In the spring of 1986, one of the movie industry’s most
important deals was being struck. But this deal included no
actors, no screenplay, and no director. Just an island.
Stunt Island was purchased in a joint venture of the major
movie studios, Located off the coast of Southern California,
the island would provide a private place specializing in the
filming of high-risk stunts.
Stunt Island- The Program
Stunt Island, the program, is entertainment software that
recreates the activities of Stunt Island, the place.
You’ll have the opportunity to enter the world of film
production as a stunt pilot, editor, director, and/or set designer
(you can participate in as few or as many of these activities as
you want). No other program has this range of activities set
behind the scenes of Hollywood.
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During the past decade, obtaining permits to perform stunts
in public areas became an increasingly difficult task for the
film studios, Because stunts had evolved into sophisticated,
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extravagant, and incendiary productions
tracks blowing up, airplanes crash-landing in congested areas,
multiple car crashes in crowded streets - the pre-filming
logistics of acquiring a location and acceptable film time were
becoming just as difficult as filming the stunt itself.
Having a private place tailored to handle high-risk activities
would allow the movie studios the opportunity to invest valu-
-
able time
work - into more critical stunt production issues.
otherwise spent on pre-production administrative
entire housing
-
Stunt Island is the worlds first and only stunt haven. If a stunt
needs to be done, the only limitations are talent, imagination,
and physics.
Introduction
Table of Contents
Chapter 1: About Stunt Island
Your Career Opportunities
on Stunt Island.. ................................
About This Handbook..
About Your Mouse, Joystick,
or Keyboard
The Movie Production Process .............. .
......................................
Chapter 2: Setting up the Program ......
Equipment You’ll Need
Installing Stunt Island ........................ .12
Saving Edited Footage 136
Leaving the Editing Room
Maximum Film Values
Incorporating Your
Own Sound Files
Previewing Films to
Other PC Owners . .
Chapter 9: Tutorial: Editing a
Loading the Highway Take
Editing the Footage
Inserting Audio and Visual Effects
Chapter
10:
Industry
............................ 142
History and Insight . .
Stunt Flying History . . . .
The
Film Industry
A Conversation with
Chris Howell, Stunt Coordinator 154
148
......
............
...
.....
.......
137
...........
Film......14 1
............... ,141
...........
.........
132
134
136
136
138
...
,144
147
147
Appendices
Appendix A: Aerodynamic Forces 157
Appendix
Appendix C: Helpful Information and
Appendix D: Disney Software
B:
Stunt Island
Permanent Locations
Troubleshooting Guide
...........
...........
159
160
Customer Service
Appendix E: List of Files Installed
by
Stunt Island 172
Appendix F: Keyboard Keys 176
..........
167
Index 178
Table of Contents
Q
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CHAPTER 1
-
About Stunt Island
-
Your Career Opportunities on Stunt Island
3
1
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You can do as much or as little as you want on Stunt Island:
+
Be an apprentice stunt pilot. Fly stunts without entering the contest or
doing film work.
+
Prove yourself the hottest stunt pilot by winning the Stunt Pilot of the Year
contest and ha
+
Create films without having to fly. Take pre-shot footage and edit it any way
you like.
+
Design your own sets. You have dozens of locations and hundreds of props
to choose from.
+
Become a stunt coordinator. Plan your own stunts from start to finish.
+
Do it all - design, fly, and film your own stunts.
ve the newly finished airfield named after you.
About This Handbook
Although reading this handbook will give you a clearer understanding of Stunt
Island, you can also learn how to use the program through the time-honored
method of trial and error. Almost all the options are available by moving the pointer
on them and then selecting them. If you want to get into the program and sample it
on your own, read Chapter 2 for details on how to install the program and controls
you can use; then check out the island. If you get stuck, just refer to the index or
the table of contents to look up answers.
Chapter 1
About Stunt Island
0
If you prefer a more organized approach, read through this
handbook. You’ll get the complete details on Stunt Island.
This Can Be a Complicated Program.. .
If you try to set up, film, and edit a stunt right after you’ve
loaded this program for the first time, you can make this one
of the hardest programs in the world to understand. The more
advanced stunts just aren’t easy to create. But the more complicated aspects of Stunt Island also provide its depth, making this
program one that’s endlessly playable.
Step 2. When you’re ready to enter the competition for the first
time, go ahead. But we still recommend answering No to doing
your own editing. As a pilot, focus on the competition and leave
the technicalities of editing to the post-production staff.
Step 3. If you’ve done the competition, or have no plans to
enter it, go on to set designing and editing (answer Yes to, “Do
you want to do your own editing?“). Learn to place props and
animate them. Then try flying and filming with the sets that
you’ve made. When that’s done, practice editing the film.
. . .When It Happens to Be a Simple One
If you approach Stunt Island one segment at a time, it’s simple
to learn and master. The outline below is the way we recommend you familiarize yourself with Stunt Island. It will keep you
from being overwhelmed by the many features of the program.
Step 1. When you start the game, you’re asked, “Are you going
to be in the competition.?" Select No. Enter the competition
later, after you’ve put in some flying time. You’ll take away a lot
of the frustration if you can fly without contest pressures and
penalties.
Practice flying. Check out each of the planes and get a feel for
their individual flight characteristics. Learn to read the gauges
and control the points-of-view.
When you’re asked, “Do you want to do your own editing?”
select No. When you select No, your films will be automatically
edited for you.
Chapter 1 About Stunt Island
Step 4. The most complicated thing you can do is create your own
stunts. Stunt Island gives you the tools to become a stunt coordinator, letting you build stunts just like those used in the Stunt
Pilot of the Year contest. These stunts have specific goals that
you outline as “must-do” in order for this stunt to be a success.
Chapters 5 and 6 explain how you can create your own stunts.
About Your Mouse, Joystick, or Keyboard
You can use your mouse, joystick or keyboard to control the
program. Because there are three devices to input information
with, they’re often referred to under the generic term of “input
device” or “control stick.” Wherever you see “input device” or
“control stick” in the handbook, we’re referring to your mouse,
joystick or keyboard
For added reading ease, we use “select
click a mouse or joystick button, or press Enter on the keyboard
to choose an option. Your
-
whichever you’re using.
"
when you need to
onscreen
pointer tturns into cross
-
hairs + when it’s positioned on something that can be
-
selected. If the pointer doesn’t turn into cross hairs, the
onscreen
item can’t be selected.
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Check the section called “Input Devices Used in Stunt Island”
in Chapter 2 to learn more about how each input device works
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The Movie Production Process
The movie making process has three important development
phases: 1) pre-production, 2) production, and 3) post-production.
Pre-production involves such aspects as scriptwriting, casting,
director selection, etc.
Pre-production elements and issues need to be determined
before filming can begin.
Production covers the actual movie making process. You select
the plane, props, and camera angles that will be used, and then
you film the stunt sequence.
Post-production includes the work that needs to be done once
all the film has been shot: editing the film, adding special effects,
sound and credits, viewing the edited film in the theatre, etc.
In the Stunt Island program, you’ll mainly focus on production
and post-production work. The only pre-production decision
you’ll need to make is deciding whether you’ll fly, set design,
stunt coordinate, edit, or do any combination of these jobs.
Chapter 1 About Stunt Island
’
e
CHAPTER 2
Setting Up The
Program
Equipment You’ll Need
To use the Stunt Island software, you must have:
+
IBM or 100% compatible; 386SX with 16 MHz processor or better required;
386DX with 33 MHz processor or faster strongly recommended
+
640K of total RAM (random access memory); need 570K of free RAM;
additional RAM memory strongly recommended
+ VGA 256-color and color monitor
+ PC-DOS/MS-DOS; supports 3.3 to 5.0
3.5” high density (1.44 MB) or 5.25” high density (1.2 MB) disk drive
+
+
Hard disk drive (requires 13 MB of free disk space)
The following equipment is optional:
Joystick
Mouse with 100% Microsoft compatible driver
The Sound Source, Sound Blaster, Thunder Board, Tandy Sound (DAC) or
PS/1 Audio Card
AdLib or Roland MT32/LAPC-1
Expanded or extended memory (for details on expanded or extended
memory, see Appendix C)
Chapter 2 Setting Up The Program
a
Installing Stunt Island
Stunt Island comes with an Install program that guides you
through the install process.
music device and then press Enter to accept. Press Esc to
l0-key
cancel. (If you’re using a
pad, make sure the Num
Lock key is off.)
Stunt Island must be installed onto a hard disk drive. It cannot
be played from floppy disks.
Note: To use a Thunder Board or other Sound Blaster
compatible card, choose the Sound Blaster option.
In the following instructions we refer to your computer’s
floppy disk drive as the A: drive and the hard disk drive as the C:
drive. If your floppy or hard disk drive is something other than
drive A: or C:, substitute A: or C: with the correct drive letter(s).
1.
Insert Stunt Island Disk 1 in drive A:. Change to the A:
drive by typing
A:
and pressing Enter. Type
INSTALL
and
press Enter.
2. A screen stating “This Program installs files onto your hard
disk and lets our program know about your equipment
4. The Drive Letter screen appears. If there are any partitions on
configuration” should appear. Press Enter to continue.
Note: During the install process, you can press Esc to back up
a step or to abort the Install program.
3. The Setup screen appears. You will see that an input device,
a sound device, and a music device have been selected
this is what the Install program automatically detected.
-
Note: The Install program notifies you if your computer does
not have enough hard disk space and/or memory to install or
run Stunt Island. At this point you may want to exit the Install
If you want to change an option, press the up or down
arrow keys to highlight the option and press Enter. Use the
up and down arrow keys to select an input, sound, or
program and make any changes to free up memory or hard
disk drive space. If this screen appears due to lack of hard disk
space, you can go back to the Drive Letter screen and select
If the Install program cannot detect the option you selected, you will see a warning message. If you select the option
anyway, the Stunt Island program may “freeze” when you
start it, requiring you to restart your computer and go
through the setup process explained in the next section.
Once you’ve selected the appropriate options for your
computer’s current configuration, select
above configuration
and press Enter.
Install with the
your hard drive, or if you have more than one hard drive,
the Install program will identify them and ask you to select
the drive on which you want to install Stunt Island. If there
are no partitions on your hard drive, the program will choose
drive C and go directly to the Destination Path screen.
Chapter 2
Setting
Up The Program
another driver if you have other partitions. (See Appendix C
for tips on handling memory problems.)
The Destination Path screen appears. The default subdirec-
tory selected for Stunt Island is \STUNTISL. To change
the subdirectory name, press the Delete key to delete
STUNTISL; then type the new subdirectory name you
want to use (up to 8 characters). Be sure to include the
\ (backslash) at the beginning of the subdirectory name.
The other box on the screen, System Information, shows
hard disk space and memory usage. You’re shown the
amount currently used, the amount used by the Stunt
Island program, and what is left of both after installation.
The amount of conventional memory used is only during
the use of Stunt Island.
Press Enter to accept the subdirectory name and begin the
copying process. You will see a Copy Status screen which
visually tracks the copying progress. You will be prompted
to insert new disks when necessary.
The Installation Complete screen appears when the instal-
lation process is finished. Press Enter at this screen and
you’ll go to the directory where you installed the
program; you can then type STUNT to start the program.
(See the section “Starting Stunt Island for complete details.)
Put your original disks in a safe, clean place in case you ever
need to reinstall the program.
A-lO Thunderbolt
Manufacturer: ........................
Take-off speed:
Stall speed:
Maximum speed:
Maximum altitude:
Flaps:
......................................
Retractable landing gear:
........................
............................
...................
.................
........ Yes
.Grumman Corporation
138 m.p.h.
,115 m.p.h.
.439 m.p.h.
,45,000 feet
Yes
Chapter 2 Setting Up The Program
Changing The Setup
Once you’ve performed the initial installation, you can change
the setup at any time. Maybe you’ve just purchased The Sound
Source to use with your computer, or maybe you just want to
make sure the PC speaker sounds are off.
Starting Stunt Island
1. To start the program, go to the Stunt Island subdirectory.
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For instance, if you used the default STUNTISL subdirectory
in the Install program, you would type
press Enter.
CD\
STUNTISL
and
-
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To change the setup, follow these steps:
1. Go to the Stunt Island subdirectory. For instance, if you
accepted the default \STUNTISL subdirectory when you
installed the program, you would type
and press Enter. Then type
You must type the question mark (preceded by a space)
after STUNT or you will not get the screen that lets you
make changes.
2. The Setup screen appears. To change the input, sound, or
music option, press the up or down arrow keys to highlight the option you want and press Enter. Using the up
and down arrow keys, select a different input, sound, or
music option and then press Enter to accept. Press Esc to
cancel. (If you’re using a 10-key pad, make sure the Num
Lock key is off.)
3. Once you’ve made the changes you want, select
with the above configuration
program will save the new configuration. The Setup
process is complete and the game will start with the new
options.
STUNT
and press Enter. The Setup
CD \STUNTISL
? and press Enter.
Install
2. Type STUNT and press Enter.
If your screen goes blank, reboot the computer and run
the Setup program as explained in the previous section,
making sure to select the correct input, sound, and music
options for your computer setup. If you still have problems
with loading the program, please see Appendix C.
3. As the program loads you may see “Caching data
extended [or expanded] memory.” The program is setting
up available extended or expanded memory for use with
Stunt Island. You will only see this screen if you have
extended or expanded memory. Stunt Island works equally
well with both
of (but not both).
4. The Introduction film appears. If you want to bypass this
film, click the mouse or joystick button or press any key.
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it will use whichever you have the most
xxxK
in
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Chapter 2 Setting Up The Program
Welcome to Stunt Island!
When you first arrive at Stunt Island, you’re dropped off in front
of the production building.
Joystick users:
Island and you’re using a joystick, the first thing you see is the
Joystick Calibration screen. Follow the
If you need details on this screen, see page 22.
Next, you may be asked to answer a question about a particular aircraft. Locate the aircraft in this handbook by using the
index. Go to the page indicated to find the answer. Type in the
answer and press Enter. If you answer the question correctly,
the game will begin. If you answer it incorrectly, you’re
returned to the DOS prompt. Type
try again.
You’re asked, “Do you want to be in the competition?”
NO:
If you select No, a pilot will not be set up for you. Also,
If this is the first time you’ve loaded Stunt
onscreen
STUNT
instructions.
and press Enter to
A-E
lntruder
Manufacturer*
Take-off
Stall speed:
Maximum speed:
Maximum altitude:
Flaps:
the competition standing screens will not appear in the game.
YES: Selecting Yes lets you see the competition standings in
the game. All stunts you fly (those offered by the stunt
coordinator) count towards your total pilot score.
-
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--
-
-
When you select Yes, you’re asked, “Is this your first time here
or are you an old timer?”
+
Next, you’re asked, “Are you going to do your own editing?”
+
If you’re new, use your input device and select “I’m new to
the island.” Type in your name and press Enter. Then
choose a nickname by positioning the cursor on the down
arrow next to Nickname and then clicking the mouse or
joystick button or pressing the Enter key. Highlight a
nickname and then click a button or press the Enter key
to select it.
If the nickname is currently being used, you’re asked if you
want to replace the current pilot, Up to 17 separate characters
can be tracked by the program (one for each nickname).
NO: If you select No, after you complete a stunt you’ll go to
the theatre to view the automatically edited film. If you’re new
to Stunt Island, we recommend you select No so the films will
-
-,-.
If you’re
been here before.” Then select your name from the list and
then select OK. You’re then asked to confirm your nickname.
If your name isn’t on the list, select “I’m Not Listed” so you
can enter your name.
an
old timer, use your input device to select “I’ve
-
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--
Chapter 2 Setting Up The Program
I
@
be edited for you.
Selecting No does not mean you will be barred from the
editing room. The program will just bypass the editing room
after you’ve flown your stunt since the program assumes you
won’t want to edit. You can still go to the editing room if you
want. (You can change this option at any time by bringing up
the Preferences window. See page 40 for details,)
YES: If you select Yes, the films you create will not be auto-
matically edited for you. You can go to the editing room at any
time to put your own films together.
Exiting Stunt Island
To exit the program, select the signs that say Ferry or Leave
On Ferry.
If you’re not in the Stunt Pilot of the Year contest, you can press
Ctrl-Esc at any time to go immediately to DOS. Make sure you
don’t press Ctrl-Esc before you’ve had a chance to save the files
you’re working on (like sets, takes, or films), otherwise you will
lose your current work.
Competitors who entered the Stunt Pilot of the Year contest
should leave on the ferry or else their accomplishments will not
be saved. When you’re leaving on the ferry, you’re asked, “Do
you want to end this game?” Select Yes or No. If you choose
Yes, you’re then asked, “Do you want to save your Pilot?” Be
sure to select Yes so your achievements are recorded. If you
The Ledger and Daily Standings only open if you’ve entered the
Stunt Pilot of the Year contest. The Ledger shows the money you
received for the stunts you’ve done, and how many takes it took
to complete each stunt. The Daily Standing shows the the point
standings of the pilots in the contest. There will also be phone
messages on your answering machine to listen to.
To exit the cabin, select the keys on the desk.
AIRFIELD - Takes you to the airfield where you can fly a
variety of aircraft.
PRODUCTION or PROD - Takes you to the production
building where you can get assignments from the stunt
coordinator or go to Set Design where you can select a film
location and set up props and cameras.
STUNT COORD - Takes you directly to the stunt
coordinator’s office in the production building.
POST-PROD - Takes you to the post-production building
where you can edit and view film footage.
When outside the post-production building, you have
immediate access to these areas:
EDITING - Takes you directly to the editing room in the
post production building.
THEATRE - Takes you directly to the theatre in post
production so you can view film footage.
FERRY
Stunt Island. Select Leave On Ferry to exit. If you entered
the Pilot of the Year competition, you must exit on the
ferry or all that you’ve done in this game play session
will not be saved.
EXIT
room, building, etc.
Input Devices Used in Stunt Island
You can use a mouse, joystick, or the keyboard to control the
game.
-
Takes you back to the ferry so you can leave
-
Select Exit anytime you want to exit a screen,
When outside the production building, you have immediate
access to these offices:
SET DESIGN
the production building.
-
Takes you directly to the set design room in
Chapter 2 Setting Up The Program
Selecting an Onscreen Option
onscreen
Your
it’s positioned on something that can be selected. If the pointer
doesn’t turn into cross hairs, the onscreen item cannot be selected.
pointer tturns into cross hairs + when
--
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-
-
-
To select an option:
Mouse users - Roll the mouse until the pointer is on the option
you want and then click either mouse button to select it.
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-
-
-
-
-
-
-
-
-
-
-
Joystick users - Move the joystick until the pointer is on the
option you want and then click either joystick button to select it.
Keyboard users - Press the up, down, left or right arrow keys
until the pointer is on the option you want and then press Enter
to select it.
As you’re reading the instructions throughout the handbook, you’ll
notice that there are many references to
Mouse users - Button 1 is the left button. Button 2 is the right
button.
Keyboard users - Button 1 is the Enter key. Button 2 is the
(forward slash) key.
Joystick users - Because joystick designs vary greatly, we can’t
tell you exactly which button is button 1 and which is button 2.
Some joysticks even have three or four buttons. If you’re a
joystick user, you’ll have to do some testing to determine which
buttons act as button 1 and 2.
Changing Numbers
In options that have values that can be changed, there are two
ways to change the values:
+
You can select the - (minus) or + (plus) button next to
the number to decrease or increase the value. Each
selection with button 1 changes the value by one, while each
selection with button 2 changes the value in larger increments of 5 or 30.
You can also press any letter to jump to that letter in the list. If
nothing in the list starts with that letter, nothing will happen.
You can select the value itself and then enter a new number. Use the Backspace or Delete key to delete the current
value. Mouse users can highlight the entire field and then
type a number to replace the highlighted number.
Selecting an Item From a List
A requester (a window you can interact with) appears when
you need to select an item from a list. To choose an item from
a requester:
-
Mouse users
Roll the mouse up or down to position the
Joystick Users
Your joystick will be active if it was detected and selected in
the Install or Setup program. (Simulated flight yokes like the
Flight Yoke 2000 will be treated like a joystick.) If a joystick is
detected by the program, you must use it as the flight input
device
flight. To use an input device other than a joystick, be sure to
select a different input device option through the Install or
Setup program.
cross hair on an item, click either mouse button to highlight it,
and then click on OK. You can also double-click on an option
to select it.
Joystick users
-
Push the joystick forward or pull the joystick
Joystick Calibration Screen
The Joystick Calibration screen automatically appears the first
time you load the program if a joystick is detected.
back to position the cross hair on an item and then click either
joystick button to highlight it. Click on OK to select the high-
lighted option. You can also double-click on an option to select it.
-
Keyboard users
Press the up or down arrow keys to highlight the option you want and then press Enter to highlight it.
Move the cursor to OK and then press Enter to accept the
option. Or you can position the cursor on an option and then
quickly press Enter twice to select it.
-
you will not be able to use the keyboard to control
Shortcuts for Selecting Items
The Pg Up and Pg Dn keys move up and down a list one
screenful at a time.
Chapter 2
Setting
Up The Program
When you see the black dot in the upper left corner of the
Joystick Calibration screen, hold the joystick in the upper left
position and then click a button. When the dot is in the center,
leave your joystick in neutral position (by not touching it) and
then click a button. Finally, when the dot is in the lower right
corner, hold the joystick in the lower right position and click a
button. The joystick should now be calibrated.
The dead zone is an area in the center of the joystick that
indicates your joystick’s sensitivity. The lower the number, the
more sensitive the joystick control will be. For instance, at the
default value of 20%, the cursor will move pretty much in direct
response to your joystick movement. If you changed the value
to 75%, your joystick will probably have the room to move
quite a bit before the onscreen cursor moves in response. You
can change the number by clicking on the up or down arrow.
After the joystick is calibrated, move the joystick around to
see if the cursor on the screen responds to the joystick’s
movement. If it doesn’t, press C to recalibrate the joystick.
You can press Alt-J to open the Joystick Calibration screen at
any time to recalibrate your joystick.
II
-
\
//
Keyboard Users
If you need to regain control of your cursor (e.g., the cursor is
You’ll see Save and Load requesters throughout your work.
Save File Requesters
Save requesters lets you enter names for your work to be saved
under and determine where you want to save them.
The default locations for saving files are in the \STUNTISL
subdirectories. You can select [ ..] to “back out” of the current
subdirectory. Subdirectories have brackets [ ] around them.
The name of the current directory is shown after DIR (e.g.,
Dir:C:\STUNTISL\SETS).
To access drives greater than F:, type that driver letter in the
Filename field and then press Enter. The subdirectories and
files in that drive should appear. For example, if you want to
access the J: drive, type
To save a file, select the field after Filename. Use the Backspace
or Delete key to erase any characters in the field and then type
in a name. You have a limit of 8 characters in a name (not
including the file extension). Invalid characters such as
hyphens or slashes will not be accepted in the Filename field.
All Stunt Island files have file extensions that help identify the
type of file. For instance, all files that are sets have the file
extension of .SET. All films have the file extension of .FLM.
Here’s a list of all the file extensions you’ll want to know:
J:
and press Enter.
-
-
-
-
-
-
-
-
-
-
You’re not required to enter a file extension when you save a
The program uses the drive that you loaded Stunt Island onto
as the default drive, although it is capable of recognizing drives
A: through F:. If you want to load from or save to a different
drive, select that drive letter. Drives that you can’t select are
“ghosted” (in a lighter color). You can also type in the drive
letter before the filename to access the file (e.g.,
Chapter 2
B:FLYlNG).
Setting
Up The Program
file
when you select Save to save a set, you’ll see the default name
of TEMP.SET (which represents “Temporary Set”). You could
delete TEMP.SET and enter a new name like GUNBOAT. The
file will be saved as GUNBOAT.SET.
@
.FLM
.SET
.TKE
.voc
-
the program automatically does it for you. For example,
Films
Sets
Takes
Sound Files (only applicable to Sound
Blaster and Thunder Board owners)
-
-
-
--
-
-
-
-.
Load File Requesters
The Load requesters basically have the same options as the
Save requesters.
Notice that when you load a file, you always see an asterisk followed by a file extension name in the field after Filename. The
asterisk is a “wild card” that represents everything, while the file
extension is specific to the type of file. This tells the program to
show all filenames that end with that specific extension.
For example, if you were loading takes in the editing room,
you’d see *.TKE after Filename. This tells the program to show
all files that end with .TKE. If you want to load a take that you
didn’t save with the .TKE extension, you won’t see it in this
*.
list. You’d have to enter *.* or
[and the extension you used]
after Filename to tell the program to show you other files.
You’ll find using extensions is a good way to keep common
files grouped together, making them easy to locate.
To open a file or subdirectory, highlight the name and then
select OK. You can also double-click on a filename to open it.
Chapter 2
Setting
Up The Program
CHAPTER 3
Aircraft Checkout Procedures
Most stunt production veterans know how hard it is to get planes for high risk
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stunt scenes
probably be easier. But because you come to Stunt Island with high recommendations from others in the industry, and because your flight experience
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has been exceptional, we wanted to create an atmosphere where your hard
work is rewarded. Specifically, we want to make it easy for you to fly whenever
you get the urge to practice your talent.
I
Aircraft vs. Airplane
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-
Aircraft is the term for a structure or machine that travels through the air,
regardless of whether the object is lighter or heavier than air and regardless of
whether it’s propelled by an engine or not. A balloon is just as much an aircraft
as a Boeing 747.
An airplane is more specific in definition. Airplanes are fixed-wing aircrafts
that are heavier than air. Airplanes are held aloft by the aerodynamic forces of
air as it is driven forward by propeller(s) or jet propulsion.
“borrowing” a B-2 Stealth Bomber from the government would
Because the things you can fly in Stunt Island are not necessarily airplanes
like the duck, pterodactyl, hang glider, and paraglider
used in this handbook.
Chapter 3
Aircraft Checkout Procedures
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the term aircraft is
@
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Aircraft Availability
All of the aircraft are available for use by Stunt Island pilots.
You are not required to be working on a film project to check
out an aircraft. To check out an aircraft for flight
practice, follow these procedures:
+
Go to the airfield by selecting Airfield.
+
Select the hangar (building) to view the inventory of
available aircraft.
+
You’ll see a list of the aircraft you can fly:
Select an aircraft and then select OK. The names of all the aircraft available will not be visible in the window at the same
time. You can scroll through the aircraft inventory by selecting
the down arrow to the right of the window, by selecting an area
on the scroll bar (vertical bar), or by selecting the button in the
scroll bar and dragging it down until the name of the desired
aircraft appears.
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When you select an aircraft, you start in the forward view
through the cockpit. You can press the F1 through F7 keys to
change the pilot’s view. When you’re in the forward view
(Fl),
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you can press the F9 key to toggle the cockpit on or off.
Onscreen Gauges
When Forward view is selected (press
Fl),
you see your air-
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craft’s gauges laid out in the cockpit (if you don’t see the cock-
pit, press F9 after pressing
Fl).
There are five different types of
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cockpits. Below is one example with the gauges highlighted.
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B2
Stealth Bomber
Boemg
727
Boemg
737
Boeing 747
Bristol
Bulldog
Cessna 172
Chapter 3
Aircraft
Checkout Procedures
B C
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D
EF G
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A - Engine power: The position of the throttle lever
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sponds to the engine power you selected by pressing keys 1
through 0 on the main keyboard. If your joystick has a throttle, use that to control engine power.
corre-
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B - Horizon gauge: Shows the artificial horizon. Notice that
when you bank or pitch, the artificial horizon line changes to
represent that movement.
C - Speed indicator: This indicates the speed at which you
are traveling.
D - Vertical climb indicator: This gauge shows the change in
feet per minute. Each number represents 100 feet. When the
needle is in the upper half of the gauge, the aircraft is climb-
ing. When the needle is in the lower half of the gauge, the
aircraft is descending.
E - Altimeter: The altimeter shows the aircraft’s altitude.
Each revolution of the small hand represents one thousand
feet. Each revolution of the large hand represents one
hundred feet.
F - Clock: This is the time elapsed since you got into your
aircraft.
G - Compass: This shows your north, south, east, and west
direction heading.
If the cockpit view is off, or if you are in any other view, you’ll
Bristol Bulldog (Mk IIA)
Manufacturer: .........................
Take-off speed:
Stall speed:
Maximum speed:
Maximum altitude:
Flaps:
.......................
............................
....................
.................
......................................
Retractable landing gear:
Bristol Aeroplane
.65 m.p.h.
.55 m.p.h.
135 m.p.h.
.25,000 feet
No
........
No
Co.
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Chapter 3 Aircraft Checkout Procedures
see the necessary in-flight readouts along the bottom of the
screen.
ALTITUDE: The altitude of the aircraft above sea level,
expressed in feet.
SPEED: The speed of the aircraft expressed in miles per hour.
DIR: The direction the aircraft is flying measured in degrees.
Due north is 0 degrees, due east 90, due south 180, and due
west 270.
The red dot on the stick schematic indicates the position of
your flight control stick. (See “Flight Controls” for details on
how the stick schematic feature works.)
The white dot along the right side of the stick schematic
indicates engine power setting.
Chapter 3
Aircraft
Checkout Procedures
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Flying Stunt Island Aircraft
Some of you more advanced pilots may get into our aircraft and
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get fidgety
automated many of the controls that the pilot normally would
adjust because as a stunt pilot, your primary concern is to Suc-
cessfully execute a high risk stunt.
not enough controls for you to manipulate. We’ve
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Although not necessary, pilots who really want to can work on
their aileron and rudder skills. The use of independent rudder
control is explained in “Using the Rudder.”
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This section does not go into the aerodynamic forces
that affect flying, nor does it cover the dynamics of
stalling, which is referred to. If you know little about
flying and would like to learn more about the technical
details, please see Appendix A.
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Flight Controls
Stunt Island planes can be controlled using a keyboard, a
mouse, or a joystick. As the pilot, you control the aircraft’s
pitch, roll, and yaw.
A control stick schematic is always displayed on the lower right
corner of the information display bar, except in the cockpit
view (Fl). When the dot is in the center of the schematic, your
control stick is in the “neutral position.”
Neutral Position of Control Stick
If
you were in the real cockpit of an aircraft, you would be con-
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trolling the aircraft by using a “yoke” or a “flight stick.” The
yoke (shaped somewhat like a bull’s horns) and the flight stick
move three dimensionally. Both controls have a ‘neutral posi-
tion,” which is a point of rest the control will return to when
you let go of it.
Joysticks also have neutral positions. If you’re using a joystick,
notice how it always returns to the upright position when you
let go of it. The dot in the stick schematic represents the position of your stick. When you release your joystick, the dot
always returns to the center of the schematic.
-
--
-
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Although there’s no “stick” on a mouse or keyboard, you can
treat it as if it had one because of the Control Centering option.
When Control Centering is on, the mouse or keyboard behaves
like a yoke or flight stick and automatically returns to the
neutral position when you stop moving it. This allows you to
make subtle adjustments during flight.
Control Centering’s default setting is On. To turn it off, press
Alt-P to open the Preferences window and select Off.
Pitch
Moving the aircraft along its lateral axis results in a change in
pitch. When pitch changes, the nose of the aircraft rises or
falls. To change the pitch of an aircraft, move your control
device forward or backward.
Cessna Model 172 (Skyhawk)
Manufacturer: .........................
Take-off speed:
Stall speed:
Maximum speed:
Maximum altitude:
Flaps:
......................................Yes
Retractable landing gear:
.......................
.............................45
...................
.................
Cessna Aircraft Co.
.55 m.p.h.
m.p.h.
,138 m.p.h.
.12,000 feet
........
No
c>
Chapter 3 Aircraft Checkout Procedures
Roll
Moving the aircraft along its longitudinal axis results in roll.
To roll an aircraft, move the control device left or right.
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Using the Rudder
You can use button 2 to actuate the rudder. When button 2 is
pressed and the control device is moved to either the left or
right, the aircraft will yaw in that direction without rolling.
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The rudder, located on the back edge of the aircraft’s vertical
c
Yaw
Moving the aircraft along its vertical axis results in yaw.
Imagine putting your foot on the ground and grinding it.
The toe of your shoe, as it moves left and right, illustrates
the movement of yaw.
Yaw occurs in two ways: 1) It’s a natural by-product of
working the pitch and roll, or 2) You can induce yaw by
specifically using the rudder.
Yaw will be at its greatest influence when the control device is
moved diagonally. (Keyboard users need to alternate up or
down arrow keys with left or right arrow keys to achieve yaw.)
tail, controls the aircraft’s yaw. When the rudder is to the right,
airflow will react against it and push the tail of the aircraft to the
left causing the nose to yaw to the right, When the rudder is to
the left, the opposite will occur, and the nose will yaw to the left.
Rudder
area
The Independent Rudder option is available in the Preferences
window by pressing Alt-P. The default option is On.
Using the Ailerons
The Independent Aileron control option is available in the
Preferences window by pressing Alt-P and selecting Off next to
Independent Rudder control. when you have
control, you do not have independent rudder control; you must
choose one or the other.
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independent aileron
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Chapter
3 Aircraft Checkout Procedures
You can use button 2 to actuate the ailerons. When button 2 is
pressed and the control device is moved to either the left or
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right, the aircraft will roll in that direction without yawing.
The ailerons, located on the back edge of the aircraft’s wings,
help control the aircraft’s roll. When the right aileron is up and
the left is down (button 2 is pressed and the control stick is
moved to the right), airflow will react against the ailerons
causing the aircraft to roll to the right. When the left aileron is
up and the right is down (button 2 is pressed and the control
stick is moved to the left), the aircraft will roll to the left.
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n
III
r
n\
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Aileron
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area
Using the ailerons lets you keep yaw to a minimum as you roll
the aircraft. This is particularly useful if you need to fly sideways through a narrow corridor like a canyon or between
buildings.
Retractable landing gear: . . No
Note: The other Jenny airplanes are simply color
variations of this one.
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Chapter 3 Aircraft Checkout Procedures
@
Engine Power Controls
The keyboard controls the power settings for the aircraft’s
engine(s). Press a key from 1 to 0 on the main keyboard (not
the keypad) to select a power setting. The (+) and
allow you to gradually adjust the power.
Key
1
2
3
4
5
6
7
8
9
0
Backspace
If you are flying with the cockpit view on, the aircraft’s power
setting will be displayed on the cockpit panel by the position
of the throttle lever. The higher up the throttle lever, the more
engine power you have.
For those of you flying with the cockpit view off, the white
dot along the right side of the stick schematic will indicate
the aircraft’s power setting. When the dot is at the top of the
cross hair, the aircraft is at full throttle. The lower the white
dot is on the stick schematic, the lower the engine power.
10% of available engine power
20% of available engine power
30% of available engine power
40% of available engine power
50% of available engine power
60% of available engine power
70% of available engine power
80% of available engine power
90% of available engine power
100% of available engine power
Increase engine power by 2%
Decrease engine power by 2%
Cut engine power to 0%
Function
(-)
keys
Taking Off and landing
Taking Off
Press 0 to open the engine to full throttle and start the aircraft
rolling down the runway. The miles per hour will increase on
the airspeed indicator. When the aircraft reaches its take off
speed, pull back on the control stick to lift the aircraft into the
air. Remember the type of aircraft you are flying; modern jet
aircrafts can take off and climb at greater angles, while older
aircrafts and propeller aircraft will stall if you pull back too far
on the stick.
If you’re flying with Control Centering on, you need to keep
rolling the mouse back or keep pressing the down arrow key
on the keyboard to simulate pulling back on the flight stick;
otherwise, the stick moves back to the neutral position when
you stop rolling the mouse.
Once you are established in a stabilized climb (not descending
or turning) press G to raise your landing gear (if applicable).
Flying with your landing gear down increases drag, which
slows the aircraft.
After you level off at the desired altitude, be sure to reduce
engine power to somewhere between 60% and 70% for jets
and 80% to 90% for propeller aircrafts. Flying at full throttle
makes the aircraft much more responsive to the slightest stick
movement, which may make it seem harder to control.
Using Flaps for Takeoff
If you want to get your aircraft airborne quickly or if you need
Chapter 3
Aircraft
Checkout Procedures
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