the aircraft going out with you on the first
- day. The first 'flight' (group of aircraft) will be high- lighted in red
- and details of the enemy raid it is to intercept will be given further down
- the page. By pressing the CURSOR DOWN key you can highlight each flight in
- turn and see details of each one's target. Move the highlight back to the
- first flight using CURSOR UP and then press RETURN/ENTER to accept.
-
- At this point you will be asked to refer to the manual and type in whatever
- information is requested from a particular page and para graph number.
- Once you have completed this password protection procedure, you will enter
- the cockpit of your aircraft.
-
- You are now sitting in the cockpit of either a Hurricane or Spitfire
- aircraft preparing for take off, with the cockpit laid out before you.
- Press P to pause the simulation for a moment in order to refer to the
- cockpit picture below and familiarise yourself with a few of the key
- features
-
- For this mission we will use the simulations autopilot to handle take off
- so you should now press P again to un-pause and then press A to engage the
- simulation's autopilot. Your aircraft will accelerate down the runway and
- take off then begin turning to the heading chosen by the computerised CON-
- TROLLER. You might like to press F5 for outside view, in order to watch
- the take off. Remember to press F5 again to return to the cockpit when
- ready.
-
- The controls you will be using during this first mission are the MINI- MUM
- ones necessary to fly and fight. While the autopilot continues to control
- the aircraft you should familiarise yourself with the layout of the
- following keys on your keyboard.
-
- LEFT/RIGHT CURSOR KEYS roll the aircraft onto its left or right side,
-
- UP CURSOR is equivalent to pushing an aircraft joystick forward and so
- pushes the nose of the aircraft DOWN, causing the aircraft to dive,
-
- DOWN CURSOR pulls the aircraft nose up causing the aircraft to climb
-
- To turn the aircraft to the left you will need to use the LEFT CUR- SOR to
- roll and the DOWN CURSOR to pull the nose 'up' (remem- bering that the
- aircraft's 'up' is actually to the left once it has rolled) Check that your
- aircraft is above 1000 feet by looking at the altime- ter then try some
- simple flying by pressing A to de-select the autopi- lot and performing a
- gentle left turn. If you are successful you can try a right turn before
- re-engaging the autopilot. If you start to loose control of the aircraft
- press A quickly and the autopilot will recover and correct your course.
-
- Now that you have had a go at moving the aircraft around in the sky, it's
- time to intercept those enemy aircraft (often referred to as Bandits during
- the simulation). Engage the autopilot if it is not already active and it
- will turn back to the correct direction (heading) The computerised
- controller will have decided on a point for you to circle around in order
- to be ready to intercept incoming enemy air- craft. The autopilot will
- head towards this point and will only change course if it comes within
- range of an enemy or the CONTROLLER gives more detailed course information
- to intercept a particular bandit
-
- Press the TAB key to activate ACCELERATED MODE and the pas- sage of time
- will be increased. Your aircraft will stay in accelerated mode until it
- comes within range of an enemy aircraft. The simula- tion will then drop
- back into normal mode and it's time for your first taste of combat
-
- You should have noticed various messages appearing along the top of the
- screen. These are mostly charter messages between various pilots. Only
- the white messages relate directly to you, and they try to keep you up to
- date regarding the position of the enemy bandits. As we are going to take
- on the enemy in visual range, we don't need to worry about the messages at
- the moment.
-
- In a real fighter you would look for the enemy by turning your head and
- looking around to scan the skies. You can do this in 'Reach for the Skies'
- by pressing the number keys 3, 4, 5, 6, 7, 8 and 9 (6 is for- ward view).
- Unfortunarely while these views are useful for checking one particular area
- of sky they can not match the ease with which you would look around during
- combat in real life. For this reason an alternative has been provided in
- the form of the COMBAT VIEW
-
- Press RETURN and provided that there is an enemy in range the view will
- change from cockpit to outside view. The positioning of the 'camera' is
- such that your aircraft will always remain between the camera and the
- nearest enemy. No matter how you or the enemy manoeuvre the camera will
- adjust automatically to track the enemy (This view becomes vital when you
- wish perform complex aerial combat manoeuvres, rather than just 'turning in
- a circle' to find your enemy). Your autopilot should still be engaged and
- will be heading for the nearest enemy aircraft. Press L and your combat
- view will be locked to the aircraft your autopilot is currently engaging.
- Next make sure you know where the enemy is, relative to your aircraft, and
- press 6 to return to the cockpit. Press A to switch off the autopilot and
- begin to control the aircraft yourself using the cursor keys. The only
- other keys you should use during this engagement are + and - (ACCELERATE
- and DECELERATE) and SPACE BAR (fire your aircraft's wing mounted canon).
- Set the RPM to about 75% by using the + and keys and manoeuvre to keep the
- enemy in view through the front cockpit windshield. If the enemy turns
- sharply and escapes from view then press RETURN to find out where they are.
- manoeuvre to face them and then RETURN again to jump back into the cockpit
-
- Your wing-mounted canon have an effective range of only 250 yards This
- means that a fighter would have to fill half your gun sight, or a bomber
- the whole gun sight to be in range. As your aircraft currently has
- unlimited ammunition you can afford to fire at will by pressing the SPACE
- BAR. It is suggested at this point that you stop reading and start
- shooting until, either you or the enemy have been shot down
-
- If you survive your first encounter with the enemy you can continue with
- the mission until your controller informs you that the Luftwaffe are
- disengaging and that you should return home in order to end this 'quick
- start' mission you should then press F10 for the menu bar and select 'End
- Mission' from the file menu. You will be presented with a debriefing which
- is described in the section 'Debriefing'
-
- If you lose in combat you will either be shot down and killed or forced to
- bail out (Ctrl & E). What happens then is covered in the section Winning
- the Day and Losing the Day
-
- SUMMARY OF CONTROLS
-
- Joystick
- The joystick is not used for making selections, only for flight control,.
- You can use a Joystick, Joystick with throttle slider and Joystick with
- throttle slider and rudder attachment. The option for Joystick with
- throttle slider is referred to in the menu as stick and throttle while the
- option for Joystick, throttle slider and rudder attachment is referred to
- as Joystick with rudder.
-
- Mouse
- To use a mouse to make selections point at the option you want to select
- and click the left mouse button to highlight it and again to select it.
-
- To use either the mouse or joystick during flight you will need to
- calibrate them. The program will take you through this procedure
- automatically when you select the control method from the menu. If the
- calibration fails you can try again by selecting recalibrate from the menu.
-
- KEYBOARD SUMMARY
-
- Cockpit Controls
-
- + Increase RPM (Shift and + increase faster)
- - Decrease RPM (Shift and - decreases faster)
- / Maximum RPM
- Cursor Up Stick Forwards (pushes the nose down)
- Cursor Down Stick Back (pulls the nose up)
- Cursor Left Stick Left (rolls a/c left)
- Cursor Right Stick Right (rolls a/c right)
- F3 Increase Control Sensitivity (keyboard only)
- F4 Decrease Control Sensitivity (keyboard only)
- Z Rudder Left
- X Rudder Right
- C Rudder Centre
- Space Bar Fire (guns or bombs)
- G Landing Gear raise/lower
- F Flaps raise/lower
- W Wheel Bralke on/off
- M View Pilots Map
- B Air Brakes (Ju87 only)
- * Take Photograph
- V Video Camera on/off
- O Rewind and Restart Video (overwrite)
- A Autopilot on/off
- T Autogun on/off
- I Toggle Info Panel
- Backspace Toggle between gun/bombs (Ju87 only)
- Ctrl &E Eject from a/c
-
- Internal Views (Not JU88, DO17, HE110 or HE111 bombers)
-
- Number key View Keypad
- 3 Left Back 45 Degrees Shift & 1
- 4 Left Shift & 4
- 5 Left Front 45 Degrees Shift & 7
- 6 Cockpit View Shift & 8
- 7 Right Front 45 Degrees Shift & 9
- 8 Right Shift & 6
- 9 Right Back 45 Degrees Shift & 3
- 0 Tail Gunner (Bf110 & Ju87) Shift & 2
- [ Look Up view
- ] Retiurn from Look Up view
-
- Internal Views (Ju88, DO17, He110 or HE111 bombers)
-
- Number key View Keypad
- 6 Forward Gunner Shift & 8
- Y Upper Rear Gunner Shift & 5
- H Lower Rear Gunner Shift & 2
-
- Outside Views
-
- F5 Outside View
- F6 Tracking View
- F7 Home Base View
- F8 Satellite View
- F9 Ammo/ bomb view
- Return Combat View (when enemy in range)
- L Lock / Unlock combat view
- ` Waypoint Increment
- ; Waypoint Decrement
- 1 or 2 Rotate Camera in outside view
- Alt & 1 or 2 Rotate Camera in opposite direction
- F1 & F2 Zoom in & out when in outside view
-
- Additional Controls
-
- Shift & 9 Move to Wingman/ return from Wingman
- Shift & 1-8 Move to Wingleader of another flight
- Shift & 0 Show Enemy a/c if assigned
- F10 or ESC Menu Bar
- P Pause
- S Sound Mode Select
- TAB Time Accelerate
-
- Changing Your Configuration
-
- Once Reach for the Skies has been installed you can change the
- configuration by selecting the Reach directory and typing Reach ?
-
- GLOSSARY AND ABBREVIATIONS
-
- AAA Anti-Aircraft Artillery
- ACM Air Combat Manoeuvring. The art of
- dog fighting
- active airfield one of the ten airfields from which RAF
- fighter can be scrambled in this simulation
- Angels Altitude in 1000's of feet "Blue 1 at
- angels 9" means that Blue 1 is at 9000 feet
- AoA Angle of attack. The angle between the
- airflow over a wing and a line drawn from the
- front to the back of a wing.
- Autopilot Almost self explanatory; a device to fly an aircraft
- automatically, that is without pilot input
- In reality, auto pilots exist that will fly an aircraft
- from point A to point B. In the simulation,
- the autopilot is also capable of engaging the enemy
- Bandit This is an enemy aircraft
- Bf109 Messerschmidt 109
- Bf110 Messerschmidt 110
- Big bombers Collective name for He111, Ju88 and Do17
- bogey An unidentified aircraft, it may be friend or foe
- bunt push the joystick forwards
- callsign A name used over the radio instead of
- the pilots real name. Pilots were grouped into
- flights, so for insrance in Blue flight the leader
- would be called Blue 1 and the second in
- command would be Blue 2
- Combat Circle When a dogfight develops into a turning fight
- the two aircraft will fly in circles These circles
- are called combat circles
- Do17 Dornier 17; the flying pencil
- dogfight Combat between two aircraft. The name was
- coined by early writers who recognised
- that the constant circling which is typical of aerial
- combat resembled the circling typical of dogs
- when they are fighting.
- He111 The Heinkel 111 two engine Luftwaffe bomber
- IAS Indicated airspeed. This is the speed
- measured by the flight instruments. It is
- only equal to the true air speed at sea
- level. As an aircraft climbs, the error
- increases. At an altitude of about
- 50000ft the indicated air speed is only
- half of the true airspeed. The error is
- due to the fact that the instrument
- works by measuring pressure changes
- The air density is an important element
- of the calibration As the air density
- falls with increasing altitude, the error
- gradually increases At first sight then,
- the instrument doesn't seem to be all
- that useful. It is certainly not useful for
- navigation work. However it is useful
- to the pilot. This is because air density
- also effects the lift on the wings. So if
- an aircraft stalls at 90mph. IAS at sea
- level, it will also stall at 90 mph IAS at
- 20000ft.
- IFF Identification Friend or Foe
- Jink Fly in an irregular flight path to prevent
- enemy gunners from tracking you. The
- flight path should be changed every 15
- seconds or so
- Ju87 Junker 87; the famous Stuka diver
- Ju88 Junker 88
- knot A measure of speed, 1 knot equals
- 1.15 mph
- Luftwaffe The German Airforce
- nautical mile 6076.12 feet or 1.15 statute miles This
- distance represents one minute of
- latitude.
- one seater collective name for Spitfires,
- Hurricanes and Bf109s
- operational
- airfield All the airfields visible are operational
- This includes the ten active airfields
- pancake The act of landing in a controlled
- fashion.
- piloted aircraft This is the aircraft in which the player
- is "sitting". During a mission the player
- can move into and control any of the
- aircraft on his side that are taking part
- in the mission. In single and two seater
- aircraft, the player can control flight
- and the guns. In two-seaters the player
- can control the rear gunner.
- bombers, the player can control the
- three moveable gun stations.
- six o'clock Pilots use a clock code to indicate the
- position of things 12 o'clock is directly in
- front 3 o'clock is abeam on the right
- So six o'clock is directly behind
- sprog RAF term for a beginner, youngster or
- offspring. It is equivalent to the American
- term "Rookie".
- two seater collective name for Bf110 and Ju87
- TAS True air speed This is the actual speed
- at sea level The true air speed is essential for
- navigation work
- wireless radio
-
-
-
- +++++++++++++++++++++++++++=-END-=+++++++++++++++++++++++++++
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