* * * FIGHTER PILOT * * *
The "FIGHTER PILOT" program is a simulation
flight torus in real time,
based on the F-15 fighter.
The program represents the most complete
set of characteristics required for aircraft
ation imitators, including three-
dimensional view from the cockpit, full
simulation of aircraft maneuvers, aerial
battle, gusts of wind, air holes and blind
landing. For each mode the program
provides the opportunity to train and
difficulty level.
PROGRAM MODES.
LOADING PRACTICE - landing practice.
Your plane is 6 miles from
runway (runway) base
(BASE). The landing gear is extended and ready for landing.
ke.Using the thrust control, flaps and
ailerons, select the required speed by
flight and rate of descent. Self-guidance
flight on the runway can be performed using
Instrument Landing Systems (ILS)
or using the on-board computer
SBC FLIGHT COMPUTER).Reset after landing
apply traction and apply the brakes.
FLYING RAINING - flight training.
Initial position - the plane is on the runway
PS. Take off. To do this, give full thrust
and upon reaching the lift-off speed, transfer
childailerons to climb (key "6").
The maximum acceleration level can be
achieved if you develop traction with the switches on
brakes and start with shutdown
brakes. Immediately after shooting, remove
landing gear. With flaps extended, speed
there is less separation. Maneuvering on the runway is
filled using the tail rudder.
AIR TO AIR COMBAT PRACTIVE - practice
air combat.
Initial position - at a distance of 2
miles from the enemy plane, behind, on that
same altitude.Select combat mode (COMBAT
MODE) and turn on the on-board computer. It
gives you target data. The enemy is flying
at a speed of 550 knots and does not fire -
Xia. Maneuver when you see the enemy
and shoot when he passes through the
intact
AIR TO AIR COMBAT - air combat.
In this mode you are assigned to guard 4
airfields "BASE","TANGO","DELTA","ZULU"
from enemy aircraft.Your mission is
starts from the start from the base "BASE".
Use the radar and on-board computer to
determining the position of the enemy aircraft
ta.After identifying the target, display your
aircraft to intercept. Visual contact
possible when there is no distance between you
more than 1 mile and no more elevation difference
50 feet.
The battle begins with the enemy
startsmaneuver. Damage to your
aircraft are depicted by changing colors
airplane symbol shown on the screen
radar. Only three hits allowed
on your plane.If you want to get off
battle, due to numerous damage
niy or complete consumption of ammunition, then
take your plane away. The enemy has stopped
no attack if there is distance between you
exceeds one mile or the difference in altitude will
children over 5000 m and will return to their
main task - raid on airfields. Te-
then you can go back to the nearest one
airfield for repairs, refueling and replenishment
lack of ammunition.
BLIND LANDING - blind landing.
This mode simulates landing and takeoff in
fog. There is no image on the screen yet
the plane is above 50 feet. Horizon
not visible at all. Use
radar, on-board computer and map.
CROSSWINDS AND TURBULENCE - gusts
winds and air pockets.
In this mode, the aircraft receives the case -
ny aerodynamic disturbances. Flight and
navigation becomes more difficult. This mode is recommended
Recommended for experienced pilots.
PILOT RATING - difficulty level.
Various levels of complexity can be selected
details - from beginner to basic. Level selection
does not affectcontrol of your plane,
but greatly affects the behavior of the aircraft
enemy.
CONTROLS - game control.
In this mode, you can set the joystick
ka with which you work. Select "AGF"
corresponds to the keys "5" - "8" and "0".
AIRCRAFT CONTROL.
In flight, the aircraft is controlled by an elevator
rams, ailerons and tail rudder. Eleva-
tori are controlled by the keys "6" (up) and
"7" (down). Ailerons "5" and "8" cause
roll the aircraft left and right. Control
tail rudder - CAPS SHIFT and "7".
During flight, the action of these organs
control may change. Rotation speed
company, roll, etc. change accordingly
vii with the duration of the key press, which
gives the closest possible approximation to real conditions.
Traction control - "Q" and "A" (increased
tion and decrease, respectively).
A change in traction affects not only the speed
height of the aircraft, but also by the pitch angle.
the amount of traction required to hold
the required speed depends on the altitude and
from the pitch angle. So, for example, during landing
ke at low speeds to maintain
lift force, the nose of the aircraft should point
rise up. This increases the forehead
resistance, and thrust should be
higher.Maximum speed increases
with height, because there is air density
below.
Controlflaps - "W" (up) and
"S" (down). Flaps are used to reduce
speed changes during landing. Control
flaps in flight also affect the angle
pitch. Flaps extension at speed
above 472 angles leads to their destruction.
The chassis is raised and the valves are released
Vishey "U".
Brakes "B". They are engaged when the key
pressed, while on the dashboard
The inscription "BRAKES" appears.
Fire from a cannon - with the "O" key with the key
neck "C". Ammunition status is displayed
in the lower right corner of the display. Three lights -
symbol above the ammo indicator
indicate the presence of aircraft in the air
enemy. On the right is the number - quantity
downed planes.
ON-BOARD INSTRUMENTS.
The attitude indicator is located in the center of the
boron panel and shows the roll angles and
pitch of your aircraft. Widely used
used when performing complex maneuvers
your plane when you lose sight
horizon. The roll angle is shown inclined
the number of the aircraft symbol, and the pitch angle is at
"moving tape". The tape has a blue
color for positive angles (nose up)
and yellow for negative ones.
Speed - to the left of the attitude indicator. They give -
Shows the aircraft speed in knots.
The height is given relative to the ground in fu-
tah.
Speed of ascent indicator (VSI) - gives
climb rate readings or
decrease in ft/sec. The arrow indicatesup when the plane goes up and vice versa
mouth. When landing, the rate of decrease when
approximately 20 feet per second.
Flaps (FLAPS) - exit angle changes
from 0 to full (FULL). With orders removed
snatches minimum horizontal speed
summer - 130 knots, with extended ones - 120.
Thrust (THRUST) - indicator in the form of stripes -
ki at the bottom of the panel.
Locator and compass - these devices find -
on the left edge of the panel. It also displays
the countdown of your course relative to
but the radio beacon. When changing the beacon (key
"N" changes and the countdown.
Combat mode - switch to it with the key
"C". This turns on the aiming system -
vania, guns, locator and boron are used
The current computer switches to the airplane
enemy. This mode is indicated on
on your radar screen with a glowing symbol
scrap.Distance and course now refer to
enemy aircraft. To find out it you
cell, turn on the on-board computer.
INSTRUMENTAL LANDING SYSTEM.
The on-board computer is located to the right of
height sensor. This is a dual-use device
meanings.Used when landing and in
stuffy battle. Switching modes is performed
Operates with the SYMBOL SHIFT key.
1. Instrumental landing system.
helps guide the aircraft onto the runway when
cage. To go down the correct
trajectories, you need to hold the glowing quad-
position in the center of the device, this will give the angle oftemperature 3 degrees.
2. On-board computer. Displayed accurately
reference in feet relative to any
A runway with a radio beacon within a 10 mile radius.
The distance refers to the lighthouse that
ry is currently depicted on va-
our locator. If the runway was disarmed
enemy or is too far away
However, the computer does not work and shows
yellow and black stripes.
In combat mode, the computer displays the altitude
enemy aircraft. In battle, try
maintain a height equal to the enemy's height.
Fuel (FUEL) - displays the quantity
in the remaining fuel.
Chassis (UNDER CARRIAGE) - indicator on -
is located below the fuel sensor. It shows
shows three red dots and a down arrow,
when the landing gear is lowered.
The card is turned on and off using the key
neck "M".
FLIGHT DATA.
Breakaway speed.
> with flaps extended 130 knots;
> with flaps retracted 140 knots.
Maximum horizontal speed
flight.
> with flaps extended 120 knots;
> with flaps retracted 130 knots.
Maximum permissible speed for
flaps
> fully released - 352 knots;
> intermediate positions - 472 knots.
Maximum permissible speed for
chassis.
> in flight - 300 knots;
> on the ground - 250 knots.
CHARACTERISTICS.
Maximum speed.
> at sea level - 802node;
> at 60,000 feet - 1439 knots.
>max altitude: 65,000 feet.
DYNAMICS OF LANDING.
* Traction 74% 62%
* Pitch angle +3 deg. +6 gr.
* Descent speed 9 ft/sec 12 ft/sec
* Speed 125 knots 135 knots
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