Remember that Channel Mapping is used to set the input channels for your transmitter.
This means that you are setting the channels used to monitor physical movements or
positions of your transmitter’s sticks, switches, and knobs. Unless you change
transmitters, you should only need to set this once. Only use the Channel Mapping… menu
item to tell RealFlight which channel your controller is using for each stick/knob/switch input, not
what control function you want that stick/knob/switch to perform.
The Software Radio controls mixing, exponential, and other channel processing that a
computer radio would normally perform. The Software Radio determines the control
function you want each stick/knob/switch setting to perform. You will most likely
want to adjust this differently for various aircraft. For example, the mixing utilized for
your glider will probably not be very useful on a jet.
The Electronics options modify the servo properties (e.g., servo speed) as well as
adjusting the input channels in the same way as the Channel Mapping… wizard.
However, changes made using the Electronics options only apply to the particular
aircraft that you are editing. Use the Electronics options only when you want to edit a specific servo
property (like servo speed) or if for some reason you need to reassign an input channel for one aircraft
only. In most cases, you should not need to do the latter. Instead, you should normally
use the software radio to configure control outputs.
A good rule of thumb: if a setting will not be the same for every aircraft, you should not try to implement the setting by using the Channel Mapping… menu item. Instead, adjust the Software
Radio.
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r
Chapte
8
Events Menu
Challenge your flying skills by competing in events, by yourself, or join others online.
n event is an organized flying contest with a set of rules. RealFlight G4
supports five types of events: Autorotation/Deadstick, Free Style, Limbo,
A
To participate in an event alone, all you have to do is start the event. RealFlight G4
does the rest.
Pylon Racing and Spot Landing. You can participate in these events by
yourself or compete with other RealFlight G4 users over the internet.
If you want to compete with other RealFlight G4 users, you must first start a
multiplayer session (or join an existing one). See the Multiplayer chapter for additional
information on how to do so.
When all of the participants have joined the session, the session host will start the event.
This enrolls every member of the multiplayer session in the Event. If any multiplayer
session members want to leave the event, they can do so while remaining a part of the
multiplayer session.
RealFlight G4 limits you to running only one event at a time. This rule also applies to
multiplayer sessions.
The Events menu accesses all events, and event-related options. When you open the
menu, the items are:
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• Autorotation/Deadstick
• Freestyle
• Limbo
• Pylon Racing
• Spot Landing
• Options…
• End Current Event
• Forfeit Turn
Some of these items may be grayed out if they do not apply to the current situation.
For example, you cannot end the current event unless an event is already running.
Consequently, the End Current Event menu item will be grayed out.
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Autorotation/Deadstick
The Autorotation/Deadstick event is similar to the Spot Landing event mentioned
below. This event requires that you make a landing with all power off.
The goal of this event is to land the airplane, or autorotate the helicopter, into the
marked zones. The various landing zones have different point values assigned to them.
Generally, the zones that are more difficult to target are awarded higher point values.
If participating in a multiplayer event, the player with the highest points total at the end
wins.
It is possible to enable the software to “kill” the player’s engine when their aircraft
passes a particular altitude.
Selecting Your Name for the Event-
If you have already entered a name in the Settings… menu item, this name will be
utilized for single player and multiplayer events. If you have not entered a name, please
do so in the space provided when you select an event. Click OK when completed.
To select a different name for this event, click on the Simulation menu, followed by
the Settings… menu item. Next, click the Multiplayer name. This brings up the
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multiplayer options. Click the value found next to the Pilot Name item. Use the
keyboard to input the name you wish to utilize for the events.
Options-
The Options… menu item adjusts the parameters and rules for each event. To access
the Options… menu item, click the Events menu followed by the Options… menu
item. Next, from the column on the left side, select the event that you wish to adjust.
The selections that appear will depend upon the event selected. This section examines
the selections available for the Autorotation/Deadstick Landing Options.
Zone Point Values- Zones A through E-
The landing zones are divided into five segments. In the default settings, each
segment has a different point value assigned to it based upon degree of
difficulty. Zone A is the smallest, most difficult target. Therefore, it offers the
highest point value. Zone B, which surrounds the center, offers the second
highest points, followed by Zone C, D and E.
To adjust the values of these points, click on the values in the column to the
right of the respective Zone Points. For example, to adjust the points for
Zone A, click on the corresponding Value in the column next to Zone A.
Enter the desired value directly from the keyboard or via the mouse wheel.
Turns Per Event-
This option determines the number of turns that each player is allotted per
event. When each player has taken the designated number of turns, the event
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is over. The only exception is if the host activates the Crash Eliminates Player
setting. In this case, the event will end if all of the players crash before they
reach the turn limit.
To adjust the number of turns, click on the corresponding value. Enter the
desired value directly from the keyboard or via the mouse wheel.
Throttle cut altitude-
As mentioned previously, in an Autorotation/Deadstick event, the host can set
the rules so that the throttle is cut manually or automatically. This section
refers to the settings for a manual throttle cut. For information on automatic
throttle cuts, please see the Player Kills Engine section below.
To adjust the altitude at which the throttle is cut, click on the corresponding
value. Enter the desired altitude value directly from the keyboard or via the
mouse wheel.
Time to Complete Turn (sec)-
This is the amount of time allotted for each player to complete his or her turn.
Note: the countdown or timer is initiated at takeoff.
To adjust the amount of time to complete the Event, click on the
corresponding value. Enter the desired value directly from the keyboard or via
the mouse wheel.
Target Scale-
This option determines the size of the landing targets.
To modify the size of the landing area, enter a number in the corresponding
value column. Enter the desired value directly from the keyboard or via the
mouse wheel. The size of the targets will scale proportionally.
Crash Eliminates Player-
This option determines whether a crash eliminates a player from the
competition. If No, the player will be able to continue his/her turn regardless
of whether or not they have crashed. If Yes, the event is over for them as
soon as a crash occurs.
To set Crash Eliminates Player option, click the value in the corresponding
column. From the pull-down list, select either Yes or No.
Player Kills Engine-
This option determines whether you want to cut off the engine manually or
allow RealFlight G4 to do so for you. If enabled, the player must manually kill
the engine above the Throttle Cut Altitude. RealFlight will display the engine
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cut notification for you on-screen. With automatic throttle cutting, RealFlight
G4 will automatically cut the throttle as soon as the aircraft crosses the
minimum altitude threshold. Again, RealFlight will display the engine cut
notification for you on-screen.
To set Player Kills Engine option, click the value in the corresponding column.
From the drop-down list, select either Yes (manual cut required) or No
(automatic cut at altitude).
Autorotation/Deadstick Instructions
You can run an autorotation competition in either a single player or multiplayer
environment.
The person who starts the event decides upon the applicable rules and parameters. For
example, you can set:
• The time allotment for each player’s turn.
• How many turns each player receives.
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• Whether a player’s engine is automatically or manually killed during a turn.
• The altitude at which an engine must be killed.
• The physical dimensions of the landing target.
• Whether or not a crash automatically disqualifies a player.
•
Point values of the different zones within the landing target.
RealFlight G4 automatically applies the rules you choose, and keeps track of scores.
During the event, the announcer’s voice will guide you through each phase of the
competition.
Rules
The Autorotation/Deadstick course consists of a target:
The object of the Autorotation/Deadstick event is to fly your model over the target,
kill the engine, then touch down as close as possible to the center of the target. Players
take turns making landing attempts. When your turn comes, you will normally takeoff,
gain altitude until you are above the minimum Throttle Cut Altitude, fly towards the
target, and then kill your engine and autorotate or glide to the ground.
If the host so decides, you must kill your engine before dropping below the minimum
altitude to kill engine. Alternatively, the host can decide that your engine will
automatically shut off when you pass below this altitude. The host must also decide on
the minimum Throttle Cut Altitude.
A “touch down” occurs when any part of your airplane or helicopter touches ground.
Each touch down is marked with an ‘X’ on the spot at which the aircraft landed.
Please note: this is not necessarily the point at which the aircraft stopped moving.
An “attempt” means you have passed below the minimum altitude to kill your engine.
Once your engine is disabled, you cannot reactivate it until your turn expires.
Additionally, you must land successfully (without crashing) to receive any points for
your attempt.
Furthermore, you must complete your landing before your turn time expires. If you do
not touch down in time, you will lose your turn.
The points you receive during a turn are dependent upon where you touch down.
Within the target, each colored zone has a different point value. Normally, the closer
to the center you land, the more points you will receive. Your touch down point is the
point on the ground directly below the center of your aircraft, no matter what part of
your aircraft touches first.
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The event continues until the players complete all of their turns, all of the players are
disqualified (usually by crashing), or everyone has left the event. The player with the
highest point total at the end of the event is the winner.
Events Viewport Display Box-
During the event, a situational screen will appear on your display. This screen serves
several purposes: it indicates the player’s name, tracks the amount of time remaining to
complete the event, and indicates the remaining altitude before the engine is cut.
If you do not wish to view this information, double-click on the title bar of the display
box. This will hide the information. To view it once again, simply double-click the
title bar again.
To reveal the statistics for the event, click the arrow button in the upper right corner of
the box. Click the arrow button one more time to hide this information.
To resize the viewport, position the cursor over the lower right corner of the
viewport’s frame. Using the mouse, drag the frame according to your wishes. If you
drag it downward, the vertical size of the viewport will increase. Dragging the frame to
the right or left will increase/decrease the width of the viewport respectively.
Clicking on the ‘X’ in the title tab of the viewport will close the viewport.
Freestyle
RealFlight G4’s Freestyle event lets you make the rules. When you start a Freestyle
event, RealFlight G4 will allot every player a set of turns. Each player’s turn ends when
that player’s time expires (or if the player crashes). When this occurs, the next player’s
turn begins. What players do during their respective turns is completely up to the
participants. We’ve included some possible freestyle examples below.
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Whatever activity you pick, RealFlight will see that each player receives a timed turn.
You can use freestyle with any aircraft (airplanes or helis).
Selecting Your Name For the Event
If you have already entered a name in the Settings… menu item, this name will be
utilized for single player and multiplayer events. If you have not entered a name, please
do so in the space provided when you select an event. Click OK when completed.
To select a different name for this event, click on the Simulation menu, followed by
the Settings… menu item. Next, click the Multiplayer name. This will bring up the
multiplayer options. Click the value found next to the Pilot Name item. Use the
keyboard to input the name you wish to utilize for the events.
Options
As the name suggests, the Options… menu item is used to adjust the parameters and
rules for each of the events. The Autorotation/Deadstick Event section discusses general
notes for this option. This section examines the selections available for the Freestyle
options.
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Time to Complete Turn (sec)-
This is the amount of time allotted for players to complete their turn.
Please note: the time begins at takeoff.
To adjust the amount of time to complete the event, click on the
corresponding value. Enter the desired value directly from the keyboard or via
the mouse wheel.
Turns Per Event-
This option determines the number of turns that will be allotted to a player for
the event. The event is over when each player has taken this number of turns,
or sooner if the host activates the Crash Eliminates Player option and a crash
occurs.
To adjust the number of turns, click on the corresponding value. Enter the
desired value directly from the keyboard or via the mouse wheel.
Crash Eliminates Player-
This option determines whether a crash eliminates a player from the
competition. If No, the player will be able to continue his/her turn regardless
of whether or not they’ve crashed. If Yes, the event is over for them as soon
as they crash.
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To determine whether a crash eliminates a player, click the value in the
corresponding column. From the pull-down list, select either Yes or No.
Freestyle Instructions
You will usually want to use Freestyle in a multiplayer environment, but it works in
single player mode as well.
Before you start this event, you will ordinarily decide what the participants must do.
You may just want to use the event to give everyone an equal chance to showcase his
or her aerobatic skills. This will prevent you from worrying about your scoring. If you
want to have a competition, we suggest that before you begin the event:
• Everyone should agree on the rules.
• The host may need to edit the airport to add any equipment (pylons, runways,
fences, obstacle rings, limbo poles, etc.) that you will need for the event.
• Everyone should agree how the event will be judged. You could appoint one
player to decide on a score for every other player, or have everyone in your session
vote on the best maneuver, etc.
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The person who starts the Event (multiplayer session host) can pick:
• How much time each player is allotted per turn
•
How many turns each player receives, and
• Whether a player who crashes is automatically disqualified
We emphasize, the only limit on the freestyle event is your imagination. A few examples of what
you might wish to do:
• Touch and Go. Appoint one partner to count runway touches, the contestant with
the most touches in a turn wins.
• Aerobatics. Players use their turns to perform any stunt they want. At the end,
everyone votes on the best stunt.
•
Obstacle course. Set up a long obstacle (table, etc.) close to the ground and take
turns flying under it; land or takeoff from ramps, circle around pylons, etc.
It does not have to be a contest. You might all just want to take an equal turn at using
the runway (takeoff, land on alternate turns).
Events Viewport Display Box-
During the event, a situational screen will appear on your display. General notes on
this display were discussed in the Autorotation/Deadstick event section.
Limbo
A limbo event is a contest of piloting skill and courage. Players attempt to maneuver
their aircraft under a horizontal bar suspended across two vertical bars. After each
successive pass, the bar is lowered. The event continues until only one pilot remains.
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Selecting Your Name For the Event-
If you have already entered a name in the Settings… menu item, this name will be
utilized for single player and multiplayer events. If you have not entered a name, please
do so in the space provided when you select an event. Click OK when completed.
To select a different name for this event, click on the Simulation menu, followed by
the Settings… menu item. Next, click the Multiplayer name. This will bring up the
multiplayer options. Click the value found next to the Pilot Name item. Use the
keyboard to input the name you wish to utilize for the events.
Options-
The Options… menu item is used to adjust the parameters and rules for each of the
Events. See the Autorotation/Deadstick section for general notes about this screen. This
section examines the specific selections available for the Limbo options.
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Minimum Bar Height-
This setting determines the lowest height that the bar will reach during the
Event.
To adjust the Minimum Bar Height, click on the corresponding value. Enter
the desired value directly from the keyboard or via the mouse wheel.
Maximum Bar Height-
This setting determines the highest setting (starting value) that the bar will
reach during the event.
To adjust the Maximum Bar Height, click on the corresponding value. Enter
the desired value directly from the keyboard or via the mouse wheel.
Distance to Drop Bar each Round-
After a participant successfully passes under the limbo bar, on their next
attempt the bar will lower by the amount indicated in this setting.
To adjust the distance by which the bar will be lowered each round, click on
the corresponding value. Enter the desired value directly from the keyboard or
via the mouse wheel.
Commit Line Distance-
This indicates the distance between the commitment lines and the limbo bar.
There is a commitment line on either side of the limbo bar and participants
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may approach from either side. These lines detect an attempted pass at the
limbo bar.
To adjust the distance, click on the corresponding value. Enter the desired
value directly from the keyboard or via the mouse wheel.
Distance Between Poles-
The value entered here indicates the distance between the two vertical poles
that support the limbo bar. The wider the space between the poles, the easier
it is to pass through the gate, so to speak.
To adjust the distance, click on the corresponding value. Enter the desired
value directly from the keyboard or via the mouse wheel.
Time to Complete Turn (sec)-
This is the amount of time allotted for each player to complete his or her turn.
Please note: the countdown or timer is initiated at takeoff.
To adjust the amount of time to complete the Event, click on the
corresponding value. Enter the desired value directly from the keyboard or via
the mouse wheel.
Attempts Per Turn-
This value indicates the number of attempts that each pilot is allotted at any
given height of the limbo bar before being eliminated for that turn.
To adjust the number of attempts, click on the corresponding value. Enter the
desired value directly from the keyboard or via the mouse wheel.
Turns Per Event-
This option determines the number of turns per player for this event. When
this number is reached, the event is over. If the host activates the Crash
Eliminates Player option, however, the event may end sooner.
To adjust the number of turns, click on the corresponding value. Enter the
desired value directly from the keyboard or via the mouse wheel.
Crash Eliminates Player-
This option is used to determine whether a crash eliminates the player from
the competition. If No, the player will be able to continue his/her turn
regardless of whether or not they have crashed. If Yes, the event is over for
them as soon as a crash occurs.
To determine whether or not a crash eliminates a player, click the value in the
corresponding column. From the drop-down list, select either Yes or No.
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Limbo Instructions
A limbo competition can be run in either a single player or multiplayer environment.
The limbo course consists of a limbo pole, and two attempt lines (also called
commitment lines), one on each side of the limbo pole.
The object of limbo is to fly an aircraft past the attempt line, then under the limbo bar,
in the time allowed. Players take turns attempting to fly under the bar. When your
turn comes, you will normally takeoff, circle back towards the limbo pole, then pass
across the attempt line and under the bar, then land. If you successfully fly under the
bar, the bar height will be lowered prior to your next turn.
An “attempt” means you have crossed the attempt line, approaching the limbo bar.
You can make multiple attempts, if necessary, during a turn.
You have anywhere from 10 seconds to five minutes between the moment you first lift
off and the moment you successfully pass under the bar. If you fail to make it under
the bar in time, you lose your turn. (Before the event begins, the host decides the exact
time limit.)
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You can approach the limbo bar from either direction (i.e., you can cross either
attempt line). For an attempt to count, you must be approaching the limbo bar when
you cross an attempt line. Your aircraft must be airborne when it crosses the attempt
line and when it passes under the bar (i.e., if you taxi, your attempt will not count).
The event continues until each player has made it under the lowest bar height, or has
been disqualified (usually by crashing), or has left the event.
The player with the highest score wins. Your score for each successful turn is:
(time between first liftoff and successful pass) X (height cleared) / 100
Notice that you will achieve or earn the highest score by passing under the bar as soon
as possible after takeoff.
If you did not make it under the bar, your score for that turn is zero.
Events Viewport Display Box-
During the event, a situational screen will appear on your display. This screen serves
several purposes. General notes on the functionality for this window were discussed in
the Autorotation/Deadstick event section.
Pylon Racing
In pylon racing, pilots race their planes around a closed course. Pylon Racing
challenges the pilots’ nerves and skills as they attempt to round the pylons, avoid midair collisions, and finish first, without cutting any pylons.
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Selecting Your Name For the Event-
If you have already entered a name in the Settings… menu item, this name will be
utilized for single player and multiplayer events. If you have not entered a name, please
do so in the space provided when you select an event. Click OK when completed.
To select a different name for this event, click on the Simulation menu, followed by
the Settings… menu item. Next, click the Multiplayer name. This will bring up the
multiplayer options. Click the value found next to the Pilot Name item. Use the
keyboard to input the name you wish to utilize for the events.
Options
As the name suggests, the Options… menu item is used to adjust the parameters and
rules for each of the Events. To access the Options… menu item, click the Events
menu followed by the Options… menu item. Next, from the left hand column, click
on the event for which you wish to adjust the Options…. The selections that appear
will be dependent upon the event selected. This section examines the selections
available for the Pylon Racing Options.
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Laps to complete-
This value determines the number of laps that each participant must complete
in the event. The person who completes the laps in the shortest amount of
time (after penalties) is the winner.
To adjust the number of laps, click on the corresponding value. Enter the
desired value directly from the keyboard or via the mouse wheel.
Cuts Allowed-
This setting dictates the number of cuts (passes inside a pylon) that a racer is
allowed before being eliminated from the event.
To adjust the number of allowable cuts, click on the corresponding value.
Enter the desired value directly from the keyboard or via the mouse wheel.
Cut Penalty (sec)-
This option determines the time penalty that a player receives for each cut they
make during a race. If the player exceeds the number of allowable cuts, they
are eliminated from the race.
To adjust the penalty seconds per cut, click on the corresponding value. Enter
the desired value directly from the keyboard or via the mouse wheel.
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Three Pylons on Course-
This setting determines whether the course is a three-pylon course or a twopylon course. If Yes is selected, the course is a three-pylon course. If No, the
course is a two-pylon course.
To set this option, click the value in the corresponding column. From the
pull-down list, select either Yes (three pylon course) or No (two pylon course).
Threshold Rules-
In threshold racing, the planes do not actually have to go around the pylon.
Rather, they only have to break the plane of the pylon. This option is only
enabled for two pylon courses. It is grayed out (not applicable) on three pylon
courses.
To determine whether the Threshold Rules will be utilized, click the value in
the corresponding column. From the pull-down list, select either Yes or No.
Distance between pylons 1 and 2-
If you have selected a two-pylon course, this option indicates the distance
between the two pylons. Increasing the value places the pylons farther apart.
To adjust the distance, click on the corresponding value. Enter the desired
value directly from the keyboard or via the mouse wheel.
Distance to pylon 1-
This is the distance from the starting point to pylon number 1. This option is
only applicable to three-pylon courses.
To adjust the distance, click on the corresponding value. Enter the desired
value directly from the keyboard or via the mouse wheel.
Distance between pylons 2 and 3-
If you have selected a three-pylon course, this option indicates the distance
between the pylons two and three. Increasing the value places the pylons
farther apart.
To adjust the distance, click on the corresponding value. Enter the desired
value directly from the keyboard or via the mouse wheel.
Pylon Racing Instructions
You can run a pylon race in either a single player or multiplayer environment.
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The person who starts the event (the host) decides upon the applicable rules and
parameters. For example, the host can set:
• How many pylons mark the course (two or three).
• Regular or threshold-style racing (two-pylon races only).
•
The number of laps in the race.
• The distances between pylons.
RealFlight G4 automatically applies the rules you choose, and keeps track of scores.
During the event, an announcer’s voice will guide you through each phase of the
competition.
Pylon Racing Rules-
A pylon-racing course consists of two or three pylons. Here is an example of a threepylon course:
For both two-pylon and three-pylon races, the object is to takeoff and circle the pylons
(without “cutting”) in the shortest amount of time. A pylon race usually has two or
more laps. All racers start simultaneously. The race continues until each player is
either finished or disqualified (usually by cutting or crashing).
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All players start at the same point on the runway. When you hear the horn sound,
takeoff and start the race.
In pylon racing, you always circle the pylons counterclockwise viewed from above—
that is, when you come to a pylon you always turn left. As you approach each pylon,
you will hear a voice telling you when to start your turn. When you have made a
successful turn, you will hear a brief tone.
“Cutting” is illegal. The first time you cut during a race, you are penalized one lap.
The second time you cut, you are disqualified. To avoid being called for a cut, your
entire aircraft must normally go completely around each pylon.
Exception: in a two-pylon style course, you can choose to use threshold-racing rules.
In threshold racing, your aircraft only has to “break the plane” of the pylon to get
credit for a legal turn. This allows pilots to find independent race lines, which may
reduce collisions during a race. Before the race begins, the host chooses whether the
race will follow regular or threshold rules.
The pilot who finishes the required number of laps in the shortest amount of time wins
the race.
Events Viewport Display Box
During the Event, a situational screen will appear on your display. This screen serves
several purposes. General notes on this screen were discussed in the
Autorotation/Deadstick event section.
Spot Landing
In a Spot Landing event, pilots take turns trying to touch their aircraft down within
marked zones. Generally, the zones that are more difficult to target have higher point
values. In a multiplayer event, the player with the highest points total wins.
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Selecting Your Name For the Event-
To select a different name for this event, click on the Simulation menu, followed by
the Settings… menu item. Next, click the Multiplayer name. This will bring up the
multiplayer options. Click the value found next to the Pilot Name item. Use the
keyboard to input the name you wish to utilize for the events.
Options-
As the name suggests, the Options… menu item adjusts the parameters and rules for
each of the Events. To access the Options… menu item, click the Events menu
followed by the Options… menu item. Click on the event, located in the left column
that you wish to adjust. The options that appear are dependent upon the event
selected. This section discusses the selections available for the Spot Landing options.
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Zone Point Values- Zones A through E
The landing zones are divided into five segments. In the default settings, each
segment has a different point value assigned to it based upon degree of
difficulty. Zone A is the most difficult to hit. Therefore, it offers the highest
point value. Zone B, which surrounds the center, offers the second highest
points, followed by Zone C, D and E.
To adjust the point values of the different zones, click on the values in the
column to the right of the respective Zone Points. For example, to adjust the
points for Zone A, click on the corresponding value in the column next to
Zone A. Enter the desired value directly from the keyboard or via the mouse
wheel.
Target Scale-
This option determines the size of the landing targets. To increase the size of
the landing area, enter a larger number in the corresponding value column.
The target size will scale proportionally.
Time to Complete Turn (sec)-
This is the amount of time allotted for players to complete their turn.
Please note: this time begins at takeoff.
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To adjust the amount of time to complete the event, click on the
corresponding value. Enter the desired value directly from the keyboard or via
the mouse wheel.
Turns Per Event-
This option determines the number of turns allotted to the player for the
Event. The event is over when each player has completed the number of turns
specified. If the Crash Eliminates Players option is enabled, the event can also
end when all of the players have been eliminated due to crashing.
To adjust the number of turns, click on the corresponding value. Enter the
desired value directly from the keyboard or via the mouse wheel.
Crash Eliminates Players-
This option determines whether a crash eliminates a player from the
competition. If No, players will be able to continue their turns regardless of
whether or not they crash. If Yes, the event is over for them as soon as they
crash.
To determine whether a crash eliminates the player, click the value in the
corresponding column. From the pull-down list, select either Yes or No.
Spot Landing Instructions
A spot landing competition can take place in either a single player or multiplayer
environment.
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The person who starts the event (the host) is responsible for selecting the rules. For
example, you can set:
• How much time each player receives per turn.
• How many turns allowed per player.
•
The physical dimensions of the landing target.
• Whether a crash automatically disqualifies the player.
• Point values of the different zones within the landing target.
RealFlight G4 automatically applies the rules you choose, and keeps track of scores.
During the event, the announcer’s voice will guide you through each phase of the
competition.
Rules-
The object is to touch down as close as possible to the center of the target. Players
take turns making landing attempts. When your turn comes, you will normally takeoff,
gain altitude and then fly towards the target on a landing approach.
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A “touch down” occurs when any part of your airplane or helicopter touches the
ground. A large, visible ‘X’ marks each touch down on the spot where the aircraft
landed.
Please note: this is not necessarily the point at which the aircraft stopped moving.
Furthermore, you must complete your landing before time expires, thus ending your
turn. If you do not touch down in time, you lose your turn.
The points you receive during a turn are dependent upon where you touch down.
Within the target, each colored zone has a different point value. Normally, the closer
to the center you land, the more points you receive. Your touch down point is the
point on the ground directly below the center of your aircraft, no matter what part of
your aircraft touches first.
The event continues until each player has completed all of his or her turns, or has been
disqualified (usually by crashing), or has left the event. The player with the highest
point total is the winner.
You also have a limit on how many landing attempts you can make during your turn.
The host sets this limit at the start of the event.
You can approach the target from either direction (i.e., you can cross either attempt
line). For an attempt to count, you must be approaching the target when you cross an
attempt line. The aircraft must be airborne when it crosses the attempt line (i.e., if you
taxi, the attempt will not count).
You can only touch down once per turn, so if it looks like you may miss the target, pull
up, circle around, and try again.
The event continues until the players have completed all of their turns, all of the players
have been disqualified (usually by crashing), or everyone has left the event.
The player with the highest total score wins.
Events Viewport Display Box-
During the event, a situational screen will appear on your display. The
Autorotation/Deadstick event section provides general notes on this display box.
Options
The Options… menu item allows you to determine the various settings and parameters
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for the respective events. The options available to you are dependent upon the Event
selected.
To access the Options… menu item, click on the Events menu followed by the
Options… menu item. Next, select the Event for which you would like to view the
Options…. For further information as to the Options… available for each event, see
the applicable event as discussed previously.
End Current Event
This menu item immediately ends the current event. If there are no events in progress,
this menu item is grayed out. If you are in a multiplayer session and are not the person
hosting this session, the option is also grayed out.
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Forfeit Turn
This item allows you to forfeit one turn. If you are a multiplayer participant, all other
pilots will take their turns before you can participate again.
This item is grayed out if you are playing an event where players do not take turns (e.g.
Pylon Racing).
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