Games PC FLYING CORPS-GOLD User Manual

CHAPTER ONE - GAME OVERVIEW
1.0 Introduction 3
1.1 The Mission Editor 3
1.2 The Game 3
1.3 Scramble 4
1.4 Preferences 5
1.5 Multiplayer 8
1.6 The Campaigns 11
1.7 The Aircraft Cockpit 17
CHAPTER TWO - FLYING
2.1 The Aircraft 19
2.2 First Flight 20
2.3 Combat Manoeuvers Training 21
2.4 Advanced Combat Manoeuvers 23 The Half roll 23 Loop 23 Immelmann Turn 24 Dive and zoom 24
FLYING CORPS GOLD CONTENTS
CHAPTER THREE - TACTICS
Tactics 25 Mannock’s Rules 26 Formations 26 The Approach. 27 Attack 28 The Dogfight 29 Offensive Manoeuvres 30 Defensive Manoeuvres 31 Attacking Two- seaters 32 Shooting 33 Attacking Balloons 35 Ground Attack 35 Archie 36
CHAPTER FOUR - CAMPAIGN HISTORIES
Flying Circus 37
German Markings 42 Jasta 11 42
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FLYING CORPS GOLD CONTENTS
Tank Battle-Cambrai 1917 43
The Jastas 45 Jagdgeschwader 1 45 German Fighter Aircraft at the
Front Nov 1917 46 British Units 46 Cambrai in the Game 46
Spring Offensive 47
54 Squadron 51 German Fighter Aircraft at the
Front Feb 1918 52
Hat in the Ring 53
Rickenbacker and the ‘Hat in the Ring’ Squadron 57
The Jastas 58
CHAPTER FIVE - THE AIRCRAFT IN
5.1 Flyable Aircraft 59 Nieuport 28 59 Spad XIII 60
FLYING CORPS GOLD
Fokker Triplane 61 Albatros DIII 62 Sopwith Camel 63 SE5a 64 Fokker DVIII 65
5.2 Other Aircraft 61 Nieuport 17 & Sopwith Pup 66 1 & 1/2 Strutter & Bristol F2a 67 BE2c & RE8 68 FE2b & DH9 69 Pfalz DIII & Aviatik 70 Rumpler & Halberstadt CLII 71
BIBLIOGRAPHY 72 CREDITS 74 APPENDIX 75 QUICK STA RT 78
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CHAPTER ONE GAME OVERVIEW
1.0 INTRODUCTION
Flying Corps Gold is a simulation of World War 1 aerial combat over France. You can choose to take part in single “scramble” missions or to immerse yourself in one of four major campaigns. Extensive configurable options allow you to customise Flying Corps Gold to give you the style and type of game you require. The aircraft in Flying Corps Gold have been exhaustively researched and are characterised by flight models which incorporate individual characteristics and idiosyncrasies. The game’s artificial intelligence is geared towards First World War tactics, and each computer-controlled pilot is treated as a separate individual with differing priorities and abilities. The dogfights in Flying Corps Gold take place over some of the most detailed terrain seen in a flight simulation, using data taken from period trench maps and actual wartime aerial photography. Flying Corps Gold will take you closer to the front than you’ve ever been before.
This manual is organised into five main chapters and an appendix. This chapter deals with the overall layout of Flying Corps Gold, and all of the options within the game. Chapter Two provides the information to enable you to fly the actual aircraft available in Flying Corps Gold. Chapter Three covers the wide range of tactics you will need to employ as a First World War pilot. Chapter Four details all of the aircraft to be found in the skies while playing Flying Corps Gold. Chapter Five is a detailed historical account of the major air campaigns which are featured in the game. This is followed by a detailed bibliography and game credits. The appendix lists the keyboard and joystick controls for the game.
1.1 THE MISSION EDITOR
The Flying Corps Gold Mission Editor is installed during the installation procedure. Although the Mission Editor is a Windows 95™ only application, missions and Campaigns can be saved for future play with both the Windows 95™ and the DOS version of
CHAPTER 1 - GAME OVERVIEW
the game. For full instructions on how to use the Mission Editor, refer to the on-line manual which is activated in the Help menu within the Mission Editor.
1.2 THE GAME
To install and load Flying Corps Gold refer to the installation and loading instructions in the separate TECHNICAL SUPPLEMENT. The game begins with an animated title sequence. Should you not wish to view this, press the space bar to leave the title sequence and progress to the options screen.
The Options Screen
The options available at the start of the game are displayed on the options screen:
Preferences
Preferences allows you to set up all of the detailed game characteristics ranging from your joystick and sound settings to precise characteristics of the aircraft you will be flying. This feature is also available in-flight.
Scramble
The Scramble option gives you the choice of a number of single missions ranging from a simple ‘first flight’ to more complex stalking manoeuvres. This is the ideal entry into the game, and it will teach you how to survive more complex missions.
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CHAPTER 1 - GAME OVERVIEW
Campaign
Campaign is the option which leads you to one of four major campaigns, which will provide the most severe test of your strategic skill and mettle. This is the heart of Flying Corps Gold.
Load Game
Load game allows you to retrieve a previously saved game, which may be stored on your hard disc.
Quit
Quit will end your session of Flying Corps Gold, after you have verified that you wish to exit, and return you to DOS or Windows.
Multiplayer
Multi player allows you to play Flying Corps Gold with someone else, but is an option only available to players who are running Flying Corps Gold under Windows 95. See section 1.5.
Credits
Credits takes you to the game credit screen. Selections can be made by highlighting an option with
the mouse pointer and clicking with the left mouse button, or moving the highlight with the up or down cursor key and pressing the Enter key. All selections in Flying Corps Gold can be made using either mouse or keyboard.
The preferences, scramble and campaign options are now discussed in more detail. In order to allow you to make a quick start the next section, part three, deals with the scramble option. The full range of available preferences are detailed in part four, and details of the campaign elements of the game are supplied in part five. Part six provides a schematic description of the aircraft cockpit.
1.3 SCRAMBLE
If you wish to get straight into the action select Scramble. Here you will find and fly small individual missions.
First of all, you are presented with a list of the flyable aircraft in Flying Corps Gold. Each aircraft has its own unique set of characteristics, and are described more fully in Chapter Five of this manual. Select the aircraft you wish to fly using the mouse or keyboard. The screen then displays the full choice of available scramble missions.
First Flight
This is the simplest scramble mission. The aim is to take off from your airfield, climb to 2000 feet and fly a complete circuit around the airfield. Land and come to a halt in the centre of the field. Chapter Two has a section which deals with how you should approach this first flight.
Follow Leader
Starting in the air, follow your leader as he performs a series of manoeuvres designed to throw you off his tail. You need to stay with him for about 3 minutes.
Turkey Shoot
Dive on to the tail of a novice pilot who is flying a straight and regular course. He presents a perfect target but he might turn if he spots you.
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One on One
Your opponent will pass on your right,heading in the opposite direction. The aim is to get on his tail as rapidly as possible.
Ground Attack
Fly low and disable tanks on the ground with your bombs. A truck convoy and an observation balloon present further ground targets.
Squadron Encounter
Lead your squadron of three flights against a large enemy formation that is rushing towards you.
Stalking Prey
Your flight is above and to the rear of an enemy flight that is unaware of your presence. Stalk your prey and draw close enough to make a surprise attack.
First Patrol
Lead two flights of three aircraft on a patrol of the front lines.You must be able to identify and respond to possible threats.
Quit
Takes control back to the main options screen.
1.4 PREFERENCES
You may alter your game preferences on the main options screen, or while you are flying - in which case you must press the F12 key. The preferences screen displays a number of icons which you can select:
CHAPTER 1 - GAME OVERVIEW
Joystick icon: Joystick setup
This allows you to configure Flying Corps Gold to suit your analogue control system.
The coolie hat and throttle controls are provided on a number of advanced joysticks and the following options apply to the CH and Thrustmaster products.
If you are using a stick that is plugged into a separate programmable throttle then the coolie hat should be programmed using the software provided by the throttle adaptor manufacturer. In these circumstances the Flying Corps Gold Coolie Hat option should be disabled.
If you are using a stick fitted with a coolie hat and if the stick is plugged directly into the games port, then you should enable the Flying Corps Gold Coolie Hat option.
After you have chosen your desired setup the in-built calibration system will start. Follow on-screen instructions to set up the control system.
Aircraft on grid icon: Aircraft setup
This sets the flight preferences and therefore allows you to adjust the realism and difficulty levels of the flight model. Flight Preference Options are:
Torque effects
When enabled, the rotating propeller will affect the flight model.
Wind
When enabled, wind will affect all aircraft.
Gyroscopic effects
When enabled, this will allow the gyroscopic effects of rotary engined aircraft to affect the flight model. In all of the rotary engined aircraft featured, the gyroscopic effect is clockwise from the pilots seat perspective. See Chapter Two, which describes the gyroscopic effects in more detail.
Slipstream effects
When enabled, the slipstream from the propellor will affect the airflow over the aircraft’s lifting surfaces.
Joystick
Aircraft
on grid
Torque
Effects
Wind
Gyroscopic
effects
Slipstream
effects
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CHAPTER 1 - GAME OVERVIEW
Co-ordinated rudder
When enabled, the rudder will be controlled in harmony with the stick, making flight easier. Disable if you have rudder pedals or you want a more realistic
Co-ordinated
rudder
Power boost Ground
Spinning
collisions
Two aircraft Limited Arms
Vulnerability Spinning
Decelerate
Trigger
Bomb Weight
Compass
Padlock
Blackouts
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response.
Spinning
Disabling the option will reduce the chance of your aircraft spinning if mishandled.
Power boost
When enabled, the engine of your aircraft will be more responsive and powerful, making flight easier.
Ground collisions
When enabled, collision with the ground will damage or destroy your aircraft.
Two aircraft icon: Difficulty options
The following options set the level of game difficulty when playing Flying Corps Gold.
Limited Arms
When enabled you will be able to carry approximately 500 rounds. Otherwise your ammunition is unlimited.
Vulnerability
When enabled you will be vulnerable to enemy fire.
Spinning Compass
When enabled, the flight compass will behave more accurately when the aircraft is turned violently - the compass will spin, and will only return to equilibrium in level flight.
Decelerate Trigger
This setting is relevant after using the time acceleration TAB key during the game.
When the trigger is set to combat, your aircraft will drop back into real time when you are directly threatened and enemy aircraft can fire at you. Enemy aircraft will also be more aggressive and will not try to escape. Use this setting when you want fast and furious action.
If the trigger is set to tactical, then real time is reset much earlier in the encounter. This will give you time to engage the enemy at a tactical level and allow you to gain height or manoeuvre, so that you may be able to achieve tactical dominance. Enemy aircraft will be more cautious and act more realistically. For instance, they may turn tail and run! Use this setting for additional realism.
Padlock
Padlock refers to the locking of head movements from within the cockpit, or locking the viewing angle if you are using an outside view.Two types of padlock are supported:
Only when visible:The enemy aircraft must be in view before the padlock can be initiated. This is the more realistic option.
In visible range: You will be able to initiate a lock when an enemy is within visible range. It is not necessary to have the enemy in view to initiate the lock.
Bomb Weight
When enabled bomb weight and drag affects the performance of the aircraft.
Blackouts
When enabled the pilot will temporarily blackout after pulling a high ‘g’ turn.
Whiteouts
When enabled there will be a whiteout when you look into the sun.
Auto Pilot skill
This refers to the AI settings of your computer opponents and therefore affects the skill level of opposing pilots. Possible setting are novice, regular, ace. In the game, each enemy pilot can have a different skill level. By selecting novice,you will force the range of skills encountered to be low. Alternatively, selecting ace will mean that the range of skills you encounter will be relatively high.
Target size
Altering this setting affects the accuracy of your guns. Possible settings are small, regular and large. The smaller the target size the more realistic the setting.
Treble clef icon:Audio Volumes
These options enable you to customise your audio output:
SFX
Allows you to adjust the volume of in-game sounds such as gun noise and explosions.
Engine
Allows you to alter the level of engine noise. The engine level is also affected by the SFX level.
Film
This controls the sound channel for the animation sequences.
Musical note
This controls the volume of music in the game.
Rectangular icon: Graphics Options
Adjusting the graphics parameters alters the way your hardware will perform during the course of a game.
The most significant performance factor is resolution. Only attempt to run Flying Corps Gold at the highest resolutions if you have fast and up-to-date hardware. Experiment with the settings that provide the best compromise between frame rate and detail level.
In Flying Corps Gold it is possible to set the preferences and difficulty options in a great variety of different ways. Player are encouraged to experiment with the settings to produce a customised version of Flying Corps Gold which best suits their style of play.
CHAPTER 1 - GAME OVERVIEW
Cake Icon: Extra Switches
These are additional switches that allow you to customise the game difficulty, game play and aircraft behaviour.
Gun Jams Enabled/Disabled Translucent Smoke Enabled/Disabled Blackout when Injured Enabled/Disabled Mid Air Collisions Enabled/Disabled
Peripheral Vision Markers Enabled/Disabled
When this option is enabled a number of markers will be drawn in the 3D to indicate the position of any aircraft that lie just outside the field of view ( just off screen). In addition, when the option is enabled and you are on an inside padlock view a wireframe aircraft is drawn overhead. This wireframe gives orientation information that is supplied by the “seat of the pants” in real life.
Priority Messages Enabled/Disabled
If disabled messages within the 3D will not appear.
Healed Pilots to Reserve Pool Enabled/Disabled
AI Pilots Sometimes/Always use Complex Model
If AI pilots always use the complex model, both player and computer controlled aircraft will conform to the same aerodynamic constraints.
Stick Stiffness Enabled/Disabled
Pause on entering 3D Enabled/Disabled
When enabled press P to unpause the 3D.
Auto Inside/Outside Padlock Toggle
When this option is enabled and you are on an inside padlock view, the camera will automatically switch between the inside and outside padlock views. The switch to outside occurs when the tracked aircraft gets behind you. The switch to inside occurs when the tracked aircraft is in front of you.
Whiteouts Auto pilot
Target size
skill
Treble clef
SFX Engine
Film Musical note
Rectangular
icon
Cake
icon
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CHAPTER 1 - GAME OVERVIEW
PREFERENCES AND DIFFICULTY SUMMARY
The Beginner Ultimate realism
Torque effects disabled Torque effects enabled
Wind disabled Wind enabled
Gyroscope effects disabled Gyroscope effects enabled
Slipstream effects disabled Slipstream effects enabled
Co-ordinated rudder enabled
Spinning minimised Spinning enabled
Power Boost enabled Power Boost disabled
Ground collisions disabled Ground collisions enabled
Limited arms disabled Limited Arms enabled
Vulnerability disabled Vulnerability enabled
Spinning compass disabled Spinning compass enabled
Decelerate Trigger Combat Decelerate Trigger Tactical
Initiate Padlock if target is Initiate Padlock only within visible range when target visible
Bomb weight & drag disabled Bomb weight & drag enabled
Blackouts disabled Blackouts enabled
Whiteouts disabled Whiteouts enabled
Autopilot skill : Novice Autopilot skill :Ace
Target size:Large Target size: Small
Gun Jams: disabled Gun Jams:enabled
Tail Heaviness:disabled Tail Heaviness:enabled
Mid air Collisions: disabled Mid air Collisions:enabled
AI pilots sometimes AI pilots always use complex model use complex model
Stick Stiffness: disabled Stick Stiffness:enabled
Auto inside/outside Auto inside/outside padlock: enabled padlock: disabled
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Co-ordinated rudder disabled
1.5 MULTIPLAYER
This option allows players to host or join a multiplayer game. Multiplayer only works using the Windows 95 version of Flying Corps Gold.
Selecting a service
Firstly, select a service provider. A box will appear containing a list of services that your machine supports. Select the one you wish to use by clicking on it and then click on the 'select service' option to confirm. See below for details of starting Wireplay games.The various services supported are:
•IPX Connection (Network play) - Max players 8
•Internet TCP/IP Connection - Max players 8
•Modem Connection - Max players 2
•Serial Connection (Null Modem) - Max players 2
Once a valid service has been selected you will be asked if you wish to create (host) or join a game.
Creating a game
• IPX Connection & Internet Connection
Click on the create game option. You will then be asked to enter your name. Type in your name and click on the tick icon. From here you will go to the pre-game preferences screen.
• Modem Connection
Click on create game option and enter name as above for IPX and Internet. A Windows 95 dialogue box will then appear allowing you to configure your modem if required and to wait for the other player to join. When you have selected your modem setup click on the answer box. When the other player has dialled you, you will be taken to the pre-game preferences screen. When selecting the speed of your modem, select the speed equal to or one higher than your modem’s fastest speed.
• Serial Connection
Click on create game option and enter name as above. A Windows 95 dialogue box will then appear requesting your serial connection settings. Use the highest baud rate with which you can create a session: 115200 baud or higher is a good rate, 57600 is acceptable. Click on OK to confirm your selections and you will be taken to the pre-game preferences screen.
Joining a game
• IPX Connection Click on the Join Game option. A list of network
games available will appear. Select the one you wish to join by clicking on it and click on Join Game again to confirm your choice. You will then be asked to enter your name and be taken to the pre-game preferences screen.
• Internet Connection Click on the Join Game option. A Windows 95
dialogue box will appear asking you for the name, or IP address of the computer that is hosting the game. Enter the address (if known) and click on OK. If you do not know the name of the host, leave the text box blank and click on OK. After a short period a list of games available will appear. Click on the one you wish to join and then click on Join Game again to confirm. You will then be asked to enter your name and be taken to the pre-game preferences screen.
• Modem Connection Click on the Join Game option. A Windows 95
dialogue box will appear asking for the number of the host of the game. You may also configure your modem at this stage (see creating a game using modem). Enter the phone number of the host and click on OK. Your computer will then attempt to connect with host. Once connected a list of available games will be shown. Select the one you wish to join and click on Join Game again to select.You will then be asked to enter your name and be taken to the pre­game preferences screen.
• Serial Connection Click on the Join Game option.A Windows 95 dialog
box will appear requesting your serial connection settings (see creating a serial game above). Once you have selected your settings click on OK to confirm.A list of available games will appear. Select the one you wish to join by clicking on it and then confirm your selection by clicking on Join Game again. You will then be asked to enter your name and be taken to the pre-game preferences screen.
CHAPTER 1 - GAME OVERVIEW
• Wireplay Games To play using Wireplay you must first connect to a
Wireplay server using a Wireplay client. Details of how to do this will be available from the Wireplay client. Once a Wireplay game has begun you will be taken to the pre-game preferences screen. Wireplay Flying Corps Gold supports a maximum of 8 players.
The Pre-Game Preferences Screen
This screen is used to select all the preferences and options that will be used during the game. It also shows the status of other players and their accumulated score from previous games. You may communicate with other players at this stage by moving the mouse pointer over the dialogue section and typing in a message. Pressing return will send this message to other players.
Selecting the game duration
Only the host may change the game time.This is done by clicking on the clock icon. The available durations are 5 mins, 10 mins, 30 mins and 1 hour.
Selecting the game scenario
Only the host may change the game scenario. This is done by clicking on the map icon. There are two main types of game: Deathmatch and Teamplay. Each has three different starting types:
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CHAPTER 1 - GAME OVERVIEW
Random: All players start off facing in a random direction and with different heights
Implode: Players start off in a circle facing inwards towards each other.
Explode: Players start off in a circle facing outwards. In deathmatch play all players fight against
everybody else. In teamplay, teams are determined by aircraft type, german vs allied. Each team is represented by a different colour on the preferences screen.
Selecting your aircraft and colour scheme
All players may change their aircraft type and colour schemes. This is done by clicking on the paint can icon.
Selecting game preferences
To make the game fair, all options that affect aircraft handling and game difficulty are controlled by the host. Other options may be altered by any player.
Starting the game
Once everybody is ready the host may start the game by clicking on the large Flying Corps icon in the top right of the screen.
Leaving the game
To leave the preferences screen click on the cancel icon.
Multiplayer in-game keys
S: Resurrect.When you have been dead for 5 seconds, you may press S in order to resurrect yourself. An explosion will occur to notify other players that you have done so.
Q: When you have been killed you will spiral upwards in a regeneration phase. Once the view has gone in­cockpit, pressing Q will give you back control. The spiral will continue up to 10000 feet, or 2000 feet
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above the highest other aircraft, whichever is the lowest.
General Notes
It is best for the host to have the fastest machine available due to overheads managing the game.
In non-wireplay games when the host leaves the game, that game ends and all players will be taken back to the pre-game preferences screen. If the host exits from the preferences screen all players will be taken back to the main game menu.
Changing game type from deathmatch to teamplay will wipe the scores as these are no longer appropriate.
In teamplay F/Fire stands for friendly fire. You will not be credited with a kill for killing your own team members.
In some cases a service provider may be listed but is not usable for a game. This is because parameters related to that service are not set up correctly. For example, to use Internet TCP/IP your computer will require a valid IP address setting.
If you have been shot up or are out of ammo, landing will regenerate your aircraft to full health/ammo and put you into a resurrect spiral.
When the host is in the paint-shop or preferences screens other players will be unable to join. The host must be at the pre-game preferences screen for other players to be allowed to join.
How to get the most from your Preferences settings
On entering 3D flight you will be inside the cockpit. Press TAB and the aircraft will fly in accelerated time along the patrol route.When the enemy are very close the aircraft will drop out of accelerated time. Toggle the i key to get the full help text across the top of the screen. Switch to outside view (F6) and padlock to the nearest unfriendly aircraft (F1). The nearest enemy aircraft will be moved to the centre of the screen. Maneuver your aircraft so that it is pointing at the enemy (i.e. away from you). Switch to the inside cockpit (F7) view. Note that switching between outside and inside view does not alter the padlock status, so you are now on an inside padlock view. If you cannot keep the enemy in sight then switch back to the outside view. Keep flying until you are on the enemy’s tail and can shoot him down. If you are still having difficulty then change some of the Preference options: for instance set Target Size to ‘large’ and Auto Pilot Skill to ‘novice’.
For a more realistic game,consider enabling all of the Preference options except Power Boost and Co­ordinated rudder. Set the Decelerate Trigger to ‘tactical range’. This will result in accelerated time being turned off just before enemy aircraft are visible. This will make it possible to stalk the enemy and maneuver into a position of advantage before launching an attack. Set the Initiate Padlock View to ‘only when target visible’.The computer will now only padlock onto a target that has already appeared on the screen. This is quite realistic as experienced pilots tend to stay aware of previously spotted aircraft and keep them in view.
For the most realistic play, read your mission brief and go to the map screen. Plot the waypoints onto the paper maps provided. When flying do not use accelerated time, but navigate your aircraft along the patrol route using your map, looking out for important landmarks to ensure that you are still on course. Stay in the cockpit,using the number pad keys to look around. Constantly search the sky and when
CHAPTER 1 - GAME OVERVIEW
an enemy aircraft is spotted attempt to stalk it so that a surprise attack can be launched. Only use the Padlock View once the enemy has been spotted. When you have initiated combat you should endeavour to maintain the element of surprise as fighting from the cockpit requires considerable skill.
Joystick users should note that joysticks with four or more buttons can emulate some of the important view functions, and that a coolie hat can be used for rotating the view.
There are four campaigns in Flying Corps Gold.
In this campaign you play the part of Lothar von Richthofen. On May 1st, 1917, Manfred, your illustrious older brother goes on leave having scored 52 victories, goes on leave, and places you in command of the celebrated Jasta 11.
You already have 16 victories to your credit but your objective is to exceed Manfred’s score before he returns in June.To accomplish this you will not only have to shoot down enemy aircraft but also lead the squadron successfully, ensuring that morale remains high and that crack pilots apply to come and fly with you. You will be presented with a variety of typical fighter missions and must be wary of the ‘anti Richthofen’ unit, the crack 56 British Squadron, which has just arrived at the front.
This is a good campaign for learning the basics of squadron management and for perfecting your
1.6 THE CAMPAIGNS
FLYING CIRCUS
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CHAPTER 1 - GAME OVERVIEW
dogfighting skills. Your aircraft is the Albatros DIII, which is superior to most of the enemy machines that you will encounter. You are allowed to take an unhistorical option and use a Fokker Triplane instead of the Albatros if you wish.
THE BATTLE OF CAMBRAI
In this campaign you take on the role of a German pilot based at the forward airfield of Flesquieres.The British have just launched a surprise attack, spearheaded by a large number of tanks. These are already approaching your airfield when the campaign starts.
Your first objective is to escape in your Fokker Triplane and delay the British advance while your ground crew retreat to the rear base at Proville.To win the campaign you must halt the enemy tanks and stop the British reaching Cambrai.
Tanks can be destroyed by bombing or by shells fired by field guns. You must therefore attack the British forces as they advance whilst protecting your own ground troops from enemy aircraft and artillery.
This is a good campaign for planning missions on the map, attacking ground targets and prioritising efforts against the greatest threat. For instance, if there are tanks approaching Cambrai, they must be dealt with as a matter of urgency. If German field guns are being lost, it may be necessary to fly in their support against British aircraft or artillery. Attacks against British supplies will slow the ground advances and raids against British airfields can be initiated in order to reduce the enemy air threat.
History has been slightly altered in the presentation of this campaign to allow us to place more emphasis on air operations. The weather is better than it was - in the actual battle it was foggy - and your Jasta is equipped with the Triplane. Historically this aircraft was grounded at the time after a series of fatal crashes.
SPRING OFFENSIVE
In this campaign you are a new British pilot who arrives at 54 Squadron in February 1918, just prior to the massive ground offensive which the Germans launched in March. The Germans were attempting to
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win the war before the Americans reached France in strength. You will need to prove yourself quickly, and your objective is to help to halt the German advance and qualify for command of your own squadron.
Initially you will take part in training missions before flying over the front to undertake balloon busting and other strike missions. When the German offensive starts, you fly a variety of close air support missions. The aim of the campaign is to weaken the German forces so that, when they launch their last effort to take Amiens,they cannot break the British defences. During this last effort you will be involved in the first ever tank versus tank battle.
This campaign features a wide variety of missions. Your first mission is in the SE5a; thereafter you will fly the Sopwith Camel. Once you become squadron leader you can choose which of these aircraft to fly.
HAT IN THE RING
In this campaign you play the part of Eddie Rickenbacker. Your objective is to equal or exceed his achievement of scoring 26 victories and becoming leader of the 94th ‘Hat in the Ring’ Squadron. Rickenbacker finished the war as America’s ‘Ace of Aces’ and won the Congressional Medal of Honor.
In this campaign, the German Army is being driven back by Allied attacks but the German Air Service is still a formidable foe - especially since the crack fighter units have been grouped into Jagdgeschwaders and issued with the Fokker DVII, possibly the best all round fighter of the war.
This campaign features the Nieuport 28 and the Spad XIII as the flyable aircraft.
GETTING STARTED IN A CAMPAIGN
To start a campaign choose Campaign from the options screen. Click on the large arrows to cycle through the four campaigns available. Once you have chosen the campaign you wish to play, confirm your choice by selecting the Medal icon.
The Introductory Campaign Screen
This screen presents you with a basic overview of the campaign on a clipboard. On the right hand side of the screen there are a number of icons which can be selected:
Gunsight
Select this to review the campaign objectives.
1st
Displays the briefing for the first mission.
Pencil/Paper Enlist
Allows you to enlist for this campaign.
Medal
Select this to start the campaign.
Arrow & Cross Return to the previous screen.
Selecting the medal will start an animated sequence. When this finishes you will find yourself in the cockpit flying the first mission of the campaign. The animated sequence can be terminated at any time by pressing the space bar. At the end of a campaign mission you will be given a report on what occurred. Select the TICK to continue the campaign. This will lead you to the main campaign screen.
The Main Campaign Screen
This screen allows you to decide how to conduct the
CHAPTER 1 - GAME OVERVIEW
rest of your campaign by letting you select missions, alter your squadron formations, read news events and examine mission maps. On the top right of the screen there are a number of selectable icons:
Medal
Select this icon to fly the currently selected mission. You will start the mission in the cockpit of your aircraft. At the end of the mission you will be given a summary of what occurred.
Mission Selection
The method of selecting a mission is different in each of the campaigns.
In the Flying Corps Gold campaign, the Left/Right arrows can be used to cycle through the three areas to patrol: Arras, Cambrai and Douai. Douai patrols are behind friendly lines and are therefore the easiest. The Cambrai area will be the most difficult because it is patrolled by the 56 squadron.
In Hat in the Ring campaign you will have no choice initially in selecting missions. Once promoted you will be able to choose which type of mission you wish to fly - balloon busting, escort, patrol or roving.
In the Spring Offensive campaign your missions are determined for you.
The Cambrai campaign requires you to plan your mission by positioning waypoints on the map.
Shield
Selecting the shield brings up the squadron information screen and preferences screen. Squadron information is where you plan the details of your mission. This allows you to ensure that the squadron is using a suitable formation for the mission, that the correct pilots are assigned and that they have been issued with necessary orders.You can also access the Paintshop, where you can assign markings and insignia to the aircraft under your command.
News
Selecting this icon brings up news about events
Gunsight
1st
Pencil/Paper
Enlist
Medal
Arrow &
Cross
Shield
News
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CHAPTER 1 - GAME OVERVIEW
occurring in your area. This can give useful information on local enemy activity.
Map
Select the map icon to see a map of your local area.
Map
Arrow/cross
Medal
Computer Joystick
Paintpot Shield
Arrow
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Disk
Use this to obtain information about your patrol route, ground targets and balloon activity. In the Cambrai campaign you will need to use the map to plan your missions.
Disk
Selecting the disk allows you to save the game to a specified drive or directory.
Arrow/cross Quit the current campaign
Selecting either the shield icon or the map icon takes you to further screens which allow you to configure the setup of your squadron or plan the campaign using a mission map. These further screens are now discussed in more detail.
The squadron screen
This screen is accessed by selecting the shield icon on the main campaign screen. There are a group of selectable icons in the top right corner of the squadron screen:
Medal
Selecting this icon takes you directly into flying a mission.
Computer
Select to adjust difficulty settings and to configure sound and control devices.
Joystick
Select to configure the controls on your joystick.
Paint Pot
Selecting this icon takes you to the Paintshop, where you are able to assign individual colours and markings to your squadron’s aircraft.
Shield
This icon transfers you to the squadron information screen, and allows you to configure squadron formations and select personnel. You will be able to
assign aircraft and pilots for today’s mission, set the formation to be used and issue the pilots with their instructions.
Disk
Select this icon to save the game.
Arrow
Returns control to the main campaign screen Selecting the shield icon leads to the squadron
information screen:
The squadron information screen
There are a number of selectable icons in the top right of the screen:
Right/Left Arrows
Select the arrows to view the possible squadron formations for your next mission. The formations are shown as flights on the main part of the screen, with each flight of the squadron in a separate box. Select the shield icon if you want to change the number of aircraft or pilots in the flights. You can change the formation by clicking on the right/left arrows on the top right of each flight formation box.
Shield
Select the shield if you wish to transfer to the flight assignment screen, which allows you to select pilots for today’s mission and to issue new pilot orders.
Arrow with Cross
Select this icon to return to the previous menu without accepting any squadron changes.
Arrow
Select this icon to confirm any squadron changes you may have made, and go to back to the previous menu.
The orders for each flight are displayed in a grid at the bottom of the screen. Any order can be changed by selecting it. A clipboard will appear and new orders can be chosen.
SQUADRON PLANNING AND PILOT ASSIGNMENT SCREEN
On this screen you can view the pilots in your squadron and their current assignments. Pilots are attached to A, B or C Flight (or Staffel) or are unassigned in the reserve. New pilots appear during the course of a campaign, and their quality will depend on the morale of your squadron. The higher the morale, the better the quality of the new pilots arriving. Many of the areas on this screen are selectable:
Pilot slots
Each named pilot occupies a slot within one of the four flight boxes. You can move pilots within flights, to a different flight or to and from the reserve. Select the pilot you wish to move and then select the slot to which you wish to move him. If that slot is currently occupied
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by another pilot then they will swap positions.
Flight select
Select or deselect an entire flight (or staffel) by selecting the tick/cross in the left hand corner of the flight’s box. This will determine whether or not the flight will take part in the next mission.
Pilot select
Select or deselect a pilot by clicking on the left hand column to the left of his slot. If a pilot is selected then his numbered plane will appear in the flight’s formation box in the centre of the screen.
Flight arrows
Select the left/right arrows on any flight box to view the names,skill level, position and orders of each pilot in the flight. Select the left arrow once to view information on the pilot’s morale, character, skill and current number of kills. Select a second time to view details on a pilot’s position in the current formation. You will be given his range from the flight leader, bearing from the leader and altitude difference. Select a third time to bring up the current orders assigned to the pilots in the flight. Select the orders to display a clipboard which lists the orders which may be issued. Click on the order you wish to give to the pilot. Note that you cannot assign orders to the flight leaders.
Formation arrows
Select the left/right arrows on the small formation box of each flight to cycle through the different combination of available flight formations.
Tick
Select the tick when you have completed your squadron planning.
It is important that you assign individuals correctly. Poor planning will lead to increased losses and this will have a detrimental effect on the moral of the pilots in your squadron. It is usually unwise to assign a rookie pilot to a rear or exposed position as this will put the pilot in extra danger. On the other hand you
Shield Staffel /flight
Arrows, +/- in
circles
arrows
Aircraft over
double arrows
Tick Aircraft
Top wing
Rudder &
engine cowling
Bottom wing Fuselage
Elevators
Head/Eagle
insignia
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CHAPTER 1 - GAME OVERVIEW
Waypoint
German airfield
Allied airfield
Field artillery
Important bridges
Active balloons
Tank depot
Tank convoy
Supply dump
Command centre
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might wish to have your most experienced pilots next to you! Make sure that you have a clear understanding of the mission objectives as this will indicate the difficulty of the mission and therefore the strength of the squadron required to accomplish the task.
Paintshop screen
Select the paintpot on the Squadron screen to visit the Paintshop. As it’s name suggests, it is where you can decorate your squadron’s aircraft. It is essential that friendly aircraft and their pilots are swiftly identified. Without radios the best way of facilitating this is to give each pilot an aircraft with a unique marking. At the top right corner of the screen there are a number of selectable icons:
Shield
Selecting the SHIELD causes all aircraft in the current flight or squadron to be painted in the leader’s colours. This icon is disabled if the current pilot is not a flight or squadron leader.
Staffel/Flight arrows
Select the arrows opposite the name of the staffel or flight to toggle through the flights.
Pilot arrows
Select the arrows to cycle through the individual pilots of the chosen flight.
Arrows,+/- in circles
Select this icon to rotate and zoom the view of the aircraft in the paintshop.
Aircraft over double arrows
Select the aircraft icon to change the aircraft type in the paintshop.
Tick
Select the tick to confirm your paintshop orders. Down the right hand side of the screen, underneath
the above icons, there are further selectable icons which indicate features that can be cycled by selecting the up and down arrows next to them:
Aircraft
Selects the eight overall paint schemes for the entire aircraft.
Top wing
Selects the colour scheme for the top wing only.
Rudder & engine cowling
Selects the colour scheme for the engine cowling on rotary aircraft or tail fin if stationary-engined.
Bottom wing
Selects the colour scheme for the bottom wing.
Fuselage
Selects the colour scheme for the fuselage.
Elevators
Select the colour scheme for the elevators.
Head/Eagle insignia
Select the individual insignia for fuselage markings.
THE MAP SCREEN
The map screen is accessed from the main Campaign screen, and displays waypoints and the course of your flight path. The flight path is displayed as a line joining the waypoints. Each map screen also displays information about strategically important Allied and German facilities and munition dispositions. The symbols you will find on the map screens are as follows:
Each of these symbols will highlight when underneath the pointer. If the symbol is in a square box then it is a German feature, if in a circle then it is an Allied feature.Selecting any symbol will open a dialogue which gives further information about the feature as well as its map location.
The map screen is especially useful during the Tank Battle Campaign, where it must be used to alter your patrol route by clicking on the waypoints shown and dragging them across the map to the position required. You can drop the waypoint icons on top of other icons on the map.The waypoint action will then change from patrol to attack, and your Jasta will attack the item represented by the icon. When attack waypoints are set, it is possible to use the F3 key during flight to padlock on to the target.
Note that you will have to attack ground targets in this campaign to make maximum impact on the course of the ground fighting.To gain information on the current status of ground units, select them with the pointer.
In the Flying Circus, Spring Offensive and Hat in the Ring campaigns, the waypoint positions cannot be altered. However selecting a waypoint will lead to further information about that point. Click on the buttons on the panel in the top right of the map to gain additional information on places of interest, such as the locations of active balloons and the location of airfields and bridges.
1.7 THE AIRCRAFT COCKPIT
Players should note that not all cockpits have the same instruments.
To receive further information on your aircraft’s flight status press the i key. There are 3 levels of information which may be obtained by pressing the i key consecutively three times. Pressing it a fourth time will remove all information from the screen.
Pressing i once gives stall warning lights (your aircraft is in danger of stalling if either of these lights is not green), current altitude (height above ground), current bearing (course), machine gun ammunition left, bombs remaining and current thrust (or rpm).
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Pressing i again gives tactical information (where your target is for instance).
Pressing i the third time gives information on the current view selection being used.
ALTIMETER
RPM SLIP INDICATOR
FUEL
COMPASS
SPEED
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CHAPTER TWO - FLYING
2.1 THE AIRCRAFT
Of the many aircraft featured in “Flying Corps Gold”, six can be flown by the player. These six have been chosen to represent the two main types of aircraft available towards the end of the war. The rotary engines group, which includes the Sopwith Camel, Fokker Triplane and Nieuport 28, were highly manoeuvrable and agile. However, when compared with the stationary engined group, they were slow and underpowered.
The stationary engined group,which is represented by the SE5a, Albatros D3 and Spad 13, were high performance aircraft with high speeds and good sustained climbs.These aircraft were relatively stable in flight and were generally easier to control than rotary engined aircraft.
The rotary engine was very temperamental and vulnerable to mistreatment. For instance, an aircraft fitted with a rotary engine could not be left to tick over. To avoid “meltdown”, the aircraft had to be airborne within minutes of ignition.
Fuel delivery on the rotary engine was complicated. The pilot had to balance the air and fuel intakes and even then there was not a great range of control. In fact, on the early rotary engines the pilot had a blip switch: he could choose between no power and full power. In Flying Corps Gold we have provided a straight forward set of controls for power. It can be changed in steps of one or ten percent. In addition, by using the comma (0% thrust) and fullstop (100% thrust) keys, it is possible to “blip” the engine.
However it was not just the fuel delivery system that made the rotary engined aircraft difficult to master. The huge mass of the engine rotating at high speed gave rise to very large gyroscopic effects which forced the aircraft to nose down in right turns and nose upwards in left turns. These large gyroscopic forces caught many inexperienced pilots by surprise and were the cause of many fatalities during training.
Fortunately in Flying Corps Gold you will not have to deal with the gyroscopic effect when doing your initial training. The default aircraft model is fairly neutral and, to some extent, it behaves like a modern single prop two-seater. There are some differences though. For instance, in the default model even slipstream and torque effects are turned off. Also, because World War One aircraft were tail heavy, you will find that at the beginning of a mission you will need forward pressure on the stick to fly level. Generally this tail heaviness weakens during the course of a mission as fuel usage gives rise to a shift in the centre of gravity.
To see the range of effects that can be introduced into the flight model, select Preferences from the main menu and then choose the “aircraft on a grid” icon. Some effects are more apparent on certain aircraft. Obviously the rotary engined aircraft display the greatest change in manoeuvrability when the gyroscopic effects are turned on.
The co-ordinated rudder option is less obvious. This option is designed to balance the adverse yaw effect that occurs during a roll. Consider a clockwise roll as viewed from the pilot seat. The roll occurs because the lift on the left wing is greater than the lift on the right wing. Now there is always a drag associated with a lift and the bigger the lift the bigger the drag. This drag acts to pull the wing backwards.The left wing has the bigger lift and so it has the bigger drag with the result that the aircraft yaws to the left.
The effect is called adverse yaw because the aircraft ends up turning in the wrong direction. If a pilot wants to turn to the right, he will roll the aircraft clockwise. If the adverse yaw effect is not balanced then the aircraft yaws to the left.
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CHAPTER 2 - FLYING
20
In modern aircraft adverse yaw is designed out of the aircraft. However the effect was present on early aircraft and is most noticeable on the SE5. Adverse yaw is counteracted by use of the rudder. If you don’t have rudder pedals we suggest that you enable co­ordinated rudder.
2.2 FIRST FLIGHT
“Always wear a belt or harness when flying the Sopwith Camel as there is a tendency to leave the seat when diving vertically” - Pilots’ Notes
Select Preferences from the main options menu and then select the joystick icon. Configure your joystick by following the on-screen instructions.
From the main menu, select scramble. Choose to fly the “Camel” aircraft and the “First Flight” mission.
Your first flight starts at Boiry St Martin airfield which is south of the city of Arras.As you enter the cockpit, the power is already set to 100% and the speed is increasing. Press the i key to get the general information line at the top of the screen. Most of the data provided on the information line is available from the cockpit instrumentation. However for your first few flights, at least, we suggest that you use the information line because it is easier to interpret.
At about 20mph the airflow on the tail is sufficient for the tail to lift off the ground. The aircraft will pick up speed quicker now that the tail is not dragging on the ground. At about 40 mph gently pull back on the stick and the aircraft should leave the ground.
Use the stick to control the speed to 55-60mph. This range of speed will give the best climb. To speed up push the stick forward and to slow down pull the stick back. Leave the power setting at 100%.
At 500ft push the stick forward and try to fly straight and level. Don’t forget that because World War One aircraft were tail heavy, you will need forward pressure on the stick to fly level.
At this stage, you should be over the main railway going south from Arras.Press m to get to the in-flight map screen. The aircraft icon represents your current position. The numbered icons represent the waypoints for the current mission. In this case the mission is a cross country familiarisation route. Starting at Boiry St Martin, the route takes you down the Ancre Valley to the town of Albert, then follows the road up to Bapaume before turning north to return home.
During the war, new pilots were sent up to get familiar with the surrounding country side. You should do the same so that you are able to find your way home after a mission. Boiry St Martin should be relatively easy to find because of the railway junction to the north of the airfield.
Return to the cockpit by clicking on the icon or pressing the return key. Now press p to pause the game and try to get your bearings. The number pad keys or joystick coolie hat can be used to rotate the view around the cockpit. The view out the front is restricted by the engine and guns and so a view to the side is often better when navigating.This is especially true when the aircraft is rolled slightly.
To get an even better view of the surrounding area, press F6 to get an outside view. The plus and minus keys can be used to zoom in and out when on the outside view. Press F7 to return to the cockpit. Press 5 on the number pad to reset the view to facing forward.
Press p to unpause the game and try some of the other views available on Flying Corps Gold. F8 gives a forward view with the cockpit removed, F9 gives a flyby which drops into a chase view and F10 gives a satellite view. Keys F1 to F5 are used for a set of
padlock views.These will be described later when the mission involves more aircraft.
Try a gentle turn by rolling the aircraft about twenty degrees. Pull back gently on the stick to maintain altitude.
At this stage you can either try the suggested cross country route, get used to the aircraft or explore the landscape.You have about two hours of fuel.
When TAB is pressed the view changes to the map and the aircraft will follow the waypoints in accelerated time. Accelerated time is disengaged manually by clicking on the return icon.
Press F12 during flight to access the Preferences. Flight difficulty factors, like the gyroscopic effect,can be turned on and off during flight.
When exploring the landscape fly high, 3000ft at least, to get your bearings. World War One pilots would then fly really low,“chasing” the contours.Around the Somme area the ground is quite flat and so you have to go really low when contour chasing. The height figure on the information line is measuring the height above the ground. Try to keep the reading below 20ft.
When you are ready to land, approach the field on a gentle glide (5-10 degrees) with the power off. You should aim to cross the airfield boundary at about 50mph and 50ft off the ground. Pull back gently on the stick. The speed should drop and contact with the ground should be made at under 40mph. When the speed has dropped to below the stall, the stick can be pulled back so that the tail makes contact with the ground. This will increase the deceleration.
Use short bursts of power to taxi the aircraft and steer with the rudder. It is also possible to steer on the ground by making use of the adverse yaw effect mentioned earlier.
In Flying Corps Gold it is not necessary to land at the end of each mission. You can exit the mission at any point by pressing alt-x.
2.3 COMBAT MANOEUVRES TRAINING
In your first flight, the recommended manoeuvres were gentle, so you should not have lost control of the aircraft. However during combat you will be flying much closer to the “edge” and stalling and spinning is very likely.The purpose of the next training flight is to show you how to lose control, recover control and avoid losing control.
Fly the “First Mission” option again. Make sure that all the flight difficulty options, except spinning, are disabled. The spinning option should be enabled.
After take-off press the u key a few times. This key elevates the aircraft 500ft for every key press.This is a very useful cheat because in reality World War One aircraft took a long time to gain altitude.
Set up for straight and level flight and then reduce the power to 0% but maintain the altitude by pulling back on the stick. Over the course of a few seconds you will have pulled the stick back as far as it will go and the speed will slowly drop to around 35mph. At this point the aircraft will either stall or spin.
If you entered the maneuver flying absolutely straight and level then the aircraft will stall. This means that the nose of the aircraft will drop even though you are pulling back on the stick. Recovering from a stall is easy: release the stick, wait for the airspeed to build up to about 50mph and then gently pull back on the stick.
If the aircraft was rolling or yawing when you entered the maneuver then the aircraft is more likely to spin.
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CHAPTER 2 - FLYING
22
The spin can be guaranteed by applying and maintaining full rudder when the aircraft enters the spin. Recovering from a spin is a little more tricky: release the stick and apply full rudder to counter the spin, wait for rotations to cease and then release the rudder. Allow the airspeed to build up to about 50mph and then gently pull back on the stick.
In the above example, the spin occurred at low speed. In combat, spins will generally occur at higher speeds. Try this example: Select full power and gain some altitude by pressing the u key a few times. Roll the aircraft into a vertical or 90 degree bank. The aircraft will start to lose altitude, so pull back on the stick. Keep pulling on the stick to tighten the turn.At some point you will lose control and, depending on aileron input, the aircraft will either spin in or out of the turn. Neither situation is desirable in combat and so we need to consider how to maintain control rather than how to recover once control is lost.
If you are going to maintain control of your aircraft during air combat, some understanding of the theory of flight is necessary. Many books have been written on the subject and we have recommended a few in the bibliography. We cannot hope to do justice to the subject in a few lines, but we do have the advantage that we can let you try things out on the flight model.
First though, we need to define some terms. An aircraft wing is design to provide a lifting force.When this force is greater than the weight, the aircraft will go up. The amount of lift provided by the wing depends on the following factors:
Shape Some wings are better lifters than others. Velocity squared: The faster the air flow the bigger
the lift.
Angle between the wing chord and the airflow:
This angle, which is shown in the diagram, is commonly called the angle of attack.
lift
angle of attack
If an aircraft which is flying straight level slows down, then there is a tendency for the lift to reduce and the aircraft will go down. To maintain level flight , the pilot compensates for the loss of speed by increasing the angle of attack. This is done by pulling back on the stick. At some point though, increasing the angle of attack no longer results in an increase in lift. At this critical point which is known as the stall, the lift actually starts to decrease as the angle of attack increases.
wing cross-section
direction of
angle of attack
In Flying Corps Gold the top general information line contains angle of attack indicators for both left and right wings:
Indicator Colour Angle of Attack Meaning
green <13 not stalled
yellow 13-15 near stall
pink 15 at stall
red >15 stalled
airflow
wing chord
O
O
O
O
If the conditions of both wings are indicating red then both wings are stalled. If only one indicator is red then only one wing is stalled and the aircraft will spin because the lift on the two wings is not in balance.
To maintain control, the wings should never be allowed to enter the stall zone. In a tight turn the indicators should be yellow. After a few combat missions you will develop a feel for the aircraft, you will recognise the initial signs of a spin and won’t have to rely on the indicators.
Practice vertical turns by simultaneously rolling the aircraft to close to 90 degrees and pulling back on the stick until the indicators turn yellow. A tendency to roll out of the maneuver is ideally compensated for by using the rudder. Aileron can also be used but you then run the risk of stalling the top wing and spinning out. Maintain full thrust and balance the aileron, elevator and rudder controls, to turn as tightly as possible with the minimum of altitude loss. Push the aircraft to the limit until you can turn on the “edge” but retain control.
If your aircraft will not spin even when you have applied full elevator in a tight turn then you need to recalibrate your stick. When the stick is calibrated properly it is not possible to maintain control with full elevator applied.
2.4 ADVANCED COMBAT MANOEUVRES
‘He must be able to loop, turn his machine on its back, and do various other flying stunts - not that these are actually necessary during combat but from the fact that he has done these things several times he gets absolute confidence, and when the fight comes along he is not worrying about how the machine will act. He can devote all his time to fighting the other fellow,the flying part of it coming instinctively.’ - Bishop
In a combat situation, most fighter pilots considered anything more than a tight turn to be tooexotic. Richthofen was not interested in aerobatics and said that he would never do a loop. He was more interested in a positive attitude and shooting ability.
However some manoeuvres are useful and as Bishop said, practising aerobatics gives the pilot confidence.
You do have to be very careful when performing aerobatics in combat.There is the danger that you will concentrate too much on the maneuver and not enough on what your opponent is doing. Also many manoeuvres will slow the aircraft down and a slow aircraft is very vulnerable in combat. Even if you can see that your opponent is not in a shooting position, it is still dangerous to slow down. There are other aircraft in the sky.
THE HALF ROLL
Yeates described this as the “only stunt useful in fighting” and in World War II, this maneuver became known as the Split S. The stunt is useful when you need to shake someone off your tail. It is performed by rolling the aircraft on its back and then pulling back on the stick.
LOOP
This maneuver is seldom used in combat. It simply involves pulling back on the stick and keeping it there. The aircraft will climb.At the top of the manoeuvre, the aircraft will be inverted and facing in the opposite direction. Keep pulling back on the stick and the aircraft will dive. Eventually it will be right side up and flying on its original heading. A loop is best entered from a slight dive and with relatively high speed. In the stationary engined aircraft this maneuver is straightforward,
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CHAPTER 2 - FLYING
whereas in the rotary engined aircraft, plenty of left rudder will be required at the top of the maneuver whilst inverted.
In both types of aircraft you will need ‘to feel’ the amount to pull back on the stick. Too much or too little may result in a stall.
IMMELMANN TURN
This maneuver is used to reverse your direction and there are two versions. In the first, pull back on the stick and keep it back, as if you were going to loop. When the aircraft is inverted and facing in the opposite direction to which it commenced the manoeuvre, roll the aircraft the right way up. This is, in effect, the half roll in reverse.Although it has the advantage of gaining height whilst reversing direction, it should be used with circumspection in combat, as the aircraft is slow and vulnerable near the top of the manoeuvre.
There are many variations of the second version of the manoeuvre. In its purest aerobatic form it becomes the “Hammerhead”. However, this is no good in combat because it involves going very slowly at the top of the climb. In fact, the combat maneuver is more like a Wingover: pull back on the stick and immediately apply rudder and aileron in the same direction. It is possible to intentionally stall the lower wing to increase the rollrate. On rotary engined aircraft, the pull back will result in a yaw to the right which will make right turns faster.
DIVE AND ZOOM
This maneuver consists of diving down on your opponent and opening fire at about 150m. When the range is about 50m, stop firing and pull out of the dive.As you fly over your opponent, he could pull up sharply and get in a snapshot at you. To avoid this, apply a little roll when pulling out of the dive.At the end of the maneuver you should have regained your height advantage over your opponent.
Dive and Zoom tactics suit the stationary engined set of aircraft. These aircraft have a high performance and can outclimb the lower powered rotary engined aircraft. However, rotary engined aircraft are better in turning fights.
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