0
---[FLYING THE SINGLE-ENGINE AIRCRAFT]----------------------------------------
The single aircraft simulation attempts to accurately simulate the
actions and response of a real aircraft. The flight simulator aircraft is
closely patterned after a Cessna Skylane RG II (basically a 182 retractable
landing gear). Some of the engine and prop control complexities are not
included in the simulation.
---[FLYING UNDER VISUAL FLIGHT RULE (VFR) CONDITIONS]-------------------------
When you start the Flight Simulator, you are facing north on the
runway at Meigs Field (a small field on a peninsula extending into Lake
Michigan) in Chicago. The John Hancock building is on the horizon to your
left (northwest). You will take off and climb out over Lake Michigan.
You are lined up for immediate takeoff. If, when you set up Flight
Simulator, you selected Normal Flight Mode on the Opening Mode menu, and
neither dynamic scenery nor random wether on the Environment Conditions menu,
then the weather is fair. The sky is blue and the ground light green,
indicating a clear day without a could in the sky. There is no wind. This
is perfect weather for Visual Flight Rule (VCR) flying. (If you selected
Normal Flight Using System Date And Time and random weather, you may be
flying at night and it may be cloudy or windy.
When you fly VFR you rely on ground references and the visible
horizon for orientation and navigation. Until you get off the ground,
navigation is secondary to flight control. The most important instruments
for your first VFR flight are the airspeed indicator and the altimeter. You
will use the other primary flight instruments, as well as the aileron,
rudder, elevator, and throttle position indicators. For your first flight,
concentrate on what you see out the window and how it relates to altitude,
airspeed, bank, and pitch attitude.
---[GETTING FAMILIAR WITH THE AIRCRAFT]---------------------------------------
Take a moment to study the three-dimensional display on your screen.
This is the front view out the aircraft's windshield.
Use the view selector to look to the right (press Scroll Lock, PgUp).
Try other views, then return to the front view by pressing Scroll Lock, Up
Arrow.
---[CHECKING YOUR INSTRUMENTS]------------------------------------------------
1. Check your altitude. Altitude is measured by the altimeter, in
feet above sea level. Although you have not yet left the ground,
the altimeter shows an altitude of 592 feet, the elevation at
Meigs Field.
2. Check the compass. It tells you that you are facing 0 degrees.
A 270-degree reading means that the aircraft is pointing west.
3. Notice the heading indicator. It shows your direction as 0
degrees. The compass and heading indicator provide similar, but
not always identical, readings. Gyroscopic precession and the
earth's rotation cause the heading indicator to drift over a
short period of time. In reality mode, you must adjust the
heading indicator to match the magnetic compass several times
each hour by pressing the Directional Gyro Key (D).
4. It is best to use the map window to taxi around the airport. Take
the opportunity to experiment with the map window. Activate the
AP window by pressing NumLock. To zoom in on a narrower press the
plus key repeatedly on the main keyboard. To broaden your focus,
press the minus key.
---[TAXIING AROUND THE AIRPORT]-----------------------------------------------
You are at the runway positioned for takeoff. While you are on the
ground, all objects on the horizon are viewed edge on. Everything in your
field of vision is clustered on the horizon.
1. If you have not already activated the map window, do so by
pressing NumLock.
2. Use the plus and minus key on the main keyboard to zoom in and
out until you get a good view of you position at the airport.
3. Begin to taxi by applying the throttle key (9 on the key pad)
once.
4. Under the rudder pedals to steer the plane. Turn the rudder left
right by pressing the left rudder and the right rudder keys to
steer the airplane down the runway. Try to stay on the center
line. Press the center key (5 on the numeric key pad) to center
the rudder and nose wheel quickly, so you can taxi in a straight
line.
5. Get off the active runways as quickly as possible and practice
taxiing around the airport. If you need to make an abrupt stop,
cut the throttle and apply the brakes by pressing the brakes key
(.) repeatedly. If you want to roll to a gentle stop, cut the
throttle by pressing the Throttle Cut key.
---[IF YOU CRASH]-------------------------------------------------------------
If you crash, your three-dimensional display will go blank
temporarily. if you crash into a obstacle or the ground, the word CRASH
appears on your screen. If you land in water, the word SPLASH tells you so.
In either case, Flight Simulator returns to the location where you began
simulation.
---[PRE-TAKEOFF CHECK]--------------------------------------------------------
Now that you know how to taxi, prepare for takeoff.
1. On the taxi way, taxi to either end of the active runway (an
active runway has a number at each end)
2. Cut the throttle and coast to a stop at the line before the
runway. If necessary, apply your brakes by pressing the brakes
key (.) repeatedly.
Now conduct your pre-takeoff check to see if all systems are go.
3. Check elevator operation. Move the elevators up and down and
then center them.
4. Check the rudder and ailerons in the same way. Center them.
5. Check the engine gauges. Make sure the oil pressure is correct.
The indicator should be centered between L(ow) and H(igh). Also
make sure you have plenty of fuel (check both gauges).
6. Finally, check for traffic, and then move onto the runway. Check
the heading indicator against the magnetic compass. If they do
not agree, set the heading indicator to match the magnetic
compass by pressing the Directional Gyro key (D) after the
magnetic compass has settle.
If all systems are go, you are ready for takeoff.
---[TAKEOFF]-------------------------------------------------------------------
Before you takeoff, you may want to remember that P pause all
simulations.
1. Turn the map window off by pressing NumLock twice rapidly.
2. Switch to the forward view by pressing Scroll Lock, Up Arrow.
---[ACCELERATING DOWN THE RUNWAY]----------------------------------------------
1. Apply Full Throttle.
2. As you move down the runway, steer with the rudder, adjusting it
to keep a steady course and to avoid zig-zagging. (Remember,
pressing the 5 key centers the rudder.)
3. Notice that the airspeed indicator shows the rise in speed. The
runway drops away as you lift off. As the aircraft nose pitches
up, the vertical speed indicator registers a positive reading.
4. You are airborne. To level out the climb, lower the nose by
pressing the 8 key twice.
5. Look out of the back window by pressing Scroll Lock, Down Arrow.
Return to the front view by pressing Scroll Lock, Up Arrow.
---[CLIMBING]------------------------------------------------------------------
Flight Simulator, like a real aircraft, climbs by itself and does not
require constant adjustments. If you took off as directed, you should be
climbing steadily.
1. To increase your rate of climb, increase the throttle.
2. To raise the elevators enough to hold a constant airspeed.
Raising the elevators converts airspeed into vertical velocity.
---[STRAIGHT AND LEVEL FLIGHT]-------------------------------------------------
Once you have reached an alititude of about 3000 feet, gradually make
the transition from climbing to straight and level flight.
1. Lower the elevators and decrease the throttle to attain a
resonable speed (about 120 knots) without gaining or losing
altitude. Remember not to "chase" the verticle speed indicator.
Instead, use the altimeter and air speed indicator as guides,
making small adjustments in the throttle and elevators as
necessary. Once you have settled into a straight and level
flight pattern, your verticle speed reading will drop close to
zero.
2. Check the altimeter periodically to make sure you are not losing
altitude. If you are losing altitude, increase the throttle or
raise the elevators.
---[TURNS - USING THE AILERONS AND RUDDER]-------------------------------------
Turns are made by banking and yawing the plane in the direction you
want it to turn. The Ailerons are used to bank the plane, and the
rudder is used to yaw it (from left to right). In Auto-coordinated
Flight mode, the ailerons and rudder are connected, so you use only
the ailerons and rudder are connected, so you use only ailerons to
control your bank.
1. Move the ailerons one notch to the left. You will begin to bank
left. Notice how your bank attitude is shown on the attitude
indicator.
2. When the bank approaches the 20-degree mark, center the
ailerons/rudder.
3. Check the attitude indicator and turn coordinator again. You are
turning.
You will continue turning at the specific angle until you "roll out"
of the turn. Flight Simulator is positively stable and makes provisions for
wing dihedral effects. so if you don't manually perform a roll out, the plane
eventually straightens itself after a few minutes of flight.
4. To roll out of a turn, apply the opposite aileron until your
attitude indicator shows that you are centered on your course.
Timing is the most important factor in rolling out of a turn. As
a general rule, apply the opposite aileron/rudder when your
heading indicator shows a reading of 10 degrees short of your
heading.
5. Always check the altimeter when you have completed a turn. Turns
cause you to lose altitude: the steeper the bank, the greater the
loss. To compensate, raise the elevators as you are turning.
---[LANDING]-------------------------------------------------------------------
Correct and safe landing is the most challenging part of flying. To
land you fly a foot or two above the runway, slowly applying up elevator
until the plane stalls and lands itself.
1. Descend until you can see the runway. Every active runway has a
number at each end. The line down the center of the runway is
your guide for touchdown.
2. When you have spotted the runway, align yourself with it and fly
toward it approximately 70 knots.
3. If you don't raise your landing gear after takeoff, it is
already lowered. Otherwise, lower it by pressing the Landing
Gear key (G).
4. Decrease the throttle and raise the elevators to maintain a 70
knot approach. Your approach glide should be a steep one. An
engine failure during a steep glide will have little effect where
you land. However, an engine failure during a long, shallow,
power glide could make your land short of the runway.
5. Make a transition to straight and level flight when you are
approximately 50 feet above the runway, so that you will be in
straight and level flight a foot or two above the runway. This
procedure is called the Flare.
6. As you flare, your airspeed starts to drop as the plane loses
momentum. As the plane shows, the nose tends to drop. Raise the
elevators to keep the a foot or two above the ground. As you do
so, the nose will rise. On touchdown, your elevators will be
nearly all the way up.
7. Make sure your rudder is straight before you touch down. The
rudder pedals and rudder control group steering. You will be
whipped off the runway if your wheels are not straight as you
touch down. An abrupt turn of the plane on the ground (a ground
loop) can severely damage a real aircraft.
8. When your speed is reduced enough so that the plane can no longer
fly, it will stall and touch down on the runway. If you "fly the
plane on the ground" above stall speed, it may bounce.
9. As you touch down, you will hear a sound and see the scenery on
display level off. Use the Brakes key (.) to bleed of speed,
guiding the plane with the rudder. Continue to apply the brakes
until you come to a complete stop.
---[REFUELING AND SERVICING]---------------------------------------------------
Some of the airports have fuel and service facilities. The airport
with fuel facilities are noted with an asterisk (*). At the airports Flight
Simulator, these areas are marked by rectangles and are located at the ramp
areas. Each rectangle has an "F" inside it. To refuel and have your
aircraft serviced, come to a complete stop inside one of these rectangles.
Both refueling and repairs occur instantaneously.
---[KEY BOARD COMMANDS]--------------------------------------------------------
Altitude Slew
F1 = Down
F2/F3 = Freeze
F4 = Up
Pitch Slew
F5 = Up
F6/F7 = Freeze
F8 = Down
Key Pad Commands
2 = Slew Backward
3 = Heading Slew
4 = Slew Left
5 = Freeze (stop all slewing)
6 = Slew Right
8 = Slew Forward
( = Nose Up
) = Nose Down
Q = Altitude Up
A = Altitude Down
Z = Turn Digits On/Off
ALT = Set Obervation Angle
The single aircraft simulation attempts to accurately simulate the
actions and response of a real aircraft. The flight simulator aircraft is
closely patterned after a Cessna Skylane RG II (basically a 182 retractable
landing gear). Some of the engine and prop control complexities are not
included in the simulation.
---[FLYING UNDER VISUAL FLIGHT RULE (VFR) CONDITIONS]-------------------------
When you start the Flight Simulator, you are facing north on the
runway at Meigs Field (a small field on a peninsula extending into Lake
Michigan) in Chicago. The John Hancock building is on the horizon to your
left (northwest). You will take off and climb out over Lake Michigan.
You are lined up for immediate takeoff. If, when you set up Flight
Simulator, you selected Normal Flight Mode on the Opening Mode menu, and
neither dynamic scenery nor random wether on the Environment Conditions menu,
then the weather is fair. The sky is blue and the ground light green,
indicating a clear day without a could in the sky. There is no wind. This
is perfect weather for Visual Flight Rule (VCR) flying. (If you selected
Normal Flight Using System Date And Time and random weather, you may be
flying at night and it may be cloudy or windy.
When you fly VFR you rely on ground references and the visible
horizon for orientation and navigation. Until you get off the ground,
navigation is secondary to flight control. The most important instruments
for your first VFR flight are the airspeed indicator and the altimeter. You
will use the other primary flight instruments, as well as the aileron,
rudder, elevator, and throttle position indicators. For your first flight,
concentrate on what you see out the window and how it relates to altitude,
airspeed, bank, and pitch attitude.
---[GETTING FAMILIAR WITH THE AIRCRAFT]---------------------------------------
Take a moment to study the three-dimensional display on your screen.
This is the front view out the aircraft's windshield.
Use the view selector to look to the right (press Scroll Lock, PgUp).
Try other views, then return to the front view by pressing Scroll Lock, Up
Arrow.
---[CHECKING YOUR INSTRUMENTS]------------------------------------------------
1. Check your altitude. Altitude is measured by the altimeter, in
feet above sea level. Although you have not yet left the ground,
the altimeter shows an altitude of 592 feet, the elevation at
Meigs Field.
2. Check the compass. It tells you that you are facing 0 degrees.
A 270-degree reading means that the aircraft is pointing west.
3. Notice the heading indicator. It shows your direction as 0
degrees. The compass and heading indicator provide similar, but
not always identical, readings. Gyroscopic precession and the
earth's rotation cause the heading indicator to drift over a
short period of time. In reality mode, you must adjust the
heading indicator to match the magnetic compass several times
each hour by pressing the Directional Gyro Key (D).
4. It is best to use the map window to taxi around the airport. Take
the opportunity to experiment with the map window. Activate the
AP window by pressing NumLock. To zoom in on a narrower press the
plus key repeatedly on the main keyboard. To broaden your focus,
press the minus key.
---[TAXIING AROUND THE AIRPORT]-----------------------------------------------
You are at the runway positioned for takeoff. While you are on the
ground, all objects on the horizon are viewed edge on. Everything in your
field of vision is clustered on the horizon.
1. If you have not already activated the map window, do so by
pressing NumLock.
2. Use the plus and minus key on the main keyboard to zoom in and
out until you get a good view of you position at the airport.
3. Begin to taxi by applying the throttle key (9 on the key pad)
once.
4. Under the rudder pedals to steer the plane. Turn the rudder left
right by pressing the left rudder and the right rudder keys to
steer the airplane down the runway. Try to stay on the center
line. Press the center key (5 on the numeric key pad) to center
the rudder and nose wheel quickly, so you can taxi in a straight
line.
5. Get off the active runways as quickly as possible and practice
taxiing around the airport. If you need to make an abrupt stop,
cut the throttle and apply the brakes by pressing the brakes key
(.) repeatedly. If you want to roll to a gentle stop, cut the
throttle by pressing the Throttle Cut key.
---[IF YOU CRASH]-------------------------------------------------------------
If you crash, your three-dimensional display will go blank
temporarily. if you crash into a obstacle or the ground, the word CRASH
appears on your screen. If you land in water, the word SPLASH tells you so.
In either case, Flight Simulator returns to the location where you began
simulation.
---[PRE-TAKEOFF CHECK]--------------------------------------------------------
Now that you know how to taxi, prepare for takeoff.
1. On the taxi way, taxi to either end of the active runway (an
active runway has a number at each end)
2. Cut the throttle and coast to a stop at the line before the
runway. If necessary, apply your brakes by pressing the brakes
key (.) repeatedly.
Now conduct your pre-takeoff check to see if all systems are go.
3. Check elevator operation. Move the elevators up and down and
then center them.
4. Check the rudder and ailerons in the same way. Center them.
5. Check the engine gauges. Make sure the oil pressure is correct.
The indicator should be centered between L(ow) and H(igh). Also
make sure you have plenty of fuel (check both gauges).
6. Finally, check for traffic, and then move onto the runway. Check
the heading indicator against the magnetic compass. If they do
not agree, set the heading indicator to match the magnetic
compass by pressing the Directional Gyro key (D) after the
magnetic compass has settle.
If all systems are go, you are ready for takeoff.
---[TAKEOFF]-------------------------------------------------------------------
Before you takeoff, you may want to remember that P pause all
simulations.
1. Turn the map window off by pressing NumLock twice rapidly.
2. Switch to the forward view by pressing Scroll Lock, Up Arrow.
---[ACCELERATING DOWN THE RUNWAY]----------------------------------------------
1. Apply Full Throttle.
2. As you move down the runway, steer with the rudder, adjusting it
to keep a steady course and to avoid zig-zagging. (Remember,
pressing the 5 key centers the rudder.)
3. Notice that the airspeed indicator shows the rise in speed. The
runway drops away as you lift off. As the aircraft nose pitches
up, the vertical speed indicator registers a positive reading.
4. You are airborne. To level out the climb, lower the nose by
pressing the 8 key twice.
5. Look out of the back window by pressing Scroll Lock, Down Arrow.
Return to the front view by pressing Scroll Lock, Up Arrow.
---[CLIMBING]------------------------------------------------------------------
Flight Simulator, like a real aircraft, climbs by itself and does not
require constant adjustments. If you took off as directed, you should be
climbing steadily.
1. To increase your rate of climb, increase the throttle.
2. To raise the elevators enough to hold a constant airspeed.
Raising the elevators converts airspeed into vertical velocity.
---[STRAIGHT AND LEVEL FLIGHT]-------------------------------------------------
Once you have reached an alititude of about 3000 feet, gradually make
the transition from climbing to straight and level flight.
1. Lower the elevators and decrease the throttle to attain a
resonable speed (about 120 knots) without gaining or losing
altitude. Remember not to "chase" the verticle speed indicator.
Instead, use the altimeter and air speed indicator as guides,
making small adjustments in the throttle and elevators as
necessary. Once you have settled into a straight and level
flight pattern, your verticle speed reading will drop close to
zero.
2. Check the altimeter periodically to make sure you are not losing
altitude. If you are losing altitude, increase the throttle or
raise the elevators.
---[TURNS - USING THE AILERONS AND RUDDER]-------------------------------------
Turns are made by banking and yawing the plane in the direction you
want it to turn. The Ailerons are used to bank the plane, and the
rudder is used to yaw it (from left to right). In Auto-coordinated
Flight mode, the ailerons and rudder are connected, so you use only
the ailerons and rudder are connected, so you use only ailerons to
control your bank.
1. Move the ailerons one notch to the left. You will begin to bank
left. Notice how your bank attitude is shown on the attitude
indicator.
2. When the bank approaches the 20-degree mark, center the
ailerons/rudder.
3. Check the attitude indicator and turn coordinator again. You are
turning.
You will continue turning at the specific angle until you "roll out"
of the turn. Flight Simulator is positively stable and makes provisions for
wing dihedral effects. so if you don't manually perform a roll out, the plane
eventually straightens itself after a few minutes of flight.
4. To roll out of a turn, apply the opposite aileron until your
attitude indicator shows that you are centered on your course.
Timing is the most important factor in rolling out of a turn. As
a general rule, apply the opposite aileron/rudder when your
heading indicator shows a reading of 10 degrees short of your
heading.
5. Always check the altimeter when you have completed a turn. Turns
cause you to lose altitude: the steeper the bank, the greater the
loss. To compensate, raise the elevators as you are turning.
---[LANDING]-------------------------------------------------------------------
Correct and safe landing is the most challenging part of flying. To
land you fly a foot or two above the runway, slowly applying up elevator
until the plane stalls and lands itself.
1. Descend until you can see the runway. Every active runway has a
number at each end. The line down the center of the runway is
your guide for touchdown.
2. When you have spotted the runway, align yourself with it and fly
toward it approximately 70 knots.
3. If you don't raise your landing gear after takeoff, it is
already lowered. Otherwise, lower it by pressing the Landing
Gear key (G).
4. Decrease the throttle and raise the elevators to maintain a 70
knot approach. Your approach glide should be a steep one. An
engine failure during a steep glide will have little effect where
you land. However, an engine failure during a long, shallow,
power glide could make your land short of the runway.
5. Make a transition to straight and level flight when you are
approximately 50 feet above the runway, so that you will be in
straight and level flight a foot or two above the runway. This
procedure is called the Flare.
6. As you flare, your airspeed starts to drop as the plane loses
momentum. As the plane shows, the nose tends to drop. Raise the
elevators to keep the a foot or two above the ground. As you do
so, the nose will rise. On touchdown, your elevators will be
nearly all the way up.
7. Make sure your rudder is straight before you touch down. The
rudder pedals and rudder control group steering. You will be
whipped off the runway if your wheels are not straight as you
touch down. An abrupt turn of the plane on the ground (a ground
loop) can severely damage a real aircraft.
8. When your speed is reduced enough so that the plane can no longer
fly, it will stall and touch down on the runway. If you "fly the
plane on the ground" above stall speed, it may bounce.
9. As you touch down, you will hear a sound and see the scenery on
display level off. Use the Brakes key (.) to bleed of speed,
guiding the plane with the rudder. Continue to apply the brakes
until you come to a complete stop.
---[REFUELING AND SERVICING]---------------------------------------------------
Some of the airports have fuel and service facilities. The airport
with fuel facilities are noted with an asterisk (*). At the airports Flight
Simulator, these areas are marked by rectangles and are located at the ramp
areas. Each rectangle has an "F" inside it. To refuel and have your
aircraft serviced, come to a complete stop inside one of these rectangles.
Both refueling and repairs occur instantaneously.
---[KEY BOARD COMMANDS]--------------------------------------------------------
Altitude Slew
F1 = Down
F2/F3 = Freeze
F4 = Up
Pitch Slew
F5 = Up
F6/F7 = Freeze
F8 = Down
Key Pad Commands
2 = Slew Backward
3 = Heading Slew
4 = Slew Left
5 = Freeze (stop all slewing)
6 = Slew Right
8 = Slew Forward
( = Nose Up
) = Nose Down
Q = Altitude Up
A = Altitude Down
Z = Turn Digits On/Off
ALT = Set Obervation Angle