North Americas #1 Publication Covering Topics Important to Aviators and Aviation.
No.1
3
2
Vol.1
MAGAZINE
Reg. Empire State Patent Office — Printed in Canada
UNIVERSE
ES, DC, PC 45 cents ~ NW, TX, DX 35 cents
December 10, 1937
Exclusive!
Exclusive!
Air Pirate NATHAN ZACHARY
Air Pirate NATHAN ZACHARY
Interview with Daredevil
Interview with Daredevil
SEE PAGE 4
SEE PAGE 4
THE FLAGSHIP ALOFT! Zachary’s “PANDORA” and her Escorts
Photo by T. Lubsen / Location Pilot V. Bonilla
Secret Photos!
Secret Photos!
Inside the Cabin of a
Inside the Cabin of a
PIRATE Zeppelin! SEE PAGE 8
PIRATE Zeppelin! SEE PAGE 8
A Pilot’s Dream Come True!
A Pilot’s Dream Come True!
The Latest Cockpit Instruments
The Latest Cockpit Instruments
SEE PAGE 18
SEE PAGE 18
Page 2
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INSTALLING
Insert the Crimson Skies CD into the CD-ROM
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Setup does not begin automatically, refer to the
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STARTING
Click
Start
, point to
and then click
On the Crimson Skies main menu, choose one of the following.
Campaign
Start or continue a campaign or replay a previous mission. Games are
saved automatically at the end of each mission. To replay a previous
mission, see “A Pirate’s Memoirs,” this issue, page 11.
Instant Action
Jump straight into a dogfight! Select from an assortment of missions or
design your own. For details, see “Instant Action,” this issue, page 27.
Multiplayer
Configure multiplayer games between you and your friends over a LAN,
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ATLAS MISSION MAP
Got the latest navigation equipment in your cockpit but you’re
Can’t tell a river from a railroad at five thousand feet?
Self-orienting compass: No need to turn
the map sideways or upside down!
Quit Mission
Click here to exit the mission and
return to the cabin.
Handy paperclips are included to attach
Mission Objectives and Reconnaissance
Photos to the map. Also included—
free
—is a smudge-proof red wax pencil
to circle your objectives on the map.
Page 4
North America’s #1 Publication Covering Topics Important to Aviators and Aviation
TABLE OF CONTENTS
Registered with the Empire State Patent Office – Printed in Canada
Air Action Weekly—the
authority on the pilots,
planes, and events in the
skies of North America since
1928—has reason to be
especially excited about this
issue. Our featured pilot is
that daredevil ace, debonair
man of the world (some say
bloodthirsty pirate), Nathan
Zachary.
Mr. Zachary’s name has
been splashed across
headlines from the Nation of
Hollywood to the Empire
State—but until now, no
official biography of this
man of mystery has ever
been published.
Our ace reporters have
surreptitiously snapped
photographs of Zachary’s
base of air operations, the
Pandora. Ever wonder
what’s inside a pirate zep?
You’ll get a look in this
issue.
We also have articles on the
latest aviation controls and
flight tips from our experts.
This issue is bursting at the
seams, Reader!
— Nero MacLeon
Senior Editor
Air Action Weekly Press
Dr. Fassenbiender’s Crimson Skies
Learn more about this wondrous product. Install,
start, and load combat missions. .................................... inside front cover
Atlas Mission Map
Lost? Need a familiar landmark? Atlas’s special water-resistant
folding map will guide you through any mission. .....................................1
The Tall Tales & Many Lives of Nathan Zachary
Our featured pilot tells of his early career and how he turned to
pirating. Is he a ruthless cutthroat or a pirate with a heart
of gold? You decide! .......................................................................................4
The Rise of Air Piracy and the Fall of the United States
An historical retrospective of how the blue skies over North
America turned crimson with bloodthirsty acts. ........................................6
A Pirate’s Home
Investigative reporter Patricia Clark snaps exclusive photos
of the Pandora, aerial base of operations for Nathan Zachary. ................8
A Pirate’s Memoirs
Exclusive bonus photos of Nathan Zachary’s secret private
scrapbook. View the exploits of his past adventures! ...............................10
Blueprint Blues: Plane Construction Basics
From start to finish, now you can build the aircraft of your dreams! ......12
Prelude to Mayhem: A Pirate Briefing
Our fly-on-the-wall reporter sits in on one of Nathan Zachary’s
briefings and finds out how he chooses and arms his planes! ................14
Flight Basics
A reprint of one of our most popular articles. Learn the basics
of how to get your plane into the air—and keep it there! .........................16
Only the Best! Flight Instrumentation
Our engineers lay out the state-of-the-art cockpit instrumentation
and instruct you on how to use it. ...............................................................18
Page 5
Fireman’s Combat Tips
Our weekly pointers for beginners and aces alike. ...................................21
Crosshairs: The Experts Set Their Sights on Targeting!
Learn how to sight faster, shoot straighter, and smoke every pirate
that crosses your path. And we introduce the spyglass! ..........................22
Eyes Wide Open: Views
Make sure you’re aware of everything in the air! Find out how to look
above, below, and even behind you without losing your bearings. .......24
Stunts—How to Gain Fame & Glory!
Fly your plane through the eye of a needle, and get people
to notice you! ..................................................................................................26
Instant Action
Fill out our story questionnaire—choose when and where and what
you’ll fly—and launch into a quick showdown in the clouds. ..................27
Multiplayer Games: An Exclusive Interview with Dr. Fassenbiender
Dr. Fassenbiender explains how to fly and fight with your
friends—or enemies—in a multiplayer game. ..............................................28
Fly Now!
Go to pg. 27
to start flying
right away.
No
Delay!
Bona Fide Advertising!
Information in this document, including URL and other Internet Web site references, is subject to
change without notice. Unless otherwise noted, the example companies, organizations, products,
people and events depicted herein are fictitious and no association with any real company, organization, product, person or event is intended or should be inferred. Complying with all applicable
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purpose, without the express written permission of Microsoft Corporation.
Microsoft may have patents, patent applications, trademarks, copyrights, or other intellectual
property rights covering subject matter in this document. Except as expressly provided in any written license agreement from Microsoft, the furnishing of this document does not give you any license
to these patents, trademarks, copyrights, or other intellectual property.
Microsoft, MS-DOS, Windows, Windows NT, Crimson Skies, DirectDraw, DirectPlay, DirectSound,
DirectX and MSN are either registered trademarks or trademarks of Microsoft Corporation in the
United States and/or other countries/regions.
The names of actual companies and products mentioned herein may be the trademarks of their
respective owners.
IMAGINE OUR SURPRISE when Air Action Weekly received a
telegram from Nathan Zachary asking if we’d like to interview
him. Would we! Ace reporter Patricia Clark met with Mr. Zachary
December 21, 1936, on Hilton Beach, Hawaii. Here, in his own
words, is the story of one of today’s most controversial pilots ...
’VE ALWAYS BEEN SURROUNDED BY wide-open
spaces. My folks told me I was born on a mesa under
I
a full moon. They said I tried to reach up and touch it.
I don’t know if that’s true, but that image has always
fascinated me. I’ve always tried to grab the biggest,
brightest prize in the sky.
We were Gypsies, wandering what had been the
American Southwest, doing odd jobs and somehow
scraping by. My folks were often accused of stealing.
They weren’t thieves, but they
were poor and lacked the
stature and eloquent words to
defend their honor.
When I was sixteen, I lied
about my age and joined the
Army Air Corps. Six weeks
later I was steaming toward
Europe to fight in the Great
War. Eddie Rickenbacker took
me on as his wingman and
taught me how to fly and fight.
I collected a half dozen medals that first year.
But my career as a war
hero ended when I met the
German ace Wilhelm Kisler.
He showed me I wasn’t invincible, downing my plane in
the Alps where I was captured
and stuck in a POW camp.
I rotted in that camp for a year before a couple of
officers and I escaped—running smack into the Russian Front. We did the only thing we could: joined the
Russkies and flew their junk biplanes. We called our
squadron the Gypsies, and despite the long odds we
held our own against the Germans.
When the Great War ended, the fighting in Russia
unfortunately continued. The Bolsheviks overthrew the
Czar. I was caught in the middle and had to choose
sides. It wasn’t easy because
I had fought alongside Russian
farmers, and officers, and was
even decorated by Nicolas I—
but in the end, I supported the
People’s Army.
The Russians that I knew,
however, changed. I watched
the Red Army as they committed the same atrocities that
had been inflicted upon them.
I figured I had to somehow
even the score, so I started flying the old noble families
across the border to safety.
While that eased my conscience, it also made me enemy number one of the Russian State.
I fled to England and attended Oxford University, returning in 1923 to the United
4
Page 7
States (it was still the United States then) with a law
degree and a fat bankroll.
Having seen how the rich and privileged had
abused their power, I had a notion to beat them at
their own game. I entered the stock market. By 1929 I
was rubbing elbows with the likes of Rockefeller, Ford,
and other young upstarts like Howard Hughes. I lived
in a mansion on Long Island with expensive cars and
servants ... and I was never more miserable in my life.
You see, I hadn’t become any better than these tycoons. I had become one of them, stepping on little
guys and not giving a damn about anyone but myself.
It was a relief when the stock market crashed and
took it all away.
When the United States split, I started hearing of
pirates in the air. That inspired me to return to a life
that promised no future but delivered a present worth
living in.
Today, the world is out of balance. Maybe I can tip
the scales. I attack the rich and powerful of any nation
and take what they treasure most—their money. In
doing so I may bring them down a notch and show
them they are not untouchable.
Let me end with a quote from a sixteenth-century
English pirate that sums up my philosophy: “We will
live life to the fullest, spit in the eye of those that would
hold us down, and will surely hang because of it.”
INVENTORS
NOT all PATENTS
ARE GOOD PATENTS
Free
Come
to
The
There are many degrees of Patent Protection.
You want to make money from your invention;
therefore, you want the best patent you can
possibly get. Write today for our free booklet:
“HOW WE PROTECT YOU.” — C. A.
LASSEN & CO., Empire State.
Registered Patent Attorneys Since 1875
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5
Page 8
The RISE of AIR PIRACY
and the FALL of the UNITED STATES
THE SKIES OF NORTH AMERICA are a dangerous place, but they
weren’t always that way. Once upon a time America was united and
stable. And not too long ago, automobiles, railroads, and steamers were
the best way to travel, while airplanes were only a curiosity.
1
22
23
1Pacifica
2Disputed Western
Territories
3Lakota Territory
4People’s Collective
5Industrial States of
America
3
2
21
19
6Protectorate of
7République de Québec
8Maritime Provinces
9Atlantic Coalition
10 Empire State
11 Columbia
20
18
Ontario
17
6
5
4
13
16
14
15
12 Protectorate of the
Outer Banks
13 Appalachia
14 Confederation of Dixie
15 French Louisiana
16 Protectorate of
Oklahoma
12
17 Republic of Texas
18 Arixo
19 Navajo Nation
20 Free Colorado State
21 Utah
22 Nation of Hollywood
23 Kingdom of Hawaii
10
7
8
9
11
6
Page 9
O WHAT HAPPENED?As the Federal government crumbled, the vast ma-
S
The first signs of change started with the post–
World War I influenza epidemic. Isolationism grew in
popularity as many fell to a disease brought back from
Europe by returning servicemen.
President Woodrow Wilson’s push to form a League
of Nations outraged U.S. citizens and allowed Warren
G. Harding’s “New Independence from Europe” campaign to flourish. Harding called for greater separation
from the world, and his Regionalist party adopted this
as its platform’s theme. When the Regionalists won
office in 1920, they used their new power to promote
Prohibition.
In 1923, however, President Harding died. His successor, Calvin Coolidge, refused to support Prohibition
and the Federal bill languished in congressional committees.
Meanwhile, Prohibition became a battle between
ideologically distinct regions in America. Checkpoints
appeared on state borders as authorities tried to restrict the flow of alcohol. Many states used these checkpoints to levy unofficial—and highly illegal—tariffs.
In 1927, a new and deadly strain of influenza ravaged the country. States closed their borders and converted their liquor checkpoints into quarantine-enforcement sites. Smugglers and raiders adopted the
airplane to avoid the limitations of ground-based transportation.
The election of 1928 suffered from low voter turnout, as most people avoided large groups for fear of
contracting influenza. The Regionalists launched their
“Strong State” platforms and effectively curtailed the
Federal government’s power.
In October of 1929, the stock market crash was the
final blow to the United States. Regionalism had decimated the national economy and Washington D.C.’s
call for financial assistance from state governments was
universally rejected.
On January 1, 1930, Texas seceded from the United
States, with California, the Carolinas, Utah, and New
York quickly following their lead. Unable to mount the
political and military campaign necessary to hold the
United States together, Washington was now powerless.
jority of the nation’s military deserted or swore allegiance to their native states. Many sold their skills as
mercenaries or bandits.
North America’s fascination with airplanes now
became a necessity, as commerce between the new
independent nations ground to a halt. Brushfire wars
demolished the intercontinental railway system, and
the highways quickly fell into disrepair or were sabotaged. The automobile, once destined to become the
national shipping vehicle, gave way to gyrotaxis,
aerobuses, and the large cargo zeppelins that commanded the skylines.
“Air pirates” captured the public eye during this
period of turmoil. Small, disorganized bands of thrillseekers and publicity hounds, these pirates began
crime sprees that would inspire others.
The first serious pirate threat came in 1931.
Jonathan “Genghis” Kahn—a former businessman from
Chicago—created the infamous Red Skull Legion. The
Skulls moved into Utah (posing as People’s Collective
militia) where they stole a military zeppelin.
Low-intensity border skirmishes between the new
nation-states continued through 1935. Amidst the
chaos, bootleggers and pirates thrived. Scores of new
militias, most determined to defend their states, battled
increasingly colorful and flamboyant raiders. The
Redmann Gang, the Red Skull Legion, the Black Swans,
and other pirate groups pillaged across national boundaries. The nation-states continued to subsidize their
air wings but also began offering Letters of Marque to
pirates, allowing them to legally attack the nation’s
rivals.
Today, North America is a continent politely at war
with itself. Rival militias fall on each other in defense
of their own national interests. Pirates and privateers
challenge these militias for control of the skies, and
they are often victorious.
The air lanes are the new frontier, where a single
individual with skill and nerve can make all the difference. Today’s flyers are men and women to be applauded, feared, but above all respected, for as long as
they can push the envelope and maintain their hold
on the skies. We have given them this power. The sky
is the limit—but five thousand feet up makes for a long
fall from glory.
7
Page 10
A PIRATE’S HOME
AFTER INTERVIEWING MR. ZACHARY, I was invited to tour his
fabulous zeppelin, the Pandora. With the help of AAW’s technical
crew, we rigged a tiny concealed camera to get our readers exclusive photos of the interior of this airborne pirate fortress. Don’t ask
where that camera was concealed, please! —Patricia Clark
HE CAPTURE OF THE PANDORA marks a mile-
stone in Nathan Zachary’s pirate career. According
T
to reliable sources, Nathan took a job as third officer
on the Empire Air cargo zeppelin, Fulcrum, and then
hired his gang as crewmembers. Once aloft, Nathan
and his men took control of the airship. They set down
the captain and crew in a Pennsylvania wheat field ...
and sailed off into infamy.
The airship was originally designed to carry two
escort fighter planes, but serious modifications to the
zeppelin’s superstructure allow it to carry a squadron
The Pandora
Gas Capacity: 26,002,340 ft.
Length: 1,378 ft.
Diameter: 182 ft.
Useful Lift: 384,470 lbs. (192.7 tons)
Engines: 12 Dynometric V16,
440 h.p. each
Propellers: 4 Jaray L.Z.
Maximum Speed: 84 m.p.h.
Flight Ceiling: 13,000 ft.
Full Speed Endurance: 10,000 mi.
Broadside cannon
3
of at least six planes. It has six broadside cannons and
.60-caliber machine gun nests that protect each engine nacelle.
Mr. Zachary tells us that he renamed the zeppelin
Pandora in honor of Pandora’s box, which, according
to Greek legend, contained the innumerable plagues
of humanity, yet also contained the Hope that has comforted humanity from misfortune.
Which part he and his gang represent, he never
told us.
While certain sensitive sections
of the zeppelin were declared offlimits, I obtained this photo of
Nathan Zachary’s cabin aboard the
Pandora. Mr. Zachary’s personal
touches are everywhere in this
room: the inch-thick Persian rug,
the mahogany Louis XXVI desk, the
Picasso sketch alongside the pinup calendars, and his framed collection of medals from the Great War
and the Russian Revolution. Velvet
curtains adorn the windows along
one side of the gondola, providing
a commanding perspective of the
horizon and blue skies. Another
window (seen in photo above)
opens to the interior of the zeppelin so Mr. Zachary can observe the
internal workings of his flying fortress. One can see in the background the zeppelin’s steel frame
and the launch bay with planes
ready for action.
CHANGE MEMENTO
A picture frame with many photographs layered inside. (Mr. Zachary
apparently lives up to his reputation as the consummate ladies’
man.) Click here to change the
picture.
NEXT MISSION
Nathan Zachary’s map and notes for
his upcoming daredevil escapades.
Click here to proceed to the next
mission briefing. (See “Prelude to
Mayhem: A Pirate Briefing,” this issue, page 14.) Games are automatically saved after every mission.
PREVIOUS MISSIONS
Nathan Zachary’s personal letters,
news clippings from his past adventures, and more! Click here to view
the memorabilia or replay a mission.
(See “A Pirate’s Memoirs,” this issue, page 10.)
PLANE CONSTRUCTION
The blueprints and detailed specifications for Mr. Zachary’s next customized plane. Click here to design
and purchase aircraft. (See “Blueprint Blues: Plane Construction Basics,” this issue, page 12.)
RETURN TO MAIN MENU
Click here to exit the cabin.
Don’t miss the latest thrilling developments in the Crimson Skies universe—
Point your browser to http://www.crimsonskies.com/
Every week we bring you current events from around the world in
technology in
and new pulp serials in
Air Action Weekly,
Spicy Air Tales
the inside scoop on daring militia flyers and deadly pirate aces in
! Enter a world of aerial piracy and daredevil intrigue—updated weekly!
9
Atlas World News,
profiles of the latest in aviation
Warriors of the Air,
Page 12
A PIRATE’S MEMOIRS
ACE AAW REPORTER PATRICIA CLARK steals a rare glimpse
of Nathan Zachary’s secret and personal scrapbook (sorry
Nathan—we couldn’t resist). Its pages are crammed full of newspaper clippings, postcards from exotic locales, photographs, kill
markers, and handwritten, perfumed correspondence.
FTER EVERY MISSION, Mr. Zachary returns to his cabin and re-
views the performance of his Previous Missions. Each mission covers
A
multiple double-page spreads in his scrapbook.
10
Page 13
To flip the pages of the scrapbook, use the paper
arrows taped to the edges of the scrapbook. To return
to the current mission from any other page, click the
Current Mission marker located at the top of the book.
To see the memorabilia of any other previous mission, click View All Missions. At the table of contents,
select the mission you want to review, and then click
View Mission. You can also replay previously saved
missions from here by clicking it and then clicking Replay Mission.
To return to Nathan’s cabin, click Return to Cabin
on the desk below the scrapbook.
Mission Memorabilia
The first page of each mission has newspaper clippings, photos, and other remembrances of Nathan’s adventures. To enlarge these items, simply click them. To
export and save a particular favorite, click the Exportto Desktop button, which appears next to some of the
enlarged scrapbook elements.
Kill Markers
On the opposite page are rubber
stamp–style “kill markers” of vari-
ous planes. The numbers indicate how many of that par-
ticular model plane Nathan
shot down on his last mission. Red-starred markers represent ace pilots! These markers are updated to reflect
the statistics of Mr. Zachary’s best score.
STERNBERG-
STERNBERG-
KNOWLES
KNOWLES
Experience.
Professionalism.
Really Big Buildings.
1211 East Street, Zipperville, Empire State
McCoy Aircraft
Mission Results
At the bottom of the right page are Nathan’s performance statistics for this mission. The two tabs MostRecent and Best to Date let him compare his recent
results. Click Replay Mission to try and beat the best
score!
More Photographs, Newspaper
Clippings, and Records
On the following pages there may be more clippings and pictures taken by observers as Nathan risked
his neck flying his plane through ridiculously cramped
quarters! Unfortunately this reporter didn’t have time
to take a careful look at the remainder of this intimate
record of his daring exploits. Only Nathan Zachary
knows for sure what secrets are there.
“Custom Planes
While You Wait”
THE leader incustom planes and parts
Mention this ad and get a free Propeller alignment!
11
Page 14
PLANE CONSTRUCTION BASICS
ANY PLANE IS A GOOD PLANE as long as it gets you up in
the air, but if you’re planning to customize your own aircraft,
then the AAW engineers have a few tips for you.
VER WONDER WHY AIRCRAFT
MANUFACTURERS build planes
E
the way they do? Why not use a
Rolls-Royce Merlin II engine in the
Curtiss-Wright J2 Fury instead of
the stock R-1800-C? Because of the
tradeoffs in weight and aerodynamic performance—and the ultimate limiting factor: cash!
To design a new plane from
scratch, click Plane Construction in
the Pandora’s cabin. Then, name
the plane you’re about to design,
click OK, and you’re ready to start
working with the plane construction blueprints.
These blueprints keep track of
every detail of your plane. Along the
top of the prints are the aircraft’s
name and your current construction
costs. A note indicating your available cash is paper-clipped to the
upper-right corner.
In the lower-left corner, the
maximum weight capacity rated for
your currently selected airframe and
its current weight are shown, along
with performance bars indicating
the plane’s overall top speed,agil-
ity, armor, and offensive capabil-
ity. As you alter your design in the
prints, these bars will change—add
an extra set of machine guns and
the offensive capability of your
plane will increase.
BLUEPRINT BLUES:
Now that you know how to read
the prints, you’re ready to customize. To page through each blueprint, click the tabs along the bottom. Start with the first tab, Air-frame, and then continue sequentially through all the tabs. Don’t skip
any of the steps or you could end
up trying to fly a plane without an
engine!
To select the specific components on each blueprint, use the
drop-down lists. Statistics and descriptions of the components appear
in the lower-right corner of the
blueprints as you scroll through the
lists.
Airframe
Your airframe determines the maximum weight of the craft. If you start
with a heavy frame, you may have
superior structural integrity, but
don’t think you’ll be as nimble as a
lighter plane.
12
Page 15
Engine
You get what you pay for. Expect to
dole out the green for superior
horsepower.
Armor
Add armor plating on your hull to
protect yourself from bullets and
rockets. Select armor for the nose,
tail, and wing sections.
Guns
Guns can be mounted in any of four
available positions. Each position
may hold one gun or a pair of guns.
If a pair of guns is installed into the
same position, they must be the
same make and caliber.
Hardpoints
Rockets attach to structurally reinforced hardpoints on your wings.
Each wing can have a different
number of hardpoints, but no more
than a total of eight per airframe.
Paint
Personalize your aircraft with color,
shading, and decals to make sure
The Trautmann-Bonilla
Center for the Arts
There’s
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No talent necessary! Learn from
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Classes on:
Painting
Drawing
Acting
Dancing
Wri ti ng
both enemies and friends alike will
recognize you in the skies!
When your plane is ready, click
the Ready toPurchase button to
view the overall cost and weight
breakdown of your plane. If you’ve
added too many components or exceeded the weight capacity of the
airframe, you won’t be able to purchase the plane. If you need more
cash to make the purchase, click the
Sell Planes button to see what you
can unload from your inventory.
Click the Purchase Now button to
finalize the sale, or go back through
the blueprint tabs to make any necessary changes.
“WE MAKE CITIES!”
BIG
CONSTRUCTION
Banchero & Associates
Boston • Atlantic Co.
13
Page 16
PRELUDE TO MAYHEM: A PIRATE BRIEFING
WHEN OUR FLY-ON-THE-WALL REPORTER INFILTRATED
the Pandora, she got more than she bargained for—now, for
the first time in any North American publication, we bring
you a first-hand, no-nonsense account of how pirates prepare their aircraft and brief their crew for treasure-finding
expeditions, raids, and other acts of aerial audacity!
O ENTER THE MISSION BRIEFING, click Next Mission in Nathan
Zachary’s cabin on the Pandora. Nathan’s plan of attack is announced
T
as the details of the mission unfold on a large map.
To replay the mission briefing, click Replay Briefing. To return to
Nathan’s cabin, click Return to Cabin. To ready your plane for the mis-
sion, click Go toFlight Check.
Flight Check
Use this clipboard to doublecheck your plane and your
wingman’s plane for the mission
you’re about to fly—you won’t get
another chance once you’ve
launched! Next to the plane silhouettes are lists of the caliber and type
of ammunition loaded into the
aircrafts’ guns as well as the types
of rockets on the planes’ hardpoints.
If you want to fly a different aircraft on the mission, click ChangePlane. To switch ammunition or
rockets, click Change Ammo. Both
procedures are discussed in detail
on the next page.
A list of mission objectives is
paper-clipped to the side of your
Flight Check form. It’s a good idea
to review your goals and consider
which plane and ammo best suit the
mission at hand. When you are
ready to launch, click Fly Mission.
If you have any questions about
your objectives, run through the
mission briefing again by clicking
the Return to Briefing button, lo-
cated below the clipboard.
14
Page 17
Ammo Selection
Select the type of ammunition
for you and your wingman by scrolling through the drop-down lists for
each gun. Descriptions of the ammunition appear next to the plane.
Select rockets by scrolling
through the drop-down lists for
each hardpoint. Descriptions of
rockets appear on the right side of
the clipboard.
Accept or cancel your ordnance
selections by clicking the AcceptLoadout or Cancel Loadout button
below the clipboard.
Plane Selection
When changing planes, you can
review the specifications for all
available aircraft by scrolling
through the drop-down lists for you
and your wingman. When you select a plane, its speed, armor, and
agility appear next to its silhouette,
as well as its guns and available
hardpoints. To use a plane for a
multiplayer or instant action mission, select it and then click the
Export button.
After you have chosen planes for
you and your wingman, click
Accept Selections to return to
Flight Check—or if you wish to cancel the changes, click CancelSelections. In either case you return to Flight Check.
15
Page 18
OME PILOTS TAKE TO THE SKIES like they were born with wings. The
rest
of us struggle and learn the hard way at the school of hard knocks.
S
Thankfully, the advanced aileron and rudder controls of today’s planes make it
easier than ever for beginners to take to—and stay in—the big blue.
LAUNCHING AND DOCKING
Modern combat planes rarely touch the ground. It’s
more likely that they launch from, and dock with, an
airborne zeppelin.
Launching is the easy part—you drop from the zep,
start your engines, and off you go.
Docking is a bit tricky. Zeppelins deploy a retrieval
hook to catch your plane. Guide your plane under the
belly of the zeppelin from the rear, and then line your
nose up with the hook. Get as close as you can and
match your speed to that of the zeppelin. Once you
hook up, the zeppelin’s crane reels you in.
THROTTLING
The joystick throttle controls the speed of your plane.
Maneuvers with high angles of attack (the steepness
of your climb) require more throttle than other maneuvers; otherwise, your aircraft can lose lift and stall.
MANEUVERING
There’s nothing like the rush as you pull out of an inverted roll and brush your undercarriage against the
treetops ... but before you rookies get carried away
and try a stunt like that, let’s go over the fundamentals.
Climbing
Pull back on your joystick. This pitches your plane
upward. If you continue to pull back you’ll complete a
forward loop. Make sure you’re flying fast enough or
the aircraft can stall.
Diving
Push your joystick forward. This pitches your plane
downward. If you keep the stick pushed forward you’ll
continue to curve downward and complete a downward loop. Unlike climbing, speed is not a problem
because you’ll be accelerating due to gravity. Altitude,
however, is a problem. If you’re not high enough when
you start this maneuver, you’ll hit the ground!
16
Page 19
EDITOR’S NOTE: Due to overwhelming reader requests, we’re reprinting one of our most popular articles (originally in AAW, May 16,
1933), covering the basics of how to get your plane into the air.
Rolling
Moving your stick to the right or left raises the flaps
on one wing while lowering the flaps on the other.
This rolls your plane right or left. There are three common maneuvers associated with rolling: the aileron roll,
inversion, and banking.
Aileron Roll Move your stick sideways. Roll and continue through a full 360-degree revolution until you’re
back where you started.
Banking The last basic maneuver associated with
rolling is banking. Roll your plane a quarter of a revolution so one wing points up, the other down—then
pull back on your stick as if you were executing a climbing loop. This will bank the plane into a tight turn.
Inversion If you stop halfway through an aileron roll,
you will be flying upside down, or “inverted.” It’s useful to invert your plane in conjunction with half of a
downward loop—a quick way to reverse your direction
and end right-side up.
Turning
Twist your joystick to move the tail rudder right or
left. This points the nose of your plane right or left and
allows you to turn without banking.
There are dozens of more complicated combinations that incorporate these basic maneuvers. Practice
the fundamentals and you’ll soon be flying like an ace.
BAILING OUT
One last thing to learn: what to do if you fail to fly
well. Press CTRL+X to release the canopy and jump.
Be careful, though, if you’re in a pusher prop like the
Devastator. More than one pilot has tried to escape
death only to leap back into their propellers. It ain’t
pretty.
17
Page 20
Targeting
cluster (see
page 22)
ONLY
THE
BEST!
FLIGHT INSTRUMENTATION
WE ASKED OUR TEAM OF EXPERTS to evaluate the latest technologies and dream up their ultimate flight instrument panel. Some
of these are the tried and true gauges we’ve all come to rely on, but
others are experimental and you won’t see them outside a major
aircraft manufacturer’s test field. So sit tight, Readers, and we’ll
give you a glimpse of the best of the best.
UR ENGINEERS MODIFIED THE COCKPIT of a Hughes Devastator. They
didn’t skimp either. Notice the classic burl wood and burnished steel trim.
O
The layout of gauges may change, however, in different planes’ cockpits.
EDITOR’S NOTE: The spyglass is so
specialized that it’s covered in its own
article: see “Crosshairs: The Experts
Set Their Sights on Targeting.”
Compass
Spyglass
(see page
23)
Rocket
display
Speedometer
Damage
indicator
18
Artificial
horizon
Gunnery
display
Altimeter
Page 21
Let’s start with the basics …
COMPASS An ordinary compass
won’t work because of the bumps
and shifts caused by sudden acceleration in flight. We’ve selected an
Explorer 2000 that is
gyromagnetically stabilized. This
compass always shows your heading in fog or rain—no matter which
direction you turn or roll.
ALTIMETER
Our choice for
altimeter is the
Janas Rex
because it’s
simple and
easy to read.
The longer
needle marks hundreds of feet and
the shorter needle indicates thousands of feet. This one has a special low-altitude warning light that
flashes red when you drop below
100 feet.
fight. To eliminate disorientation we
use a Dexter-Handly artificial horizon. With dual gyroscopes and jeweled bearings for reliability, this
baby lets you know which way
your nose is pointed—up, down, or
sideways.
AscendingDescending
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SPEEDOMETER
The Whistler
Delux is a barometric air speed
indicator that
displays your
true air speed in
miles per hour. It has an automatic
warning light that flashes when
your plane drops below its rated
stall speed.
ARTIFICIAL HORIZON It’s easy to
lose your orientation in bad
weather or in the middle of a dog-
Bank left
Inverted
ascending
Bank right
Inverted
descending
19
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CALIBER
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a Bold Adventure.
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And now for some non-standard equipment
we’ve incorporated into our cockpit ...
GUNNERY DISPLAY The Brown-
ing HPX gunnery
display shows
which gun is
armed and ready to
fire. It also has a
counter showing the readied
weapon’s remaining ammunition.
Pilots press
guns mounted on their plane. When
selecting a different gun, the
indicator’s needle points to a lighted
cross on its outer edge. These
crosses as well as the numerical
countdown are color-coded to denote ammunition status:
GreenYellowRed
ROCKET DISPLAY
The Bluedevil
rocket display
tracks the status of
the rockets loaded
on your plane’s
hardpoints. Similar to the gunnery
display, the type of rocket armed
and the remaining rounds are
shown. The display’s needle points
to color-coded crosses along the
edge of the gauge:
GreenYellowRed
The pilot may switch rockets
loaded on her hardpoints by using
F5 key to cycle forward
the
F3 or F4 to switch
Ample ammunition.
Running low.
Gun is empty.
Several rounds remain.
Few rounds remain.
No rounds remain.
through the rockets (or F6 to cycle
backward).
One feature we especially like
about this system is that it automatically selects the next available rocket
to launch if you run out of the rounds
loaded on a hardpoint.
DAMAGE INDICATOR By far our
favorite gauge is
the Crispen Mark
V damage indicator. No need to
strain your neck in
an inverted roll to see if your tail is
shot to pieces—just one glance at this
beauty will tell you if you can continue to soar through the clouds or if
you need to limp back to the hangar.
An outline of your plane is divided
into right and left wing, nose, and tail
sections. These are color-coded, indicating levels of damage for that section:
GreenYellow
Orange
Red
are arriving on the market everyday
(some only available on the black
market). In future issues, we promise
to keep you up to date as we hear
about them and put them through
their paces in the air.
Section untouched.
Up to 50% of section’s armor
destroyed.
50% to 100% of section’s
armor destroyed, and 0 to
25% of airframe destroyed.
25% to 100% of airframe
destroyed.
Other new gadgets and gauges
20
Page 23
FIREMAN’S COMBAT TIPS
STEVE “FIREMAN” KELLEY JR.—CAPTAIN of the
Republic of Texas Air Rangers, an ace ten times over,
decorated hero of the bush wars ... and still flying strong—
gives us this week’s insights on combat in the air.
VERY DAY NEW PILOTS GREENER than a grove
of sapling dogwoods ask me what my secret is.
E
How did I rack up fifty-two confirmed kills—five of those
aces themselves? And how did I do it while keeping
my hide in one piece? Well, there is no one secret in
this business ... actually, there are two: know-how and
numbers.
Know-How
Know your planes. Flying a heavily armed and armored Kestrel or the nimble Bloodhawk? Study every
aircraft you come across and be ready to exploit your
enemy’s tender spots ... while learning how to protect
your own.
For example, if your opponent is a Bloodhawk, don’t
ever get in front of his gunsights. Get on—and stay
on—his tail. On the other hand, if you’re flying a Kestrel,
you can afford to chip some paint off your hull before
getting into trouble—so you might risk that head-tohead confrontation.
Always check your loadout of ammunition and rockets with a careful eye. In every circumstance, there’s a
best weapon that can be used to your opponent’s demise. Don’t use dum-dum rounds if you’re flying against
a thick-skinned Warhawk. Plan on taking out a zep?
Don’t make the mistake of loading only flak rockets.
These are slip-ups you won’t live to repeat.
Look around (see “Eyes Wide Open: Views,” this
issue, page 24) and spot your enemies. If you notice
bullet holes stitching your wing, it’s pretty much too
late to do anything. Try to know where all the bad
guys are—not just the one you have targeted.
You want to get behind your enemy (unless they
have a backward-firing turret) and, likewise, you want
to keep them off your backside.
When approaching an enemy plane try to be
higher—that gives you more maneuvering options. For
example, a smart flyer will know how to trade his altitude for speed and vice versa. Dive to catch a faster
aircraft ... but if you need to slow down (a dangerous
thing to do in a dogfight!), then climb straight up.
Having trouble lining up your targeting sights on a
more maneuverable opponent? Try slowing down as
you bank; that’ll shorten up your turn radius so you
can keep up with their fancy aerobatics.
Parting Shot
Just remember ... the unpredictable can—and does—
happen up there. A lapse in concentration in a dogfight is fatal, so stay as sharp as a broken bottle in a
barroom brawl. Good luck, Greenhorns!
Numbers
When I was in school, I was lousy at numbers and
math. Fortunately, up in the air you won’t have to worry
about anything like a binomial theorem—but you do
have to have a feel for things in motion, how fast they’re
going, where the heck they are, and where they’re
trying to go.
21
Page 24
The EXPERTS SET THEIR SIGHTS
on TARGETING!
WELCOME TO OUR WEEKLY column on how to sight faster, shoot
straighter, and smoke every pirate that crosses your path! This week,
in addition to the usual tips, we showcase a new gadget our AAW
engineers have found: the spyglass.
EPENDING ON YOUR COCKPIT AND VIEWPOINT
(see “Eyes Wide Open: Views,” this issue, page 24),
D
you’ll have either the lead crosshair sights and the targeting sights or just the lead crosshair sights.
The targeting crosshair shows where the nose of
your plane is pointed.
The lead crosshair accounts for the velocity of your
plane as it twists and rolls. This sight shows where
your bullets will fire.
If the lead and targeting crosshairs line up, you’ll
fire dead ahead.
Lead
crosshair
Targeting
crosshair
SELECTING TARGETS
To select a target or mission objective, use one of
the following commands. (See the back cover of this
issue for complete joystick controls.)
To targetPress
Next enemy or objective
Previous enemy or objective
Nearest enemy or objective
Next allied aircraft
Previous allied aircraft
Nearest allied aircraft
Next non-aircraft target
Previous non-aircraft target
Nearest non-aircraft target
E
SHIFT+E
CTRL+E
W
SHIFT+W
CTRL+W
R
SHIFT+R
CTRL+R
Nearest attacker under crosshairs
Nothing
When you select a target, you’ll
see additional information. If your
target is in your forward field of
view, you’ll see the target’s name.
22
Q
T
Page 25
If you’re close enough, the target is enclosed in
brackets (red for enemy, green for friendly, and blue
for neutral targets and objectives),
making it easier to sight even behind cloud cover.
If the target is not within your
forward field of view, you’ll see the
name of the target, the direction you
need to turn your plane to face it,
and an arrow that points toward the
target.
When you destroy a target, another is automatically selected (if one is available).
The SPYGLASS
Ever wanted to
see who or what
is flying under or
behind you? Now
you can.
The spyglass
is a gyroscopically
stabilized optic
system that displays a magnified
view of your selected target. This enlarged image rolls
along the edge of your windshield, with an arrow that
always points in the direction of your target.
The spyglass system is toggled on and off by press-
SHIFT+S. It automatically shuts off when the
ing
target is out of visual range.
TASTE
ADVENTURE
UNTAMED
W
ITH
C
APPY
G K
AYSAND HIS SILENT SERVICEMEN
EEKLYIN
AIR T
W
THE FUTUREOF
IMES MAGAZINE
FLIGHT
!
!
Tip of
the Week
Only once in a blue moon will you ever be
flying straight in a dogfight. Aim your lead
crosshair ahead of your enemy’s flight path—by
the time your bullets travel the distance between
you and him, his plane will be where you have
aimed!
K E R N H E A V Y I N D U S T R I E S
ZEPPELINS
23
Page 26
EYES WIDE OPEN: VIEWS
IN A DOGFIGHT, if you lose your opponent in a bank of clouds,
the glare of the sun, or a blindspot, it could be over for you
faster than you can say “hit the silk.” Eyes Wide Open is AAW’s
column on strategies to stay aware of everything in the air!
HIS WEEK SOMETHING DIFFERENT: We preview
the view options now standard in all the latest air-
T
craft designs. Boy, have we gotten an eyeful! There
are now some tricks you can pull that you could never
attempt in the old days.
First, you can cycle among a normal Cockpit view,
an Exterior view, and a First Person view by pressing
the
F8 key.
EXTERIOR VIEW
well as most of your instruments.
shows more terrain as
WEISMAN
USED AIRCRAFT
“Aircraft for the OTHER fellow!”
COCKPIT VIEW
FIRST PERSON VIEW
24
has all the traditional gauges but a
somewhat limited field of vision.
is the least
obstructed view.
Page 27
Another view option is the Chase view. Press F7
and your vantage becomes fixed relative to your plane—
you’ll see your aircraft approach and then zoom past
your viewing angle. It’s a great shot for those budding
Hollywood directors!
Finally, you can press L to track a targeted plane.
Your viewpoint will center on this target regardless of
the orientation of your plane. Press L again to get
out of this mode.
In any view, you can look to the side, behind,
above, or below by using the hatswitch on your joystick or the keys on your numeric keypad. Using the
hatswitch or these numeric keys “snaps” your point of
view in the specified direction.
Look
up/left
Look
left
78
45
12
Look up/
left/rear
LookupLook
Look
back
Look up/
right/rear
Look
forward
up/right
9
6
3
-
+
Move
camera
back
Move
camera
closer
Look
right
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If you press the J key in conjunction with the
hatswitch or numeric keys, you will smoothly turn your
point of view in the specified direction. Press the K
key to return to the “snap” look mode.
CAMERA VIEWS
To seePress
Above your plane
In front of your plane
From the left of your plane
From the right of your plane
At any time you can access one of four cameras to
check on how your plane is fairing from the comfort of
the cockpit.
25
F9F10F11F12
Page 28
STUNTS—HOWtoGAIN FAME & GLORY!
WANT PEOPLE TO KNOW YOUR NAME? Want them to point
at your plane—whispering with admiration, or maybe feeling
a touch of fear—as you buzz overhead? How about a few snapshots in the local newspaper? Or do you want the mere flash
of your colors to make even the most notorious pirate think
twice about tangling with you? Then, Reader, you’ve turned
to the right page as we present AAW’s ongoing special fea-
ture on aerial reputation.
OMEM PILOTS
measure their suc-
S
cess by the thickness of
their wallet, the number of
hours logged in the big
blue, or how many tons of
cargo they’ve lifted from
New York to New Orleans.
But for those who know
better, the real measure of
a pilot can’t be held or tallied with a number. The
real measure of your worth
is fame.
You increase your fame by shooting down other
pilots (the bad guys ... not your own wingmen), capturing zeppelins, performing dangerous airborne maneuvers, and other awe-inspiring feats. This week we
explore the “dangerous airborne maneuvers” part of
fame-building.
DANGER ZONES
Danger zones are tight spaces that can challenge
even a seasoned flyer. Keep your eyes peeled for tunnels, narrow canyons, open hangars, and any other
seemingly impossible-to-navigate spaces that will get
you noticed fast when you fly through them!
Your wingmen might have a few suggestions, too,
so listen up. They’ll let you know if you’ve accomplished
a noteworthy stunt.
Another benefit of these danger zones is their ability to remove the competition. Squeeze your plane
through a train tunnel and see if that pirate on your
tail has the guts to follow! He’ll either break off his
attack or learn the hard way that cramped quarters,
blinding speed, and a shaking hand make a lethal combination.
And don’t forget to check the newspapers afterward. Your picture could be splashed across the front
page—or maybe even make a Hollywood newsreel—all
excellent additions to the scrapbook!
The only limits to your fame are imagination ... and
your nerve. So, test yourself, pilots. Live dangerously
or not at all.
26
Page 29
INSTANT ACTION
INSTANT ACTION IS AAW’S FORUM for pilots who want to
tell their own tales of aerial combat.
HERE ARE TWO WAYS TO fly an Instant Action mission. You can
select a story in the Table of Contents, click View Story, scan the
T
details of the mission on the facing story page, and then click FlyMission. Or you can tell your own story by customizing the mission with
the drop-down lists on the story page.
To customize your own adventure, fill in the specif-
ics of your mission, such as number of wingmen, the
planes they’ll fly, location, and the details about your
opponents. Next, check your (and your wingmen’s) guns
and ammunition by selecting Pilot or Wingmen and
then clicking Weapon Loadout.
To customize a plane for an Instant Action story,
click Build Custom Plane at the bottom of the screen.
Finally, click Fly Mission to launch into INSTANT
ACTION!
27
Page 30
MULTIPLAYER GAMES: AN EXCLUSIVE INTERVIEW
with
DR. FASSENBIENDER
DR. FASSENBIENDER IS NORTH AMERICA’S preeminent mechanical whiz, a patent-holder of numerous
generator and engine designs, and best known for his
aviation and autogyro inventions. In this week’s issue,
the good doctor talks with AAW editor Nero MacLeon
about Crimson Skies and shows us how aspiring pilots
can get serious combat experience!
AAW: How does one go about making amultiplayer
Dr. Fassenbiender:
it’s as simple as clicking Multiplayer on the main
menu. Then, establish a network or Internet connection by selecting the connection type you want—MSN
Gaming Zone, LAN IPX or TCP/IP, Internet, or modemto-modem.
connection
To start a multiplayer game,
, Doctor?
MSN Gaming Zone:
must first create a free Zone ID and install the
Zone software. After you’ve done this, enter a
Crimson Skies game room and start playing!
Note: The host of a Crimson Skies game on the
Zone is the first person to enter a game room. For
more information, go to http://www.zone.com/
and click Help.
To play on the Zone, you
LAN IPX or LAN TCP/IP:
With either of these connections
you play on your local area
network (LAN) using an IPX or
TCP/IP protocol.
Internet:
you play on the Internet using a
TCP/IP protocol by entering the
IP address or DNS name for the
computer you want to connect to.
Modem-to-Modem:
connection, you play with two
computers using modems by
entering the phone number of the
computer you want to connect to.
With this connection,
With this
28
Page 31
Players list
Players
buttons
Chat box
Information
window
Message
window
AAW: And if I want to fly my own
plane
?
DF:
Simply click the Build Custom Plane button to
design your own plane from scratch.
AAW: Now I’m ready to
DF:
Yes, you decide to either host a game or join a
game already started by another player. If you click
Host, you’ll be prompted to name the game session,
select an optional password, and set the maximum
number of players allowed in the game.
If you click Connect, you will see a games list
screen. This list can be sorted by game name, number
of players, mission type, environment, or even status.
To update the list, just click Refresh.
After you click a game and then Join Game, you
are asked to enter a callsign for the session, select a
pilot voice, and provide the password if the host requires one.
AAW: So what is this
DF:
This is where players form teams, review the game
settings, or alter them if they happen to be the host,
host
game lobby
or
join
customized
a game?
business?
and communicate with one another before entering a
multiplayer game.
The Players list shows the players’ callsigns in the
current game. The host’s callsign tops the list, followed
by the other players in the order they joined. The numbers next to the callsigns are the players’ ping times in
milliseconds [ed. note: this is the time it takes the game
server to respond to that player]. The boxes adjacent
to these numbers show the players’ status: checked
means the player is ready to enter the game, and not
checked means the player is not ready.
Te a m :
To create, join, or leave a team, click the
Create Team, Join Team, or Leave Team button
(only one is available at any given time, depending
on your current team status).
Boot:
The host may boot any player back to the
games list screen by selecting the player’s name in
the list and then clicking Boot.
Ready:
click Ready. The host cannot start a game unless all
players are ready.
29
When you are ready to enter the game,
Page 32
AAW: How do players
communicate
with other
players in the lobby?
DF:
Communications from other players appear in a
large message window. The text color is the same color
as the player’s name in the Players list. System messages are gray and enclosed in brackets.
Players type their messages in the Chat box. To
transmit messages, they press ENTER or click the
Send button.
AAW: What are these
tabs
on the upper-right
of the interface?
DF:
Here players can choose their planes and ammunition. All players can view the mission options, but
only the host can modify them.
Under Mission Options, the host selects the mission, environment, victory conditions, allowable team
sizes, and details on allowed lives. The host may also
outlaw certain aircraft components and/or ammunition
by clicking Select and filling out the Outlaw Components form. When components have been outlawed,
players are alerted to the changes and all of their planes
are reset to the default selection.
Under Select Plane, plane selection works the same
as for any standard flight check [ed. note: see “Prelude
to Mayhem: A Pirate Briefing,” this issue, page 14]. If
the host allows customized planes, they may be imported from the player’s custom planes directory [ed.
note: see ”Blueprint Blues: Plane Construction Basics,”
this issue, page 12].
Under Select Ammo, players load ammunition onto
their plane. Outlawed rocket and ammunition types
cannot be selected.
AAW: This is remarkable! How do I start?
DF:
Each player must select Ready. When all players
are ready, the host starts the game by clicking Launch!
30
Page 33
(wingspan
1-7/8 inches)
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and the Black Swan but can’t afford the real thing?
Then give these completely accurate solid-cast models
a test flight. Each model is a highly detailed replica of
the fighters flown by the aces of Crimson Skies.
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ACTION! DRAMA!
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PULSE-POUNDING
PULSE-POUNDING
ADVENTURE!
ADVENTURE!
Thrill to the exciting exploits
of Nathan Zachary! Fly the
treacherous skies alongside
Air Action Weekly, a subsidiary of the Atlas World News Conglomerate, is
published simultaneously in eight nations of North America and abroad,
with headquarters in Manhattan, Hollywood, Houston, London, Dublin, and
Paris. The Atlas News staff spans the globe and puts their lives on the line
to bring you tomorrow’s headlines today! We are…
Executive Officers Founder and Editor Emeritus: Jordan “Nose Art” Weisman; Founder and Chief Investigative
Officer: Dave McCoy; Chief Executive Officer: Ed Fries; President: Eric Straub; Director of Business: Stuart Moulder;
Chief Financial Officer: Dave Luehmann; Publisher: Jon “Albatross” Kimmich; Chief Researcher: Jo Tyo; Circulation
Director: Ed Ventura; Logistics Officer: Matt “UncleDaddy” Gradwohl; Chief Operations Officer: Craig Henry.
Operations Staff Editor-in-Chief: Laura Fryer; Regional Sales Manager (North American Nations): Chris Cocks;
Regional Sales Manager (Europe): Peter “Mango” Parsons; Researcher: Tim “Squire” O’Brien; Chief of the FAA: Phil
“Airsick” Knowles; Art Director (London Office): Douglas “Urich” Herring; Typesetting Engineer: Chris “Fonts”
Lassen; Staff Aviator: John “Mongoose” Guyer; Manager, Dept. of Redundancy Dept: Victor “Baron” von Beck;
Union Delegate: Bob “Mr. Wolf” Crocco; Farm Purchasing Associate: David “Auger” Henry; Copy-Boy: Bob
“Beemer” Gutmann.
Foreign Offices Le Grand Chef des Malcontents Somptueux: Anna “Harvey” Farr; Chief of Moscow Operations:
Kazuyuki Shibuya; Chief of Casablanca Operations: Takayoshi Asahina; Chief of Asian Operations: Kazuyuki
Kumai; Chief of British Affairs: Kaoru Ito; Chief of Madrid Operations: Victoria Olson; Manager of International
Translations: Toshio Sato; Chief Travel Coordinator: Yutaka Hasegawa; Special Intelligence Coordinator (Parisian
Office): Laurence Krzemien-Smith.
Dublin Team Chief Controller: Paul Delany; Chief Mechanic: Jonathon Young; Flying Ace: Michael “Mickster” Ivory;
Field Reporter: Suzanne Boylan; Staff Aviator: John O’Sullivan; Wingman: Kerrie Power.
Staff Photographers Combat Photographer/Illustrator: Vic “Fokker” Bonilla; Free-Fall Specialist: Todd Lubsen.
Freelance Photographers Frank Woll, Tom Peters, Lex Story, Edison Girard, Ron “Eagle Eye” Lemen.
Field Reporters John Hudgens (Republic of Texas); Ken Kato (Pacifica); Aaron “Jabroni” Ueland (Lakota Territory);
Dan Foy (People’s Collective); Brennan Priest (Industrial States of America); Kelly Bell (Empire State), Ramon
“Cheezdawg” Romero (Maritime Provinces); Derek Carroll (Atlantic Coalition); Eugene Evans (Dixie); Mike Sartain
(Appalachia); Lane Reichert (Outer Banks); Damien Neff (French Louisiana); Kevin Loza (Free Colorado); Mike
Lyons (Arixo); Mitch Gitelman (Navajo Nation); Heinz Schuller (Utah); Eddie Smith (Hollywood); Sandra Garavito
(Hong Kong); Leon Gor (Hawaii); Heather Carlson (London); John Kane (Paris); Duane Decker (Moscow).
“Adara” Carlson; Commander, Combat Engineering: J.J.J. “None of them stand for Jay” Banchero Jr.; Big Rocket
Expert: Michelle “Battle Angel” Gamboa Stenson; Live Grenade Specialist: Mike Pondsmith; Experimental Aircraft
Pilot: Chris “Blue Max” Chamberlain; Mile High Club Chairman: Dave “Sgt. Skeyle” Blumberg; Scout Pilot: Paul
“Idaho Kid” Reed; Ordnance Preparation: Mark “4AM” Forrer; Arial Recon: Matt “MEGAMAN” Alderman; Test Pilot:
Jim “Stickman” Bosler; Tarmac Crew: Scott “Scooter” Luse; Engine Mechanic: Mark “Nitro” Heinen; Chief Zeppelin
Engineer: David “Big Z” Kern; Weapons Specialist: Russ “Pyro” Phillips; SonoBuoy Deployment Specialist: Mark
Selander; Stress Tester: Stuart “Scribbles” Compton; Hardware Configuration: Paul “Mr. Happypants” Gradwohl;
Nitro Experimenter: Joe “Scrapbook Picture Gluer” Mullenix; Ace Pirate: Steve “Sea Wolf” Kastner; Director of
Disinformation: Stan “Trust Buster” LePard; First Aid Specialist: Jesse Janosov; Hangar Janitor: Brian “Avenger”
Soderberg.
Stunt Team Andy Glaister, Jim “Shaft” Reichert, Chris Hadden, Nigel Keam, Randy Shedden, Melody Litovkin.
Other Pirate Liaison Officer: John “Black Flag” Howard; Saint of Circumstance: Tom “T-man” Sternberg; Art Smug-
gler: Daniel “Treetop Flyer” Dociu; Beverage Specialist: Gary “Reaper” Hinger; Animal Trainer: Graham “Qi-Qi”
Kays; Undercover Operations: Eric “Shifty” Nylund; Bombsight Calibrator: David “Mountain Man” Blevins; Paid
Informant (Hollywood): Eric “Alan Smithee” Trautmann; Special Correspondent to the Black Swan: Dana
“Switchblade” Fos.
32
Page 35
Who Saved Your Bacon?
Who Saved Your Bacon?
ANY GOOD PILOT WILL TELL YOU ...
ANY GOOD PILOT WILL TELL YOU ...
Nose down
WEAPONS & TARGETING
Fire guns
Fire rocket
Cycle guns
Cycle rockets
Target next enemy/
objective
Target next ally
Target next non-aircraft
Target nearest attacker
under crosshairs
Target nothing
Toggle spyglass
VIEWS
Look direction
Cycle views
Access camera
Look
direction
Right roll
SPACEBAR
F3, F4
F5, F6
SHIFT+S
1–9 (numpad)
F7, F9–F12
MANEUVERING
Point nose up
X
Point nose down
Roll right
Roll left
E
W
R
Q
T
F8
Turn right
Turn left
Level out
THROTTLING
Increase
Decrease
Adjust throttle
Activate nitro-
boosters
OTHER
Access mission map
and in-game menu
View all controls
Chat
Chat to team
Double game speed
(single player only)
DOWN ARROW
UP ARROW
RIGHT ARROW
LEFT ARROW
PERIOD (
COMMA (
SHIFT+L
PLUS (
MINUS (
.
+
1–9
N
ESC
F1
GRAVE (
SHIFT+
BACKSPACE
)
,
)
)
-
)
)
`
`
Fire rocket
Fire guns
Left roll
Target nextnon-aircraft
Cycle guns
Cycle rockets
Target nextenemy/objective
Views
Nose up
Turn (rudder twist)
Spyglass
Throttle
NEW “ANGEL Series 3” Flight Control Stick
“ONLY THE FINEST FOR YOUR OUTFIT”
“ONLY THE FINEST FOR YOUR OUTFIT”
M
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