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Ambient Detail What level of ambient sound (Wind, Bird Song, Foghorns, etc.) do you want Choose from Low, Medium or High. Engine Volume Select an engine volume setting from Off, Level 1 to Level 5. Gun Volume Select a Gun volume setting from Off, Level 1 to Level 5. Speech Volume Select a Speech volume setting from Off, Level 1 to Level 5. Mechanical Volume Select a Mechanical objects volume setting from Off, Level 1 to Level 5. Bomb and Flak Volume Select Bomb and Flak volume setting from Off, Level 1 to Level 5. Overall Volume A general setting for all volume levels in the game from Off, Level 1 to Level 5. Click on the lower right hand switch to accept the changes and return to the Options Screen. Click on the lower left hand switch to cancel all control changes.

The Load/Save Menu

This allows you to Save the current game state or Load in any previously saved games.
Saving the Current Game Type in a name for your current game. Click on the right-hand button at the bottom of the screen. The saved game name will appear in the lower panel.
Loading Games The lower panel shows a list of saved games. Click to select and it will appear on the top panel. Click on the Load a Saved Game button (on the left).

The Game Options Screen

Quickstart Missions Single bomber commander campaign Squadron commander campaign Training Missions Historical Missions
Click on New Game in the Main Menu screen.
The Game Options screen allows you to select what sort of mission or campaign you want to take part in. As in the previous menu screens you can either click on the icon or on the dial. A red warning light indicates your selection and you must click on the Continue switch to implement your choice.

The Campaign Game

Playing a Campaign Game will give you a complete tour of duty, meaning that you will have to complete the 25 missions for the scenario time period you are flying:
The Bomber Commander Campaign Click on the top left icon (one aircraft) to participate in a full tour campaign in command of just one bomber and its ten-man crew. Command the bomber and crew throughout the entire period of the tour. Define your crews success with medals/promotions, and nurture your ten flyboys to get the best out of everyone from rookies to veterans. Your ultimate goal is to get everyone to complete their tour of duty and back to the US as quickly and safely as possible! The Squadron Commander Campaign Click on the lower left icon (multi-aircraft) to participate in a full tour campaign as the Commander in charge of a squadron of B-17s; each one with a complete ten-man crew. Plan your own missions to fulfil a long-term strategy and use reconnaissance opportunities to strike at key enemy installations as they are developed.

Click on a mission name and study the mission details in the lower panel. If its a mission you want to undertake, flip the Continue switch to go to the Mission Briefing room (see Mission Briefing below). The game will play as if you had been assigned this mission as part of a regular campaign. You will be debriefed on your return from the mission.
Bombardment Group/Squadron Screen
If you have chosen to play a Single Bomber Campaign you will be taken to this screen to choose your Bombardment Group (left panel) based at different airfields and Squadron (right panel). Select the Group/Squadron you want from the list. Note: The specific insignia will be shown.
Campaign Start The lowest panel on this screen shows when the campaign will begin. Click on the date to alter the start date of the campaign. Start between December 1st 1943 and February 10th 1945. When you have made your selection, click on the Continue Switch (lower right) to go to the Customise Bomber screen.

Customise Bomber Screen

Its here where you can personalise your B-17 by giving it your choice of name and nose art.
New Bomber Name The top panel shows a default B-17 name. To change a name, click on it to access a text cursor. Delete the existing name with the Backspace key, type in your own choice of name and press Return/Enter. Choose Nose Art On the left-hand side of the two central panels, you will see a list of nose art names. Click on one of the names and you will see the nose art in the right hand panel. Use the scroll button to view the rest (if necessary) and click on your choice. Your B-17 will now be painted with your choice of nose art. If you are playing the Squadron Commander game, you can customise each one of your squadrons aircraft. Click on the Continue switch (lower right) to go to the Bomber Crew Screen.

Bomber Crew Screen

If you have chosen to play a Single Bomber Commander Campaign you will be taken to the Bomber Crew screen. This shows portraits of all 10 crew that are now your responsibility. The crew from top left to top right are: Bombardier Navigator Pilot Co-Pilot Engineer/Top Turret Gunner The crew from bottom left to bottom right are: Radio Operator Ball Turret Gunner Left Waist Gunner Right Waist Gunner Tail Gunner By clicking on each portrait you see his name in the display panel. Renaming the Crew You can rename any or all members of your crew. Click on the name in the two display panels, delete it using the Backspace key and re-type your choice of name (first name and surname) then press Return/Enter. Your choice of crew names will be used throughout the campaign. Replace Entire Crew In the middle of the screen you will see a red button that allows you to replace the entire crew line up. All portraits will change but any crew already named by you will retain their identities gaining new faces. Selector Dial As in most B-17 Flying Fortress menu screens, clicking and dragging the Selector Dial Indicator will also perform crew selection. Continue Switch When you have made your choice flip the Continue Switch (lower right) to enter the HQ Corridor. Return to Previous Screen Switch Flip the Return to Previous Screen switch (left) if you want to change any previous selection.

Squadron Bomber Names/Nose Art
If you are playing the Squadron Commander Campaign you will be able to name and customise each bomber in your squadron. When you have made your choice flip the Continue Switch to enter the Squadron Crew screen.

Squadron Crew Screen

The Squadron Crew screen is similar to the Bomber Crew screen (see above) but it also has an extra panel that shows all of the aircraft in your squadron formation. By clicking on the individual bombers (or the dial), you can access the entire 10-man crew for each bomber, rename them, or generate entirely new crews. When you have made your choice flip the Continue Switch to enter the HQ Corridor.

The HQ Corridor

Bomber Inspection Bomber Commanders Office Briefing Room Operations Room Squadron Commanders Office
Once you have made all your game selections, you will enter the HQ Corridor. This is the planning hub of the airbase, which will allow you access to the following areas: Bomber Inspection - the windows. The Bomber Commanders Office the furthest door on the left (for the Bomber Commander only). The Briefing Room the nearest door on the left. The Squadron Commanders Office the furthest door on the right (for the Squadron Commander only). The Operations Room the nearest door on the right (for the Squadron Commander only).

The Operations Room

The Operations Room will only be available when you have chosen to play the Squadron Commander campaign game. This is the where all mission planning takes place; where you can send out reconnaissance missions, select strategic targets, check what S2 (Intelligence) has to say about them and plan your bombing route using waypoints to avoid as much flak and enemy fighters as possible. Here you can also set mission altitude and the type of bombs to be dropped (for best target effectiveness).
The Map Planning the Mission First, lets have a look at the operations map. This will give you an idea of the area in which the Squadron will be operating and the number of strategic targets you currently have information about. Left click the map on the Ops room table to open the Operations Map screen. Map Controls You can scroll around the map by using either the mouse and/or the keyboard.
Mouse Control: Move around the map by holding down the right mouse button and moving the mouse. Tilt and rotate the map by holding down the Shift key plus the right mouse button and moving the mouse.

Read Mission Briefing At the desk in front of you is the Mission Briefing File. Click on the cover to open it. This gives you a full written Mission Summary including: Date of Mission Primary Target Details Secondary Target Details Ordnance Selected Distance to Farthest Target Fighter Escort Click the page to turn over. On the final page of the summary you must sign that you have read and understood the briefing. Click on the line to sign, then click away from the file and you will return to the Briefing Room. Beginning the Mission Now all preparations are completed youre ready to get set off on your mission. Click on the door on the far right of the room to leave the Briefing and be taken to the aircraft to start the mission.

Inside the Aircraft

Your Mission Responsibilities
The Squadron Commander Taking the role of the Squadron Commander in the simulation is the ultimate test of your abilities, not only to command but also to set in place operations and missions that will have a positive effect on the war effort. Its not just one crew and one bomber you are nurturing but the whole squadron. But all this doesnt mean you cant fly the complete mission as the tail gunner (if you so wish) and let the computer control the rest. In short, you must fly the same mission as the Bomber Commander, but also bear the responsibility for 5 other aircraft and 50 other aircrew in addition to having planned the whole show in the first place! The Bomber Commander In the Bomber Commander game, you are in charge of a B-17 with all the duties and responsibilities that come with a ten-man bomber crew. You are responsible for the aircraft and the crew, their safety and efficiency, not just when you are flying a mission but at all times. Your crew is made up of specialists: Pilot, Co-Pilot, Navigator, Bombardier, Engineer, Radio Operator and four Gunners. Each must play a part in an effective combat team who reflect your ability as commander.
You must get to know members of your crew, their character, capabilities and shortcomings. Take an interest in their problems, ambitions, and need for extra training. Be aware of their morale. Your crew should be trained to work as a team. Get to know each ones duties and any difficulties experienced. To succeed, you must have a thorough knowledge of each job and the likely problems that will be encountered.
Starting Off Once you have left the Mission Briefing room, you will begin all campaign missions with all your crew inside the bomber in their assigned positions ready for take off. You will see your B-17 (or lead B-17) in external view positioned at its dispersal point awaiting orders. If you are playing Squadron Commander the game will centre on an outside view of the lead bomber in the squadron or, if you are playing the Bomber Commander game, it will centre on your B-17 the lead bomber.

Inertia

If your aircraft is sitting still it wants to stay that way, resisting a change to its state of motion. If it is moving in a particular direction at a particular speed, it wants to retain that speed and heading. In flight, inertia tends to make manoeuvres more difficult at higher speeds. The faster your plane is moving, the more inertia it has in the direction of movement and so the engine and control surfaces have to do more work to get the plane to change direction.
G forces are the most obvious problem caused by inertia. G is the acceleration due to gravity (any acceleration experienced by the plane and pilot). When you change direction you are subject to Gs, inertia tries to keep you moving in your original direction. Side turns cause transverse Gs pushing you sideways in the opposite direction; downward turns cause negative Gs making you feel lighter; upward turns cause positive Gs pushing you into your seat. Note: Positive Gs can cause blackouts and negative Gs can cause redouts.

Level Flight

Level flight is achieved when all the forces are in balance and the aircraft moves at a constant speed without changing altitude. Pilots make level flight easier by setting the trim of the aircraft (this is akin to calibrating a joystick). By trimming you calibrate the elevators to compensate for lift and the ailerons and rudder to compensate for roll.
Level Climb and Level Descent
To gain or lose altitude without changing the pitch of the aircraft is done by changing the amount of lift generated by the wings. So to begin a level climb, increase the throttle. Speed will increase and add more lift making the aircraft climb gradually. To lose altitude (without diving and gaining speed), simply cut back on the throttle, reducing speed and creating less lift making the plane descend gradually. Do not fly at full throttle all the time, you will use up fuel and overheat your engines. Keep to cruising speed until you need to go into combat.

Climbs and Dives

To climb, pull back on the stick, the farther you pull, the steeper the climb you get although this depends on the capabilities of your aircraft and your airspeed. The most efficient full throttle angle of climb is about 20 degrees above the horizon. To dive, push forward on the stick, the farther you push, the steeper the dive will be (and the faster your airspeed gain).

Starting Your Engines You must start your engines in the correct sequence: Engine 1 (left outer), Engine 2 (left inner), Engine 3 (right inner), and Engine 4 (right outer). Engine One 1. Turn the Ignition Switch (Magneto) for Engine 1 ON. 2. Press F9 to go to the Co-pilots Auxiliary Panel.
1. Locate the Starter Panel above the Intercoolers (and the Fire Extinguisher control panel). The Starter Panel has four switches: two Starter and two Mesh switches. These switches each have three positions, a neutral (central) position, an up and a down position. Place the leftmost START switch in its downward position, by left clicking on it. Count for 10 seconds. Move to the next switch (the leftmost Mesh switch), and left click on it, holding it down for about 6 seconds. Judge by ear when the engine has successfully started. Return both the Starter and the Mesh switches to their Neutral positions by left clicking. Press F4 to return to the Pilots Instrument View.
Engine Two Turn the Magneto for Engine 2 ON. Press F9 to go to the Co-pilots Auxiliary Panel. Place the leftmost START switch in its up position, by RIGHT clicking on it. Count for 10 seconds. Move to the next switch (the leftmost Mesh switch), and RIGHT click on it, holding it down for about 6 seconds. Judge by ear when the engine has successfully started.
Return both the Starter and the Mesh switches to their Neutral positions by left clicking. Press F4 to return to the Pilots Instrument view.
Engine Three Turn the Magneto for Engine 3 ON. Press F9 to go to the Co-pilots Auxiliary Panel. Place the centre right START switch of the Panel in its upward position, by right clicking. Count 10 seconds. Move to the next switch to the right (the rightmost Mesh switch), and right click on it, holding it down for about 6 seconds. Judge by ear when the engine has successfully started. Return both the Starter and the Mesh switches to their neutral positions. Press F4 to return to the Pilots Instrument view. Engine Four Turn the Magneto for Engine 4 ON. Press F9 to go to the Co-pilots Auxiliary Panel. Place the centre right switch of the Starter Panel in its downward position, by left clicking. Count 10 seconds. Move to the next switch to the right, the rightmost Mesh switch, and left click on it, holding it down for about 6 seconds. Judge by ear when the engine has successfully started. Return both the Starter and the Mesh switch to their neutral positions. Press F4 to return to the Pilots Instrument view. All four engines should now have started! Note: You MUST right click on the throttle lever for each of the four engines to allow the AI access to the engines again. If you fail to do this, the pilot AI will not be able to fly the plane, and the engines will not respond to your joysticks throttle. Taxiing Taxiing must be carried out very slowly (about the speed of a running man). You must be able to stop easily without heavy use of the brakes. You can use Left/Right Brakes for steering (keys B + N). As in the real thing the cockpit view of the airfield is very limited on the B-17 and as Pilot you cannot crane your head out of one side of the window so you will have to taxi so you can either use an External (F2)/ Chase View (Spacebar) to see the B-17 from outside, or you can use the Pilot Helper (key H) to guide you in Action view.

Re-setting Waypoints Apart from the starting off airbase and the assigned targets you can adjust all other aspects of the waypoints, initial point and rally point, including ground location and waypoint/bombing height. Tooltips on the waypoint Brown Pyramid markers will indicate the altitude for that particular waypoint. Note: You must be in Manual mode to achieve these changes! To move a waypoint, simply click on it, hold down the left mouse button and drag it to its new position. To de-select a target, click on the bomb icon and drag it up away from the ground until it disappears. Navigation Realism Navigation has three modes of realism in the simulation: Historical, Easy and Flawless. Flawless will follow the route to and from the target without deviation but the other two modes will enable getting lost. The Navigator must always be tracking the aircraft position. He can adjust waypoints to distinctive geographical features (river mouths, islands, peninsulas etc) that leave no doubt about position. From take off you must flip from Map View to external camera views. Look all around for features rivers, main roads, and cities. Take control from the AI (key M), click on the green aircraft on the map and drag it to its correct position. Press key M to return to AI control. If you dont constantly update your position on the map with visual reference you may get a message from your Navigator that he is completely lost this will be more difficult to sort out.

The Drift Meter

Press key A to access the Navigators Action view. Here you will see the Drift Meter screen.
Drift in Degrees Tracking lines
Its important that you can calculate the Wind Drift for the Bombardier, without this crucial information the bombs cannot be dropped precisely on the target.
In the Action View you will be looking through the Drift Meter. Align the dial on the right (using the mouse click and drag) so that a fixed ground point travels along one of them. When this is fairly stable, read off the wind drift from the scale on the top. Use the drift scale reading as the initial wind drift value to be input into the Norden bombsight.

ENGINEER SCHOOL

The Engineer should know more about the B-17 than any other member of the crew. He has been specially trained in Air Force technical schools and will know his aircraft, his engines and his armament equipment thoroughly. He works closely with the Co-Pilot to check engine operation, fuel consumption and equipment operation. He must also work with the Bombardier and understand how to cock, lock and load the bomb racks. He must be familiar with the guns and related equipment and be able to strip, clean and reassemble them. He must know how to tune radio transmitters and receivers. The Engineer can operate the fuel transfer equipment and can crank down the landing gear if normal operation methods are unavailable.

Fuel Transfer

The two valves direct fuel from any fuel tank on one side of the aircraft to any fuel tank on the other side
Select the Engineer station. Select Instrument View (key I). Press the alternate Instrument View (spacebar). This shows the fuel transfer system left side (Engine Tank 1, 2 and Off) and the right side (Engine Tank 3, 4 and Off).
Above the right hand switch is the transfer control switch. Simply set the main red switches to the relevant tanks and set the control switch by right or left clicking on it. The central position is Off. However you will not be able to see the fuel transfer in this position. This is shown in the Co-Pilots Instrument View (F8).
Click on the switch and it will rotate through the four positions. The dial above it will show the amount of fuel in each engine tank. The Engineer also doubles as the Top Turret Gunner (see below).

RADIO OPERATOR SCHOOL

A B-17 bomber holds a lot of radio equipment and the Radio Operator is the man who should know all about it. He is expected to send positional reports, help the Navigator to take radio fixes, maintain the radio sets, and maintain a log of inward and outward messages. The Radio Operator must also be a competent Gunner and the photographer in reconnaissance missions.

The Radio

Communicates with crew, ground control and other aircraft.

Messages Inward Log

The Messages Inward Log shows all messages received (from whatever source) written down. Make sure you are in Manual Mode (key M). Click on the Messages Inward Log cover to open the book. Review the messages received (with the timing shown). Click on the page to turn it over.

Messages Outward Log

The Messages Outward Log shows a list of messages that can be issued by various members of the crew and can be for internal use for the individual bomber crew or for squadron use. For example, the Bombardier may not have released his bombs over the target in which case he can request the Pilot to Go Around Again. Or, if the Primary Target is unavailable, he can ask for the route to be changed to the Secondary Target. To send a message: Make sure you are in Manual Mode (key M). Click on the Message Log cover to open the book. Select the message you want by clicking on it.
If the message is a one off such as Return to Base it will from that point be unavailable.

If you are playing a historical scenario, you will have a limited number of rounds available to you in any mission so do not fire needlessly. Apart from the initial test firing (usually over the Channel) save your ammo for the fighter attacks. Select Instrument View (key I) or the Dial icon in the Crew Views pop-up panel to access the gunners ammunition box. Hover the pointer over the box to see how many rounds are left. Note: Space is limited on a B-17 and once you have used up all your ammunition there is no more available to you.
Section Five: Crew/Bomber Management
MOVING CREW TO NEW POSITIONS
All the B-17 crew can be re-allocated to other positions on board. This is crucial if you are attacked, suffer injury (or panic) and are short of a key crew (such as the Navigator). If you know your crew well enough you will be able to assign a substitute who has some level of skill in that key task. Note: If a crew station is not manned that station is unavailable to you to jump to. You must send a man to takeover before you can assume manual control. The crew of the B-17 are specialists in their particular skill but have to be prepared to do each others jobs in the event of injury. You must be able to manage the crew and re-allocate them to other positions in any emergency. At the start of any mission, the 10-man crew will be in their correct compartments. You can view them in their compartments by pressing the keyboard keys ` to 0. A white highlight will appear around the selected figure. Right click on a highlighted figure to open the Crew Management Icon Rose: a circular display of all other crew positions with a command icon in the centre.
Command Icon Position Icons
To move your selected crewman to another position click on the appropriate positional icon (making sure the Move To icon order is in the middle of the display).
The selected crewmember will leave his position and make his way to the nominated location. If you have moved the crew member to a position thats still occupied, the crew member who is still occupying the position will stand aside and let his replacement take over then await orders from you. Remember that the move will take place in real time, so if you choose to relocate the Bombardier as, say a Tail Gunner, he will have to make his way to the end of the airplane (and you can follow him through all the compartments using the Compartment view pop-up menu if you so wish).
All messages you hear will be shown on the screen as text but if there is an emergency such as a fire, crew injury, jammed guns this text will appear in red. By clicking directly on the text you will jump immediately to the source of the message and be able to deal with the problem more quickly.

INJURED CREW

It always pays to keep your crew healthy. If a crewman is unconscious you cannot jump into his shoes and, if that position is important to the success of the mission, you will have to find someone else to take over. Remember to consult all available files in your office so that you know the strengths and weaknesses of each crew member.

The toughest part about attacking a bomber is getting through the escort if you run into a heavily escorted formation of bombers while being chased by an enemy fighter, you can sometimes use the bombers firepower to your advantage: head towards a bomber, take a few shots and turn away, with luck, some anxious gunners will hit your tailing fighter before identifying it.

FW-190

Built by: Aircraft Type: Dimensions: Engine: Max Speed: Cruise Speed: Ceiling: Combat Radius: Fixed Weapons:
Focke-Wulf Flugzeugbau Fighter/Single-seater 8.8m 10.24m* (290" 33 5"*) Length; 10.5m (34 5") Span BMW 801D/Jumo 213A* 654km/h 685km/h* (408 426mph*) 480km/h 518km/h* (298 321mph*) 11,400m 12,000m (37,403 39,372)* 266km 282km (miles)* 2 cowling mounted 13mm MG131 cannon 2 wing-mounted (inner) 20mm Mauser MG151 cannon (A8 only) 2 wing-mounted (outer) 20mm Mauser MG151 cannon
* Models A8 - D9 The Focke-Wulf 190 is thought to be Germanys best fighter of the war. When the first version entered service in 1941, it showed marked superiority to its opponents in almost every aspect. The FW 190 could outrun, outturn and out climb anything it encountered. However the later models were mainly intended for bomber interception and so carried more firepower and armour making them considerably heavier and less manoeuvrable. Heavily armed with four 20mm cannons and two machine guns this proved to be the Allied bombers most feared adversary. The FW-190 is a great fighter to fly, giving excellent visibility, an unequalled rate of roll and easy take offs and landings. In flight, it reacts quickly to the slightest command and can climb and dive with ease.
The improved turning of the D models, impressive armament, compact shape and superior handling make this an excellent fighter for medium altitudes. Against the US heavy bombers you must employ a frontal assault strategy by flying high and fast to gain position ahead and above, then turning and diving towards the approaching targets and levelling out at the last minute. Timed right youll get about 15 seconds to fire before you are forced to dive away. If you are attacked in a turn you can use your superior rate of roll to flick over into a dive.

Bf-109 (Me-109)

Messerschmitt Fighter/Single-seater 8.8m 9.05m* (284" 29 8"*) Length; 9.9m 9.92m* (32 4" 32 7") Span Daimler-Benz DB 601N 570km/h 727km/h* (354 450mph*) 483km/h 590km/h* (300 366mph*) 11,000m 12,500m (36,100 41,000)* 200km 240km (miles)* 1 engine-mounted 30mm MK108 cannon 2 cowling-mounted 13mm MG131 cannon 2 gondola mounted 20mm Cannon
*Models E4 G6 K4 The Messerschmitt Bf-109 served as the Luftwaffes standard singleseater fighter from 1936 to the end of the war. It was the forerunner of all modern combat fighters, completely outclassing all pre-1935 rivals. It was not an easy plane to fly, it had weak landing gear and high wing loading but it benefited from a capacity to take on technological developments to increase engine power, firepower and armour. Quicker, lighter and more stable than many of its contemporaries this was a very tough aircraft but was always a nightmare to fly.

The Bombing Mission

4am. The sound of heavy trucks on the move can be heard across the slowly awakening base. Ordnance crews are in the process of collecting bombs from the dump. The chief engineer and his ground crew have been awake for several hours and are at work on the aircraft chosen for todays mission. Each plane crew has an auxiliary petrol driven generator called a putt-putt giving them the extra power they require to save them draining the aircrafts batteries. The squadron armaments officer appears and climbs into one of the B-17s. He opens the door to the bomb bay, walks along the catwalk and sits in the bomb aimers seat in the nose of the craft. He switches on the bombardiers panel and opens the bomb bay doors by moving the first of two levers. He checks that the red warning light has come on, then moves the second lever to one of three positions. He sets selective then switches on the intervalometer to set the bomb drop intervals and tests the bomb shackles and electric firing solenoids by pressing the bomb release located on top of the panel. Test lights flash back at him as he switches the lever from salvo (emergency drop of bombs) to lock. The chief checks the operation of the bomb bay doors from the outside, then removes the canvas windshield cover as the duty mechanic removes the canvas wraps from the engine cowling. Now its the turn of the ordnance crew. They arrive with the bomb loads on service trucks that are positioned under the aircraft, just below the bomb bay. This trailer contains ten M-lb general-purpose bombs, all marked with two yellow bands front and back (showing that they contain TNT. The ordnance crew attach shackles from the B-17s racks to two lugs on each bomb and the bombs are then winched into the bay and positioned on their correct station. The tail fins are screwed on and the nose and tail fuses carefully fitted into each bomb. The fuses have a small propeller-like vane that rotates as the bomb drops and arms the bomb. For now the device is made safe by a securing wire that will later be removed after take off.
Meanwhile the ground crew are pre-flighting the B-17. The prop blades are pulled and turned through three complete revolutions to remove any excess fuel that may have seeped through the system overnight. The chief performs his own set of checks: he turns on the battery and ignition switches and ensures that the terminals on the voltage connectors are not shorting. The fuel booster pump is turned on, the pressure checked and the throttle set to 1000 rpm. He starts number one engine, then the other three in sequence. The turbo supercharging system, that enables the 1,200 hp engines to run at full power between 20,000 and 30,000 feet, is inspected and the prop pitch controls are checked. Finally, everything that was reported faulty from the previous days mission is checked again. Another truck now appears and begins to unload ten wooden boxes of 0.50-calibre ammo into the rear fuselage door. The 0.50 calibre machine guns are loaded onto the aircraft and installed, each weighing 64 lb sand capable of firing 750 rounds per minute at a maximum range of 3,500 feet. Each magazine holds 365 rounds. The fuel tanks are now topped up. The B-17G has a maximum capacity of 2,780 US gallons with five filling points on each wing between the two engines. The tanks are self-sealing Tokyo tanks constructed from a rubber composite divided up into 18 small cells. The tyres are now inspected and any small oil leaks from the engines are checked for signs of deterioration. The oxygen supplies are now checked: 18 light metal bottles, each one allowing five hours supply to a man at a maximum of 30,000 feet. The flight crew arrive just as the last major checks are being completed. They are carrying their flight bags and parachute packs, wearing olive coveralls, heavy brown sheepskin jackets and trousers. The ranks and crew positions in this aircraft are:

The aircraft now drops 500 feet per minute and once below 10,000 feet the crew are told they can come off oxygen. Home base is informed of their estimated time of arrival and all activity at the airfields is governed by these times. Back at home base, flying control picks up radio signals from the formation approaching the base. The Ops officer is already waiting at the tower. The duty clerk informs the MPs, ambulance and fire tender crews of the arrival time. As the bombers appear, they have sorted themselves out into priority landings (with damage and/or casualties). After these, the order of landing is lowest altitude squadrons first. Aircraft land at about 20 second intervals, those with casualties turn off the runway as soon as possible to be intercepted by awaiting ambulances. The other bombers use their two outside engines to taxi directly to their airfield dispersal points. The flight crew gets out of the B-17, stretch their legs, inspect the aircraft and pack their flight bags. The gunners remove the guns and begin to clean them, making them ready for collection by the ammunition crews. The pilot fills in form 1A to report any flight problems and damage sustained on the mission. A truck now appears to collect the flight crew and take them directly to the briefing room. Here, personal equipment is handed in (parachutes, flying suits, oxygen masks, Mae Wests, etc) and the crew get something to eat. An Ops officer lists any important items of news that has to be acted upon immediately (aircraft in trouble, planes ditching in the sea and important enemy activity.
When all is ready the crews are interrogated; one interrogating officer per crew. He asks a standard set of questions encompassing all aspects of the mission such as enemy fighter numbers, flak locations, weather over the target, fighter escort, lost aircraft and any other observations. Claims by gunners for the number and type of aircraft shot down are then reviewed and compared in order to avoid doubling up. Navigators hand in their flight logs and along with bombardiers, write up their own specific reports. Lead bomber crews are interrogated further with more detailed questions. The process takes upwards of one hour forty-five minutes. When the crews are dismissed truck take then to the mess hall or back to their barracks. Most, shattered by the fatigue of combat, will want to sleep. They know that they might be called upon to fly again in a few hours time. Pictures taken from strike cameras are studied in the Group Operations and Intelligence rooms as soon as they have been processed. The Group strike pattern on target is plotted and a detailed report sent to Wing and Division. An assessment of the results of the bombing is analysed at Division HQ and the loss to the enemy is calculated. If necessary, the target is put back on a priority list for future attack. Meanwhile, the ground crew is back at work patching up the aircraft and maintaining each bomber ready for another combat mission tomorrow morning.

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Credits

WAYWARD DESIGN
Designed and Developed by Wayward Design Managing Director Andrew Walrond Technical Director Dominic Robinson Programming Co-ordination Chris Keegan Game Programming Andrew Walrond Chris Keegan John Shave Gavin Whitlock Front End Programming Andrew Crowley Andrew Wilton Flight Simulation Andrew Walrond Aircraft Simulation Andrew Walrond Gavin Whitlock John Shave Terrain Programming Andrew Crowley Andrew Thomason Dominic Robinson Visual Effects Mario DOnofrio Sound Programming Chris Keegan Renderer Programming Andrew Crowley Andrew Thomason Dominic Robinson Mario DOnofrio Tools Programming Andrew Thomason Chris Keegan Dominic Robinson Engine Design Chris Keegan Dominic Robinson Music and Sound Design Darren Lambourne Front End Artwork Attila Roth Claire Cooper Aircraft Modelling Ken Hall Peter Baldwin Target and Airbase Modelling Claire Cooper Dave Harris John Golding Ken Hall Peter Baldwin Crew Modelling Angus Fieldhouse Key Frame Crew Animation Charles Rawlins Crew Motion Capture Attila Roth Ken Hall Motion Capture Studio Psygnosis, Cheltenham Additional Artwork Chelfyn Baxter Iain Thody Terrain Editing Ken Hall Peter Baldwin Ross Thody Stuart Maine Design and Production Graham Davis Iain Howe Ross Thody Stuart Maine Studio Administration Julia Daker Military Consultant Major Joseph Shack Worsley (US Army Airforce Retired) Engine sound source recording Kevin Gray Cohearent Audio and Video Cut Scene Scripting Iain Howe Crew Speech Scripting Graham Davis Iain Howe Joseph Worsley Agents Hilbert Interactive Jeff Hilbert Mark Cochrane Research Clive Williams of Aardvark Books David Osborne - 381st Group Historian Eric Perrot Graham Davis Iain Howe Joe Worsley Ken Hall Martin W. Bowman Peter Baldwin Ross Thody Dr. Theo Boiten American Voice Talent Intro and Cut Scenes Fred Martin Ground Control Mark Reis Pilots Aldo Pisano Barry Levine Brian Clark Mark VanDerBeets

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B-17 Flying Fortress "The Mighty Eighth"

Introduction

They called it The Mighty Eighth, the US Army Air Force 8th Bomber Command. The force that flew daylight missions over occupied Europe, striking at specific military targets with pinpoint accuracy. The danger was that enemy fighters and flak sites could clearly see them. The solution was massive defensive bomber formations that had to fight their way there and fight their way back. B-17 Flying Fortress The Mighty Eighth recreates that era in a Second World War simulation that gives you total control of every aspect of the strategic air war (including the opposition fighters). Youll learn to fly the legendary B-17G Flying Fortress and feel the power and grace of the massive four-engine bomber. You can also be one of the escort fighter pilots and pilot the P-38 Lightning, the P-51 Mustang, or the P-47 Thunderbolt. In addition, you can take on the role of the Luftwaffe and jump into the cockpit of the German interceptors: the Bf 109, FW 190, and the jet powered Me 262! This is the ultimate tactical crew management game, as you become an expert at all ten B-17 crew positions. Take off and land the massive bomber, shoot from all turret positions, navigate across a realistically mapped Europe, send radio messages, carry out bomb runs, release the bombs and watch them hit the target! B-17 Flying Fortress The Mighty Eighth. The complete WW2 strategic air war flight simulation
The Flying Fortress is Born!
When newspaper reporters were first shown model 299 in Boeings Seattle factory on 16th July 1935, the aircraft simply took their breath away. "A regular fortress", one of them said, "a fortress with wings!" Boeing liked the name that was used in the headlines and so decided to register Flying Fortress as a trademark. Commissioned by the US Army Air Corps (USAAC), the aircraft specifications were those for a battleship for the skies: a multiengine bomber capable of 200 to 250 mph at 10,000 feet with a cruising speed of 170 to 200mph, a range of 6 to 10 hours and a service ceiling of 25,000 feet. When thirteen Model 299s were received by USAAC they were designated YB-17s. Y stood for evaluation, B for bomber and 17 because this was the seventeenth bomber design the USAAC had accepted. This was to prove an aircraft that exceeded all specifications for speed, range, climb and load carrying performance. As it was becoming evident that the US would become involved in the war in Europe, it was not long before the first orders were placed with Boeing for the production of the turbo-equipped B-17Bs. This was another major feature of the B-17: its adaptability to further development. Thirty-nine B-17Bs were delivered when the war broke out in 1939, followed by 38 B-17Cs and 42 B-17Ds these included new improved designs that could give 323mph top speed at 25,000 feet.
Boeing eventually took note of any design faults in the early types and then produced what was in effect, a completely new bomber, the B-17E, with its distinctive large tail fin and much improved firepower. Boeing was to build 512 B-17Es before they designed the B-17F the first truly battle-ready Flying Fortress. In the summer of 1942 the first B-17F rolled off the production line, Boeing were eventually to build 3,405 of them. This was the aircraft that flew most of the unescorted raids into Europe. The B-17G was the final development of the bomber design. Allin-all 8,680 B-17Gs were built equipping 108 squadrons of the 8th Air Force, 20 squadrons of the 15th Air Force in Italy and 200 to be used by the RAF. Most of the men who had flown a B-17 knew that it was a rugged aircraft, "Shell fight her way through to the target, do the job, take anything thrown at her and then do her damndest to get you home", stated a pilot after inspecting a large hole in the planes fuselage after a successful mission. It was calculated that the average life of a B-17 flown by the US 8th Air Force was 215 days: for 119 days it was non-operational, for 49 days it was under repair and for 47 days it flew missions. Such was the fury of aerial combat in the skies over Europe that it was notable if a B-17 survived 25 missions in its first year. In total the 8th Air Force received 6,500 B-17Gs. In March 1945 it could send 2,370 of them into combat operations. By the end of the war a total of 1,301 B-17Gs had been shot down or reported missing in action.

Your First Combat Mission
Starting Off After the opening animation screens you will see the Main Menu screen.

Game Options New Game

Before you do anything else you must check the status of the Navigation realism. Navigation is an important factor in the simulation. The aircraft can fly three levels of Navigation Complexity: Historical, Easy or Flawless but for this guide you will be flying with Flawless navigation. Click on the Game Option icon (top left) a red light will switch on when selected and then click on the Continue button (bottom right). You will be taken to the Game Difficulty/Realism menu screen. Select the second icon down on the left (marked 1,2,3) and then click on the Continue switch.
Scroll down the list to Navigation Complexity and make sure this is set at Flawless and then click on the Continue switch. Click on the return to previous screen switch (bottom left) to return to the Main Menu screen. Now select to play a New Game (the icon of the B-17 lower left). Click on the icon (a red light will switch on when selected) and then click on the Continue button (bottom right). You will be taken to the Game Options screen. Select to Play a Single Bomber Commander Campaign (the single aircraft icon top left) and flip the Continue switch (lower right). You will now be taken to the Eighth Air Force Division screen. Here you can choose which Bombardment group and which Squadron in that Group you want to join. Different Bombing Groups are based at different airfields across England. Select the 401st Bombing Group from the left hand panel. Select the 612th Squadron from the right hand panel. The lower graphic panels will show the insignia of the Bombing Group and the specific Squadron you have chosen. At the bottom of the screen is a Campaign Start panel (covering the period December 1st 1943 to February 10th 1945). This is where you choose the campaign length.
Click in the panel until it shows the date March 1st 1944. Flip the Continue switch (bottom right). You will now be taken to your bomber Name and Nose Art selection screen. Click on a nose art name for your bomber (click and drag the scroll bar to view all options in the left panel). The picture will be shown on the right hand panel. Now click on the Bomber Name panel (top), delete the default name with the backspace key and type in your own choice of name for your bomber and press Return/Enter. Try to match it to the nose art you have chosen. Flip the Continue switch (bottom right). Your next stop is your Crew screen. This shows the current crew for your B-17. Remember that you are in overall charge of the tenman crew and the one bomber.
Click on the round, red button to reshuffle all the names and faces. Click on the top left portrait (the Bombardier) and the bombardiers name will appear in the central panel Click inside the name panel and delete the name using the Backspace key Type in a new name (it could be your own) in the two panels and press Return/Enter to confirm each part of your name after typing it. Flip the Continue switch (bottom right) and you will be taken to the HQ Corridor screen. bomber commanders office mission briefing

Click on the door on the far left of the HQ Corridor and you will enter your office (you must try to be a bit more tidy!). Here you will find information about your crew and your bomber. Click on the book on the left of your desk and you will open the Crew Information File. The first page will open on the Bombardier details and will show the name you inserted in the Crew screen. Clicking on the tabs along the side of the book will show details for all ten crew (coded by position: TG Tail Gunner, N Navigator etc). Click away from the pages and the book will close Click on the book on the right of the desk and the Bomber Information File will open. This shows the details of the bomber you renamed. This is a new campaign so there will not be any details of any previous missions. Click anywhere away from the book to close the file. Click on the windows to go outside to Inspect Bomber and you will be taken to your Jeep. A clipboard will show the name of your bomber
This screen gives access to various mission planning and briefing screens. If you were playing the Squadron Commander game you would be able to plan all strategic operations but you, as Bomber Commander, will NOT have access to mission planning. But you do have your own office.
Click on the B-17s name on the clipboard. This will take you to the aircraft waiting at its dispersal point in the 3D world. Inspection is particularly useful when you have returned from a mission and want to see the damage your bomber has sustained. Full camera views are available:
Numeric Keypad Plus + and Minus Arrow keys PageUp/ PageDown Home / End Ins /Delete Mouse Alternately, you can use the mouse (with the right mouse button pressed in to zoom in/out and the left mouse button pressed in to rotate view.) Press Return to return to the jeep bonnet. This contains the Crew Management File. Click on the Crew Management File. This shows a summary of the crews abilities. A cross X shows the correct job of each crew member, a slash / shows a competence in another job. Its here that you can reassign your crew and manage their abilities as the campaign begins to take its toll and injuries accumulate. To change a crewmans job, click on the slash and it will become a cross. To ground a crewmember assign him to ground duties. Note that other crew positions will be automatically adjusted to fit in with your choices. = = = = = Zoom in / Zoom out move the view left/right/forward/backward tip view up/down move camera up and down rotate view left and right.
Click on the right hand page to turn it over and you will see details of each crewmans skills. These will improve as each man gets more and more mission experience. Click away to close the book and click on the bunch of keys to return to the airbase. You will be returned to the HQ Corridor screen. Now you have examined all aspects of your crew and bomber, youd best be briefed about your first mission. Click on the passageway to the near left to enter the Briefing Room.

Now lets begin the mission. Click on the door on the right of the Mission Briefing hut (Start Mission) to enter the 3D simulation.
Before you can do anything you must give the orders to begin the mission. Press F1 to go inside the aircraft You will now be just behind the Pilot / Co-Pilot seats on the flight deck. To give the Begin Mission order you must go to the Radio Operator station. Press Keyboard key 6 and you will jump to the Radio Operators compartment view. You will now see the Radio Operator sitting at his station with a highlight around him. You now need to go to the Radio Operators Instrument View. You can do this in two ways: Either - move your mouse cursor to the right side of the screen (in the middle area) to reveal a bank of five view icons. The current view is lit with a red light (the figure icon). Click on the fourth icon down (the dial icon). Or - with the Radio Operator selected (highlighted) press key I. Or - Press keyboard key 6 and then press key I. This will bring up the Radio Operators Instrument View (a radio set and two message books). Click on the Outgoing Messages book (on the left) and it will open. Look for the Begin Mission order.

computer control icon

Now youve made it to the aircraft dispersal point. The B-17 has bombs loaded, fuel tanks are full and all the crew are ready for the off. You will see an outside view of the aircraft and the game will be in computer-controlled mode (a small computer icon will be shown on the lower right of the screen). Note that the default is always computer control whenever a view or crew position is changed. Use the numeric keypad controls + / - to zoom in and out on the B-17, the arrow keys to move left /right /up /down. PageUp to tip up and PageDown to tip down the view. Ins and Del will rotate the view left/right. Or you can move the mouse, with the right mouse button pressed in for zooming in/out or the left mouse button pressed in to tip the view up/down and rotate the view.
Before you can do anything you must take control away from the computer AI. This is a feature of B-17. Everything will work on computer control but if you want to influence a position or character, you must take manual control.
Select the second icon down on the View Menu panel and you will return to the Compartment View (or press key C) You will now hear, or already have heard the four engines firing up. Press keyboard key 3 to go to the Pilots compartment view. Press F2 to go to an outside view to see the aircraft taxiing to its take off position.

manual control

Note that, if you return to the Radio Operators position he will now be back in computer control this applies to all crew management position in the simulation. The B-17 will now taxi to the main runway, followed by the rest of the squadron.
Press key M and the computer controlled icon will disappear and be replaced by the manual control symbol (a hand icon). You are now in control of the Radio Operator. Find the Begin Mission order and click on it. It will be issued (and therefore be crossed out, or disappear from the messages list). Click away from the book and you will return to the Radio Operators Instrument View. You should see and hear a message to Start Engines. Hover the mouse pointer to the right of the screen (near the centre) to open the View Menu panel. This is available in all internal B-17 screens.
Watch this from the outside view (using the mouse or numeric keypad controls). Use the camera keys especially the zoom out feature to see the whole airfield. The bomber will taxi to the main runway followed by the rest of the squadron and take up a position at the head of the take off runway. It will stop briefly for the final checks to be carried out then it will speed up and take off. Note that the B-17s may not taxi to the nearest runway for takeoff instead they will taxi to the runway that will allow them to take off facing into the wind.
The landing gear will retract and the other aircraft in the squadron will follow the leader. Your B-17 will circle until the other bombers form up with it. You can pause the simulation at any time by pressing the Pause/Break key. The Home key will speed up the simulation 2, 4 or 8 times. The End key will slow down the simulation (if things are happening too quickly) 2, 4, 8 times or Pause the game. The Return key will advance the simulation to the point where all the B-17s are formed up in midair. Once in the air and in formation, the B-17 will head for the target, perform the mission to the best of the crews current ability, defend itself against any attack, and try to return home and land. If you want to skip large chunks of the simulation when nothing important is happening, press the Return/Enter key to Time Skip. You cannot skip when there is an important game event happening (flak attack, fighter activity etc). You need not do anything if you dont want to. But the fun of this simulation is that you can jump into any position and take over manual control of that job! Similarly, you can jump into the escort and enemy fighter cockpits and dogfight with your enemy. Or, you can simply admire the views of the aircraft crossing a fully mapped Northern Europe!

In this brief guide well jump into a variety of positions You should still be in external view, in the B-17 squadron formation. Skip time (press Return/Enter) as much as you can to speed up the getting there procedure. If you are unable to skip time that means that a game event is happening, such as escort fighters scrambling, flak firing or enemy fighters engaging you in combat. Now lets look at the Pilot and Co-Pilot controls Return to the Pilots Compartment view by pressing F1. You should be on the flight deck just behind the Pilot and Co-Pilot. (If you are not press key 3 and select Compartment View from the right hand pop-up menu.) Select the Pilot (if hes not already selected) by clicking on the figure on the left. All members of the crew have their own set of specific views. The Pilot has an Action view (accessed by pressing key A) which drops you into his seat looking out of the front window and left/right in the virtual cockpit), and an Instrument view (press key I) showing the fully functioning cockpit dials. All these views can be also accessed via the View Menu panel by hovering the mouse cursor on the central right edge of the screen.
In addition, some crew positions have additional instrument views that relate to their jobs. The Pilot and Co-Pilot have specific close up instrument views (F5, F6, F7, F8 and F9). Press key A to access the Pilots Action view. Look left/right in the virtual cockpit using the Joystick Hat. Press key I to access the Instrument view. This is a fully functioning B-17 cockpit with dials, switches, levers etc all working. Press F5 to see the Co-Pilots instruments. Press F6 to see the close-up engine dials. Press F7 and F8 to see the close-up Pilots dials/switches. Press F9 to see the close up of the Startup and cooling instruments. Note: Do not operate any of these instruments in manual mode until you understand more about the B-17 simulation controls (see the complete manual). Now lets have a tour of the different crew positions. Return to the Pilots Compartment view (Key C or use the View Menu panel).
All stations in the simulation have a pre-set key, which can take you to the station provided a crewmember is manning it: ` Bombardier Navigator Cheekgunner Pilot Co-Pilot Engineer / Top Turret Gunner Radio Operator Ball Turret Gunner Left Waist Gunner Right Waist Gunner Tail Gunner
Press keyboard key ` and you will jump to the Nose Compartment. This is where the Bombardier and the Navigator work. Note that key ` has also selected and highlighted the Bombardier. If you press key 1 the Navigator will be highlighted. Weve already seen the Pilots compartment (see earlier) so to continue with the tour, press key 5. This will take you to the Engineer/Top Turret gunner compartment next to the bomb bay.

Note that because of his position the Engineer/Top Turret gunner is obscured by the bombs and is not shown fully, but you can just see his legs highlighted. Press the Action view (key A) and you will see the Top Turret view. Press key M to take control of the top turret and rotate/fire the guns using your joystick. Notice the realistic tracer path but do not shoot at your own aircraft! Youve already seen the Radio Operators compartment (key 6) so try pressing key 7 and note that because you were in the Top Turret Gunners Action view, you have jumped immediately into the Ball Turret Gunners Action view. Press key C or click on the second icon down on the View Menu panel to see the Compartment view. You will now see the two waist gunners with an almost obscured highlight of the Ball Turret gunners position close to the feet of the Right Waist Gunner. Now select one of the Waist Gunners (click on one of them or press key 8 or 9), and go to his Action view (key A or View Menu panel third icon down). You will be in position in front of the machine gun. Select manual control (key M) and fire the machine gun. Now return to the Compartment view by pressing key C.
The final compartment is where the Tail Gunner lives. Select keyboard key zero 0 and key A to view the Tail Gunners action view. Press key M to take over control and try firing the machine guns. Getting Around There various ways to navigate around the aircraft positions. 1. At the top of the screen is a Crew Portrait pop-up panel that allows you to jump to any member of the crew by clicking on his portrait. 2. To the left of the screen is a Crew Task pop-up panel that allows you to jump to any crew task (Navigation, Bomb Aiming/Dropping, Flying (as Pilot) etc.). 3. At the bottom of the screen is a panel that pop-up only in Compartment View that allows you to jump into the main B-17 compartments. Return to the Tail Gunners compartment view (key 0 and key C). Place the mouse cursor at the top of the screen and this will show a pop up panel with portraits of the crew in 1-10 order (see above). This allows you to left-click on the portrait to jump to and select another named crewman in his compartment.

Warning Red Text Throughout the mission you may hear speech from the crew giving headings (Navigator to Pilot) etc. This will be shown at the bottom of the screen in ordinary text. You have merely to note what is being said. However there will be times when you will be prompted to perform a task (such as during an enemy fighter attack) to man the machine guns etc in this case Red Text will appear when the message is heard. If you click on the red text you will jump immediately to the action station most associated with that message. For example, if you see red text message Bandits at 6 oclock, level and you click on the text, you will jump to the tail gunners station in action view. Either watch the tail gunner fire his gun at the enemy fighters or press M to take control and fire the gun yourself. Now lets look at where the aircraft is headed and jump to the Navigators station. Open the top panel and click on the second portrait from the left this is the Navigator. You are currently in Compartment view, so you will jump to the aircraft nose section (where the Bombardier also lives). The Navigator will be highlighted to show that he is the selected crewman. Press key I to access the Navigators Instrument view. This will show his desk and instruments: the Radio Compass, the Drift Meter (see later) and the Map. Click on the Map (on the left of the screen) and you will jump to the Map screen.
This map is very similar to the mission briefing map but it also has a track of the planes position (a green aircraft icon at the correct height and an aircraft shadow to show position across the ground) and its projected course (a broken blue line) and its actual course across the map (a broken and diminishing green line). All map controls are the same as for the map in the Briefing Room (see above). You are flying on Flawless level so the actual course flown by the aircraft will not differ from the mission briefing, but if you were to fly Easy or Historical navigation complexity you would have to adjust position by referring to the map and the outside views see the Navigator School in the complete manual. Exit the Map screen by pressing key C to go to the Compartment view. Select the Bombardier by clicking on him or pressing key (the crewman sitting right in the nose of the compartment) and he will be highlighted. Press the instrument key I to view the Norden bombsight. This is a complex piece of equipment that can locate and lock on to targets efficiently as long as it is given the correct data and used properly. For actual details of manual bombing see the Bombardier School in the complete manual, but for now lets look through the sight. Press the Action View key A. You will be looking at the ground (or the sea) through the bombsight.

Return to your B-17 by accessing the B-17 icon in the pop-up panel Press F1 to go back into your B-17

Crew Management

Youve now looked over the basic areas of the bomber simulation. Now lets look at aspects of crew management that youll need to know when things get rough and you experience casualties or emergencies such as fires. Crew can be told to takeover other crew positions, and made to perform certain actions in emergencies (apply first aid, unjam guns, take over in case someone panics etc.). If all else fails, they can be ordered to bail out! Make sure youre in the nose section in the Compartment view (you can see the figures of the Bombardier and the Navigator). Select the Bombardier by clicking on him and check that he is highlighted, Place your mouse cursor on the Bombardier and right click. This will open an icon rose. All these icons are instructions you can issue to individuals; all 10 crew in the B-17 can be given these types of orders (but they do vary depending on the job). Place your mouse cursor on a few of the icons and read the pop-up tooltips associated with these icons.
The central icon is the instruction you are issuing (such as Move To a different position). If you click on the central icon the instruction will change (Give First Aid, Repair, Use, Bail Out etc).
The Bombardier also has control of the Chin Turret thats located just under his bombsight station. This is useful when he has completed the bomb run and can function as a defensive gunner on the dangerous journey back home. Now, lets change his job to that of a chin turret gunner. Right click on the Bombardier and open the icon rose. The central icon will be the Move To (walking man) order (if it isnt then right click on it until it is). Move your mouse cursor to the top of the rose and click on the Chin Turret icon (the pop-up tooltips will confirm this) and left click.
If you select Give First Aid and you see a portrait (or portraits) with a red cross on that means there is a crewman who requires first aid. Click on the injured crew portrait and the selected crewman will go to him and help. If there is a fire additional icons with pop-up tooltips will show which fire extinguishers can be used in what compartments. Remember to put out fires as soon as you get a warning (or see smoke). Fire is your worst enemy aboard the B-17! It destroys equipment, injures crewmembers and spreads from compartment to compartment through the plane. If the fire ever reaches certain points in the Bomb Bay or the Flight Deck, then your B-17 will be destroyed.
The Bombardier will now move the chin turret controls over the bombsight. Press key A to access the Chin Turret Action view and you will see the chin turret sight. Press key M to get manual control of the Chin Turret and fire off a few rounds. Now, with what youve already learnt, try to make the Bombardier return to his Bombsight (note that the Norden Bombsight icon will have replaced the chin turret icon in the topmost position of the icon rose).

4. Ease up on the all engine throttle 5. Lower flaps (Shift + F) 6. Glide in to the runway and land all three wheels 7. Cut throttle as plane rolls 8. Once the aircraft has stopped moving put the Parking Brake on (Key P)
4. Click and move the Turbo-Supercharger and Throttle to zero for Engine 1. Number one engine should now be feathered 5. Switch to the Action view (key A) and look to the left to verify that Engine 1 has been feathered. The prop will have turned visibly, and will not be spinning as fast as the other prop. 6. Locate the fuel system switches above the pedestal and turn on the leftmost column. 7. Click on the large, round red button marked "1" 8. Set the throttle and Turbo speeds to match the other three engines. At this point the engine has started and is developing the same thrust as the others the mission is successful.
Mission 3: Feathering / Restarting an Engine
An unfeathered engine adds drag, could cause a fire or even sever the propshaft so its very important to learn how to feather an engine in flight. You are flying above the airfield at an altitude of 5,000 feet and airspeed of 155 mph (IAS). The engines are running, gear and flaps are fully raised. You must feather engine number 1 and then restart it, all while maintaining speed and altitude. If you drop below 1,000 feet you will fail this mission. Note that if you leave the plane in automatic for this mission, the AI will stop you flying into the ground whilst you are concentrating on your instrument panel. 1. Go to the Pilots Instruments view in the cockpit (Key I). 2. Click on the large, round red button marked "1" 3. Find the fuel system switches above the pedestal and turn off the left most column.
Mission 4: Bombing Good Conditions
In this mission you must locate the target and release the bombs as accurately as possible. You will be the Bombardier just at the beginning of the bomb run. The Norden bombsight is already configured with altitude and speed correctly. Altitude is 8,000 feet, and airspeed 155mph (IAS). All engines are running well, gear and flaps are fully raised. The weather is good, altitude is low and there is no flak or fighter opposition to worry about.
Press key M to take control 1. Wait for the Bombardier to report that you are "On the bombrun" 2. Press the spacebar to go to the Bomb Panel 3. Click the Bomb Indicator button ON 4. Click ON Bomb Bay Doors, Bomb Arming, Autopilot and the four rack switches 5. Press the spacebar to return to Norden bombsight view 6. Press Key A to go to Bombardiers Action View (you will be looking through the bombsight) 7. Make sure you are in Search Mode (The yellow light should be lit) 8. Use your joystick or keyboard keys control to locate the target and click joystick button to lock on the target 9. Adjust by unlocking target and readjusting control then lock again. 10. Watch the two markers close towards each other 11. When they meet press the Bomb Release button 12. Watch the bombs drop from the bay and then press F6 to view the target from above and F6 again to view target from ground level (use mouse left button to zoom in and right hand button to move around target.

P-38 Lightning

Built by: Aircraft Type: Dimensions: Engines: Max Speed: Cruise Speed: Ceiling:
Lockheed Long range fighter /bomber/single-seater 37 10" Length; 52 0" Span 2 Allison V-1710s-89/414 mph* mph* 40 44,000 feet*
Combat Radius: Fixed Weapons:
miles (2,260 miles with drop tanks)* 4 nose-mounted.50 calibre Browning machine guns 1 nose mounted 20mm Hispano cannon

P-47 Thunderbolt

* Models H to J The P-38 Lightning was the first American fighter to be designed as a long-range, high-altitude interceptor. However, due to technical difficulties, it did not achieve its intended role. The P-38 did however perform well when used as a tactical fighter-bomber; it had the range, the heavy armament and could carry a heavy bomb load. At low altitude the P-38 could manoeuvre well against the best of the German fighters and was often referred to as the Twin-Tailed Devil by the German pilots. The P-38 also proved itself competent for long-range escort and reconnaissance missions and was an effective aircraft for ground support. The Lightning was difficult to destroy for if one engine was taken out, the other engine could easily support it. This fighter is most vulnerable when alone, so try to avoid one-onone dogfights. Try to work with a wingman, using hit and run strategy. If an enemy gets on your tail, try to exploit the P-38s manoeuvrability ditch the bogey with a series of sharp turns, then head for the clouds. The P-38 will not perform well in a dive because of severe tail buffeting.
Built by: Aircraft Type: Dimensions: Engine: Max Speed: Cruise Speed: Ceiling: Combat Radius: Fixed Weapons: * Models C to D
Republic Aviation Corporation Fighter / Fighter bomber; Single-seater 36 1" Length; 40 9" Span Pratt & Witney R-2800 Double Wasp mph* 210 - 275 mph* 41,000 feet miles* 8 wing-mounted.50 calibre Browning machine guns
Often referred to as the Jug by its pilots, the P-47 was designed around the new Pratt & Witney R-2800 Double Wasp 2000 hp radial engine the most powerful at the time. It was also equipped with a turbo supercharger that gave full power even at an altitude of 30,000 feet, allowing the P-47 to outperform all German fighters at high altitude. The aircraft also served as a low altitude fighterbomber making use of its heavy firepower and its ability to sustain heavy damage. The P-47s main weakness is its poor rate of climb but this is more than compensated for by its first class diving ability. Use this feature to regain height rapidly once you lose momentum from the dive, climb in gentle turns and not in a steep, straight ascent. Flying the Thunderbolt, your best defence is to initiate the attack. Use the planes superior speed and the quickness of its dive to make a pass at an enemy, and then drop sharply away. When threatened in combat, if all else fails and you cant shake off an attacker, take comfort in the fact that the P-47 can take a lot of punishment before it gives up the ghost.

FW 190

The Luftwaffe
From the earliest days of combat flight, Germany has always been a leader in military aviation technology and during the 1920s and 1930s the country was consumed with a passion for flight. State funded flying and gliding clubs (military aviation was banned under the Treaty of Versailles at the end of WW1) were to be a fertile source of many future pilots and, on the advent of war in 1939,
Built by: Aircraft Type: Dimensions:
Focke-Wulf Flugzeugbau Fighter / Single-seater 8.8m 10.24m* (290"- 33 5"*) Length; 10.5m (34 5") Span Engine: BMW 801D / Jumo 213A* Max Speed: 654 km/h 685 km/h* (mph*) Cruise Speed: 480 km/h 518 km/h* (298 - 321 mph*) Ceiling: 11,400m 12,000m (37,403 39,372)* Combat Radius: 266km 282km (miles)* Fixed Weapons: 2 cowling mounted 13mm MG131 cannon 2 wing-mounted (inner) 20mm Mauser MG151 cannon (A8 only) 2 wing-mounted (outer) 20mm Mauser MG151 cannon * Models A8 - D9 The Focke-Wulf 190 is thought to be Germanys best fighter of the war. When the first version entered service in 1941, it showed marked superiority to its opponents in almost every aspect. The FW 190 could out run, out turn and out climb anything it encountered. However the later models were mainly intended for bomber interception and so carried more firepower and armour making them considerably heavier and less manoeuvrable. Heavily armed with four 20mm cannons and two machine guns this proved to be the Allied bombers most feared adversary.
The FW-190 is a great fighter to fly, giving excellent visibility, an unequalled rate of roll and easy take offs and landings. In flight, it reacts quickly to the slightest command and can climb and dive with ease. The improved turning of the D models, impressive armament, compact shape and superior handling make this an excellent fighter for medium altitudes. Against the US heavy bombers you must employ a frontal assault strategy by flying high and fast to gain position ahead and above, then turning and diving towards the approaching targets and levelling out at the last minute. Timed right youll get about 15 seconds to fire before you are forced to dive away. If you are attacked in a turn you can use your superior rate of roll to flick over into a dive.

Bf-109 (Me-109)

Messerschmitt Fighter / Single-seater 8.8m 9.05m* (284"- 29 8")* Length; 9.9m 9.92m* (32 4"- 32 7") Span Engine: Daimler-Benz DB 601N Max Speed: 570 km/h 727 km/h* (mph)* Cruise Speed: 483 km/h 590 km/h* (300 - 366 mph)* Ceiling: 11,000m 12,500m (36,100 41,000)* Combat Radius: 200km 240km (miles)* Fixed Weapons: (E4) 2 wing-mounted 20mm Mauser MG151 cannon 2 cowling mounted 7.92mm Solothurn machine guns (G6) 1 engine-mounted 20mm Mauser MG151 cannon 2 cowling-mounted 13mm MG131 cannon (K4) 1 engine-mounted 30mm Mauser MG151 cannon 2 cowling-mounted 13mm MG131 cannon *Models E4 G6 K4

 

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