Games PC B-17 FLYING FORTRESS-THE MIGHTY 8TH User Manual

Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . .8
Section One: Technical . . . . . . . . . . . . . . . .9
Setup and Installation . . . . . . . . . . . . . . . . . . . . .10
The ReadMe file . . . . . . . . . . . . . . . . . . . . . . . . .10
Section Two: The Getting Started Guide . . . .11
The Game Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Starting Off . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Game Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Getting Around . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Warning Red Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Skip Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Accelerate Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Crew Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Returning Home . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Mission Debriefing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Saving the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
The Training Missions . . . . . . . . . . . . . . . . . . . . . .29
Taxi and Take Off . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Approach and Landing . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Feathering/Restarting an Engine . . . . . . . . . . . . . . . . . . . . . .31
Bombing – Good Conditions . . . . . . . . . . . . . . . . . . . . . . . . .31
Bombing – Poor Conditions . . . . . . . . . . . . . . . . . . . . . . . . .32
The Quickstart Missions . . . . . . . . . . . . . . . . . . . .34
Limping Home . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
Attack of the Axis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
Where are the ‘Little Friends’? . . . . . . . . . . . . . . . . . . . . . . .35
Opportunity for the Axis . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
Fighter sweep over France . . . . . . . . . . . . . . . . . . . . . . . . . .35
Defence of the Reich . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
Section Three: Reference . . . . . . . . . . . . . .37
The Main Menu Screen . . . . . . . . . . . . . . . . . . . .38
Player Options Menu . . . . . . . . . . . . . . . . . . . . . .39
Controls Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Realism/Difficulty Menu . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Graphics Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Sound Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Load/Save Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
The Game Options Screen . . . . . . . . . . . . . . . . . .44
The Campaign Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
The Bomber Commander Campaign . . . . . . . . . . . . . . . . . .44
The Squadron Commander Campaign . . . . . . . . . . . . . . . . .44
The Single Mission Game . . . . . . . . . . . . . . . . . . . . . . . . . .45
The Quickstart Mission . . . . . . . . . . . . . . . . . . . . . . . . . . .45
The Training Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
Play a Historical Mission . . . . . . . . . . . . . . . . . . . . . . . . .45
Bombardment Division/Group Screen . . . . . . . . . . . . . . . . . . .45
Campaign Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Customise Bomber Screen . . . . . . . . . . . . . . . . . . . . . . . . . .47
New Bomber Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Choose Nose Art . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Bomber Crew Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Squadron Bomber Names/Nose Art . . . . . . . . . . . . . . . . . . . .48
Squadron Crew Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
The HQ Corridor . . . . . . . . . . . . . . . . . . . . . . . . .49
The Operations Room . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
The Map – Planning the Mission . . . . . . . . . . . . . . . . . . . .50
Map Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
The Map Icons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
The Map Symbols . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Setting up a Reconnaissance Mission . . . . . . . . . . . . . . .51
Setting up a Bombing Mission . . . . . . . . . . . . . . . . . . . .52
Target Intelligence . . . . . . . . . . . . . . . . . . . . . . . . . . .52
The Primary Target . . . . . . . . . . . . . . . . . . . . . . . . . .52
The Secondary Target . . . . . . . . . . . . . . . . . . . . . . . . .52
Setting Waypoints . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Intelligence File – Target Details . . . . . . . . . . . . . . . . . . . .53
The Blackboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Outside – Inspect the Bombers . . . . . . . . . . . . . . . . . . . . .54
Bomber Clipboard . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Mechanical File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Crew Management File . . . . . . . . . . . . . . . . . . . . . . . . .55
Crew Replacement File . . . . . . . . . . . . . . . . . . . . . . . . .55
Next Bomber . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Clipboard – Choose Bombers for the Mission . . . . . . . . . . . .56
Ordnance – Select Munitions for the Mission . . . . . . . . . . . .56
Blackboard – View Mission Summary . . . . . . . . . . . . . . . . .57
The Squadron Commander’s Office . . . . . . . . . . . . . . . . . . . .57
In-tray ‘Read New Mail’ . . . . . . . . . . . . . . . . . . . . . . . . . .57
Out-tray ‘Read Old Mail’ . . . . . . . . . . . . . . . . . . . . . . . . . .57
Crew Information File . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Bomber Information File . . . . . . . . . . . . . . . . . . . . . . . . . .57
Medical File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
Squadron History Files (The Bookcase) . . . . . . . . . . . . . . . .58
Inspect the Bombers (Window) . . . . . . . . . . . . . . . . . . . . .58
The Bomber Commander’s Office . . . . . . . . . . . . . . . . . . . . .58
In-tray ‘Read New Mail’ . . . . . . . . . . . . . . . . . . . . . . . . . .58
Out-tray ‘Read Old Mail’ . . . . . . . . . . . . . . . . . . . . . . . . . .58
Crew Information File . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
Inspect the B-17 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
The Mission Briefing Room . . . . . . . . . . . . . . . . . . . . . . . . .59
View Route Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
View Reconnaissance Film . . . . . . . . . . . . . . . . . . . . . . . .59
Read Mission Briefing . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Beginning the Mission . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Inside the Aircraft . . . . . . . . . . . . . . . . . . . . . . . .60
Your Mission Responsibilities . . . . . . . . . . . . . . . . . . . . . . . .60
The Squadron Commander . . . . . . . . . . . . . . . . . . . . . . . .60
The Bomber Commander . . . . . . . . . . . . . . . . . . . . . . . . .60
Starting Off . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
The Crew . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
Crew Portrait Panel (pop up menu) . . . . . . . . . . . . . . . . . . .61
Crew Position Panel (pop-up menu) . . . . . . . . . . . . . . . . . .62
Crew Views Panel (pop-up menu) . . . . . . . . . . . . . . . . . . . .62
External View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
Compartment View . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
Action View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
Instrument View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
Window View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
The Pilot and Co-Pilot . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
The Navigator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
The Bombardier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
The Engineer/Top Turret Gunner . . . . . . . . . . . . . . . . . . . . . .68
The Radio Operator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
The Gunners (Ball Turret, Waist 1 and 2, Tail) . . . . . . . . . . . . .70
Compartment Selection (pop up menu) . . . . . . . . . . . . . . . . .71
Section Four: The Training Schools . . . . . . .73
An Introduction to the Basics of Flight . . . . . . . . . .74
Flying School (Pilot and Co-Pilot) . . . . . . . . . . . . . .78
Control Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
Pilot’s and Co-Pilot’s Instrument Panel . . . . . . . . . . . . . . . . .82
Starting your Engines . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
Taxiing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
The Pilot Helper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
Getting into the Air . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
Climbing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
Levelling the B-17 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Trimming and Cruising . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Turns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
Stalls and Spins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Flying a Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
The Waypoints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
The Initial Point . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
Flying Over the Target . . . . . . . . . . . . . . . . . . . . . . . . . . .91
The Rally Point . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
The Return Home . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Getting Lost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Feathering the Engine(s) . . . . . . . . . . . . . . . . . . . . . . . . . .92
Engine Fire Extinguishers . . . . . . . . . . . . . . . . . . . . . . . . .93
War Emergency Power . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Lock Out AI Engine Control . . . . . . . . . . . . . . . . . . . . . . . .93
Landing the B-17 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Pre-landing Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Pilot Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
The Traffic Pattern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
Pilot Helper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
The Final Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
The Landing Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
Taxi to Hardstand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
Bombardier School . . . . . . . . . . . . . . . . . . . . . . .95
Bombardier – General Principles . . . . . . . . . . . . . . . . . . . . . .95
Bombing Factors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
Salvo Switch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
Intervalometer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
Searching for the Target . . . . . . . . . . . . . . . . . . . . . . . . . .98
Bombing Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
The Chin Turret . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
Navigator School . . . . . . . . . . . . . . . . . . . . . . . . .99
Dead Reckoning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
The Navigator’s Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
Map Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
The Map Icons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
The Map Symbols . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
Re-setting Waypoints . . . . . . . . . . . . . . . . . . . . . . . . . . .102
Navigation Realism . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
The Drift Meter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
Engineer School . . . . . . . . . . . . . . . . . . . . . . . .103
Fuel Transfer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
Radio Operator School . . . . . . . . . . . . . . . . . . . .104
Messages Inward Log . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
Messages Outward Log . . . . . . . . . . . . . . . . . . . . . . . . . . .104
Gunnery School . . . . . . . . . . . . . . . . . . . . . . . . .105
Gunner Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
Machine Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
Gunsights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
The Clock System of Defence . . . . . . . . . . . . . . . . . . . . . . .106
The Zone Firing System . . . . . . . . . . . . . . . . . . . . . . . . . . .107
Sighting and Firing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107
Red Text Warning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107
Unjamming Machine Guns . . . . . . . . . . . . . . . . . . . . . . . . .108
Section Five: Crew/Bomber Management . . .109
Moving Crew to New Positions . . . . . . . . . . . . . . .110
Red Text Warning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Injured Crew . . . . . . . . . . . . . . . . . . . . . . . . . . .111
First Aid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Panic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Repairing items . . . . . . . . . . . . . . . . . . . . . . . . .111
Fighting Fires . . . . . . . . . . . . . . . . . . . . . . . . . .112
Baling Out . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
Bomber Management . . . . . . . . . . . . . . . . . . . . .112
External Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
Formation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
Accelerate Time (Home) . . . . . . . . . . . . . . . . . . . . . . . . . . .113
Decelerate Time (End) . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
Skip Time (Return/Enter) . . . . . . . . . . . . . . . . . . . . . . . . . .113
Mini-Time Skip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
Pause Simulation (Pause/Break) . . . . . . . . . . . . . . . . . . . . .114
Jump to Other Bombers . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Aircraft Select Pop-up Menu . . . . . . . . . . . . . . . . . . . . . . .114
Emergencies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
Red Text Warnings . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
Engine Fire Extinguisher . . . . . . . . . . . . . . . . . . . . . . . . .115
Mission Debriefing . . . . . . . . . . . . . . . . . . . . . . .115
Medals, Promotions and WIA . . . . . . . . . . . . . . . .116
Section Six: Fighter School . . . . . . . . . . . .117
Fighter Cockpit Instruments . . . . . . . . . . . . . . . .118
Single–engine Aircraft Controls . . . . . . . . . . . . . . . . . . . . . .118
Twin-engine/jet Aircraft Controls . . . . . . . . . . . . . . . . . . . . .119
Compass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
Artificial Horizon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
Airspeed Indicator . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
Tachometer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
Altimeter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
Oil Pressure Gauge . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
Engine Temperature Gauge . . . . . . . . . . . . . . . . . . . . . . .121
Fuel Gauge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
Manifold Pressure Gauge . . . . . . . . . . . . . . . . . . . . . . . .121
Rate of Climb Indicator . . . . . . . . . . . . . . . . . . . . . . . . .121
Fighter Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
Changing Fighters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
Navigation to Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
Escort Fighters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
Luftwaffe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
The Fighter Escort . . . . . . . . . . . . . . . . . . . . . . .124
P-38 Lightning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
P-47 Thunderbolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126
P-51 Mustang . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127
The Luftwaffe . . . . . . . . . . . . . . . . . . . . . . . . . .128
Attacking the Bombers . . . . . . . . . . . . . . . . . . . . . . . . . . .128
Bf-109 (Me-109) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130
Section Seven: Customer Information . . . . .141
Infogrames Customer Service Numbers . . . . . . . . . . . . . . . .142
Introduction
They called it ‘The Mighty Eighth’, the US Army Air Force 8th Bomber Command. The force that flew daylight missions over occupied Europe, striking at specific military targets with pinpoint accuracy. The main drawback was that enemy fighters and flak concentrations could clearly see them in daylight. The solution was massive defensive bomber formations that had to fight their way there and fight their way back. B-17 Flying Fortress ‘The Mighty Eighth’ recreates that era, in a Second World War simulation that gives you total control of every aspect of the strategic air war (including the opposing fighters).
You’ll learn to fly the legendary B-17G ‘Flying Fortress’ and feel the power and grace of the massive four-engine bomber. You can also be one of the escort fighter pilots and fly the P-38 ‘Lightning’, the P-51 ‘Mustang’, or the P-47 ‘Thunderbolt’. In addition, you can take on the role of the Luftwaffe and jump into the cockpit of the German interceptors: the Bf-109, FW-190, and the jet powered Me-262!
This is the ultimate flight crew simulation, as you become an expert at all ten B-17 crew positions allowing you to take off and land the massive bomber, shoot from all turret positions, navigate across a realistically mapped Europe, send radio messages, carry out bomb runs, release the bombs and watch them hit the target!
B-17 Flying Fortress ‘The Mighty Eighth’. The complete WW2 strategic air war flight simulation
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Section One: Technical
Specification
Make sure the specification shown on the B-17 Flying Fortress ‘The Mighty Eighth’ box matches that of your machine.
Installation
• Insert the B-17 Flying Fortress ‘The Mighty Eighth’ CD into your CD-ROM drive.
• If autorun is enabled, B-17 Flying Fortress ‘The Mighty Eighth’ will take you to the installation screen.
• Click on the ‘Install’ button and follow all on-screen directions.
• If autorun has not been enabled, you’ll have to double-click on the ‘My Computer’ icon on the Windows
®
Desktop, then on the CD-ROM
icon, and then click on ‘Setup.exe’.
The simulation will now install.
• Follow all on-screen instructions.
Once B-17 Flying Fortress ‘The Mighty Eighth’ is installed it will appear in the Program Group on the START Menu.
Loading
• Select Start > Programs > MicroProse > B-17.
The game will now load.
The Read Me file
The B-17 Flying Fortress ‘The Mighty Eighth’ CD-ROM has a Read Me file where you can view trouble shooting and updated information about the product. To view this file, double-click on “Read Me” in the B-17 directory found on your hard drive. You may also view the Read Me file by first clicking on the START button on your Win95/98/Millennium taskbar, then on Programs > MicroProse > B-17 > Read Me file.
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Section Two: The Getting Started Guide
The Game Tutorial
Overview
Well, you’ve successfully installed and loaded the game and you’re itching to get into the air in that big bomber and see some WW2 action. This tutorial will get you up and running in a Bomber Commander campaign game, but it will not teach you the complete simulation (manual flying, bombing etc). For that you will need to try the specific Training and Quickstart Missions using the Training School sections later in this manual.
Starting Off
After the opening animation screens you will see the Main Menu screen.
Before you do anything else you must check the status of the Navigation realism. Navigation is an important factor in the simulation and the aircraft can fly at three levels of Navigation Complexity:
Historical, Easy
or
Flawless
. For this guide we don’t want you to get lost
so you will be flying with Flawless navigation.
• Click on the Game Option icon (bottom left) - a red light will switch on when selected.
• Click on the Continue button (bottom right).
You will be taken to the Game Difficulty/Realism menu screen.
• Select the second icon down on the left (marked 1, 2, 3) and click on the Continue switch (lower right).
• Scroll down the list to Navigation Complexity and make sure this is set at ‘Flawless’.
If it isn’t click on the line and click on Flawless in the lower panel.
• Click on the Continue switch (lower right).
• Click on the return to previous screen switch (lower left) to return to the Main Menu screen.
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Game Options
New Game
Now we want to play a
New Game
(the icon of the B-17 – lower left).
• Click on the icon (a red light will switch on when selected) and then click on the Continue button (bottom right).
You will be taken to the Game Type screen.
• Select to Play a Single Bomber Commander Campaign (the single aircraft icon – top left) and flip the Continue switch.
You will now be taken to the 8th Air Force Division screen. Here you can choose which Bombardment group and which Squadron in that Group you want to join. Different Bombing Groups are based at different airfields across England.
• Select the 401st Bombing Group from the left hand panel.
• Select the 612th Squadron from the right hand panel.
The lower graphic panels will show the insignia of the Bombing Group and the specific Squadron you have chosen.
At the bottom of the screen is a Campaign Start panel (covering the period December 1st 1943 to February 10th 1945). This is where you choose the campaign length.
• Click in the panel until it shows the date March 1st 1944.
• Flip the Continue switch (lower right).
You will now be taken to your bomber Name and Nose Art selection screen.
• Click on a ‘nose art’ name for your bomber (click and drag the scroll bar to view all options in the left panel).
The picture will be shown on the right hand panel.
• Now click on the Bomber Name panel (top), delete the default name with the Backspace key and type in your own choice of name for your bomber and press Return/Enter.
Try to match the name to the nose art you have chosen.
• Flip the Continue switch (lower right).
Your next stop is your Crew screen. This shows the current crew for your B-17. Remember that in a Bomber Commander campaign you are in overall charge of the ten-man crew and the one bomber.
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• Click on the top left portrait (the Bombardier) and the bombardier’s name will appear in the central panel.
• Click inside the name panel and delete the name using the Backspace key.
• Type in a new name (it could be your own) in the two panels and press Return/Enter.
• Flip the Continue switch (lower right) and you will be taken to the HQ Corridor screen.
The HQ Corridor gives access to various mission planning and briefing screens. If you were playing the Squadron Commander game you would be able to plan all strategic operations in the Operations Room but as Bomber Commander you will NOT have access to mission planning. But you do have your own office.
• Click on the door on the far left of the HQ Corridor and you will enter your office (you must try to be a bit more tidy!).
Here you will find information about your crew and your bomber.
• Click on the book on the left of your desk and you will open the Crew Information File. The first page will open on the Bombardier details and will show the name you inserted in the Crew screen. Clicking on the tabs along the side of the book will show details for all ten crew (coded by position: TG – Tail Gunner, N – Navigator etc).
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Bomber
Commander’s
Office
Briefing Room
Bomber
Inspection
Squadron Commander’s Office
Operations Room
• Click away from the pages and the book will close.
• Click on the book on the right of the desk and the Bomber Information File will open
This shows the details of the bomber you renamed. This is a new campaign so there will not be details of any previous missions.
• Click anywhere away from the book to close the file.
• Click on the windows to go outside to Inspect Bomber and you will be taken to your Jeep.
A clipboard will show the name of your bomber.
• Click on the B-17’s name on the clipboard.
This will take you to the aircraft waiting at its dispersal point (in the 3D world). Inspection is particularly useful when you have returned from a mission and want to see the damage your bomber has sustained.
Full camera views are available:
Numeric Keypad
Plus + and Minus - = Zoom in/Zoom out. Arrow keys = move the view left/right/up/down. PageUp/PageDown = tip view up/down. Ins/Delete = rotate view left and right.
Mouse
Alternately, you can use the mouse (with the right mouse button pressed in to zoom in/out and the left mouse button pressed in to rotate view).
• Press ESC to return to the jeep bonnet – this contains the Crew Management File.
• Click on the Crew Management File.
This shows a summary of the crew’s abilities. A cross ‘X’ shows the correct job of each crew member, a slash ‘/’ shows a competence in another job. It’s here that you can reassign your crew and manage their abilities as the campaign begins to take its toll and injuries or KIAs accumulate. To change a crewman’s job, click on the slash and it will become a cross. Note: Other crew positions will be automatically adjusted to fit in with your choices.
• Click on the right hand page to turn it over and you will see details of each crewman’s skills.
These will improve as each man gets more and more mission experience.
• Click away to close the book and click on the bunch of keys to return to the airbase. You will be returned to the HQ Corridor.
Now you have examined all aspects of your crew and bomber, you’d best get a briefing about your first mission.
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• Click on the doorway on the near left to enter the Briefing Room.
The Briefing Room gives you all the current information available about your target (or targets) and the routes there and back.
In the centre of the stage there are facilities to see a fly-over film of your target, as it will appear to the Bombardier.
• Click on the film screen and watch the film carefully.
In this tutorial guide you’ll be sitting in the Bombardier’s seat during the bomb run so it’ll help if you recognise the target.
When the film has finished or when you have pressed ESC, you will return to the Mission Briefing room.
• Click on the Map on the right of the stage to see bomber route, the target and the route back.
The Map can be controlled by using the numeric keypad keys:
Plus and Minus (+/-) = Zoom in/Zoom out. Arrow keys = move the map left/right/up/down. PageUp/PageDown = tip map up/down. Ins/Delete = rotate map left and right.
Alternately, you can use the mouse (with the right mouse button pressed in) to move the map in all directions.
The map shows Waypoints, Initial Points, Primary, Secondary, Tertiary targets (if available) and Rally Points. The red arrows show the direction of travel along the route.
• Place your mouse cursor on a gold pyramid waypoint marker (you might have to tip the map view) and you will see the height the bomber formation should be flying at when it hits that particular waypoint (you might also have to zoom in with numeric keypad + key).
• Press ESC to leave the map and return to the Briefing Room.
You’ve now seen a reconnaissance film and the route to the target but you’ve still to read all the target details.
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Film Screen
Map
Read Mission Briefing
• Click on the green Mission Briefing file on the desk in front of you.
This opens on the Mission Summary page that includes details on the Primary and Secondary targets, type of bomb selected, distance to travel and fighter escort details.
• Click on the right hand page of the Mission Briefing file and it will turn the page to show the Primary Target details including Flak Strength, Fighter Strength and Target Intelligence.
• Click again on the right-hand page to view details of the Secondary Target.
• When you have read about the mission targets click on the right hand page again.
You will now have to sign that you have read and understood the target/ mission details.
• Click on the line (marked by an X) and a signature will appear.
• Click away from the book to close the Mission Briefing file and return to the Mission Briefing room.
Now let’s start the mission.
• Click on the door on the right of the Mission Briefing hut (Start Mission) to enter the 3D simulation.
Now you’ve made it to the aircraft dispersal point. The B-17 has bombs loaded, fuel tanks are full and all the crew are ready for the off. You will see an outside view of the aircraft and the game will be in computer-controlled mode (a small computer icon will be shown on the lower right of the screen). Note: The default is always computer control whenever a view or crew position is changed.
Use the numeric keypad controls +/- to zoom in and out on the B-17, the arrow keys to move left/right/up/down. PageUp to tip up and PageDown to tip down the view. Ins and Del will rotate the view left/right. Or you can move the mouse, with the right mouse button pressed in for zooming in/out or the left mouse button pressed in to tip or rotate the view.
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Computer control icon
Before you can do anything you must give the orders to begin the mission.
• Press F1 to go inside the aircraft.
You will now be on the flight deck just behind the Pilot/Co-Pilot seats on the flight deck. To give the Begin Mission order you must go to the Radio Operator station.
• Press keyboard key 6 and you will jump to the Radio Operator’s Compartment view. You will now see the Radio Operator sitting at his station with a highlight around him. You now need to go to the Radio Operator’s Instrument View and can do this in one of two ways:
Either move your mouse cursor to the extreme right side of the
screen (in the middle) to reveal a bank of five view icons. The current view is lit with a red light (the figure icon). Click on the fourth icon down (the dial icon).
Or with the Radio Operator selected (highlighted) press key I.
This will bring up the Radio Operator’s Instrument View (a radio set and two message books).
• Click on the ‘Outgoing Messages’ book (on the left) and it will open.
• Look for the Begin Mission order.
Before you can do anything you must take control away from the computer AI. This is a feature of B-17: everything will work on computer control but if you want to influence a position or character, you must take manual control.
• Press key M and the ‘computer controlled’ icon will disappear and be replaced by the manual control symbol (a ‘hand’ icon).
You are now in control of the Radio Operator.
• Find the Begin Mission order and click on it.
The order to start engines will be issued and Begin Mission will disappear from the messages list (you will not need to use it again on this mission).
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Manual control
• Click away from the book and you will return to the Radio Operator’s Instrument View.
You should hear the engines starting.
• Hover the mouse pointer to the extreme right of the screen (near the centre) to open the View Menu panel. This is available in all internal B-17 screens.
• Select the second icon down on the View Menu panel and you will return to the Compartment View (or press key C).
• Press keyboard key 3 to go to the Pilot’s Compartment view.
• Press F2 to go to an outside view to see the aircraft taxiing to its take off position.
Note: If you return to the Radio Operator’s position he will now be back in computer control – this applies to all crew management positions in the simulation.
The B-17 will now taxi to the main runway, followed by the rest of the squadron.
• Watch this from the outside view (using the mouse or numeric keypad controls).
Use the camera keys especially the zoom out feature to see the whole airfield.
The bomber will taxi to the main runway followed by the rest of the squadron and take up a position at the head of the take off runway.
The simulation also has a Pilot Helper key (H) that can guide you in various aspects of the simulation. In take off, if you press key H you will see a large green cone take up position in front of the aircraft. This leads you to the main take off runway. Press key H to switch off Pilot Helper.
Eventually when you get to the take off runway, the B-17 will stop briefly for the final checks to be carried out. It will then speed up and take off.
The landing gear will retract and the other aircraft in the squadron will follow the leader.
Your B-17 will circle until the other bombers in the squadron form up with it.
When taking off in manual mode the Pilot Helper key (H) also comes into play here. When you hear the command ‘Join Formation’ press H and you will see a white formation box appear (you might have to look for it with view keys). This box is where you should be for all the squadron to form up with you).
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Game Controls
You can ‘pause’ the simulation at any time by pressing the Pause/ Break key (toggle).
The Home key will speed up the simulation 2, 4 or 8 times.
The End key will slow down the simulation (if things are happening too quickly) 2, 4, 8 times.
Once in the air and in formation, the B-17 will head for the target, perform the mission to the best of the crew’s current ability/initiative, defend itself against any attack, and try to return home and land.
If you want to skip large chunks of time when nothing important is happening, press the Return/Enter key to Time Skip. You cannot skip when there is an important game event happening (flak attack, fighter activity etc).
You need not do anything if you don’t want to. But the fun of this simulation is that you can jump into any position and take over manual control of that job! Similarly, you can jump into the escort and enemy fighter cockpits and dogfight with your enemy. Or, you can simply admire the views of the aircraft crossing a fully mapped Northern Europe!
In this tutorial guide we’ll jump into a variety of positions.
You should still be in external view, in the B-17 squadron formation.
• Skip time (press Return/Enter) as much as you can to speed up the ‘getting there’ procedure. If you are unable to skip time that means that a ‘game event’ is happening, such as escort fighters scrambling, flak firing or enemy fighters engaging you in combat.
Now let’s look at the Pilot and Co-Pilot controls.
• Return to the Pilots’ Compartment view by pressing F1.
You should be on the flight deck just behind the Pilot and Co-Pilot. (If you are not press key 3 and select Compartment View from the right hand pop-up menu.)
• Select the Pilot (if he’s not already selected) by clicking on the figure on the left.
All members of the crew have their own set of specific views. The Pilot has an Action view (accessed by pressing key A) which drops you into his seat looking out of the front window (and left/right in the cockpit), and an Instrument view (press key I) showing the fully functioning cockpit dials and switches/levers. All these views can also be accessed via the View Menu panel by hovering the mouse cursor on the central right edge of the screen.
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In addition, some crew positions have additional instrument views that relate to their jobs. The Pilot and Co-Pilot have specific zoomed-in instrument views (F5, F6, F7, F8 and F9).
• Press key A to access the Pilot’s Action view.
• Look left/right in the cockpit using the joystick ‘hat’ or Camera view keys.
• Press key I to access the Instrument view.
This is a fully functioning B-17 cockpit with dials, switches, levers etc all working. If you hover the mouse pointer on a switch or lever a tooltip will show what it does.
• Press F5 or F9 to see the Co-Pilot’s instruments.
• Press F6 to see the close-up engine dials.
• Press F7 or F8 to see the close-up Pilot’s dials/switches.
DO NOT OPERATE ANY OF THESE INSTRUMENTS UNTIL YOU UNDERSTAND MORE ABOUT THE B-17 SIMULATION CONTROLS (see the Training Schools later in this manual).
Now let’s have a tour of the different crew positions.
• Return to the Pilot’s Compartment view (key C or use the View Menu panel).
All crew positions in the simulation have a pre-set keyboard key:
` Bombardier 1 Navigation 2 Cheek Gun 3 Pilot 4 Co-Pilot 5 Engineer/Top Turret Gun 6 Radio 7 Ball Turret Gun 8 Left Waist Gun 9 Right Waist Gun 0 Tail Gun
• Press keyboard key 1 and you will jump to the Nose Compartment.
This is where the Bombardier and the Navigator work. Note: Key 1 has also selected and highlighted the Navigator. If you press key ` (to the left of keyboard key 1) the Bombardier will be highlighted.
We’ve already seen the Pilots’ Compartment (see earlier) so let’s continue with the tour.
• Press key 5.
This will take you to the Engineer/Top Turret Gun compartment next to the bomb bay.
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Note: Because of his position the Engineer/Top Turret gunner is obscured by the bombs and is not shown fully, but you can just see his legs highlighted.
• Press the Action view (key A) and you will see the Top Turret view.
• Press key M to take control of the top turret and rotate/fire the guns using your keyboard or joystick.
Notice the realistic tracer path but do not shoot at your own aircraft!
• You’ve already seen the Radio Operator’s Compartment (key 6) so try pressing key 7 and note that because you were in the Top Turret Gunner’s Action view, you have jumped immediately into the Ball Turret Gunner’s Action view.
• Press key C or click on the second icon down on the View Menu panel to see the Compartment view.
You will now see the two waist gunners with an almost obscured highlight of the Ball. Turret gunner’s position close to the feet of the Right Waist Gunner.
• Now select one of the Waist Gunners (click on one of them or press key 8 or 9), and go to his Action view (key A or View Menu panel third icon down).
You will be in position in front of the machine gun.
• Select manual control (key M) and fire the machine gun.
• Now return to the Compartment view by pressing key C.
The last compartment is where the Tail Gunner lives.
• Select keyboard key zero 0 and key A to view the Tail Gunner’s action view.
Press key M to take over control and try firing the machine guns.
Getting Around
There are various ways to navigate around the aircraft positions.
1. At the top of the screen is a Crew Portrait pop-up panel that allows you to jump to any member of the crew by clicking on his portrait.
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2. To the left of the screen is a Crew Position pop-up panel that allows you to jump to any crew task (Navigation, Bomb Aiming/Dropping, Flying (as Pilot) etc.).
3. At the bottom of the screen is a panel that pops-up only in Compartment View that allows you to jump into the six B-17 compartments.
• Return to the Tail Gunner’s compartment view (key 0 and key C).
Warning Red Text
Throughout the mission you will hear speech from the crew calling out messages to each other, giving headings (Navigator to Pilot) etc. This will be shown at the bottom of the screen in ordinary text. You have merely to note what is being said. However there will be times when you will be prompted to perform a task (such as during an enemy fighter attack) to man the machine guns etc – in this case Red Text will appear when the message is heard.
If you click on the red text (or press SHIFT + H) you will jump immediately to the action station most associated with that message. For example, if you see red text message ‘Bandits at 6 o’clock, level’ and you click on the text, you will jump to the Tail Gunner’s station in Action view. Either watch the Tail Gunner fire his gun at the enemy fighters or press M to take control and fire the gun yourself.
Now let’s look at where the aircraft is headed and jump to the Navigator’s station.
• Open the top panel and click on the second portrait from the left – this is the Navigator. You are currently in Compartment view, so you will jump to the aircraft nose section (where the Bombardier also lives). The Navigator will be highlighted to show that he is the selected crewman.
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• Press key I to access the Navigator’s Instrument view. This will show his desk and instruments: the Radio Compass, the Drift Meter (see later) and the Map.
• Click on the Map (on the left of the screen), or press the Spacebar, and you will jump to the Map screen.
This map is very similar to the Mission Briefing map but it also has a track of the plane’s position (a green aircraft icon at the correct height and an aircraft shadow to show its position across the ground), its projected course (a broken blue line) and its actual course across the map (a solid coloured line). The solid line is
coloured green when there is ample fuel left, amber if the fuel status is becoming critical and red if the fuel is calculated to run out.
All map controls are the same as for the map in the Briefing Room (see above). You are flying on Flawless Navigation level so the actual course flown by the aircraft will not differ from the mission briefing, but if you were to fly Easy or Historical navigation complexity you would have to adjust position by constantly referring to the map and what you can see outside (see the Navigator School later in this manual for details).
• Exit the Map screen by pressing key C to go to the Compartment view.
• Select the Bombardier by clicking on him (the crewman sitting right in the nose of the Compartment) and he will be highlighted.
The Bombardier is also the Chin Turret operator when he is not busy with the bombsight. You may have to get him to change from Chin Turret to Bombsight. In this case right-click on him to open the Icon Rose. Look at the topmost icon (at 12 o’clock), if this is a bombsight left click on it and he will change jobs. If it’s a Chin Turret, simply click away.
• Now press the Instrument key I to view the Norden bombsight.
This is a complex piece of equipment that Bombardiers use to locate and lock on to targets as long as the correct data is input properly.
For actual details of manual bombing see the
Bombardier School
later
in this manual, but for now let’s look through the sight.
• Press the Action View key A.
You will be looking at the ground (or the sea) through the bombsight.
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In this tutorial you will not drop bombs manually; you will leave the crew Bombardier to do this for you.
• Return to Compartment view by pressing key C.
Skip Time
The simulation allows you to skip large chunks of time by pressing the Return/Enter key but you might not be allowed to ‘skip’ if a game event is happening.
Accelerate Time
You can also accelerate time by pressing the Home key (3 levels of speed up) or slow down time by pressing the End key (3 levels of slow down).
Throughout the mission the Navigator will give the Pilot instructions about new turn headings and waypoints and the pilot will respond. You need do nothing in this guide but let them get on with it!
Eventually you will reach the last turn before the target (the Initial Point). Check this on the Navigator’s map. This is the straight line run to the target.
Now control of the aircraft is passed to the Bombardier. You may hear him call out “We’re on the bomb run” or “I have the plane”. Now make sure the Bombardier is selected and jump into the Bombardier’s Action view (key A).
You might have to be patient here depending on the length of the bomb run but watch carefully as the target is sought out by the AI controlled Bombardier, then acquired and locked into position.
You’ll notice two marker blocks on the right of the bombsight that are slowly approaching each other. When they meet, the red release light will come on and the bombs will be dropped. The view will then switch automatically to the bomb bay where you will see the bombs dropping.
• When this happens press F6 (to see the bombs in the air) and F6 again to view the bombs hitting the target.
• Use the mouse with left/right buttons pressed in to view the target from various angles or zoom.
• Press F1 to return to the Bomb Bay.
You’ve now looked at all the B-17 positions. Why don’t you take a flight in one of the many fighters available in the simulation?
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• Press key F2 to get an exterior view of the B-17.
In Bomber Commander mode, only one bomber can be selected out of the six in the squadron. In the Squadron Commander game you can select all six bombers.
• Your B-17 will be centred in the middle of the screen.
• To access the fighters, hover your mouse pointer on the extreme right side of the mid-screen.
This area will show a pop-up menu with a white icon representing your B-17, your fighters (if there are any on your mission) and the enemy fighters types (if there are any around).
• If there are any friendly fighters around, click on the icon to jump to an outside view of the fighter.
• Press F1 to enter the cockpit of the fighter.
• Press key M to take control of the fighter and fly around (be careful and check the keyboard/joystick controls on the Reference Card).
Take a moment to examine the detailed cockpit and fully functioning dials, levers and joystick.
• Press the camera keys to view the virtual cockpit.
• Press key F2 to go to the outside view (you’ll still be in control!)
• Press key M to return to AI control.
• Return to your B-17 by accessing the B-17 icon in the pop-up panel.
• Press F1 to go back into your B-17.
Crew Management
You’ve now looked over the basic areas of the bomber simulation. Now let’s look at aspects of crew management that you’ll need to know when things get rough and you experience casualties or emergencies such as fires.
Depending on their level of initiative set up, crew can be told to takeover other crew positions, and made to perform certain actions in emergencies (apply first aid, unjam guns, take over in case someone panics etc.). If all else fails, they can be ordered to bail out!
Make sure you’re in the nose section in the Compartment view (you can see the figures of the Bombardier and the Navigator).
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• Select the Bombardier by clicking on him and check that he is highlighted.
• Place your mouse cursor on the Bombardier and right click.
This will open an ‘Icon Rose’. All the icons in the circle are instructions you can issue to individuals; all 10 crew in the B-17 can be given these types of orders (but they do vary depending on the job).
• Place your mouse cursor on a few of the icons and read the pop-up tooltips associated with these icons.
The central icon is the instruction you are issuing (such as ‘Move To’ a different position). If you click on the central icon the instruction will change (Give First Aid, Repair, Use, Bail Out etc).
If you select Give First Aid and you see a portrait (or portraits) with a red cross on – that means there is a crewman who requires first aid. Click on the injured crew portrait and the selected crewman will go to him and help.
If there is a fire additional icons with pop-up tooltips will show which fire extinguishers can be used in what compartments. Remember to put out fires as soon as you get a warning (or see smoke). Fire is your worst enemy aboard the B-17!
The Bombardier also has control of the Chin Turret that’s located just under his bombsight station. This is useful when he has completed the bomb run and can function as a defensive gunner on the dangerous journey back home.
Now, let’s change his ‘job’ to that of a chin turret gunner.
• Right click on the Bombardier and open the icon rose.
The central icon will be the Move To (walking man) order (if it isn’t then right click on it until it is).
• Move your mouse cursor to the top of the ‘rose’ and click on the Chin Turret icon (the pop-up tooltips will confirm this) and left click.
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Icon Rose
The Bombardier will now move the chin turret controls over the bombsight.
• Press key A to access the Chin Turret Action view and you will see the chin turret sight.
• Press key M to get manual control of the Chin Turret and fire off a few rounds.
• Now, with what you’ve already learnt, try to make the Bombardier return to his Bombsight. Note: The Norden Bombsight icon will have replaced the chin turret icon in the topmost position of the icon ‘rose’.
Returning Home
After releasing their bombs the aircraft will go to the Rally Point and then take the route marked on the mission map home (check this on the Navigator’s map view). Again, except in ‘flawless’ Navigation complexity, your Navigator will need to check the map to the actual geography. This is a dangerous time when all gunners have to be alert; you may be attacked by fighters or flak. This is a good opportunity to try out the Gunners’ stations and to get an understanding for the zones around the B-17 that each Gunner can defend.
Be careful not to shoot at your own aircraft in the formation and note that, if the guns jam, you can attempt to unjam them in the following way:
• Return to compartment view (key C).
• Right click on the gunner figure to open his ‘Icon Rose’.
• Right click on the icon in the middle until you see the ‘Repair’ spanner and click on the ‘Unjam’ guns icon that appears above it.
Gunners will call out bandits on the Clock System with 12 o’clock in front of the aircraft, six o’clock behind, and nine o’clock on the left etc. Level means level with the aircraft high and low are relative to the B-17’s level flight.
Unless something happens to the Pilot, the B-17 will be flown back to base and landed.
Mission Debriefing
At the end of the mission the aircraft will be landed. Here in manual mode you could also use the Pilot Helper key (key H). This will show a cone that you should fly towards to get to your base and to the landing runway. When the B-17 has landed the green cone will help you taxi back to the hard­standing dispersal point you will be taken to the Mission Debriefing hut.
• Double-click on the Mission Debriefing file to view details of your recent mission performance (click on the page to turn it).
Here you’ll find all details of the mission analysed and you may be informed of any medals and promotions.
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Saving the Game
• To save the game at this point, press ESC. This will open the Options screen.
• Click on the Load/Save Menu (the floppy disc icon) and flip the continue switch (lower right).
• Select <New File> and type in a name for the file in the panel.
• Click on the right hand button (Save the Current Game).
• Return to the Options menu (flip switch lower left).
• Flip the switch (lower left) to resume the game.
The Training Missions
If you have completed the tutorial, you will have already been on a complete mission and had a quick taster of action. The more complex levels of the simulation however depends on your own skills and so, to improve these skills, the game provides a set of Training Missions (use of bombsight etc.). Remember to have the Reference Card to hand when attempting these missions.
• Select New Game.
• Select Choose a Training Mission (the middle panel on the right) and you will go to the mission selection screen.
• Look at the panel at the top of the screen to access a training mission topic (you can scroll down the list by clicking on, holding down and dragging the right hand slider).
• Select the training topic you want to practice and the mission brief or set of tasks will be shown in the lower panel.
• Scroll this panel to read full details of what you have to do.
• Flip the Continue switch (lower right) to jump into a Training Mission.
You will be taken into the 3D world so that you can perform the training exercise without risk to life and limb.
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Mission 1: Taxi and Take Off
Your aircraft is on a hardstand at an airfield with engines running, wheel brakes set and flaps fully lowered.
This is simply an exercise in taxiing the B-17 to the main runway and then carrying out a take off. It’s here that you will learn basic ground handling skills and take off procedures. The mission will end once you get to 1,000 feet pull in your gear and raise your flaps.
• Press key M to take control. The four engines will start automatically.
1. You will not be able to see much of the runway from the pilot’s position (just like the real thing) so you’re advised to stay in outside view when manoeuvring the B-17 to the runway.
2. Throttle slowly up (+).
3. Unlock your Tailwheel (Shift + T).
4. Use all camera views (especially the zoom in/out functions) to see where the main runway is.
5. Move very slowly and steer left- right using the Rudder controls (keyboard or joystick).
6. Stop at the top of the main runway (Wheel Brakes On - Insert key), lock your tail wheel (T).
7. Throttle up full using keyboard or joystick controls.
8. Wheel Brakes Off (Delete key) and as the aircraft speeds up over the runway, ease it gently into the air and perform a shallow climb.
9. Raise all landing gear (Up Arrow).
10. Raise flaps (key F).
Mission 2: Approach and Landing
You are on approach to the main runway of the airfield. All engines are running, gear and flaps are fully raised. You are in the Pilot’s seat behind the controls of the B-17 as it turns onto final approach. You will need to follow the correct approach and ease the bomber onto the runway. The mission ends once you’ve landed and brought the aircraft to a complete halt.
• Press key M to take control.
1. Use the external camera views for maximum visibility.
2. Locate the main runway where you will land (it should be lined up in front of you).
3. Drop your landing gear (Shift + Up Arrow).
4. Ease up on the all engine throttles.
5. Lower flaps (Shift + F).
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6. Glide in to the runway and land all three wheels.
7. Cut throttle as plane rolls (- minus key).
8. Put Wheel Brakes on (Insert key) to stop aircraft moving.
Mission 3: Feathering/Restarting an Engine
An engine that is not feathered when it has stopped will add severe drag. This could cause a fire or even break the propshaft, so it’s very important to learn how to feather an engine. You are flying above the airfield at an altitude of 5,000 feet and airspeed of 155mph (IAS). The engines are running, gear and flaps are fully raised. You must feather engine number 1 and then restart it, all while maintaining speed and altitude. If you drop below 1,000 feet you will fail this mission.
• Press key M to take control.
1. Go to the Pilot’s Instruments view in the cockpit (key I).
2. Click on the large, round red button marked “1”.
3. Find the fuel system switches above the pedestal and turn off the left-most column.
4. Click and move the Turbo­Supercharger and Throttle to zero for Engine 1.
Number One Engine should now be feathered.
5. Locate the fuel system switches above the pedestal and turn on the leftmost column.
6. Click on the large, round red button marked “1”.
7. Set the throttle and Turbo speeds to match the other three engines.
At this point the engine should start.
Mission 4: Bombing – Good Conditions
In this mission you must locate the target and release the bombs as accurately as possible. You will be the Bombardier just at the beginning of the bomb run. The Norden bombsight is already configured with altitude and speed correctly. Altitude is 8,000 feet, and airspeed 155mph (IAS). All engines are running well, gear and flaps are fully raised. The weather is good, altitude is low and there is no flak or fighter opposition to worry about.
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• Press key M to take control.
1. Wait for the Bombardier to indicate he is on the bombrun. Then press key A to go to Bombardier’s Action View (you will be looking through the bombsight).
2. Enter “Search Mode” by using SHIFT + K (a light will come on).
3. Use your joystick to locate the target, place the crosshair over the target and then hit SHIFT + K to ‘lock’ the target.
4. The Sight starts in DRIFT tracking mode. Moving the joystick left adjusts the angle of Drift to the left – the target will begin to drift more to the right of the sight picture. Moving the joystick right will alter the angle of Drift to the right – the target will begin to drift more to the left of the sight picture.
5. Press key N to enter the RATE tracking mode. Moving the joystick up makes the rate track more slowly, so the target will move towards the bottom of the sight picture. Moving the joystick down will make the rate track more quickly, hence the target will appear to move back up towards the top of the sight picture. The objective is to freeze any vertical movement of the target.
6. You should adjust DRIFT and RATE until the sight picture shows no movement at all. This is called SYNCHRONISATION, and means the bombsight is correctly allowing for speed, altitude and wind drift.
7. During your alterations, the target may have slipped out from the crosshairs. If you have time, you can enter SEARCH mode, using the SHIFT + K key combination, and place the target directly under the crosshair again. Provided that you have correctly SYNCHRONISED the sight, as described above, the crosshair will remain where you left it.
8. Watch the two markers close towards each other, when they meet the bombs will be dropped automatically by the bombsight – thus ensuring a drop accurate to the millisecond.
9. Watch bombs release from bay and then press F6 to view down from inside the bomb bay and F6 again to view target from ground level (use mouse left button to zoom in and right hand button to move around target.
Mission 5: Bombing – Poor Conditions
In this mission you must fly a mission to a target and bomb it. The weather is more overcast and more like normal European cloud cover. The altitude is 18,000 feet, which is average for a run on a defended target, but there is no flak or fighter opposition. The bomber mission starts just before the Initial Point of the bomb run so you must carry out the full calibration of the bombsight.
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• Press key M to take control.
1. Press the spacebar to go to the Bomb Panel.
2. Click Bomb Indicator button ON.
3. Click ON – Bomb Bay Doors, Bomb Arming and Autopilot switches.
4. Press spacebar to return to Norden bombsight view.
5. Wait for the Bombardier to indicate he is on the bomb run. Then press key A to go to Bombardier’s Action View (you will be looking through the bombsight).
6. Enter “Search Mode” by using SHIFT + K (A light will come on).
7. Use your joystick to locate the target, place the crosshair over the target and then hit SHIFT + K to ‘lock’ the target.
8. The Sight starts in DRIFT tracking mode. Moving the joystick left adjusts the angle of Drift to the left – the target will begin to drift more to the right of the sight picture. Moving the joystick right will alter the angle of Drift to the right – the target will begin to drift more to the left of the sight picture.
9. Press key N to enter the RATE tracking mode. Moving the joystick up makes the rate track more slowly, so the target will move towards the bottom of the sight picture. Moving the joystick down will make the rate track more quickly, hence the target will appear to move back up towards the top of the sight picture. The objective is to freeze any vertical movement of the target.
10. You should adjust DRIFT and RATE until the sight picture shows no movement at all. This is called SYNCHRONISATION, and means the bombsight is correctly allowing for speed, altitude and wind drift.
11. During your alterations, the target may have slipped out from the crosshairs. If you have time, you can enter SEARCH mode, using the SHIFT + K key combination, and place the target directly under the crosshair again. Provided that you have correctly SYNCHRONISED the sight, as described above, the crosshair will remain where you left it.
12. Watch the two markers close towards each other. When they meet, the bombs will be dropped automatically by the bombsight, thus ensuring a drop accurate to the millisecond.
13. Watch bombs release from bay and then press F6 to view down from inside the bomb bay and F6 again to view target from ground level (use mouse left button to zoom in and right hand button to move around target.
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Mission 6: Gunnery
You are in the air above the airbase at an altitude of 12,000 feet and an airspeed of 150mph IAS. The Navigator is in his alternative position on the Cheek gun.
You must shoot at a target B-17. It will come up alongside you in various positions to cover all gun positions. You should experiment with ‘leading a target’ and the effects of range on bullet arcs. You must hit the bomber with 50 rounds from each position but don’t worry about doing any damage – all guns are loaded with special ‘paint’ rounds.
You will begin in the Top Turret position.
• Press key M to take control (of Bombardier).
1. Wait for the target B-17 to appear.
2. Aim and fire. When 50 hits are recorded you will not be able to fire anymore and have to move on.
3. Press F2 to get an outside view of the B-17.
4. Press [ to select the target B-17 and use the Camera keys to look at the colourful ‘damage’.
5. Press [ to select your B-17 and press F1 to return to Chin Turret station.
6. Repeat the above for all gun positions in this order:
Chin Turret, Cheek Gun, Top Turret, Ball Turret, Left Waist Gun, Right Waist Gun and Tail Gun.
7. When you have succeeded in hitting the B-17 with all guns the mission will end.
All Training Missions will be debriefed. You will be told in the Debriefing File if you have achieved the required competence.
The Quickstart Missions
These Quickstart missions all have limited objectives and are specially designed for a ‘quick blast’ of realistic flight combat action when time is short.
• Select New Game.
• Select Choose a Quickstart Mission (the top panel on the right) and flip the Continue switch.
You will be shown a list of missions in the panel at the top of the screen. Scroll down the list (by clicking and dragging the slider on the right) to review all the missions available.
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Mission 1: Limping home
You are flying a B-17 as part of the low element of your squadron on a mission to Berlin. Over the target you were hit by flak, damaging you quite badly. Limping home you were savaged by a group of Bf-109’s who were driven away by your faithful fighter escort. You made it home to your airbase and are just performing the flight checks for landing when you realise that your undercarriage has been badly shot up! You now have to plan and execute an emergency landing.
Mission 2: Attack of the Axis
In this mission you must endure a savage attack by German fighters against your formation. Luckily you have ‘little friends’ along for the ride, but they will be outnumbered and in many cases the only thing between you and the long drop will be the guns of your formation.
A full formation of B-17’s, minus one that has been shot down, accompanies your bomber.
A formation of P-51’s is riding ‘shotgun’, in their usual position about 1,000 feet higher than the bombers. They have just arrived and none have been engaged so they have their drop tanks and full ammo loads.
Mission 3: Where are the ‘Little Friends’?
As the war progressed the ‘little friends’ cut a safe path through German airspace for the bomber formations. US losses dropped sharply as the German fighters turned from the hunters to the hunted. From time to time, however, bad weather or navigational errors led to the fighters and bombers missing each other. In this mission, exactly this has happened and the bomber formation must rely on its own guns to drive off the German fighters. A full formation of B-17’s, less one bomber that has been shot down, accompanies your aircraft.
Mission 4: Opportunity for the Axis (Luftwaffe)
The American fighters have been making your job very difficult of late. Finally your fighters have found a formation of B-17 bombers that are unaccompanied by their escorts, making them easy meat for you! This is your chance to inflict heavy losses on the bombers and win a battle for the Luftwaffe. Two bombers are already missing from the formation.
Mission 5: Fighter sweep over France
In this mission you have finished an uneventful escort mission in a flight of P-47s and are now performing a sweep of northern France. A passing flight of P-51s reports a formation of Bf-109s to the northeast that they did not engage because of lack of fuel. This being the only action in the area you turn to engage. Your orders are to sweep the area clean of German fighters.
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Mission 6: Defence of the Reich (Luftwaffe)
The B-17 bombers are coming again and, as usual the 8th Air Force is trying to clear the Luftwaffe defenders with an advance sweep of P-51s just before the bombers arrive. Formations of Luftwaffe fighters are waiting to savage the bomber stream if you can knock down this advance wave. You should be able to do the job with your Fw-190s, but a small formation of flight instructors in jet powered Me-262s is standing by in case you need the help.
You are part of a full formation of Fw-190s, already in the air and closing. There is a formation of three Me-262s on the ground, ready to scramble.
• To select a mission click on the name and study the mission briefing (scroll down by clicking and dragging on the slider to the right of the panel).
• Flip the Continue switch (lower right) to jump into the mission. You will be thrown into the 3D world.
Get ready for action!
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Section Three: Reference
The Main Menu Screen
After the opening sequences you will enter the Main Menu screen. This allows you to select Game Options, the type of game you want to play, load in previously saved games and watch the opening sequences again.
Player Options
Click on the icon to get access to Controls, Realism, Difficulty, Sound, Graphics and Save Menus. You can also access this Options screen by pressing ESC at any time.
New Game
Click on the icon to play a new game. A red warning light will be lit to show your selection.
Load Game
Click on the icon to load a previously saved game. A red warning light will be lit to show your selection.
Replay Intro
Click on the icon to view the initial screen sequences. After the animations are over you will return to this menu.
You can also select the icons by clicking and dragging on the on-screen central dial.
Continue Switch
Once you have made your selection flip the Continue Switch (lower right) to carry on with the game set up.
Quit Switch
Click on the Quit switch (lower left) to exit the game.
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PLAYER OPTIONS MENU
The Player Options menu gives you access to Controls, Realism, Difficulty, Sound, Graphics and Save menus.
The Controls Menu
The simulation will automatically detect if you have a joystick attached to your PC and will make this the intelligent default. Some joysticks have extra controls (R-axis or throttle) if these exist on your joystick they will be in force. You can of course re-assign most controls to suit your style of play.
Control Keys Assigned
The panel on the left shows a complete list of simulation controls. If you select one of the items (for example, Parking Brake On) the panel on the right shows the key or key combination required to activate that item. If other types of controls are possible (such as Joystick Buttons or Joystick Axis) then these are shown.
Assigning Joystick Buttons
To assign a joystick button, highlight ‘Activate: (Not Assigned)’ and click. The software will scan for a control input. Press the joystick button you want to use and this will be detected and shown.
Assigning Joystick Axis
If you want to assign a control that’s based on the joystick axis movement, highlight the control (for example Pitch (Nose Up/Down) and, in the right hand panel click on the line below ‘Axis’.
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Controls
Load/Save
Realism/Difficulty
Graphics
Sound
Notice that the software is ‘scanning’ for a control input and that the two small panels in the lower left/right of the screen are showing Down and Up. Move the Joystick forward and back and the central dial should react moving to the extreme left for Down and the extreme right for Up. Let go of the joystick and this control will be assigned.
Customising Control Keys
You can also customise the B-17 keys in UNSHIFTED/SHIFT/CTRL/ SHIFT+CTRL combinations in the same way as above.
Note: The right hand main panel also allows you to assign other types of controls for appropriate items. For example Yaw (Rudder Left/Right) has Slow/Medium/Fast Non-Centring or Centring options. Click on the line to toggle through the options.
The use of other Controllers
B-17 should accept any controller supported by Direct Input under DirectX. Check the operation of any Axes or Buttons carefully to ensure the game is accepting input in the correct way. Remember you can opt to reverse axes or change how controls handle such issues as speed of movement and centring.
• Click on the lower right hand switch to accept the changes and return to the Options Screen.
• Click on the lower left hand switch to cancel all control changes.
Realism/Difficulty Menu
Click to select levels of Realism/Difficulty throughout the game. The top panel shows the current state (scroll to view full details).
• Click on an item and various options will appear in the lower panel.
• Click on an option to select.
Flak Accuracy
The general level of German flak concentration against the bomber formation. Choose from Rookie, Veteran or Elite.
‘Enemy’ Fighter Skill
The general opposition fighter pilot skill from Rookie, Veteran or Elite.
Friendly Fighter Skill
The general friendly fighter pilot skill from Rookie, Veteran or Elite.
Ammunition Quantity
Choose a quantity of ammo held by your side (B-17 machine guns, Allied fighters etc) from Historical, Double the historical amount or Unlimited.
Fuel Quantity
Choose the quantity of fuel on board your aircraft from Historical, Double the historical amount or Unlimited.
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Bomb Damage
Select the amount of damage your B-17 bombs can inflict on a target from Historical, Historical without Duds/Double the damage without Duds. Duds are damaged or defective bombs that hit the target but do not explode.
B-17 Durability
How tough do you want your bomber(s) to be? Choose from Historical, Enhanced or Invulnerable.
Norden (Bombsight) Complexity
Set how realistic you want your bombsight to react and function from Full Complexity or Simplified.
Navigation Complexity
Set how realistic you want Navigation to be from Historical, Easy or Flawless.
Friendly Bullet Strength
How effective do you want your machine gun bullets to be? Choose from Historical, Increased or Double strength.
G-Force Effects on Pilot
Set what level of G-force effects you want acting on the pilots (this applies more to fighter pilots when they are in tight turns) from Accurate, Reduced or None.
Collision Damage
Set parameters for any collision damage your aircraft may suffer. Choose from Ground/Other Aircraft, Ground Only or No Collision Damage.
General Difficulty
Choose an overall difficulty level for the simulation from Low, Medium or High.
Weather Severity
Set a level for bad weather encountered from Light, Moderate or Severe.
Crew Autonomy
Set how much initiative you want your crew to have when not directly in your control from:
None – they will show no initiative without your prompting. Limited – they will show initiative in only essential tasks. Normal – they will behave like an average crew. Superior – they will show above average initiative.
Note: The crews of aircraft not currently possessed by the player in Squadron Commander mode will always count as being on Superior Autonomy. This setting covers the autonomy of a player-occupied bomber only.
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Fighter Gun Convergence Range
Select a convergence range for your fighter plane guns between 150 (rookie shot) to 600 yards (good shot).
• Click on the lower right hand switch to accept the changes and return to the Options Screen.
• Click on the lower left hand switch to cancel all control changes.
Note: Beyond the convergence range, the bullet pattern will spread again. This may be useful if you are intending to “spray” the aircraft.
The Graphics Menu
The Graphics options allow you to select a suitable set-up for your machine: a ‘Speed’ setting will give you the lowest and less ‘high spec’ machine settings; a ‘Detail’ setting will give you the highest graphic quality and a Balanced setting will give you a cross between the two. The top panel shows the current settings.
• Click on an option and details will appear in the lower panel.
• Click to select the option in the lower panel.
Object Complexity
How detailed do you want your 3D game objects? Choose from Speed (the fastest but less detailed level), Balanced or Detail.
Environmental Effect
This gives a level for items such as Particles, Clouds and Smoke effects. Choose from Speed, Balanced or Detail.
Interior Shadows
Interior shadows make the flying experience more realistic. Choose from Speed (the fastest but less detailed level), Balanced or Detail.
Special Effects
Select a level for in-game special effects such as explosions from Speed, Balanced or Detail.
Landscape Textures
Choose the landscape texture detail that suit your machine spec from Speed, Balanced or Detail.
Non-Player B-17s
How detailed and numerous do you want the non-player B-17s to appear in-game? Choose from Speed, Balanced or Detail.
Damage Modelling
What grade of damage and ancillary damage do you want? Choose from Speed, Balanced or Detail.
Note: This controls only the visibility of the damage; any damage inflicted will still affect the flight model.
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General Quality
Set a general overriding level for game 3D graphics from Speed, Balanced or Detail.
• Click on the lower right hand switch to accept the changes and return to the Options Screen.
• Click on the lower left hand switch to cancel all control changes.
The Sound Menu
Click to select a number of in-game sound options. The higher panel shows the current state.
• Click on an option and details will appear in the lower panel.
• Click to select in the lower panel.
Ambient Detail
What level of ambient sound (Wind, Bird Song, Foghorns, etc.) do you want Choose from Low, Medium or High.
Engine Volume
Select an engine volume setting from Off, Level 1 to Level 5.
Gun Volume
Select a Gun volume setting from Off, Level 1 to Level 5.
Speech Volume
Select a Speech volume setting from Off, Level 1 to Level 5.
Mechanical Volume
Select a Mechanical objects volume setting from Off, Level 1 to Level 5.
Bomb and Flak Volume
Select Bomb and Flak volume setting from Off, Level 1 to Level 5.
Overall Volume
A general setting for all volume levels in the game from Off, Level 1 to Level 5.
• Click on the lower right hand switch to accept the changes and return to the Options Screen.
• Click on the lower left hand switch to cancel all control changes.
The Load/Save Menu
This allows you to Save the current game state or Load in any previously saved games.
Saving the Current Game
• Type in a name for your current game.
• Click on the right-hand button at the bottom of the screen.
The saved game name will appear in the lower panel.
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Loading Games
The lower panel shows a list of saved games.
• Click to select and it will appear on the top panel.
• Click on the Load a Saved Game button (on the left).
The Game Options Screen
• Click on New Game in the Main Menu screen.
The Game Options screen allows you to select what sort of mission or campaign you want to take part in. As in the previous menu screens you can either click on the icon or on the dial. A red warning light indicates your selection and you must click on the Continue switch to implement your choice.
The Campaign Game
Playing a Campaign Game will give you a complete tour of duty, meaning that you will have to complete the 25 missions for the scenario time period you are flying:
The Bomber Commander Campaign
Click on the top left icon (one aircraft) to participate in a full tour campaign in command of just one bomber and its ten-man crew. Command the bomber and crew throughout the entire period of the tour. Define your crew’s success with medals/promotions, and nurture your ten ‘flyboys’ to get the best out of everyone from rookies to veterans. Your ultimate goal is to get everyone to complete their tour of duty and back to the US as quickly and safely as possible!
The Squadron Commander Campaign
Click on the lower left icon (multi-aircraft) to participate in a full tour campaign as the Commander in charge of a squadron of B-17s; each one with a complete ten-man crew. Plan your own missions to fulfil a long-term strategy and use reconnaissance opportunities to strike at key enemy installations as they are developed.
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Single bomber
commander
campaign
Quickstart Missions
Squadron
commander
campaign
Training Missions
Historical Missions
Manage your bombers and their crew using all your available resources to best effect. You are a career officer in this campaign – your ultimate goal is progression up the chain of command. This is achieved by managing your Squadron as effectively as possible.
The Single Mission Games
There are three single mission options available on this menu. These allow you to jump into the simulation for specific and limited single missions. You can choose between Quickstart Missions, Training Missions or specific Historical Missions.
The Quickstart Mission
Click on the top right icon to launch a Quickstart mission. The red light will indicate your choice. (See earlier in this manual for full mission details).
Now, flip the Continue switch and you will go to the Quickstart mission screen.
To select a mission, click on its name and read the briefing (scroll down by clicking and dragging on the slider to the right of the panel).
Flip the Continue switch on the right to go into the mission. Quickstart missions represent definite areas of experience within the broader scope of a mission. You will have to be ready for the situation described in your text, as no further briefing will be given! When the situation has passed, you will be debriefed on your performance.
The left hand switch will return you to the Game Options screen.
The Training Mission
Click on the middle icon on the right of the Game Options screen if you want to carry out a Training mission. The red light will confirm your choice. See earlier in the manual for full details. Now flip the Continue switch (on the lower right of the screen) to access the Training mission screen.
Flip the right hand Continue switch to jump into the selected training mission. You will be taken into the 3D world so that you can perform the training exercise without risk to life and limb.
The left hand switch will return you to the Game Options screen.
Play a Historical Mission
Historical Missions are actual missions flown during the real bomber campaign. Click on the lowest icon on the right to play a choice of historical missions.
Flip the Continue switch (bottom right) to go to the Historical Mission screen.
The top panel on this screen shows a scrollable list of six ‘real’ historical missions.
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Mission One: Bremen on 20/12/43
On the 20th of December 1943, the 381st Bombardment Group (Heavy) had a tough assignment. The target was Bremen, a feared target due to its numerous flak batteries. The group had been there on the previous day and made it back with no losses, but this time it was to be a rather different story. The Group took off at 08:15 and by the time they made it back to Ridgewell they had lost four bombers, victims of the punishing flak.
Mission Two: Osnabruck on 22/12/43
On the 22nd of December 1943 the 381st Bombardment Group (Heavy) set off for Osnabruck to attack its vital industrial centre. On this mission flak wasn’t so troublesome, but the 381st had more than its fair share of fighter attention. Due to excellent escort fighters, the 381st made it back home with no losses.
Mission Three: Ludwigshafen on 07/01/44
On the 7th of January 1944 the 381st Bombardment Group (Heavy) set off to the vital industrial centre of Ludwigshafen on the bank of the Rhine River. Through bad weather the fortresses dropped their bombs on target and turned for home. The escorting fighters drove off heavy fighter attacks, but one bomber fell to flak before the group got back home.
Mission Four: Frankfurt on 29/01/44
On the 29th of January 1944 the 381st Bombardment Group (Heavy) targeted the industrial centre of Frankfurt. The target was bombed through heavy cloud for the loss of two Fortresses and all agreed that losses would have been higher had the fighter escort not performed so valiantly. As it was, the flak was very intense, and the result of the bombing was believed to be good.
Mission Five: Brunswick on 30/01/44
On the 30th of January 1944 the 381st Bombardment Group (Heavy) was sent on a mission to bomb Brunswick. The target was largely obscured by cloud, but the Group found a hole and achieved success. The German defence was described as ‘frequent but not persistent’ with fighter attacks and intense but inaccurate flak. Despite this, three of the Group’s Fortresses failed to return.
Mission Six: Hamburg on 18/06/44
On the 18th of June 1944 the 381st Bombardment Group (Heavy) broke from its pattern of hitting ‘invasion priority’ targets and was sent to bomb Germany’s oil industry centre in Hamburg. The enemy fighters didn’t prove to be too much of a problem, thanks to the escort provided and, even with the heavy flak, the 381st managed not to lose a single bomber.
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Click on a mission name and study the mission details in the lower panel. If it’s a mission you want to undertake, flip the Continue switch to go to the Mission Briefing room (see Mission Briefing below). The game will play as if you had been assigned this mission as part of a regular campaign. You will be debriefed on your return from the mission.
Bombardment Group/Squadron Screen
If you have chosen to play a Single Bomber Campaign you will be taken to this screen to choose your Bombardment Group (left panel) based at different airfields and Squadron (right panel). Select the Group/Squadron you want from the list. Note: The specific insignia will be shown.
Campaign Start
The lowest panel on this screen shows when the campaign will begin. Click on the date to alter the start date of the campaign. Start between December 1st 1943 and February 10th 1945.
When you have made your selection, click on the Continue Switch (lower right) to go to the Customise Bomber screen.
Customise Bomber Screen
It’s here where you can personalise your B-17 by giving it your choice of name and nose art.
New Bomber Name
The top panel shows a default B-17 name. To change a name, click on it to access a text cursor. Delete the existing name with the Backspace key, type in your own choice of name and press Return/Enter.
Choose Nose Art
On the left-hand side of the two central panels, you will see a list of ‘nose art’ names. Click on one of the names and you will see the nose art in the right hand panel. Use the scroll button to view the rest (if necessary) and click on your choice.
Your B-17 will now be painted with your choice of nose art. If you are playing the Squadron Commander game, you can customise each one of your squadron’s aircraft.
Click on the Continue switch (lower right) to go to the Bomber Crew Screen.
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Bomber Crew Screen
If you have chosen to play a Single Bomber Commander Campaign you will be taken to the Bomber Crew screen. This shows portraits of all 10 crew that are now your responsibility.
The crew from top left to top right are:
Bombardier Navigator Pilot Co-Pilot Engineer/Top Turret Gunner
The crew from bottom left to bottom right are:
Radio Operator Ball Turret Gunner Left Waist Gunner Right Waist Gunner Tail Gunner
By clicking on each portrait you see his name in the display panel.
Renaming the Crew
You can rename any or all members of your crew. Click on the name in the two display panels, delete it using the Backspace key and re-type your choice of name (first name and surname) then press Return/Enter. Your choice of crew names will be used throughout the campaign.
Replace Entire Crew
In the middle of the screen you will see a red button that allows you to replace the entire crew line up. All portraits will change but any crew already named by you will retain their identities – gaining new faces.
Selector Dial
As in most B-17 Flying Fortress menu screens, clicking and dragging the Selector Dial Indicator will also perform crew selection.
Continue Switch
When you have made your choice flip the Continue Switch (lower right) to enter the HQ Corridor.
Return to Previous Screen Switch
Flip the Return to Previous Screen switch (left) if you want to change any previous selection.
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Squadron Bomber Names/Nose Art
If you are playing the Squadron Commander Campaign you will be able to name and customise each bomber in your squadron.
When you have made your choice flip the Continue Switch to enter the Squadron Crew screen.
Squadron Crew Screen
The Squadron Crew screen is similar to the Bomber Crew screen (see above) but it also has an extra panel that shows all of the aircraft in your squadron formation. By clicking on the individual bombers (or the dial), you can access the entire 10-man crew for each bomber, rename them, or generate entirely new crews.
When you have made your choice flip the Continue Switch to enter the HQ Corridor.
The HQ Corridor
Once you have made all your game selections, you will enter the HQ Corridor. This is the planning hub of the airbase, which will allow you access to the following areas:
Bomber Inspection - the windows.
The Bomber Commander’s Office – the furthest door on the left (for the
Bomber Commander only).
The Briefing Room – the nearest door on the left.
The Squadron Commander’s Office – the furthest door on the right (for the
Squadron Commander only).
The Operations Room – the nearest door on the right (for the Squadron Commander only).
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Bomber
Commander’s
Office
Briefing Room
Bomber
Inspection
Squadron Commander’s Office
Operations Room
The Operations Room
The Operations Room will only be available when you have chosen to play the Squadron Commander campaign game. This is the where all mission planning takes place; where you can send out reconnaissance missions, select strategic targets, check what S2 (Intelligence) has to say about
them and plan your bombing route using waypoints to avoid as much flak and enemy fighters as possible. Here you can also set mission altitude and the type of bombs to be dropped (for best target effectiveness).
The Map – Planning the Mission
First, let’s have a look at the operations map. This will give you an idea of the area in which the Squadron will be operating and the number of strategic targets you currently have information about.
• Left click the map on the Ops room table to open the Operations
Map screen.
Map Controls
You can scroll around the map
by using either the mouse
and/or
the keyboard.
Mouse Control:
• Move around the map by holding down the right mouse button and
moving the mouse.
• Tilt and rotate the map by holding down the Shift key plus the right
mouse button and moving the mouse.
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Numeric Keypad Controls: Use numeric keypad ‘Ins’ and ‘Del’ to rotate the map horizontally left and right.
Use numeric keypad 9 and 3 to rotate the map vertically (from 0° to 90° degrees).
Use numeric keypad 4 and 6 to move the map left and right.
Use numeric keypad 8 and 2 to move the map forward and backwards.
Use numeric keypad + and – to Zoom In/Out.
Fine-tune all the above map control movement by holding down CTRL as you press the keys.
The Map Icons
At the top of the map screen are a number of icons that will allow you to assign targets, set waypoints and reconnaissance missions. All 3D buildings shown on the map represent the targets currently available.
Red Bomb – this will designate the Primary Target for the mission.
Orange Bomb – this will designate a Secondary Target for the mission (if appropriate).
Yellow Bomb – this will designate a Tertiary Target for the mission (if appropriate).
Gold Pyramid – this will set the vertical heights of any Waypoint.
Red Arrow – (once a target is assigned) will set a waypoint horizontal position.
Purple Aircraft – these three icons allow you to set up Reconnaissance Missions.
The Map Symbols
The map shows standard features such as:
Urban Areas Lakes Rivers Forests Minor and Major Roads Railways
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It is also marked with Allied fighter (White Star) and bomber (Grey-out Star) Airbases, Luftwaffe airbases (Blue filled circle)
The following is important mission information:
Light Red Circles (or arcs) – areas of light flak concentrations.
Red Circles (or arcs) – areas of medium flak concentrations.
Dark Red Circles (or arcs) – areas of heavy flak concentrations.
Factory Icon – Target location.
Blue Circles (or arcs) – areas that have strong enemy fighter concentrations.
The map also shows the shifting front line (thick red line) throughout the years of the campaign.
Setting up a Reconnaissance Mission
Reconnaissance missions will provide you with more accurate information about a potential target so it’s important (if you are the Squadron Commander) to request recon missions of the next set of potential targets before sending the whole squadron on a full mission. Recon missions will also give you black and white film of the target for the Mission Briefing (see below).
Note: If you are playing the Bomber Commander recon footage will be shown to you automatically for the current mission primary target.
• Click on the purple aircraft icon, hold down the left mouse button
and drag it above a potential target. A recon mission will provide target details for the next mission and if one of those targets is chosen as the Primary, you will have access to film footage of it in the Briefing Room.
• Press ESC to exit the Map screen.
Setting up a Bombing Mission
Target Intelligence:
• Study the map and the targets carefully. Check all available details
in the Target Intelligence File (see below), and then decide where you think your Squadron would be most effective.
• Decide on the Primary Target and choose a Secondary Target close
by (in case the Primary is unavailable or obscured). You could also set a Tertiary Target (if a third target is also close).
The Primary Target:
• To assign a Primary Target, make sure it is shown on the map, click on
the red bomb at the top of the map screen, hold down the left mouse button and drag the bomb on to the target icon and release.
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The target will now have a small red bomb above it and the suggested mission route will be clearly shown. The route will be a blue broken line route from your airbase, via several waypoints (red arrows) at appropriate heights (gold pyramids) to the Initial Point (the last turn before the bomb run), the target, the Rally Point (the first waypoint
and forming up point after the bomb run) and then back home.
The Secondary Target: To assign a Secondary repeat the above procedure using the orange bomb icon on your choice of Secondary Target.
Setting Waypoints: Apart from your home airbase and the assigned targets, you can adjust all other aspects of waypoints, the initial point and rally point, including ground location and waypoint/bombing height. Tooltips on the waypoint gold pyramid markers will indicate the altitude for any particular waypoint.
• To move a waypoint, click on the red arrow, hold down the left mouse button and drag it to its new position.
• To de-select a target, click on the bomb icon and drag it up away from the ground until it disappears.
This map is very similar to the Mission Briefing Map and the Navigator’s map on the B-17 (see Navigation below). Remember that, depending on what Navigation complexity you are playing (Historical, Easy or Flawless) you might choose to place waypoints on recognisable geographical features so that visual sightings can be made by the Navigator to confirm aircraft position.
When you have finished setting waypoints, press ESC to exit the Map screen and return to the Operations Room.
Intelligence File – Target Details
Now you’ve decided on the target(s) for the bombing mission, you should check all intelligence about the target(s).
Note: Intelligence is only provided for targets that have current reconnaissance information. To add a target to this file, make sure it is assigned to a reconnaissance flight (see above) and fly your next mission. When you return, the target will be included for as long as the information you have remains current. Periodic reconnaissance flights are needed to keep target information current.
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• Click on the Intelligence File on the right of the desk.
• When the file opens flip through the targets (if appropriate) by clicking on the right hand page. The page will turn and show the next target.
• Locate your chosen target(s) in the book and check details on: Flak Strength, Fighter Strength, Strategic Priority and Damage Already Inflicted.
The Blackboard
If you’ve forgotten which targets you selected in the Map screen, click away from the File and click on the blackboard at the back of the Ops Room. This will give you full details. Click away from the blackboard to get back to the room and continue to study the Target Intelligence File.
Outside – Inspect the Bombers
Before you send your entire squadron on a bombing mission you must first check the status of each bomber and their crew. It would be foolish to send out a badly damaged aircraft or one that did not have a complete crew.
• So in order to check each of your bombers, click on the office window to get into the jeep to take you on your tour of inspection.
Bomber Clipboard
The clipboard shows your squadron bomber strength.
• Point to one of the bomber names and left click. You will be taken into the 3D world with the selected bomber on its hardstand.
Use the camera keys to look around the bomber. If this is your first mission it will have no visible damage.
Now press ESC to go to the jeep bonnet.
• Click on the files to go to read the specific reports.
Each B-17 has the following files associated with it:
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Mechanical File
• Click on the file to open it.
Here you will see bomber details including summaries of essential/ recommended repairs and maintenance. If you click on the right hand page you will see a form that allows you to order the aircraft to be scrapped for parts and to replace it with a new aircraft. If the B-17 is in a bad state of repair you will have to sign it off and ask for a replacement. You must click on the signature line at the bottom of the page.
• Click on the bonnet to close the file.
Crew Management File
• Click on the file to open the file.
This will give you all details about that bomber’s crew. On the front page is a summary of crew names and their specific positions (marked as Xs) with an indication of other specialist crew positions they could be assigned to successfully.
• Click on the right hand page to turn the page and you will see more details of the first member of the crew, including ‘morale’ and skill levels for the key emergency tasks Gunnery, Piloting, Bomb Aiming, Navigation, First Aid and Technical.
Get to know your crew and understand their strengths and weaknesses; particularly who would be useful to double up on a crew position and who is good at Technical or First Aid.
You can also assign a crewmember to Ground Duties (for example, you might think his morale is too low).
• Click on the Ground Duties box to make the slash into a cross. A rookie will take his place and he will be shown in the Crew Replacement File.
• Click on the bonnet to close the file.
Crew Replacement File
• Click on the file cover to open.
This file only contains ex-flight crew that you have put there – rookie replacements will always be provided to fill in any gaps but will leave when crew member is recovered.
• Click on the bonnet to close the file.
Next Bomber
When you have finished inspecting the first bomber, click on the Keys/Hat/Gloves to return to the Clipboard and inspect the other bombers in the Squadron in the same way.
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• When you have finished inspecting all the B-17s, click away from the Clipboard to return to the HQ Corridor. From the HQ corridor, return to the Operations room to continue planning the mission.
Clipboard - Choose Bombers for the Mission
• Click on the left-hand clipboard to assign the 6 aircraft for the bombing mission. You will see be shown a list of the bombers available. The other bombers not chosen will have crews who are being rested or are too badly damaged to take part (after a number of missions).
• Click on the ‘selected’ column for the B-17s you want to go on that mission (the slash/symbol will become a cross).
• Click away from the clipboard to return to the Ops Room.
Ordnance - Select Munitions for the Mission
Now you’ll need to select the type of bombs to drop on the selected target(s).
• Click on the Ordnance File (the book in the middle of the desk) to open the Mission Ordnance Selection.
This will determine what type of bomb load the B-17s will be carrying on this mission. Most of the targets can be hit with General Purpose Bombs but some will need Incendiary, Armour Piercing or Anti-Personnel ordnance.
General Purpose bombs are the most commonly carried ordnance on 8th Airforce missions. Also known as “Demolition” bombs, they are used to break open multi-storey buildings and destroy other structures. GP bombs come in a variety of sizes – in general harder targets require larger bombs.
As a target becomes more armoured, General Purpose bombs achieve less and less, soon the size of bomb required to damage a target becomes prohibitive. This is when Armour Piercing and Semi-Armour Piercing bombs come into play. Both these types of bombs devote more of their weight to heavy casing, sacrificing explosive charge for the ability to penetrate far more steel and concrete.
Armour Piercing bombs should be saved for heavily armoured targets, such as Submarine Pens or the largest factories. Much of their explosive weight has been converted to steel penetrator, so although they inflict massive damage to armoured targets, they have little explosive radius in relation to their overall weight.
Semi-Armour Piercing bombs represent a halfway house. Roughly between General Purpose and Armour Piercing, they represent a good compromise solution if, for example, your Primary target is armoured, but your secondary target is not, and you wish to hedge your bets.
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As well as the explosive bombs, there are other types that the 8th Airforce uses to good effect in its campaigns. Incendiary bombs are especially useful in areas such as Oil Refineries or Factories, where flammable objects can burn for many hours after a raid. Anti Personnel cluster bombs are especially useful against airbases and troop concentrations, where they cause casualties amongst vital personnel and can hinder the clean up process.
• Click away from the file to return to the Ops Room
Blackboard – View Mission Summary
Finally, before you leave the Ops Room check the Blackboard on the back wall of the Ops Room to remind yourself of the basic mission details.
• Click away from the blackboard to return to the Ops Room.
• Click on the left hand door to return to the HQ Corridor.
The Squadron Commander’s Office
(The furthest door on the right.)
If you have chosen to play the Squadron Commander campaign game, this is where you come to for complete information about your bomber squadron. All information is contained in files arranged on the desk or on the bookshelves.
In-tray ‘Read New Mail’
The ‘in-tray’ is where you will read all new mail that relates to the latest mission flown by your bombers and crew.
• Click on the sheets of paper to view details of missions flown, enemy aircraft ‘kills’, mechanical status, targets, bomb damage inflicted, aircraft shot down, injuries incurred and medals awarded.
Out-tray ‘Read Old Mail’
• Click on the ‘out-tray’ to examine old mail about previously completed missions.
Crew Information File
• Click the book on the left to see a complete dossier of all crews in the Squadron. Different bombers are ‘tabbed’ along the edge of the file.
• Click on a tab to open at the marked point.
• Click away to shut the book.
Bomber Information File
• Click the book in the middle to open the bomber dossier for all B-17s in the Squadron. Bombers are ‘tabbed’ along the edge of the file.
• Click on a tab to open at the marked point.
• Click away to shut the book.
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Medical File
The Medical File (on the right of the desk) shows the list of personnel wounded in action and details of when they can return to the aircraft or be given a possible discharge. When a crew member is fully recovered from being wounded in action, he will be moved from this file and be made available for air duties.
• Click away to shut the book.
Inspect the Bombers (Window)
Click on the window to carry out a full inspection of all your bombers. Details are similar to the Inspect Bombers section from the Operations Room (above).
• Click on the left hand door to return to the HQ Corridor.
The Bomber Commander’s Office
If you have selected the Bomber Commander Campaign game, you will have access to the Bomber Commander’s Office (the furthest door on the left). Remember, you will not be able to go to the Operations Room or the Squadron Commander’s Office - you do not have a high enough rank.
This office is where you keep all information about your specific bomber, your crew, read any mail (old and new) and where you can go to inspect your B-17. It deals specifically with your bomber but in most other respects is similar to the Squadron Commander’s Office.
In-tray ‘Read New Mail’
The in-tray is the place where you read your new mail that’s relevant to the latest mission flown by your bomber and crew.
• Click on the top sheet to flick through details of missions flown, enemy aircraft ‘kills’, mechanical status, targets, bomb damage inflicted, aircraft shot down, injuries incurred and medals awarded (if applicable).
Out-tray ‘Read Old Mail’
• Click on the out-tray to read details of previously completed missions.
Crew Information File
• Click to open complete personnel dossiers for all members of your crew. Crew positions are ‘tabbed’ along the edge of the file.
Inspect the B-17
• Click on your office window to take the jeep to inspect your bomber and access the Bomber Crew Management Files where you can assign personnel in correct or different positions.
• Click the Keys/Hat/Gloves on the jeep bonnet to exit the screen and return to the HQ Corridor.
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The Mission Briefing Room
When all preparations have been made (and whether you are playing Squadron or Bomber Commander) you will have to go to the Mission Briefing Room. This is where all the details of the mission are revealed to the crews and all the formalities are completed before a mission is undertaken.
• Click on the nearest door on the left of the HQ Corridor to enter the Mission Briefing Room.
View Route Map
Click on the Map on the right of the stage to look at the route to and from the targets. If you are not playing the Squadron Commander this will be the first time that you will see details of the mission. The controls are the same as those in the Operations Room. Press ESC to return to the Mission Briefing Room.
View Reconnaissance Film
Click on the Movie Screen at the centre of the stage to view any reconnaissance film of the target gathered by your Intelligence Section and pay particular attention if you are planning to ‘act’ as bombardier. This will show you what the target looks like from the air.
Reconnaissance film will be shown only for the highest priority target that has current reconnaissance information. If the Primary target has no reconnaissance then the Secondary target will be shown. If the Secondary target has none, then the Tertiary target will be shown. If no targets have reconnaissance information, then no film will be shown.
In a Bomber Commander campaign, Group HQ will ensure you ALWAYS have reconnaissance information for your Primary target.
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Film
Reconnaissance
View Map
Begin the Mission
Read Mission Briefing
At the desk in front of you is the Mission Briefing File. Click on the cover to open it. This gives you a full written Mission Summary including:
Date of Mission Primary Target Details Secondary Target Details Ordnance Selected Distance to Farthest Target Fighter Escort
• Click the page to turn over.
On the final page of the summary you must sign that you have read and understood the briefing.
• Click on the line to sign, then click away from the file and you will return to the Briefing Room.
Beginning the Mission
Now all preparations are completed you’re ready to get set off on your mission. Click on the door on the far right of the room to leave the Briefing and be taken to the aircraft to start the mission.
Inside the Aircraft
Your Mission Responsibilities
The Squadron Commander
Taking the role of the Squadron Commander in the simulation is the ultimate test of your abilities, not only to command but also to set in place operations and missions that will have a positive effect on the war effort. It’s not just one crew and one bomber you are nurturing but the whole squadron. But all this doesn’t mean you can’t fly the complete mission as the tail gunner (if you so wish) and let the computer control the rest. In short, you must fly the same mission as the Bomber Commander, but also bear the responsibility for 5 other aircraft and 50 other aircrew – in addition to having planned the whole show in the first place!
The Bomber Commander
In the Bomber Commander game, you are in charge of a B-17 with all the duties and responsibilities that come with a ten-man bomber crew. You are responsible for the aircraft and the crew, their safety and efficiency, not just when you are flying a mission but at all times. Your crew is made up of specialists: Pilot, Co-Pilot, Navigator, Bombardier, Engineer, Radio Operator and four Gunners. Each must play a part in an effective combat team who reflect your ability as commander.
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You must get to know members of your crew, their character, capabilities and shortcomings. Take an interest in their problems, ambitions, and need for extra training. Be aware of their morale. Your crew should be trained to work as a team. Get to know each one’s duties and any difficulties experienced. To succeed, you must have a thorough knowledge of each job and the likely problems that will be encountered.
Starting Off
Once you have left the Mission Briefing room, you will begin all campaign missions with all your crew inside the bomber in their assigned positions ready for take off. You will see your B-17 (or lead B-17) in external view positioned at its dispersal point awaiting orders. If you are playing Squadron Commander the game will centre on an outside view of the lead bomber in the squadron or, if you are playing the Bomber Commander game, it will centre on ‘your’ B-17 – the lead bomber.
The Crew
Let’s take a tour of the B-17 crew positions and compartments.
• Press F1 to move from exterior view to the B-17 interior view.
You will begin in the Pilot’s compartment view looking at the Pilot and Co-Pilot.
There are several different ways to select your crew and their specific views. On most internal screens you will be able to access the following:
Crew Portrait Panel (pop up menu)
Hover the mouse pointer at the top of the screen and the Crew Portrait Panel will pop up. This shows the portraits of the ten crew positioned in the B-17. If you hover the mouse pointer over a picture you will see a name.
• Click on a portrait to select and jump to that crewman.
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Crew Position Panel (pop-up menu)
This is another pop-up menu but this time it accesses the B-17 station not the man but if the position is not filled (for example, there’s no one manning the Cheek Gun) you will not be able to access it. Note: Positions filled by wounded crewmen will also vanish from this panel – making
it an excellent way to judge the gaps in your gun coverage.
• Hover the mouse pointer to the left of the screen and the Crew Position Panel will appear showing icons of all ten jobs on board.
• Click on one of these jobs to jump to the action view for this crew position. This is very useful if you want to jump to different action stations quickly (for example in air combat).
Note: These positions (plus an eleventh Cheek Gun action position) are also accessible from the keyboard keys:
`. Bombardier; 1. Navigation; 2. Cheek Gun; 3. Pilot; 4. Co-Pilot;
5. Top Turret Gun/Engineer; 6. Radio Operator; 7. Left Waist Gun;
8. Right Waist Gun; 9. Ball Turret Gun; 10. Tail Gun.
Crew Views Panel (pop-up menu)
All crew positions in B-17 have a number of different ‘views’ available. These are accessible through the Crew Views pop-up menu and keyboard shortcuts. If there are two or more crew shown in the compartment, the views will refer to the selected crew member (highlighted by a white border).
• Hover the mouse pointer on the extreme right side of the screen (about mid-screen) and a panel of icons will pop-up that allow you to access those views for a specific crewmember. Note: Some crew will not have all of these views available to them.
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Sight Dial Window
Crew
Aircraft
The Aircraft Icon – External View (key F2)
By clicking on the top icon (or pressing key F2) you will jump to the external view of the aircraft and be able to access all the 3D camera controls (see Reference Card). Press F1 to return to the internal crew position.
The Crew Icon – Compartment View (key C)
Clicking on the crew icon (or pressing key C) will show the Compartment View. This is a general view of the section of the B-17 that your selected crewman is located in. There may be another crewman shown but the one selected will be highlighted with a white border.
The Sight Icon – Action View (key A)
By clicking on the sight icon you will enter the Action View for that crewman. For example, for the pilot this will be looking through the front windshield; for the Gunners it will be the sight/machine gun view etc.
The Dial Icon – Instrument View (key I)
This will show any ‘instrument’ view and will vary depending on the crewman selected. For example, the Bombardier will have a general view of his Norden bombsight with adjustable dials. Note:
Additional
Instrument Views also exist for some crew that can be accessed by pressing the spacebar.
Window Icon – Window View (key W)
This shows a view of the external world seen by the crewman through the nearest window.
The Pilot and Co-Pilot
The Pilot and Co-Pilot must be able to take off and land equally well. They are the senior officers on board and are also responsible for flying the aircraft. The B-17 is a big plane, more than any one Pilot can handle, you must make sure the Pilot and Co-Pilot do an equal share of flying, take-offs, landings, and instrument work. Do not allow one pilot to increase in skill to the detriment of the other. That pilot may get injured or be re-assigned to another position and you may have to rely on the skills of an inferior pilot to get the plane safely back to base.
This is how the Pilot/Co-Pilot can make effective use of their specific Crew views:
Aircraft Icon – External View (key F2)
The external aircraft view allows you to look around your bomber. When you jump to external view you need not fly the aircraft - it will be controlled by the AI in Computer Mode, but by pressing key M you will toggle Manual Mode, effectively allowing you to fly the aircraft from the outside view. This view is also important when taxiing from the dispersal point to the runway because the pilot’s normal view (Action View) on the ground is extremely limited (as in the real thing!).
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Crew Icon – Compartment View (key C)
This is the general compartment view and allows you to select whether you want to control the Pilot (left seat) or the Co-Pilot (right seat). Click once on the figure you want to select with the left mouse button (or press the relevant crew key 3 or 4) and he will be highlighted. All further actions will then concern only the selected crew member.
This view also allows you to carry out full crew management, for instance, if the Pilot is injured and you want him to change places with the Co-Pilot (or any other crew member who can fly the aircraft), right click on the figure and you will open the main crew management device, the Icon Rose. The compartment view will also show any damage inflicted on that part of the aircraft.
The Icon Rose
By clicking on any of the position icons shown (in the circle) you can make the Pilot/ Co-Pilot exchange positions with any other crewman.
In the centre of the menu you can left click on a number of other icons that allow the Pilot/ Co-Pilot to perform other functions: Use Item, First Aid, Repair, Fire Extinguish, or Bale Out.
Sight Icon – Action View (key A)
The Pilot’s and Co-Pilot’s Action View is the view they have out the front of the aircraft. They can see out of their own side of the windshield but can also look left and right using Camera keys. The flight instrument/dials panel is not seen from this view.
Dial Icon – Instrument View (key I)
The Pilot’s and Co-Pilot’s Instrument View shows the complete Pilot’s instrument panel with fully working dials and switches (enabling you to fly the aircraft manually if you want to). Note: The plane is flown jointly by the Pilot and Co-Pilot and the instruments in front of each are different.
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So, for example, you may be the Pilot but you will need to ‘become’ the Co-Pilot to fire up the engines because they are on the Co-Pilot’s side.
Once in Instrument View the following additional instrument views come into play:
F4 Pilot’s Instrument View (general). F5 Co-Pilot’s Instrument View (general). F6 Close Up Engine Instruments. F7 Close Up Pilot’s Directional Instruments. F8 Close Up Pilot’s Fuel and Electrics Instruments. F9 Close Up Co-Pilot’s Engine Start Up and Cooling Instruments.
Window Icon – Window View (key W)
The Pilot/Co-Pilot do not have a separate Window View (see Action View above).
From within the aircraft the Pilot can be accessed with key 3 and the Co-Pilot by pressing key 4.
The Navigator
The Navigator must direct your airplane from take off to the target and back again. He must know the precise position of the airplane at every moment that it is in the air. Even though his work requires accuracy and concentration he must be able to use the .50 calibre cheek-mounted machine gun sited close to his station, and must be familiar with bomber systems and learn how to operate turrets and radio equipment.
Aircraft Icon – External View (key F2)
Jump to the external aircraft view. Press key F1 to return.
Crew Icon – Compartment View (key C)
Shows the nose compartment view of the Navigator (left) and Bombardier (right). Click once on either figure to select. Like all compartment views this allows you to perform various tasks by right clicking on the figure and accessing the crew management icons.
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Note: This compartment has two additional positions available: Chin Turret Gunner (usually controlled by the Bombardier) and a Cheek Gun (usually controlled by the Navigator).
Sight Icon – Action View (key A)
The Navigator’s Action View accesses the Drift Meter that must be used to calculate wind drift. In the Action View you will be looking through the meter. You must try to align the dotted scale lines (using joystick left and right) so that a fixed ground point will travel along one of them for a period of time. Then you can read off the wind drift value (in degrees) from the scale to the right. You can use the drift scale value as the initial wind drift value in the bombsight.
Note: When in computer control, the Navigator will set the wind drift as best he can. If you correct the drift scale for the Navigator you will be helping to improve the navigator’s skills for future missions.
Dial Icon – Instrument View (key I)
The Navigator’s Instrument View shows the Radio Compass dial, the Navigator’s Map and the Drift Meter.
The Radio Compass has a needle that shows the compass heading of the aircraft:
0/360 = North; 90 = East; 180 = South; 270 = West.
On his table is the Navigator’s map. This is accessible by clicking on it and is controlled in much the same way as the as Mission Planning and Mission Briefing maps. You can also select this map by pressing the Spacebar from the Navigator’s Instruments view, as with every other alternate instrument view.
The Navigator’s Map
All controls and icons are the same as the Operation Room map but with the addition of a third type of target bomb icon (a green one). This allows the setting up of ‘opportunity targets’ in the event of Primary, Secondary and Tertiary targets being unavailable.
• Click on the bomb icon and drag it over a suitable target on the map. A course will be plotted to the target, and waypoints set up for the bomb run.
The map is obviously a very important tool for you to use – it’s where you get your information of where you are and how you are progressing on the mission. It also details areas of flak concentration and areas of fighter concentration.
Unless you select Flawless navigation, you will have to concentrate to keep the aircraft on track to and from the target. This means looking at the terrain and checking where you think you are on the map (for more information check out the Navigation School section).
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Window Icon – Window View (key W)
The Navigator’s Window view is a simple view of the 3D world looking out over the port engines (1, 2).
The Bombardier
The ultimate aim of any mission is effective and accurate bombing of a strategic target. Mission success depends on the Bombardier and what he achieves in a short space of time over the target. When he takes over control of the aircraft on the bombing run he is the ‘commander’ and remains so until he signals ‘bombs away’. The Bombardier must understand his bombsight, all his bombing equipment and instruments, and must be thoroughly trained in target identification.
During a bomb run the Bombardier looks through a sighting telescope to locate the target. The bombardier inputs bomb load and altitude data, then sets the telescope sight over the target. The base of the sight is gyro­stabilised and, by keeping the telescope on the target, aircraft movement information is fed into the sighting computer. The computer produces course correction signals that are channelled into the pilot’s panel. When the bomber is close to the target, the sight telescope is almost vertical and the computer calculates that the release angle has been reached, a series of electronic contacts are closed and the drop bombs signal lights automatically. When the angle is exactly right, the bombs will be dropped automatically. The Norden bombsight channels data directly into the autopilot and the bomb aimer effectively flies the plane by fine adjustment of the sighting telescope. The main disadvantage of this sight is that it needs at least 20 seconds of non-deviational flight and loses accuracy if fire and smoke obscure the target.
Aircraft Icon – External View (F2 key)
Jump to the external aircraft view. Press key F1 to return.
Crew Icon – Compartment View (key C)
The Bombardier’s Compartment View is the same as the Navigator’s (see above).
Sight Icon – Action View (key A)
The Bombardier’s Action View is that of the Norden sighting telescope, search/release indicators and scales (for details see the section on Bombardier School). It’s from this view that the search for target, fine­tuning flying and bomb release is controlled.
Dial Icon – Instrument View (key I)
This is a view of the complete Norden bombsight allowing you to input the wind drift details (from the Navigator) and the mission altitude.
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Bombing Panel (Spacebar)
The Instrument View has an additional screen that shows the Bombing Panel accessed by pressing the Spacebar. The Bombing Panel gives you full control over the bomb bay doors, bomb arming, auto pilot and the way the bombs are released (trail or salvo). Press the Spacebar again to return to Instrument View.
Window Icon – Window View (key W)
The Bombardier has a clear view from the front of the aircraft through the plexi-glass dome.
Note: Cheek Gun and the Chin Turret – In the nose section there are also two extra (and key) gun positions. The Cheek gun is to the right side of the nose and is usually operated by the Navigator (where appropriate) and the Chin Turret sits under the plexiglass nose and is usually operated by the Bombardier (where appropriate).
The Engineer/Top Turret Gunner
Located just behind the flight deck in front of the Bomb Bay is the Engineer/Top Turret station. A good combat Engineer knows his aircraft, engines and armaments like the back of his hand. He is responsible for all equipment and therefore the lives of all the crew flying in the airplane. The Engineer also can regulate the flow of fuel between the four engines (for example, if one engine seizes up he can direct fuel to the other engines). He must also be an outstanding gunner.
Aircraft Icon – External View (key F2)
Jump to the external aircraft view. Press key F1 to return.
Crew Icon – Compartment View (key C)
The Engineer is only partially visible in the top left of the screen (it’s easier to see when he’s highlighted in this view). The Engineer’s compartment view also allows a view of the bombs and if you’re watching from here when they’re dropped you’ll see them drop off their mountings.
Sight Icon – Action View (key A)
Selecting the Engineer’s/Top Turret Action View will access full control of the Top Turret twin machine guns. Click key M to take manual control, traverse left right up down using your controller option (joystick recommended) and fire using your primary button.
Dial Icon – Instrument View (key I)
Selecting the Instrument View will access a screen showing the ammo boxes. Hover your mouse pointer over the boxes to see how much ammo remains.
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Fuel Control Panel (Spacebar)
The Instrument View has an additional screen accessed by pressing the Spacebar. This allows the Engineer to move fuel from engine tank to engine tank by clicking on the red levers (starboard engine 1,
2) and (port engines 1, 2) to select and the control switch to carry out the transfer.
Note: You can only see the effects of the transfer in the Co-Pilot’s close up Instrument View (key F8).
• Press Spacebar again to return to Instrument View.
Window Icon – Window View (key W)
The Engineer has no Window View.
The Radio Operator
The Radio Operator must know everything about his radio equipment. He must provide position reports, upkeep the tuning of the radio sets and maintain a comprehensive log of Messages Outward and Inward. He is the source of all orders transmitted to the crew. It’s also advisable for him to gain experience of guns and turrets.
Aircraft Icon – External View (key F3)
Jump to the external aircraft view.
Crew Icon – Compartment View (key C)
A view of the Radio Compartment showing the Radio Operator at work
Sight Icon – Action View (key A)
A view through the Radio Operator’s window located on the left side of the aircraft
Dial Icon – Instrument View (key I)
A view of the radio set plus the Outgoing Messages log and the Mission Messages log.
• Click on the book covers to open the logs. When in manual mode (key M) click on the message to implement it and it will disappear.
Window Icon – Window View (key W)
The Radio Operator has no Window view.
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The Gunners (Ball Turret, Left & Right Waist and Tail)
The B-17 is designed to be a defensive gun platform. The way your Gunners perform establishes the effectiveness of the Flying Fortress. All Gunners must understand the ‘zones’ covered by their guns and be able to bring the armaments to bear quickly and accurately. Gunners should be experts in aircraft identification and familiar with the operation of their machine guns. They must be able to use sights correctly and to fire accurately from all the other gun positions on the aircraft.
Aircraft Icon – External View (key F2)
Jump to the external aircraft view.
Crew Icon – Compartment View (key C)
The Waist and Ball Turret gunners share a Compartment view looking towards the front of the aircraft. The Left Waist gunner is on the left, the Right Waist gunner on the right; the Ball Turret gunner is tucked in on the floor between the two (inside his Sperry turret).
As well as the standard Icon Rose orders system (Move To, First Aid, Fire Extinguish etc.) Gunners also have an Unjam Guns icon option when a gun is jammed.
The Tail Gunner has his own Compartment View.
Sight Icon – Action View (key A)
Action View will access full control of the machine gun or guns. Press key M to take manual control of the guns; aim, move and fire using your controller option.
Dial Icon – Instrument View (key I)
Selecting the Instrument View will access the Ammo screen. Leave the mouse pointer over the ammo box and a pop-up message will show how many rounds of ammo remain in the boxes.
Window Icon – Window View (key W)
Gunners do not have a separate window view.
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Compartment Selection (pop-up menu)
When you are in any Compartment view (see above) you can easily jump to any of the other six B-17 compartment views.
• Hover the mouse pointer at the bottom of the screen.
This will open the Compartment Selection pop-up menu showing an outline of the aircraft divided up into the six different compartments.
• Click on the section you want, a red indicator light will confirm your selection and you will jump to that Compartment view. Click on a figure to select.
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Section Four: The Training Schools
The Training Schools are here to give you detailed instruction on performing the basic functions for each of the ten man crew positions manually. Remember that, if you wish to let the AI control these functions the mission will still be carried out but it may not be as successful without your input. Or, if the realism settings are too high you may never get to the target!
An Introduction to the Basics of Flight
The Forces
The only way to really be in control of your aircraft is to understand the forces acting on it and the way that the control surfaces manipulate those forces. There are five basic physical forces that are important to you when flying an aircraft that you must understand in order to be in full command of your aircraft.
Gravity
Your airplane and everything in it are attracted to the surface of the Earth. The more weight (or mass) on your craft, the greater the attraction. If there were no other forces acting on your aircraft it would simply stay on the ground.
Lift
This is what keeps your aircraft in the air. The design of the wings uses a side effect of the law of conservation of energy. The shape of the wing makes the air move faster going over the top of the wing than it does going under the wing. Faster moving air has a lower pressure than the slower air and the difference in pressure between the bottom surface and the top surface of the wing lifts it up. When the lift force on both wings is high enough, the aircraft is held up in the air. In combination with Thrust this makes the aircraft fly. The amount of lift produced is governed by the angle at which the wings meet the airflow (known as the ‘angle of attack’).
Thrust
Thrust provided by the engine (jet or propeller) pushes the air backwards which, through an equal and opposite reaction, provides forward motion on the entire aircraft. The jet engine provides much more thrust than the propeller because the air is taken in through the front intake and the oxygen is burned with fuel creating an exhaust which leaves the engine at great speed.
Drag
Drag is the resistance that the air puts up to anything that is travelling through it. Without thrust a moving aircraft will slow down and stop because of the drag of the air around it.
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Torque
In prop driven aircraft the engine rotates in only one direction. This coincides with the roll axis of the plane, so as the engine turns it transfers some of the torque to the body of the aircraft making the plane try to rotate in the opposite direction as the engine (usually counter-clockwise) making the left wing drop. At low speeds and during landings the pilot must counter this force or it could prove very dangerous. Note: The P-38 has two props which counter rotate (they rotate in different directions) cancelling out each others torque.
The Three Axes
Although an aircraft can move in an unlimited number of directions, there are three axes of motion that you can control.
Roll
Roll is the rotation of the aircraft around its length (tipping the aircraft left or right).
Pitch
Pitch is the rotation of the aircraft around the line of its wings (tilting the nose up or down).
Yaw
Yaw is the rotation of the aircraft around its middle (so if you were looking from above the nose would move left/right and the tail right/left).
The Control Surfaces
You control the movement of your plane by manipulating the basic forces (see above).
Thrust
is provided by the engine and you can control its
level by slowing it down or speeding it up.
Gravity
always pulls at the aircraft and you cannot affect this.
Drag
and
Lift
however, do not affect all parts of the aircraft equally and this permits the introduction of ‘control surfaces’ that enable you to control those two forces’ effect on the plane.
Elevators
These are vertically tilting sections of the horizontal part of the tail. Through Drag they affect the pitch of the plane and the pilot controls them with the forward/back movement of the stick (or column). If you push the stick forward the elevators drop down creating an imbalance in the Drag the nose tilts down and this makes the plane dive (lessening the angle of attack). If you pull the stick back, the elevators go up and have the affect of tilting the nose up making the plane climb (increasing the angle of attack).
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Ailerons
These are located on the wings and act in the same way as the elevators. Moving the stick/column to either side makes one aileron go up and the other go down which means one wing gains extra lift (rises) and the other gets more Drag (drops). The aircraft will roll as it banks in the direction you moved the stick.
Flaps
Flaps are located in the backs of the wings. They can be extended or retracted and are particularly useful when landing.
Flaps down’ means extending the flaps resulting in extra lift (the plane rises), increased drag (the plane slows down). Generally this lowers the speed at which the aircraft will stall, so on landing you can approach more slowly or dive to a landing more steeply (because you are moving at a slower speed).
Flaps up’ means retracting the flaps making the plane faster but losing some lift (the plane will drop a little.
Partial flaps’ are sometimes used on take off to provide extra lift.
Rudder
The rudder is located in the back of the vertical part of the tail and through its action on drag affects the yaw of the aircraft. When the rudder is moved left/right, the nose ‘yaws’ left/right. The rudder is used to smooth out turns, lining up an accurate position for firing (in a fighter) and landing or recovering from a spin.
Wings
Your aircraft wings can also be used indirectly as control surfaces to manipulate lift. Use the elevators to increase the plane’sangle of attack and the airflow over the wings changes giving more lift (up to a point) as long as airspeed is high enough. Beware that too big an AoA without a corresponding increase in airspeed will create turbulence, stall and spin. Similarly, reducing the AoA creates less lift.
Inertia
If your aircraft is sitting still it wants to stay that way, resisting a change to its state of motion. If it is moving in a particular direction at a particular speed, it ‘wants’ to retain that speed and heading.
In flight, inertia tends to make manoeuvres more difficult at higher speeds. The faster your plane is moving, the more inertia it has in the direction of movement and so the engine and control surfaces have to do more work to get the plane to change direction.
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G forces are the most obvious problem caused by inertia. G is the acceleration due to gravity (any acceleration experienced by the plane and pilot). When you change direction you are subject to G’s, inertia tries to keep you moving in your original direction. Side turns cause transverse G’s pushing you sideways in the opposite direction; downward turns cause negative G’s making you feel lighter; upward turns cause positive G’s pushing you into your seat. Note: Positive G’s can cause blackouts and negative G’s can cause redouts.
Level Flight
Level flight is achieved when all the forces are in balance and the aircraft moves at a constant speed without changing altitude. Pilots make level flight easier by setting the trim of the aircraft (this is akin to calibrating a joystick). By trimming you calibrate the elevators to compensate for lift and the ailerons and rudder to compensate for roll.
Level Climb and Level Descent
To gain or lose altitude without changing the pitch of the aircraft is done by changing the amount of lift generated by the wings. So to begin a level climb, increase the throttle. Speed will increase and add more lift making the aircraft climb gradually. To lose altitude (without diving and gaining speed), simply cut back on the throttle, reducing speed and creating less lift making the plane descend gradually. Do not fly at full throttle all the time, you will use up fuel and overheat your engines. Keep to cruising speed until you need to go into combat.
Climbs and Dives
To climb, pull back on the stick, the farther you pull, the steeper the climb you get although this depends on the capabilities of your aircraft and your airspeed. The most efficient full throttle angle of climb is about 20 degrees above the horizon.
To dive, push forward on the stick, the farther you push, the steeper the dive will be (and the faster your airspeed gain).
Banking
To carry out a simple turn, push the stick to either side and the aircraft will roll in that direction redirecting the wings’ lift, making the plane bank to that side and turn in that direction. By pulling back on the stick you can tighten the turn you are making but you will also lose speed as you turn (nose dips and altitude drops). You must add throttle and pull back on the stick.
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FLYING SCHOOL (PILOT AND CO-PILOT)
Note: You can fly/control the aircraft with a combination of keyboard,
mouse and joystick. Most of the flight deck controls are fully functioning and can be clicked, dragged, switched on and operated like the real thing. You can also reconfigure most controls for both controllers in the Controls section of the Player Options Menu (see earlier).
Control Keys
Flight Controls Key(s)
Pitch (Nose Up) .
Pitch (Nose Down) ;
Roll (Bank Left) Z
Roll (Bank Right) X
Yaw (Rudder Left) B
Yaw (Rudder Right) N
Flaps Up F
Flaps Down SHIFT + F
Steering/Brake Controls
Left Steering Brake B
Right Steering Brake N
Parking Brake On P
Parking Brake Off SHIFT + P
Wheel Brakes On INSERT
Wheel Brakes Off DELETE
Tailwheel Lock On T
Tailwheel Lock Off SHIFT + T
Landing Gear Controls
Landing Gear (All) Raise Up Arrow
Landing Gear (All) Lower SHIFT + Up Arrow
Landing Gear (Left Main) Raise Left Arrow
Landing Gear (Left Main) Lower SHIFT + Left Arrow
Landing Gear (Right Main) Raise Right Arrow
Landing Gear (Right Main) Lower SHIFT + Right Arrow
Landing Gear (Tail/Nose) Raise Down Arrow
Landing Gear (Tail/Nose) Lower SHIFT + Down Arrow
In-Flight Trim Controls
Trim Positive Elevator – Fine CTRL + END
Trim Negative Elevator – Fine CTRL + HOME
Trim Left Aileron – Fine CTRL + DELETE
Trim Right Aileron – Fine CTRL + PAGE DOWN
Trim Left Rudder – Fine CTRL + INSERT
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Trim Right Rudder – Fine CTRL + PAGE UP Trim Positive Elevator – Coarse SHIFT + END Trim Negative Elevator – Coarse SHIFT + HOME Trim Left Aileron – Coarse SHIFT + DELETE Trim Right Aileron – Coarse SHIFT + PAGE DOWN Trim Left Rudder – Coarse SHIFT + INSERT Trim Right Rudder – Coarse SHIFT + PAGE UP Trim – Neutral CTRL + Backspace
Engine Controls
Select Engine 1 Q Select Engine 2 W Select Engine 3 E Select Engine 4 R Start Engine A (or Engine key + A) Stop Engine S (or Engine key + S) Feather Engine D (or Engine key + D) Engine 1 Throttle (Up/Down) No Default Engine 2 Throttle (Up/Down) No Default Engine 3 Throttle (Up/Down) No Default Engine 4 Throttle (Up/Down) No Default Port Engines Throttles (Up/Down) No Default Starboard Engines Throttles (Up/Down) No Default Throttle Step Up = (or Engine key + =) Throttle Step Down - (or Engine key + -) Throttle Step Up – Fine CTRL + = Throttle Step Down – Fine CTRL + ­Throttle Maximum SHIFT + = Throttle Minimum SHIFT + ­Lock Out AI Engine Control L (or Engine key + L) War Emergency Power (WEP) Enable K (or Engine key + K) Engine Fire Extinguisher J (or Engine key + J)
Game Controls
Computer/Manual Control (Toggle) M Accelerate Time 2x, 4x, 8x (Cycle Through) Home Decelerate Time 2x, 4x, 8x (Cycle Through) End Pause (Toggle) Pause Time Skip Return Mini-Time Skip CTRL + Return Jump to Next Plane (in sequence) ] Jump to Previous Plane (in sequence) [ Jump to Own B-17 Backspace
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B-17 Controls
Pilot Helper (Toggle) H
Switch to Action SHIFT + H
Start Mission CTRL + B
Instruments View I
Action View A
Window (Miscellaneous) View W
Compartment View C
Bombardier’s station (if occupied) `
Navigator’s station (if occupied) 1
Cheek Gunner’s station (if occupied) 2
Pilot’s station (if occupied) 3
Co-Pilot’s station (if occupied) 4
Top Turret Gunner’s station. (if occupied) 5
Radio Operator’s station (if occupied) 6
Ball Turret Gunner (if occupied) 7
Left Waist Gunner (if occupied) 8
Right Waist Gunner (if occupied) 9
Tail Gunners Station (if occupied) 0
Any Alternative View Spacebar
Flight Instruments
Pilot Instruments
(Pilot/Co-Pilot Instrument View) F4
Co-Pilot Instruments
(Pilot/Co-Pilot Instrument View) F5
Engine Instruments Zoom
(Pilot/Co-Pilot Instrument View) F6
Directional Instruments Zoom
(Pilot/Co-Pilot Instrument View) F7
Fuel & Electrics Instruments Zoom
(Pilot/Co-Pilot Instrument View) F8
Startup & Cooling Instruments Zoom
(Pilot/Co-Pilot Instrument View) F9
Bombsight Controls
Bombsight Fine Correction Adjuster B
Bombsight Search/Track Mode SHIFT + K
Bombsight Rate Correction Adjuster N
Weapon Controls
Machine Guns
Cannons
Eject Drop Tanks CTRL + D
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Padlock Targeting Controls
Padlock Nearest Enemy Y Padlock Nearest B-17 CTRL + Y Padlock Nearest Airfield SHIFT + Y Padlock Target Nearest Centre of View U Clear/Restore Padlock View SHIFT + U
Cockpit Views
Instrument Snap CTRL + I Snap View (Toggle) CTRL + P
Other Views
Internal View F1 External View F2 Chase View Spacebar
(from External view)
Bomb Release and Target View F6
Camera Controls
Zoom In (Coarse) Numpad + Zoom Out (Coarse) Numpad ­Zoom In (Fine) CTRL + Numpad + Zoom Out (Fine) CTRL + Numpad ­Reset Camera Numpad 5 Camera Up (Coarse) Numpad 7 Camera Down (Coarse) Numpad 1 Camera Left (Coarse) Numpad 4 Camera Right (Coarse) Numpad 6 Camera Forward (Coarse) Numpad 8 Camera Backward (Coarse) Numpad 2 Camera Pan Left (Coarse) Numpad 0 Camera Pan Right (Coarse) Numpad . Camera Pan Up (Coarse) Numpad 9 Camera Pan Down (Coarse) Numpad 3 Camera Up (Fine) CTRL + Numpad 7 Camera Down (Fine) CTRL + Numpad 1 Camera Left (Fine) CTRL + Numpad 4 Camera Right (Fine) CTRL + Numpad 6 Camera Forward (Fine) CTRL + Numpad 8 Camera Backward (Fine) CTRL + Numpad 2 Camera Pan Up (Fine) CTRL + Numpad 3 Camera Pan Down (Fine) CTRL + Numpad 9 Camera Pan Left (Fine) CTRL + Numpad 0 Camera Pan Right (Fine) CTRL + Numpad .
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Miscellaneous Controls
Console Mode ESC
Bail Out CTRL + SHIFT + B
Quit Mission CTRL + SHIFT + Q
Quit to Desktop ALT + F4
The Pilot’s and Co-Pilot’s Instrument Panel (see separate Reference Card)
• Select the Pilot and begin your mission in the Pilot’s seat (on the
left of the flight deck).
Before you begin flying, study the instrument panel and make sure you are familiar with the location of all dials and switches. If you are new to the simulation keep your Reference Card in front of you. The most important dials are:
The Altimeter
This shows the height of the aircraft above sea level. The long needle shows hundreds of feet and the shorter needle shows thousands of feet. Always be aware of your flying height by keeping an eye on this dial.
The Directional Gyro
This dial shows your heading. A heading of 0° (or 360°) is North, 90° is East, 180° is South and 270° is West.
The Airspeed Indicator
This shows the speed of the aircraft through the air in mph (from 0 to 500mph).
The Rate of Climb Indicator
This is a visual indication of your climb/dive angle shown as hundreds of feet per minute. When the indicator points to 0 this means you have achieved level flight.
Landing Gear Indicator
A visual indicator that the Landing Gear has been raised (Up Arrow) or lowered (SHIFT + Up Arrow).
Flaps Indicator
Shows the position of the Flaps (Up = key F, Down = SHIFT + F). When lowered, flaps give the aircraft extra lift at take off and slow it down for landings.
The Yoke Wheel/Control Column
The Yoke Wheel/Control column is the Pilot’s and Co-Pilot’s method of controlling the aircraft direction in flight. In this simulation this is controlled by a joystick or the keyboard.
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Turning Left/Right
Ailerons are lateral control flaps at the rear of the airplane’s main wing tips. Turning the wheel/control column left/right will raise/lower these flaps making the aircraft bank left/right.
Diving and Climbing
Elevators are horizontal portions of the tail and these are moved up/down by pushing/pulling the control column. This makes the plane climb or dive.
The Rudder
Pressing the rudder controls left (key B) or right (key N) will swing the nose of the plane left/right (Yaw) by moving the trailing edge of the vertical segment of the tail left/right. The rudder will centre automatically or manually depending on the keyboard/Joystick options in Player set up.
The Four Engines
The B-17 is a large four-engine bomber and this simulation gives you full control of all four engines including setting individual throttle levels, fire extinguishers and feathering the props. Engine number 1 is the left outer from the Pilot’s position followed by 2, 3 and 4 in sequence.
Engines can also be boosted with War Emergency Power (key K) for a short space of time to get you out of tricky situations.
The Take Off
You will begin the mission in the Pilot’s seat under AI control (the icon in the lower right will show the computer symbol). You are the lead bomber in a squadron formation and will be taking off first. Once you have taken off you will climb and circle waiting for the other aircraft in your squadron to join you. The squadron will then form up before heading out to the target.
Make sure you are in the Pilot’s Compartment.
• Select the Pilot (on the left).
• Perform all pre-flight checks. If you are in AI mode you will hear the pre-flight checks taking place. If you are the Pilot you will have to perform the checks yourself from the list shown:
• For take off you will also need to access all the other Instrument views in this mode:
Pilot’s Instrument View F4.
Co-Pilot’s Instrument View F5.
Instrument Close Up Views [F6, F7, F8, F9].
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Checklist before starting the engines
1. Fuel transfer valves and switch – These switches (the alternate instrument view for the Top Turret gunner) must be off or else they will waste fuel and pump one engine tank dry.
2. Intercoolers – These are visible from the B-17 Instrument Panel (press F9). Check that Intercoolers are in the Cold position.
3. Fuel shut off switches – These are the upper bank of four switches, above the throttle quadrant. Make sure these are open (Up) at all times except in emergencies.
4. Landing Gear Switch – Make sure this is in the neutral position (unless you left or right click on the switch – it will always be neutral).
5. Cowl Flaps (Open) – These are four wingnut type switches above the throttles. They must be must be open before starting the engines in the Locked position (check visually by pressing “A”, then looking left and right from the cockpit).
6. Turbos – Turbos are always off (Up) during engine starting.
7. Fuel Mixture – AUTO RICH – Fuel mixture controls (M1-M4) must be in the AUTO-RICH position (as far down as possible).
8. Throttles – Move them up to 1000rpm setting (approx 1/3 the way up from the bottom).
9. Propeller Controls in High RPM – Puts Prop Pitch controls to ‘High RPM’.
10. The Master switch (the big red bar next to the Magneto’s) must be in the “On” (forward) position.
11. Set the Parking Brakes using the P key (or press F9 and pull out the brake lock stalk).
12. Ensure the four Fuel Booster pumps (the lower bank of Four switches, under the Fuel Shut off switches) are in the “ON” (Up) position.
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Starting Your Engines
You must start your engines in the correct sequence: Engine 1 (left outer), Engine 2 (left inner), Engine 3 (right inner), and Engine 4 (right outer).
Engine One
1. Turn the Ignition Switch (Magneto) for Engine 1 ON.
2. Press F9 to go to the Co-pilot’s Auxiliary Panel.
1. Locate the Starter Panel above the Intercoolers (and the Fire Extinguisher control panel).
The Starter Panel has four switches: two Starter and two Mesh switches. These switches each have three positions, a neutral (central) position, an up and a down position.
• Place the leftmost START switch in its downward position, by left clicking on it.
• Count for 10 seconds.
• Move to the next switch (the leftmost Mesh switch), and left click on it, holding it down for about 6 seconds. Judge by ear when the engine has successfully started.
• Return both the Starter and the Mesh switches to their Neutral positions by left clicking.
• Press F4 to return to the Pilot’s Instrument View.
Engine Two
• Turn the Magneto for Engine 2 ON.
• Press F9 to go to the Co-pilot’s Auxiliary Panel.
• Place the leftmost START switch in its up position, by RIGHT clicking on it.
• Count for 10 seconds.
• Move to the next switch (the leftmost Mesh switch), and RIGHT click on it, holding it down for about 6 seconds. Judge by ear when the engine has successfully started.
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• Return both the Starter and the Mesh switches to their Neutral positions by left clicking.
• Press F4 to return to the Pilots Instrument view.
Engine Three
• Turn the Magneto for Engine 3 ON.
• Press F9 to go to the Co-pilot’s Auxiliary Panel.
• Place the centre right START switch of the Panel in its upward position, by right clicking.
• Count 10 seconds.
• Move to the next switch to the right (the rightmost Mesh switch), and right click on it, holding it down for about 6 seconds. Judge by ear when the engine has successfully started.
• Return both the Starter and the Mesh switches to their neutral positions.
• Press F4 to return to the Pilots Instrument view.
Engine Four
• Turn the Magneto for Engine 4 ON.
• Press F9 to go to the Co-pilot’s Auxiliary Panel.
• Place the centre right switch of the Starter Panel in its downward position, by left clicking.
• Count 10 seconds.
• Move to the next switch to the right, the rightmost Mesh switch, and left click on it, holding it down for about 6 seconds. Judge by ear when the engine has successfully started.
• Return both the Starter and the Mesh switch to their neutral positions.
• Press F4 to return to the Pilot’s Instrument view.
All four engines should now have started!
Note: You MUST right click on the throttle lever for each of the four engines to allow the AI access to the engines again. If you fail to do this, the pilot AI will not be able to fly the plane, and the engines will not respond to your joystick’s throttle.
Taxiing
Taxiing must be carried out very slowly (about the speed of a running man). You must be able to stop easily without heavy use of the brakes. You can use Left/Right Brakes for steering (keys B + N).
As in the real thing the cockpit view of the airfield is very limited on the B-17 and as Pilot you cannot crane your head out of one side of the window so you will have to taxi so you can either use an External (F2)/ Chase View (Spacebar) to see the B-17 from outside, or you can use the Pilot Helper (key H) to guide you in Action view.
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The Pilot Helper (H)
When you are in Pilot’s Action view, press H to activate the Pilot Helper. This will set up a cone (red when you are parked and green when you start to move) that you can see through the small windshield, This cone will direct you to the main runway.
You can turn the aircraft using the Rudder control (key B – left, key N – right). If you have a joystick with an R-Axis (such as a
Sidewinder™
)
you can use the twist control to turn the rudder.
Make sure you are still in Pilot’s Instrument View (F4).
• Increase the throttle slightly for all four engines (using the Plus + key) or by clicking on and dragging up the throttles for all four engines.
• Release the Parking Brake (SHIFT + P) and the B-17 will begin to move.
When taxiing the tail wheel must be unlocked (SHIFT + T).
• Stay on the correct path and DO NOT stray onto the grass. Check which runway you are heading for by using appropriate outside camera views and zoom up (Numeric keypad - minus key).
• From the outside Chase View (Spacebar) steer the B-17 carefully to the edge of the take off runway and try to line up its nose with the white dotted line and stop (Insert key).
Note: As you become more proficient in taxiing and can gauge the turns to get to the runway you may prefer to steer the B-17 from the Pilot’s Action view (to increase the realism).
Getting into the Air
• Make sure flaps are down (SHIFT + F).
• Lock the tail wheel (key T).
• Advance the throttles (key +).
• Apply power gradually to the throttles and you will begin to move forward.
• Use the Steering Brakes (keys B + N or Joystick R-axis) and throttles to give you directional control. Do not use the Ailerons but keep them in a ‘neutral’ position.
The takeoff must be from a 2-point ‘tail low’ attitude (the tail wheel should be off the ground). Do not try to pull the plane into the air.
• When you reach an airspeed of 110 to 115mph, a gentle pulling back on the control column (joystick or keyboard controller) will enable the B-17 to lift itself off the ground.
If you are in the Co-Pilot’s seat you will be watching crucial engine instruments such as Manifold Pressure, RPM, Temperature and Pressure gauges.
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• After the aircraft has left the ground and you are sure you have sufficient flying speed to continue your climb, raise the landing gear (Up Arrow) and check that this has happened.
• When an airspeed of 140mph is reached, reduce power (minus key -) so that you stay at that airspeed as you climb and obtain a normal climb attitude by reducing the throttles to a Manifold Pressure of 35 and an RPM of 2300.
• Cowl flaps should now be closed. Click on Cowl Flaps switches 1, 2, 3, 4.
Climbing
• Make sure the Rate of Climb indicator is at 200 to 300 feet per minute and check that the Altimeter is rising gently.
The rate at which an aircraft will climb is obtained directly from the difference between the power required for level flight and the power available from the engines. This is the ‘reserve power’ available for climbing.
• Make you climb at between 130 and 150mph, but remember that decreasing atmospheric pressure as you climb causes the Airspeed Indicator to show an airspeed
lower
than your true airspeed.
As you climb you will notice the engines will get hotter (increasing cylinder head and oil temperatures).
• Open the Cowl Flaps to keep the engine cylinder head temperatures at about 205 degrees.
Note: Cowl Flaps will affect your climb rate by adding ‘drag’ and upsetting the airflow – so use the
minimum
settings you can get away with.
• Oil temperature can be reduced quickly by decreasing the engine RPM and Manifold Pressure.
• The Airspeed Indicator will show an airspeed lower than the true airspeed (e.g. at 20,000 feet, 150mph is indicated, while the actual airspeed is 207mph).
• Manifold pressure will now decrease and full throttles cannot keep the required level so you must use the turbo-superchargers to boost this level.
Note: As you climb your fuel pump may be subject to ‘vapour lock’ so you must use the booster pumps above 10,000 feet. These remain on until you drop below this altitude.
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Sequence of power panel changes if you want to increase power:
1. Set Mixture Controls to ‘Auto Rich’ (down).
2. Set Propellers to desired RPM (up).
3. Increase Throttles (up).
4. Advance Superchargers one at a time (up).
If you want to decrease power, you must reverse this sequence:
1. Return Superchargers one at a time (down).
2. Decrease Throttles (down).
3. Set Propellers to desired RPM (down).
4. Set Mixture Controls to ‘Auto Lean’ (up).
Levelling the B-17
Once you have climbed to the correct height, you must level off to achieve your cruising altitude. Levelling off properly builds up full momentum for cruising. If you change immediately from climb to level flight and reduce power the aircraft will have a high angle of attack (AoA) and hence high ‘drag’ and will be flying inefficiently.
• After achieving the correct cruising altitude, continue to climb for another 300 feet.
• Level the B-17 and drop the nose a little to pick up speed.
• Reduce power to desired levels (2400 rpm and 42" max) and slowly descend to the correct altitude.
• Your Co-Pilot will carry out propeller synchronisation and now you will be able to trim the aircraft.
Trimming and Cruising
Correct trim will give you a better airspeed, more efficient fuel use, and will increase the efficiency of the aircraft, making it easier to keep in formation. It can be hard work trying to control a ‘poorly trimmed’ heavy bomber.
• Make sure you have equal Manifold Pressure on all 4 engines to balance the power.
• Check the Altimeter, the Flight Indicator and Rate of Climb Indicator are correctly showing level flight.
• Watch the Directional Gyro to see if the aircraft is turning. Correct any turn with the rudder until it shows a steady course.
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Trim Controls
The aim of trim controls is to achieve level flight without having to fight the controls. You should be able to take your hands off the controls for a moment and the aircraft should continue on a level flight.
Explanation of Terms: Elevator Positive – you want the nose of the aircraft to stay up. Elevator Negative – you want the nose of the aircraft to drop down.
Left Aileron – you want the left wing to level out. Right Aileron – you want the right wing to level out.
Left Rudder – you want the aircraft to stop left ‘yaw’. Right Rudder – you want the aircraft to stop right ‘yaw’.
• Carry out ‘Coarse’ trim first and then ‘Fine’ trim.
In-Flight Trim Controls
Trim Positive Elevator – Coarse SHIFT + END Trim Negative Elevator – Coarse SHIFT + HOME Trim Left Aileron – Coarse SHIFT + DELETE Trim Right Aileron – Coarse SHIFT + PAGE DOWN Trim Left Rudder – Coarse SHIFT + INSERT Trim Right Rudder – Coarse SHIFT + PAGE UP Trim Positive Elevator – Fine CTRL + END Trim Negative Elevator – Fine CTRL + HOME Trim Left Aileron – Fine CTRL + DELETE Trim Right Aileron – Fine CTRL + PAGE DOWN Trim Left Rudder – Fine CTRL + INSERT Trim Right Rudder – Fine CTRL + PAGE UP
• When you have finished trimming, try going to an outside view (F2) and taking your hands (and feet, if appropriate) off all controls for a moment, the aircraft should not need any heavy handed control and be ‘flying itself’.
• Once you are in cruise mode you can set the Mixture Controls to Auto–Lean (move all four levers up).
Turns
The B-17 has good directional stability, so just by dropping one wing (joystick/yoke left or right) you will get an effective turn.
Turns and Load Factors
When making shallow turns, ‘load factors’ will be small but will increase as the turn gets steeper. Banking at 10 degrees produces a ‘load factor’ of 1.5, but banking at 70 degrees will make this 3.0 and, in a heavily laden aircraft, this could cause structural failure.
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Stalls and Spins
The B-17 has good stall characteristics with the large vertical tail reducing the tendency to roll. To recover from a stall, dive smoothly at about 30 degrees and regain airspeed for normal flight. It’s extremely difficult to make the B-17 go into a spin because of its superior directional stability.
Forming Up
When you have got sufficient height you should begin to form up with the other aircraft in the squadron. This is never an easy task but for the purposes of this simulation we have provided a Pilot Helper function for forming up (key H).
• After you have heard the command ‘Join Formation’ press the Pilot Helper key H and a large white box will appear in the sky at the place where you should be in formation (you may have to look around you with outside views to find it).
You may have to climb or drop in height to achieve the correct position.
• Manoeuvre the aircraft as gently as possible close to the white box.
The other B-17s of the squadron will form up on you.
Flying a Mission
The Waypoints
Check the Map in the Navigator’s station to remind you of the route selected to the target, the individual waypoints and the return leg. The Navigator will tell you when you have reached specific waypoints and a turn is coming up. He will also give you compass headings and may also warn you that he’s hopelessly lost! The Radio Operator will log the key messages. If you miss any radio messages, go to the Radio Operator’s compartment and consult his Messages log.
Each mission will have a different number of waypoints depending on operational factors and the target (i.e. if you want to avoid heavy flak or enemy fighter concentrations).
The Initial Point
This is the last waypoint before the bomb run. When you reach the Initial Point you must line up the aircraft on the bomb run and fly without deviation or change of height (no matter what’s been thrown at you!) to give the Bombardier a good chance of finding or lining up the target.
Flying Over the Target
The Bombardier will be in control of the aircraft during the bomb run. He will open the bomb bay doors, then look for the target and effectively be ‘flying’ the aircraft. When he locks the bombsight on the target the aircraft will be flying on autopilot towards the correctly computed release point. After the ‘Bombs Away’ signal the aircraft will return to your control.
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Now you can take any evasive action you see fit. Note: Failing to drop the bombs on the Primary may need you to ‘go around again’ to repeat the bomb run or going to a Secondary, Tertiary or Opportunity target.
The Rally Point
The Rally Point is the waypoint after the target. When the squadron have all released their bombs they will head for the designated Rally Point where they will reform for the journey back to base.
The Return Home
Take note of any damage to the aircraft and perform all necessary crew management tasks (First Aid, Repairs etc.). The flight home will require you to fly to a series of defined waypoints. Your Navigator will be keeping track of your geographical/map position.
Feathering the Engine(s)
The propellers on the B-17 can be feathered in case of emergency when it’s necessary to continue with 2 or 3 engines. Feathering will turn the blades at 90° and stop the propeller from turning, reducing drag and eliminating vibration that might weaken the aircraft structure.
The easiest way to feather an engine is to select the engine (Q – 1, W – 2, E – 3 or R – 4) press key D. Press D again to unfeather.
However, if you want to use the cockpit controls:
Engine Feathering (Example Engine 1)
• Go to the Pilot’s Instruments view in the cockpit.
• Click on the large, round red button marked “1”.
• Find the fuel system switches above the pedestal and turn off the leftmost column.
• Click and move the Turbo-Supercharger and Throttle to zero for Engine 1.
The engine is Feathered.
Engine Un-Feathering (Example Engine 1)
• Locate the fuel system switches above the pedestal and turn on the leftmost column.
• Click on the large, round red button marked “1”.
You might need to set the Throttle and Turbo speeds to match the other three engines manually.
At this point the engine should start, but if you’re not developing power from that engine, or if the power is erratic, you should run through the startup sequence on the starter panel (see earlier).
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Engine Fire Extinguishers (J)
Each of the four engines on the B-17 has a built in fire extinguishing system. If you notice an engine on fire:
• Select the Engine (Q, W, E, or R).
• Press key J.
Alternatively, if you want to use the cockpit controls:
1. Head to the Co-Pilot’s Instrument View (key 4 and then key I).
2. Select the Co-Pilot’s Engine Startup and Cooling panel by pressing F9.
3. The Fire Extinguisher panel is located above the Intercoolers, turn the dial to point to the engine that needs extinguishing (inboard engines at the top, outboard at the bottom).
4. Pull one of the red handles to fire one of the two extinguisher charges fitted.
War Emergency Power (K)
You have at your disposal a limited amount of WEP. Press key K and this will give the engines a short power boost to get out dangerous situations. Note: The B-17 does not include WEP – most fighters, however, have some form of it.
Lock Out AI Engine Control (L)
There may be occasions when you need to adjust Engine settings without the AI cutting in. Select the engine first (Q, W, E, or R) and press key L.
Landing the B-17
Pre-Landing Checks
Note: All pre-landing checks are performed automatically.
• The Radio Operator will call the airbase control tower to get the altimeter setting for the landing field.
• The Pilot checks all the crew and makes sure they are in their correct positions for landing.
Pilot Checks
• Put the Landing Gear in the down position (SHIFT + Up Arrow) and make sure that this has happened with a visual check either from the Ball Turret gunner or an external view (F2). Remember, that your gear may have been damaged on the mission. If all is well the landing gear warning light on the Instrument Panel should be On.
• If gear is not responding and you need to use manual gear controls, you can issue an order using the Icon Rose (ask the Engineer to help).
Note: If the gear is totally unusable you will have to attempt a belly landing (You can try this out in Quickstart Mission 1).
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The Traffic Pattern
On most B-17 airfields the traffic pattern (the flight path to line up for final approach) is rectangular in shape.
• Fly a large rectangular path over the airfield at an altitude of about 800 to 1000 feet.
• Fly the pattern at 130 to 150mph IAS.
• Increase RPM to 2100.
• Decrease Manifold Pressure to 23".
• Lower your flaps (SHIFT + F) when you turn on the base leg (the last turn before final approach).
• Keep airspeed between 110 to 120mph.
You may have to go around again if there are aircraft that are in trouble ahead of you. If this is necessary, the tower will inform you.
Pilot Helper (H)
The Pilot Helper is also available to help you on the correct approach to the airfield. Press key H and you will see a marker to help you line up your final approach. The marker will respond to all turns and waypoints called out by the Navigator. Keep this marker lined up in pilot’s Action view (through the windshield) or in external view (F2) or Chase view (Spacebar).
The Final Approach
Important points to bear in mind when making your final approach.
• Maintain a constant altitude on the base leg turn.
• Maintain constant airspeed and angle of glide.
• Put the flaps fully down (SHIFT + F).
• Reduce power to all engines gradually (Minus - key).
• Glide in to the runway at a speed of 120mph.
• Make a 3-point landing.
If the B-17 is not on the ground within the first third of the runway you might decide to go around again.
The Landing Roll
• When you have landed, make sure you use the entire runway for the landing roll.
• Do not apply brakes too early but try to time them when you feel the aircraft is slowing down from its roll then apply the brakes (Insert key).
Taxi to Hardstand
(Using Pilot Helper H) – If you still have the Pilot Helper key on you will see a large green inverted cone close to the static aircraft. This is your guide to take you to your B-17 hardstanding. You can use it from the Pilot’s Action View or from an outside view.
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• Taxi in the same way as for take off using throttle/steering brake and try to keep the cone in the centre of your windshield view and edge slowly towards it.
The cone will move to another position, repeat this process until the cone guides you to your bomber position. It will then turn red.
• Slow down and stop (throttle down).
• Apply the Parking Brake (key P).
Once you have parked the aircraft in its correct position the mission is effectively over. You will then be taken to the Mission Debriefing.
Bombardier School
Bombardier - General Principles
If you want to be the Bombardier give yourself plenty of time to get into position from whatever view or location you are in and re-familiarise yourself with the bombing controls.
Remember the mission has only one aim: to drop the bombs on the correct target accurately and promptly. You must be sure of your target identification and you must set the sight correctly to hit that target.
Whilst the Norden bombsight is an incredibly flexible and accurate instrument, it can be brutally punishing to inexperienced users – make sure you have flown both Training Missions, and are well acquainted with the skills of displacing and synchronising.
The Targets
The Primary target is your main objective. If the Primary is impossible or unavailable due to weather or other unhelpful conditions, you must switch to Secondary – this is usually a lower order target that is within close range of the Primary. If you have to switch to secondary you must issue the ‘Select Secondary Target’ message in the radio compartment. The Pilot will fly a new heading set by the Navigator.
You may also have another option of a Tertiary target.
If all three mission targets are unavailable to you (for whatever reason) then you may set an Opportunity target from the Navigator’s Map station. Click on a green bomb icon and drag it to a likely target on the map. The waypoints will appear automatically.
Remember that random, ill-directed bombing will be penalised. However, if bombs are jettisoned to preserve the safety of the crew and the bomber, there will be no penalty imposed by Bomber Group. A mission is deemed to be successful by the amount of damage done to the target. If you fail to drop the bombs on the correct target the mission will be classed as a failure.
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Bombardier Skills
The Bombardier must know his bombsight, what it does and how it works.
The Bombardier must understand the automatic pilot and how it works in the bomb run.
The Bombardier must know how to operate all gun positions on the aircraft.
The Bombardier must understand the destructive power of the bombs his aircraft is carrying and the vulnerability of the targets he is seeking.
The Bombardier must be fully conversant with target and aircraft identification.
The Bombardier is in effective command of the aircraft on the bomb run. He should be mindful of this responsibility.
Bombing Factors
The following bombing factors will come into play when dropping bombs from a heavy bomber:
Altitude
Altitude determines the length of time the bomb is in flight and therefore the time the bombs can be affected by the atmospheric conditions. This in turn affects the range (the forward travel of the bomb from launch) and deflection (the distance the bomb drifts in a crosswind).
True Airspeed
True Airspeed is a measure of the speed of the airplane through the air. It’s this speed that gives the bomb its initial forward velocity and thus affects the trail (see below) of the bomb (the distance the bomb lags behind the airplane at the moment of impact).
Bomb Ballistics
This is the size, shape and density of the bomb - factors that give it an air resistance value.
Trail
This is the horizontal distance the bomb is behind the airplane at the moment of impact and is therefore affected by altitude, airspeed, bomb ballistics and air density. A value is obtained from bombing tables and is pre-set into the bombsight.
Actual Time of Fall
This is the length of time the bomb stays in the air from the point of release to impact.
Groundspeed
This is the speed of the aircraft in relation to the earth’s surface and has an effect on the range of the bomb. Groundspeed is entered into the bombsight through synchronisation on the target while the pilot maintains constant airspeed and the correct altitude.
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Drift
This is the speed and direction of the wind that determines the distance the bomb will travel downwind from the airplane from release point to impact. This value is set on the bombsight by the Bombardier and is given to him by the Navigator.
The Bomb Run
• As the bomber approaches the Initial Point (IP) select the Bombardier position (key ` or click the bombsight icon in the Crew Position pop-up menu).
• The Bombardier will announce ‘We’re on the Bomb Run!’.
• Press key I to view the Bombardier’s Instrument Panel (the Norden Bombsight).
• Check that the Mission Altitude is correct on the Bombsight.
• Set Mission Altitude on the large dial on the right of the bombsight (a tooltip will give you details of the setting).
• Set the Course Drift by clicking on and moving the indicator at the bottom of the sight. The Course (or Wind) Drift is calculated at the Navigator’s station (see later).
• Access the Bomb Sight action panel by pressing the spacebar.
• Press key M to assume manual control of the Bomb Sight Panel (BSP).
• Click on the switch at the top of the panel to activate the BSP.
Below the topmost switch is a bank of three switches.
1. The first on the left opens the bomb bay doors.
2. The second arms the bomb delivery system.
3. The third enables the autopilot giving the bombardier control of the aircraft.
• Click all of these switches to ‘On’.
By clicking on the autopilot switch you will be sending a message to the pilot that you have control of the aircraft.
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Bombsight Panel On/Off
Bomb Bay Doors
Autopilot
Arming
Rack Selector Arming
Salvo/Train Mode
Below the mid bank switches are another set of four switches that select the bomb racks in the bomb bay. If you have ordnance on all four racks, arm all four by flicking the switches. Red lights will confirm all ‘On’ switches.
On the left of the BSP are two controls that affect the bomb release mechanism.
Salvo Switch
The first is the ‘Salvo Switch’. This control switches between Salvo Mode (all the bombs drop at once) or Train Mode (bombs drop one at a time with an interval set by an Intervalometer.
Intervalometer
The second control is the Intervalometer.
• Click to set the interval between bombs dropped in train (by milliseconds) up to 1 second maximum.
You have now set the bombsight and are ready to release your bombs.
• Switch to the Bombardier ‘Action View’ by pressing key A.
• Make sure you have manual control set (key M).
• Enter “Search Mode” by using SHIFT + K (A light will come on).
• Use your joystick to locate the target, place the crosshair over the target and then hit SHIFT + K to ‘lock’ the target.
• The Sight starts in DRIFT Correction mode. Moving the joystick left adjusts the angle of Drift to the left – the target will begin to drift more to the right of the sight picture. Moving the joystick right will alter the angle of Drift to the right – the target will begin to drift more to the left of the sight picture.
• Press key N to enter RATE Correction mode. Moving the joystick up makes the rate track more slowly, so the target will move towards the bottom of the sight picture. Moving the joystick down will make the rate track more quickly, hence the target will appear to move back up towards the top of the sight picture. The objective is to freeze any vertical movement of the target.
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Crosshairs
Search Mode
Bomb Release
Indices
• You should adjust DRIFT and RATE until the sight picture shows no movement at all. This is called SYNCHRONISATION, and means the bombsight is correctly allowing for speed, altitude and wind drift.
• During your alterations, the target may have slipped out from the crosshairs. If you have time, you can enter SEARCH mode, using the SHIFT + K key combination, and place the target directly under the crosshair again. Provided that you have correctly SYNCHRONISED the sight, as described above, the crosshair will remain where you left it.
• Watch the two markers close towards each other. When they meet, the bombs will be dropped automatically by the bombsight, thus ensuring a drop accurate to the millisecond.
• Watch bombs release from bay and then press F6 to view down from inside the bomb bay and F6 again to view target from ground level (use mouse left button to zoom in and right hand button to move around target.
Bombing Results
Full details of your bomb drop pattern and reconnaissance film of the damage to the target will be shown when you are in the Mission Debriefing.
Chin Turret
It’s highly likely that enemy fighters will attack you on your journey back to your home base. Before and after the Bombardier has completed his bombing tasks he should man the powered Chin Turret (unless otherwise assigned by the Commander), to fend off any attacks from the front of the B-17.
Navigator School
It’s the job of the Navigator to direct your flight from the moment of take off to landing back at base (or any other airfield). Navigation is the skill of knowing where your bomber is geographically by means of either pilotage or ‘dead reckoning’. The skilled Navigator will use a combination of these methods.
Pilotage
This is the method of working out the aircraft’s position by visual reference to the ground. This requires accuracy to within 400 metres. The Navigator performs this by referring constantly to groundspeeds and ETAs for points ahead, on the ground, and on maps and charts. As long as a Navigator can keep visual contact with the ground he can work out pinpoint positions and plot the exact track of the airplane.
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Dead Reckoning
This is the basis of all other types of navigation and, essentially, is the way the Navigator works out the position of the aircraft at any given time by keeping track of the distance flown from the take off point or the last known position. DR can be sub-divided into:
DR using a series of known positions – the Navigator uses pilotage (see above) until the airplane goes into cloud and loses contact with the ground. Then he uses Dead Reckoning from the last pilotage point to determine the position of the airplane; using wind speed prevalent at that altitude and the track and groundspeed being made. By working out track and distance from the last known point he can always tell his position and if the airplane comes out of cloud he’ll be able to search for and pick up pilotage points quickly.
The Navigator’s Map
• Select the Navigator position.
• Press key I to access Navigation instruments.
• Click on the map on the desk, or press the Spacebar, to open the Map screen.
The map is similar to the Operations Room and Briefing Room maps and is controlled in a similar fashion.
Map Controls
You can scroll around the map by using either the mouse and/or the keyboard.
Mouse Control:
• Move around the map by holding down the right mouse button and moving the mouse.
• Tilt and rotate the map by holding down the Shift key plus the right mouse button and moving the mouse.
Numeric Keypad Controls: Use numeric keypad ‘Ins’ and ‘Del’ to rotate the map horizontally left and right.
Use numeric keypad 9 and 3 to rotate the map vertically (from 0° to 90° degrees).
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