If you make assumptions about how
an airplane works you put your machine,
your life, and your country at risk.
Practice and study every aspect of
ight and combat, and when you go to
sleep--dream it.
First Things First................ 3
The Instrument Panel.............. 4
Flight Controls................... 5
Engine Controls................... 8
Getting Up and Back.............. 11
Air Force Historical Research Agency Photo
Basic Flight Maneuvers........... 14
Why it All Works................. 18
Basic Aerobatic Maneuvers........ 22
* * *
Air Combat
Dropping a bomb onto a moving
target–-it seems like you’ll never get
it right. Your troops are depending
on you to clear out the hornets nest
impeding their advance. What can you
-
do? Plenty!
Tools of the Trade............... 26
Ground Attack Philosophy......... 31
Basic Air Combat Maneuvers....... 38
Authorized licensees of this game may print (or have printed at their expense) a single
copy of this manual for their personal home use in conjunction with the play and use of
the game on this CD.
- 1 -
Tactical Air Combat Maneuvers.... 43
A Few Tips....................... 49
Telling Friend from Foe.......... 50
Air Force Historical Research Agency Photo
BASIC FLIGHT
- 2 -
FIRST THINGS FIRST
You’re about to take on a huge responsibility by
participating in the greatest struggle so far in the 20th
century. Are you up to it? Your country and your squadron
mates are counting on you, so we’re going to get you up
to speed.
You’ve been assigned to the tactical air support
role, which means you’ll be ying low where you’re
vulnerable to enemy antiaircraft guns. Give yourself a
ghting chance by rst going through training. Military
ight training consists of these three steps:
1. First, you’ll read this handbook.
2. Then you’ll watch movies that show several basic
combat maneuvers you need to master.
3. Finally, you’ll practice what you’ve learned by
actually ying.
When you’re done training, you’ll know how to handle
a powerful airplane and how to use it to hit the enemy
hard.
The Flight School handbook
Read this handbook and study the diagrams to learn
the basics of ight, how your plane works and ies, and
how to execute combat maneuvers. If you’re a novice,
begin with the basics of ight; if you’re an experienced
yer, jump right into the air combat training section
so we can use you as soon as possible. If you understand
the material in this handbook, you’ll be a better ghter.
Read it now!
The movies
After you’ve read the handbook, watch the training
movies. (You can access them in the CFS3 Training
Materials section of online Help.) These movies
demonstrate two tactical air combat and two dogghting
maneuvers that can be applied in a variety of situations.
The training missions
Finally, get in the plane and practice tactical air
combat maneuvers, such as dive bombing, strang, and
level bombing. You’ll use these skills to aid the ground
soldiers as they advance. Practice the maneuvers until
they’re second nature so you don’t have to think about
them when you’re in combat. Here are some tips for getting
up to speed quickly:
- Study the Quick Reference Card. Memorize key commands
to help you do things quickly when time is of the
essence.
- Familiarize yourself with the instrument panel. Roll
the cursor over each instrument to see both what it
is and its current reading.
- Use the Free Flight option. (Click the Quick Combat
tab, and then click Free Flight.) Use Free Flight
to practice both basic and combat maneuvers without
getting shot at. You need to master these maneuvers
to stay alive and help us WIN!
- Fly some training missions. (Click the Missions tab,
and then select a mission from the Training tab.) By
ying training missions, you can practice what you’ve
learned, but with the heat turned up a notch.
- Practice your level bombing skills. Level bombing
means you must y level over the target, which can
be difcult when you’re being shot at. You’ll need to
switch between three positions: cockpit, gunner, and
bombardier. You can y your plane from the cockpit,
but you can also jump to a gunner position and
defend, or jump to the bombardier position and drop
your load on the target. Dropping a bomb load while
looking through a bombsight is tougher than it might
seem. Practice!
Time is wasting so get busy. We’ve got an important
mission and we need you!
- 3 -
THE INSTRUMENT PANEL
The instrument panel in your aircraft provides key
information about your position and your aircraft’s
health, among other things. It may look confusing and
foreign at rst, but you’ll come to rely on it after you
get used to it. Every aircraft has a different panel,
but for the most part, each panel features the same basic
elements.
- Gauges: Each aircraft has its own set of gauges that
indicate how your aircraft is performing and where
you’re going.
- Mouse rollover Help: While you y, you can nd out an
instrument’s name by pointing to the instrument with
the mouse.
Although there area several aircraft for each
nationality in Microsoft® Combat Flight Simulator 3,
you only need to learn three basic instrument sets. The
accompanying images show the basic set of instruments for
American, German, and British aircraft.
Moving the stick left and right moves your plane’s
ailerons. These hinged rectangular surfaces are located
on the trailing edges of the wings near the wing tips,
and they control your plane’s banking (rolling) motion.
The ailerons move in opposite directions. If you move
the stick left, the left aileron moves up, reducing lift
(upward force) on the left wing. At the same time the
right aileron moves down, increasing lift on the right
wing. The result? The airplane banks (rolls) to the left.
When the wings reach the angle of bank you want, center
the stick. Banking with the ailerons is what causes a
plane to turn
.
Note: All keyboard commands noted in this manual are the default
Combat Flight Simulator 3 combat keyboard commands. If you
want to change your settings to your own keyboard commands
or to Microsoft Flight Simulator keyboard commands, click
Control Options on the Options tab and follow the prompts.
KEYBOARD
ACTION JOYSTICK (NUM LOCK ON)
Bank left/ Move joystick left Num Pad
4
Left aileron
Bank right/ Move joystick right Num Pad
6
Right aileron
Stop banking/ Center joystick Num Pad
5
Center ailerons
Aileron
Trim
Rudder
ElevatorFlap
You control an airplane’s movement with the stick and
rudder pedals. In Combat Flight Simulator 3 (CFS3), the
stick and rudder are simulated by the joystick and rudder
pedals (both optional), and the keyboard. No matter what
your setup, you’ll use these controls to move control
surfaces that cause the airplane to turn, climb, and
descend.
- 6 -
Rudder
Pushing the rudder pedals moves your plane’s rudder.
The rudder is a hinged surface located on the vertical
stabilizer of the tail. It controls your craft’s yawing
(pivoting) motion to the left and right. The rudder is
used to counteract your plane’s tendency to yaw in the
direction opposite a turn, and to counteract your engine’s torque. (Learn more about the effects of torque in “A few
words about torque” later in this handbook.)
JOYSTICK/RUDDER KEYBOARD
ACTION PEDALS (NUM LOCK OFF)
Yaw left/ Twist joystick left (not Num Pad
0
Left rudder all joysticks twist) or
press left rudder pedal
Yaw right/ Twist joystick right or Num Pad
ENTER
Right rudder press right rudder pedal
Yaw center/ Center joystick or Num Pad
5
Neutralize center rudder pedals
rudder
Elevator
Moving the stick forward and backward moves your
plane’s elevator. This hinged surface is located on
the horizontal stabilizer of the tail and controls your
airplane’s pitch (up and down) motion. Moving the stick
forward decreases pitch attitude (lowers the nose), while
moving it back increases pitch attitude (raises the nose).
The elevator controls pitch attitude, but it doesn’t
necessarily make your plane climb or descend. You’ll learn
why in “Basic Flight Maneuvers” later in this handbook.
KEYBOARD
ACTION JOYSTICK (NUM LOCK OFF)
Pitch up Move joystick back Num Pad
2
Pitch down Move joystick forward Num Pad
8
- 7 -
Flaps
Flaps are hinged surfaces on the trailing edges
of the wings, next to the fuselage. They are usually
used during takeoff and landing. When extended, the
aps increase lift by helping the wings de ect more air
downward, which means your plane can ascend more rapidly.
They also increase drag (the resistance of the air),
allowing your aircraft to descend more steeply without
building up speed.
The aps are extended in increments, which vary
depending on the aircraft. As you extend or retract the
aps, be prepared for changes in pitch. The nose will rise
or fall from the resulting change in lift. Add forward- or
back-pressure on the stick to maintain the pitch attitude
you want, and after the airspeed stabilizes, use elevator
trim to relieve that pressure.
ACTION KEYBOARD
Retract aps fully
SHIFT+V
key
Retract aps in increments
V
key
Extend aps fully
SHIFT+F
Extend aps in increments
F
key
SECONDARY CONTROL SURFACES
Trim
Trim tabs are small, hinged surfaces on the elevator,
rudder, and ailerons that help you maintain speci c
control positions without needing to exert pressure
on the controls. Moving a trim tab one way de ects the
elevator, rudder, or aileron the other way. When your
airplane is properly trimmed, you can y “hands off,”
applying only occasional, small control-pressures to
compensate for the occasional bump or minor changes in
heading. (On some aircraft, elevator trim moves the entire
elevator slightly, instead of moving a tab on it.)
Use trim to relieve control pressure, not to y.
If you want to change the airplane’s attitude (position
relative to the horizon), rst move the stick or rudder
and change the power setting if necessary. Then, after
the airplane stabilizes, trim off the pressure.
ACTION KEYBOARD (NUM LOCK OFF)
Aileron trim left
CTRL+
Num Pad
4
Aileron trim right
CTRL+
Num Pad 6
Rudder trim left
CTRL+
Num Pad
0
Rudder trim right
CTRL+
Num Pad
ENTER
Elevator trim up Num Pad
1
Elevator trim down Num Pad
7
- 8 -
ENGINE CONTROLS
ACTION COMMAND
Engine auto-start
E
key
Throttle (decrease)
-
(MINUS SIGN)
Throttle (increase)
=
(EQUAL SIGN)
10% throttle Keyboard
1
20% throttle Keyboard
2
30% throttle Keyboard
3
40% throttle Keyboard 4
50% throttle Keyboard
5
60% throttle Keyboard
6
70% throttle Keyboard
7
80% throttle Keyboard 8
90% throttle Keyboard 9
100% throttle Keyboard 0
Prop (decrease rpm)
SHIFT+-
(MINUS SIGN)
Prop (increase rpm)
SHIFT+=
(EQUAL SIGN)
Prop (min pitch)
CTRL+F6
Prop (max pitch)
CTRL+F7
Mixture (lean)
CTRL+-
(MINUS SIGN)
Mixture (enrich)
CTRL+=
(EQUAL SIGN)
Mixture (idle cutoff)
CTRL+SHIFT+F6
Mixture (full rich)
CTRL+SHIFT+F7
Engage War Emergency Power (WEP)
W
key
or Water/Methanol-Water
injection (toggle)
To start the engine automatically, press the E key:
You’ll see the controls move, and then you’ll hear the
engine start. If you’d rather do all the work yourself,
you can start the engine manually. For details, see the
next section in this handbook, “Starting the engine.”
Your aircraft has three basic engine controls:
- Throttle control lever (the control that has the most
direct effect on power)
- Propeller control lever (to adjust the prop’s pitch
angle and thus the prop’s rotation speed)
- Mixture control lever (to adjust the air/fuel mixture
as the airplane climbs and descends)
All three levers can be controlled with the keyboard.
You can also control the throttle with a slider or wheel
on your joystick (optional).
Starting the engine
In most missions you’ll start on the runway, all
lined up and ready to go. Start your engine, and follow
your squadron mates into the sky!
To automatically start the engine
- Press the E key.
To manually start the engine
1. Set the prop control lever to the Max. pitch
position (CTRL+F7).
2. Set the mixture control lever to the Full Rich
position (CTRL+SHIFT+F7). If you’re ying a jet,
instead move the fuel valve to On (CTRL+SHIFT+F7).
3. Set the throttle control lever to the Idle
position, and then move it forward just a bit
(MINUS and EQUAL keys).
4. Turn the battery switch to On (CTRL+B).
5. If your aircraft has a magneto, click the Magneto
switch to move it to the Both position (CTRL+M or
SHIFT+M).
6. Engage the starter and then release it (CTRL+S).
Throttle control lever
The throttle regulates the amount of fuel and air
that enters the engine cylinders. When fully open, the
throttle allows the maximum amount of fuel and air to
enter the system to produce maximum power. When the
throttle is closed, only a small amount of fuel and air
can get in, and the engine produces minimum power.
To open the throttle, move the control lever forward.
To close it, pull it backward. The manifold pressure gauge on the instrument panel shows the pressure of the
air moving into the engine’s cylinders, and it gives
an approximate measurement of engine power. Generally
speaking, the higher the manifold pressure, the more
power you have.
- 9 -
- 10 -
Mixture control lever
Because your aircraft’s engine operates over a wide
range of altitudes, you can adjust the air/fuel mixture
for maximum ef ciency as you climb into less dense air or descend into more dense air. A mixture that is too rich
contains too much fuel for the amount of air available at
that altitude and will cause the engine to run rough and
lose power. The solution is to “lean the mixture.” As you
climb, make the mixture leaner by pulling the mixture
control lever backward. Don’t lean the mixture too much,
though--a mixture that is too lean can cause the engine
to overheat or cause detonation (a sudden, explosive
combustion of fuel within the cylinders).
Note: By default, mixture control is handled automatically in
Combat Flight Simulator. To adjust the mixture manually,
click Realism Options on the Options tab, and in the Aircraft
section clear the Auto mixture check box.
Propeller control lever
Adjusting the propeller in an airplane is a lot like
using gears in a car. In low gear the engine turns fast
to get you moving. Once you’re underway, there’s no need
to use a lot of power, so you shift to a higher gear to
make more ef cient use of less power. In an airplane,
the propeller control lever indirectly changes the
angle at which the propeller blades meet the air, which
affects how fast the engine turns. The tachometer on the
instrument panel shows how fast your engine is turning.
During takeoff, in combat, and during landing (in
case you need to abort and take off again) you’ll need
every bit of power your engine can develop. So during
these three phases of ight, keep the propeller lever
forward: the angle of the blades will be low, slicing
through the air easily so you can get the engine’s full
power (like using a low gear in a car). During cruise,
you can pull the propeller lever backward a bit: the
angle of the blades will increase and take a bigger bite
out of the air, making more ef cient use of the engine’s
power (like using a high gear in a car).
Because your aircraft has a constant-speed propeller,
any time you change the throttle setting a governor
automatically adjusts the angle of the blades to maintain
that speed. This reduces your workload!
Note: The default setting of your airplane’s prop control lever is the
forward (high speed) position. Don’t change this setting if
you don’t need to. As a ghter pilot, you’ll want this setting
most of the time. Leaving the prop control lever forward during
cruising ight means you’ll y less ef ciently and use more
fuel, but it won’t cause any damage.
P-38 LIGHTNING BANKS FOR
BOMB RUN.
Air Force Historical Research Agency Photo
GETTING UP AND BACK
TAXIING
When you’re taxiing, remember that if you’re ying
a taildragger (an aircraft with a tailwheel instead of
tricycle landing gear), it’s hard to see over the nose
when you’re on the ground. To get a good view, make gentle
S-turns by using the rudder pedals, and look to either
side. Aircraft with tricycle landing gear are easier to
manage on the ground--you can see over the nose so you
just use the rudder to steer the aircraft.
Note: When auto-rudder is set to On, you can steer by moving
the stick left and right—the ailerons and the rudder are
connected. To turn auto-rudder on or off, click Realism Options
on the Options tab, and in the Aircraft section select or clear
the Auto-rudder check box.
To taxi
1. Hold the stick back to keep the tailwheel on the
ground (with a taildragger).
2. Taxi with the throttle at idle and use the brakes
as little as possible.
3. To turn sharply, brake just on the side you’re
turning toward (press the COMMA for the left brake
or the PERIOD for the right brake).
4. When you reach the runway, stop at a right angle
and scan the sky for any approaching aircraft.
TAKING OFF
Taking off is something even experienced pilots
get excited about. But don’t lose your head during this
critical stage of ight. Every plane performs differently
during takeoff, so use the checklists in online Help for
specic aircraft specs. Here are some general guidelines:
To take off (taildragger)
1. Line up on the runway. LOCK THE TAILWHEEL
(SHIFT+L). This is important as the airplane’s
left turning tendency is exaggerated in a
tailwheel airplane.
2. Incrementally add some aps if appropriate in your
airplane (press the F key).
3. Make sure the prop control lever is in the full
forward position (default setting), and then
smoothly advance the throttle to takeoff power.
See “Engine Controls” earlier in this handbook
for details. Do not jam the throttle forward, or
torque effect may cause loss of control!
4. Maintain back-pressure on the stick to keep the
tailwheel on the ground until your rudder becomes
effective.
5. Slowly ease forward on the stick so the tail
rises.
6. At your aircraft’s takeoff speed, gently pull back
on the stick and y the plane off the runway.
7. Once airborne, retract the landing gear (press the
G key) and aps (press the V key repeatedly until
the aps are fully retracted).
8. Adjust your pitch attitude to climb out at your
plane’s best-climb speed.
- 11 -
- 12 -
Air Force Historical
Research Agency Photo
To take off (tricycle landing gear)
1. Line up on the runway.
2. Incrementally add some aps if appropriate in your
airplane (press the F key).
3. Make sure the prop control lever is in the full
forward position (default setting), and then
smoothly advance the throttle to takeoff power.
See “Engine Controls” earlier in this handbook
for details.
4. At your aircraft’s takeoff speed, pull back on
the stick so the nose rises.
5. Once airborne, retract the landing gear (press
the G key) and aps (press the V key repeatedly
until the aps are fully retracted).
6. Adjust your pitch attitude to climb out at your
plane’s best-climb speed.
LANDING
A good landing starts with a good approach,
and that means setting up with the right speed and
con guration. Every plane lands differently, so check
the online Help checklists for best approach speeds, gear
extension speeds, and ap settings. Here are some general
guidelines:
To land (taildragger)
1. Slow your plane down to its maximum gear-extension
speed.
2. Lower the landing gear (press the G key) and start
a shallow 500-foot-per-minute descent toward the
runway. Watch the descent rate by looking at the
runway and occasionally glance at the rate of
climb/descent indicator on the instrument panel.
Note: If your hydraulic system is damaged, you may need to
manually pump the landing gear down (press SHIFT+G key
repeatedly).
3. Incrementally add aps to steepen the approach
(press the F key).
4. Maintain the approach speed recommended for your
aircraft, and use pitch to control airspeed.
To speed up, move the stick forward slightly to
lower the nose. To slow down, gently pull the
stick back.
5. Pick a touchdown point and use the throttle to
control descent rate. If the touchdown point
appears to move down your windscreen, decrease
power: you’re too high. If the touchdown point
seems to move up, add power: you’re too low.
6. As you cross the end of the runway, ease the
throttle back to idle.
XIX TAC THUNDERBOLT
LANDS ON A NEW AIRSTRIP
IN FRANCE.
7. Flare about 20 feet above the runway by pulling
back slowly on the stick to raise the nose
slightly, and touch down in a nose-high, “threepoint” attitude. All three wheels should contact
the ground at the same moment. Hold the stick full
back after you touch down.
8. During and after touchdown, maintain directional
control with the rudder. (If auto-rudder is on,
then move the stick left and right--the ailerons
and the rudder are connected.)
9. After the aircraft has slowed to walking speed,
apply the brakes (press the B key).
10. Unlock the tailwheel to taxi (SHIFT+L).
To land (tricycle landing gear)
1. Slow your plane down to its maximum gear-extension
speed.
2. Lower the landing gear (press the G key) and start
a shallow 500-foot-per-minute descent toward the
runway. Watch the rate of climb/descent indicator
on the instrument panel.
Note: If your hydraulic system is damaged, you may need to
manually pump the landing gear down (press the SHIFT+G
keys).
3. Incrementally add aps to steepen the approach
(press the F key).
4. Maintain the approach speed recommended for your
aircraft, and use pitch to control airspeed.
To speed up, move the stick forward slightly
to lower the nose. To slow down, gently pull
the stick back.
5. Pick a touchdown point and use the throttle to
control descent rate. If the touchdown point
appears to move down your windscreen, decrease
power: you’re too high. If the touchdown point
seems to move up, add power: you’re too low.
6. As you y across the end of the runway, ease the
throttle back to idle.
7. Flare about 20 feet above the runway by pulling
back slowly on the stick to raise the nose
slightly, and touch down on the main landing gear
rst. After you touch down, hold the stick full
back to keep the nose wheel off the ground until
it gently settles as you slow.
Note: With tricycle gear aircraft, you don’t want all three wheels
touching simultaneously—you’ll bounce.
8. During and after touchdown, maintain directional
control with the rudder. (If auto-rudder is on,
then move the stick left and right--the ailerons
and the rudder are connected.)
9. After the aircraft has slowed to walking speed,
apply the brakes (press the B key).
* * *
USING CHECKLISTS
Good pilots don’t rely solely on memory. As you y,
you can view checklists for takeoff, cruise, descent, and
landing to help you with these important phases of ight.
To display the checklist, press F1 to display Help, and
then click the link for the checklist you want to use.
- 13 -
- 14 -
Air Force Historical
Research Agency Photo
Air Force Historical
Research Agency Photo
BASIC FLIGHT MANEUVERS
FLYING STRAIGHT-AND-LEVEL
Flying straight-and-level may look simple, but it’s
one of the more dif cult maneuvers to master. Because
hotshot pilots like to be in control, they overdo it most
of the time and interfere with their airplane’s basic
stability. Like a balancing act, straight-and-level ight
requires that you make smooth, small corrections to keep
from wobbling all over the sky. There are two components
to ying straight-and-level: holding a constant altitude
and holding a constant heading
Hold a constant altitude
Keep an eye on the altimeter. If your altitude starts
to change, make small, smooth corrections on the throttle
or the stick. Use the stick to correct deviations of
less than 100 feet. If your altitude has deviated more
than 100 feet, you may want to add or reduce power a bit.
Use elevator trim to keep the pitch attitude where you
want it.
To slow down without losing altitude
- Reduce power and keep the nose from falling by gently
pulling back on the stick.
To speed up without gaining altitude
- Add power and keep the nose from rising by gently
pushing forward on the stick.
Hold a constant heading
Check the heading indicator on the instrument panel
frequently to make sure the nose is pointed in the right
direction. Crosscheck the turn indicator and the wing tips
to hold the wings level and to correct minor deviations.
Pick a point on the horizon and keep ying toward it.
Use aileron trim and rudder trim if available to make the
job easier.
There are four basic maneuvers to master: ying
straight-and-level, turning, climbing, and descending.
Practice these maneuvers in Free Flight so you don’t get
shot down.
HAWKER TYPHOON IN FLIGHT.
B-26S OVER THE COAST OF
FRANCE.
TURNING
You might think that the faster you go, the faster
you can turn. But ying fast in a turn means more
centrifugal force, and that means a bigger turn radius.
The result? The turn takes longer! So sometimes to turn
faster you’ll need to y slower. How fast you can turn
(and how much sky you can do it in) depends on your bank
angle and your airspeed. How well you can turn depends
on your ability to simultaneously bank the wings and add
both rudder and up-elevator while you “paint the horizon”
with the nose of the plane.
Bank the wings
Move the stick right or left to manipulate the
ailerons and initiate a bank. Center the stick when you
reach the bank angle you want. By banking the wings, you
deect some of their vertical lift sideways. This part
of the airplane’s total lift is called the “horizontal
component of lift,” and it is this force that pushes
the plane around in a turn.
Add some rudder
Your plane will have a tendency to yaw (pivot)
opposite the turn. So as you bank, apply some rudder
pressure in the same direction as the turn using rudder
pedals, a joystick that supports rudder control, or the
keyboard (press the numeric keypad 0 key for left rudder
or the keypad ENTER key for right rudder). As you bank
left, add a little left rudder, and vice versa. How much
rudder? Just enough to keep the ball/needle in the turn
indicator centered. In theory, you could skid an airplane
through a turn without banking using just the rudder,
but it’s an inefcient and uncomfortable way to change
direction. (In combat, though, you can use skidding to
confuse an enemy on your tail.)
Note: Auto-rudder is automatically set to Off if rudder controls are
detected. Otherwise auto-rudder is automatically set to On.
When auto-rudder is set to On, the rudder moves automatically
to maintain coordinated ight in turns, making your airplane
easier to y. To turn auto-rudder on or off, click Realism
Options on the Options tab, and in the Aircraft section select or
clear the Auto-rudder check box.
Use some up-elevator
Because some of the lift is deected sideways in
a turn, you need to raise the nose slightly to generate
more lift. Add a little back-pressure on the stick as
you roll into a turn. The steeper the turn, the more upelevator pressure you add to maintain altitude. You might
even need to add some power. As you roll out of the turn,
remember to relax the back-pressure on the stick.
“Paint the horizon”
To maintain level ight as you turn (or to turn
while climbing or descending at a constant speed and
rate), “paint the horizon” with the nose--keep the
pitch attitude the same after you’ve started the turn.
In general, if the nose moves up as you’re turning, you
climb. If it moves down, you descend.
* * *
CLIMBING
There are two ways to get your aircraft to go up-by using momentum or by using excess thrust.
Use momentum
Pull back on the stick to create a “hill” and your
airplane will start to climb. You’ll go higher but you’ll
also slow down--just like climbing a hill on a bicycle.
Pulling back on the stick to go up means you trade airspeed for altitude.
- 15 -
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