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In addition, some crew positions have additional instrument views that relate to their jobs. The Pilot and Co-Pilot have specific zoomed-in instrument views (F5, F6, F7, F8 and F9). Press key A to access the Pilots Action view. Look left/right in the cockpit using the joystick hat or Camera view keys. Press key I to access the Instrument view.
This is a fully functioning B-17 cockpit with dials, switches, levers etc all working. If you hover the mouse pointer on a switch or lever a tooltip will show what it does. Press F5 or F9 to see the Co-Pilots instruments. Press F6 to see the close-up engine dials. Press F7 or F8 to see the close-up Pilots dials/switches.
DO NOT OPERATE ANY OF THESE INSTRUMENTS UNTIL YOU UNDERSTAND MORE ABOUT THE B-17 SIMULATION CONTROLS (see the Training Schools later in this 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). Bombardier Navigation Cheek Gun Pilot Co-Pilot Engineer/Top Turret Gun Radio Ball Turret Gun Left Waist Gun Right Waist Gun Tail Gun Press keyboard key 1 and you will jump to the Nose Compartment.
All crew positions in the simulation have a pre-set keyboard key: `
This is where the Bombardier and the Navigator work. Note: Key 1 has also selected and highlighted the Navigator. If you press key ` (to the left of keyboard key 1) the Bombardier will be highlighted. Weve already seen the Pilots Compartment (see earlier) so lets continue with the tour. Press key 5. This will take you to the Engineer/Top Turret Gun compartment next to the bomb bay.
Note: 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 keyboard or joystick. 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.

Press key M to take control.
1. Wait for the Bombardier to indicate he is on the bombrun. Then press key A to go to Bombardiers Action View (you will be looking through the bombsight). 2. Enter Search Mode by using SHIFT + K (a light will come on). 3. Use your joystick to locate the target, place the crosshair over the target and then hit SHIFT + K to lock the target. 4. The Sight starts in DRIFT tracking mode. Moving the joystick left adjusts the angle of Drift to the left the target will begin to drift more to the right of the sight picture. Moving the joystick right will alter the angle of Drift to the right the target will begin to drift more to the left of the sight picture. 5. Press key N to enter the RATE tracking mode. Moving the joystick up makes the rate track more slowly, so the target will move towards the bottom of the sight picture. Moving the joystick down will make the rate track more quickly, hence the target will appear to move back up towards the top of the sight picture. The objective is to freeze any vertical movement of the target. 6. You should adjust DRIFT and RATE until the sight picture shows no movement at all. This is called SYNCHRONISATION, and means the bombsight is correctly allowing for speed, altitude and wind drift. 7. During your alterations, the target may have slipped out from the crosshairs. If you have time, you can enter SEARCH mode, using the SHIFT + K key combination, and place the target directly under the crosshair again. Provided that you have correctly SYNCHRONISED the sight, as described above, the crosshair will remain where you left it. 8. Watch the two markers close towards each other, when they meet the bombs will be dropped automatically by the bombsight thus ensuring a drop accurate to the millisecond. 9. Watch bombs release from bay and then press F6 to view down from inside the bomb bay and F6 again to view target from ground level (use mouse left button to zoom in and right hand button to move around target.
Mission 5: Bombing Poor Conditions

As well as the explosive bombs, there are other types that the 8th Airforce uses to good effect in its campaigns. Incendiary bombs are especially useful in areas such as Oil Refineries or Factories, where flammable objects can burn for many hours after a raid. Anti Personnel cluster bombs are especially useful against airbases and troop concentrations, where they cause casualties amongst vital personnel and can hinder the clean up process. Click away from the file to return to the Ops Room Blackboard View Mission Summary Finally, before you leave the Ops Room check the Blackboard on the back wall of the Ops Room to remind yourself of the basic mission details. Click away from the blackboard to return to the Ops Room. Click on the left hand door to return to the HQ Corridor.
The Squadron Commanders Office
(The furthest door on the right.) If you have chosen to play the Squadron Commander campaign game, this is where you come to for complete information about your bomber squadron. All information is contained in files arranged on the desk or on the bookshelves.
In-tray Read New Mail The in-tray is where you will read all new mail that relates to the latest mission flown by your bombers and crew. Click on the sheets of paper to view details of missions flown, enemy aircraft kills, mechanical status, targets, bomb damage inflicted, aircraft shot down, injuries incurred and medals awarded. Out-tray Read Old Mail Click on the out-tray to examine old mail about previously completed missions. Crew Information File Click the book on the left to see a complete dossier of all crews in the Squadron. Different bombers are tabbed along the edge of the file. Click on a tab to open at the marked point. Click away to shut the book. Bomber Information File Click the book in the middle to open the bomber dossier for all B-17s in the Squadron. Bombers are tabbed along the edge of the file. Click on a tab to open at the marked point. Click away to shut the book.
Medical File The Medical File (on the right of the desk) shows the list of personnel wounded in action and details of when they can return to the aircraft or be given a possible discharge. When a crew member is fully recovered from being wounded in action, he will be moved from this file and be made available for air duties. Click away to shut the book. Inspect the Bombers (Window) Click on the window to carry out a full inspection of all your bombers. Details are similar to the Inspect Bombers section from the Operations Room (above). Click on the left hand door to return to the HQ Corridor.
The Bomber Commanders Office
If you have selected the Bomber Commander Campaign game, you will have access to the Bomber Commanders Office (the furthest door on the left). Remember, you will not be able to go to the Operations Room or the Squadron Commanders Office - you do not have a high enough rank. This office is where you keep all information about your specific bomber, your crew, read any mail (old and new) and where you can go to inspect your B-17. It deals specifically with your bomber but in most other respects is similar to the Squadron Commanders Office.

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.

The Crew

Lets take a tour of the B-17 crew positions and compartments. Press F1 to move from exterior view to the B-17 interior view. You will begin in the Pilots compartment view looking at the Pilot and Co-Pilot. There are several different ways to select your crew and their specific views. On most internal screens you will be able to access the following:
Crew Portrait Panel (pop up menu) Hover the mouse pointer at the top of the screen and the Crew Portrait Panel will pop up. This shows the portraits of the ten crew positioned in the B-17. If you hover the mouse pointer over a picture you will see a name.
Click on a portrait to select and jump to that crewman.
Crew Position Panel (pop-up menu) This is another pop-up menu but this time it accesses the B-17 station not the man but if the position is not filled (for example, theres no one manning the Cheek Gun) you will not be able to access it. Note: Positions filled by wounded crewmen will also vanish from this panel making it an excellent way to judge the gaps in your gun coverage. Hover the mouse pointer to the left of the screen and the Crew Position Panel will appear showing icons of all ten jobs on board. Click on one of these jobs to jump to the action view for this crew position. This is very useful if you want to jump to different action stations quickly (for example in air combat). Note: These positions (plus an eleventh Cheek Gun action position) are also accessible from the keyboard keys: `. Bombardier; 1. Navigation; 2. Cheek Gun; 3. Pilot; 4. Co-Pilot; 5. Top Turret Gun/Engineer; 6. Radio Operator; 7. Left Waist Gun; 8. Right Waist Gun; 9. Ball Turret Gun; 10. Tail Gun.

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).

Banking

To carry out a simple turn, push the stick to either side and the aircraft will roll in that direction redirecting the wings lift, making the plane bank to that side and turn in that direction. By pulling back on the stick you can tighten the turn you are making but you will also lose speed as you turn (nose dips and altitude drops). You must add throttle and pull back on the stick.

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.

Bombardier Skills The Bombardier must know his bombsight, what it does and how it works. The Bombardier must understand the automatic pilot and how it works in the bomb run. The Bombardier must know how to operate all gun positions on the aircraft. The Bombardier must understand the destructive power of the bombs his aircraft is carrying and the vulnerability of the targets he is seeking. The Bombardier must be fully conversant with target and aircraft identification. The Bombardier is in effective command of the aircraft on the bomb run. He should be mindful of this responsibility. Bombing Factors The following bombing factors will come into play when dropping bombs from a heavy bomber: Altitude Altitude determines the length of time the bomb is in flight and therefore the time the bombs can be affected by the atmospheric conditions. This in turn affects the range (the forward travel of the bomb from launch) and deflection (the distance the bomb drifts in a crosswind). True Airspeed True Airspeed is a measure of the speed of the airplane through the air. Its this speed that gives the bomb its initial forward velocity and thus affects the trail (see below) of the bomb (the distance the bomb lags behind the airplane at the moment of impact). Bomb Ballistics This is the size, shape and density of the bomb - factors that give it an air resistance value. Trail This is the horizontal distance the bomb is behind the airplane at the moment of impact and is therefore affected by altitude, airspeed, bomb ballistics and air density. A value is obtained from bombing tables and is pre-set into the bombsight. Actual Time of Fall This is the length of time the bomb stays in the air from the point of release to impact. Groundspeed This is the speed of the aircraft in relation to the earths surface and has an effect on the range of the bomb. Groundspeed is entered into the bombsight through synchronisation on the target while the pilot maintains constant airspeed and the correct altitude.
Drift This is the speed and direction of the wind that determines the distance the bomb will travel downwind from the airplane from release point to impact. This value is set on the bombsight by the Bombardier and is given to him by the Navigator.

The Bomb Run

As the bomber approaches the Initial Point (IP) select the Bombardier position (key ` or click the bombsight icon in the Crew Position pop-up menu). The Bombardier will announce Were on the Bomb Run!. Press key I to view the Bombardiers Instrument Panel (the Norden Bombsight). Check that the Mission Altitude is correct on the Bombsight. Set Mission Altitude on the large dial on the right of the bombsight (a tooltip will give you details of the setting). Set the Course Drift by clicking on and moving the indicator at the bottom of the sight. The Course (or Wind) Drift is calculated at the Navigators station (see later). Access the Bomb Sight action panel by pressing the spacebar.

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.

GUNNERY SCHOOL

Essentially, the B-17 is a moving gun platform that can be very effective in defending the airplane from enemy fighter attacks, but the effectiveness will always depend upon the skill and application of the Gunners.
Top Turret Chin Turret Ball Turret
Right Waist Gun Cheek Gun

Tail Gun Left Waist Gun

Gunner Skills
Gunners can be categorised into two types: the flexible gun operators and the turret operators. Power turret gunners need some of the qualities required from good pilots because operating a power turret is much like that of controlling an airplane in flight. Flexible gunners do not need to have the same touch as turret gunners but must have a good sense of timing and an understanding of the basics of exterior ballistics.

Machine Guns

Originally, most bombers defensive armaments were single hand operated machine guns pivoting on a mounting attached to the structure of the craft. The main disadvantage being that it was difficult to turn the gun into a 200mph slipstream and so the field of fire was severely limited. The next development was to give the gunner a rotating mounting so that he could pivot towards the enemy. The slipstream problem was overcome by installing powered gun turrets that traversed the turret and gun-mounting ring, leaving the gunner free to control movement in azimuth and elevation by hand. B-17 machine guns are electrically fired and electrically fed with ammo.

Gunsights

At the beginning of the war, gunsights were the simple ring and bead type in which a gunner had to maintain a constant eye base. Accuracy depended on the gunners skill in calculating deflection (the predicted path the target is travelling along) but it was still extremely difficult to hit a moving object. These sights were eventually succeeded by the reflector type; an optical sight that left the gunner free to move his head without creating an error in deflection the gunner only has the target to watch with the reticule in the optical viewer superimposed on it. All gunners should understand the zones of fire for all gun positions on the B-17 and be expert aircraft identifiers. They should understand the Browning aircraft machine gun, including how to clear jams and using the sights to best effect. For training purposes, gunners should always be operating their turrets and tracking with the flexible guns by sighting on various objects, other aircraft, vehicles etc. Gunners should be competitive and keen to be the best gunner on board, they should all be able to fire each others guns efficiently in case of emergency.
The Clock System of Defence
All gunners should be on the look out for enemy fighters. If any member of the crew spots an enemy, he should call out on the intercom giving a clock reading and a level. In the clock system, the nose of the plane is pointing to 12 oclock, the tail is pointing to 6 oclock, the right-hand (starboard) wing to 3 oclock and the left-hand (port) wing to 9 oclock. High means in the 90-degree arc above the aircraft, low means in the 90-degree arc below the aircraft, no mention of level implies on the same plane as the aircraft.

The Zone Firing System

Hand held weapons in the B-17 are not always as effective as is hoped. For an average gunner its a matter of luck if an enemy aircraft was hit, the fact that both the gun platform and the target were moving in different directions and speeds made accurate aiming extremely difficult. The US 8th Air Force implements the Zone System of firing in air combat: pointing the machine guns in the direction of the target and filling the sky with bullets so that a passing enemy fighter would have to fly through several streams of bullets and, with luck, incur damage.

Sighting and Firing

Select any Gunner and press key A to access the guns. Make sure that you are in manual control (key M).
For best control of the machine guns make sure you have a joystick fitted, this will give you the freedom of movement you require. Sight on the enemy aircraft. Press the trigger to fire.
Every 5th round in your ammo is a tracer round. This will flare and show up the path of your bullets giving you a visual guide to the path your bullets are describing. If you are getting low on ammo you will see red tracer appearing.

Red Text Warning

All messages you hear will be shown on the screen in black text but in combat when a member of the crew spots enemy fighters, this text will be in red. By clicking directly on the text you will be able to jump immediately to the source of the message and be able to take over manual control of the action area.

Unjamming Machine Guns

Guns will overheat and/or jam. If this happens, return to Compartment view (C), select the gunner by clicking on him (he will be highlighted) and right-click to access the crew management Icon Rose. Right click on the centre icon until you see the Unjam icon.
Left click on the icon to unjam the gun(s). You can watch the gunner try to unjam the gun(s). The simplest way of dealing with jams is to keep your bursts short and on target. This will also maximise your efficiency as regards ammunition.
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.

First Aid

Wounded crew will react realistically when they are injured. Their portrait in the pop-up panel at the top of the screen will show a red cross and you may hear a message telling you that someone is hit. You must select a crewman to administer First Aid. In this case: Click on the crewman then right click to open the Icon Rose. Select the First Aid icon and click on the portrait of the wounded crewman.
The man you have selected will make his way to the wounded mans station and do the best he can. The injured man will not heal automatically but can be stabilised or even after a period of time helped back to man his station at a reduced level of skill.
In the event of extreme stress caused by fire, bullet strikes or fighter attacks some crew members may panic and not be able to carry out their tasks at their usual efficiency. You can overcome the worst effects of this by jumping into their seat and doing their job for them. After a period of time they may calm down and be able to perform their job at a normal level of skill.

Section Six: Fighter School
The following section looks at the fighter aircraft in B-17 Flying Fortress The Mighty Eighth, how to fly them and the instruments on the cockpit. The location of these instruments can be found on the separate Reference Card. Note: The instruments do not vary hugely for each airplane but the performance is based on the real physics model for each one.
FIGHTER COCKPIT INSTRUMENTS
American aircraft dials are calibrated to imperial units (feet/inches etc.) while German aircraft are marked in metric (metres). Each fighter has all the necessary instruments although they might not be located in the same place position. Each fighter cockpit is reproduced with all of the most important instruments but only the basic set of gauges and dials are shown here. Note: Most of these instruments are located below the cockpit head up view so you will have to tilt down your view to look at them using the joystick hat button (on Sidewinder-types) or the Instrument Snap view (CTRL + I) if playing on keyboard control.
Singleengine Aircraft Controls
P-51 Startup Sequence 1. Battery Switch to ON 2. Magnetos to BOTH (3 Clicks) 3. Throttle to ZERO (Use Controller or Keys) 4. Fuel Mixture to Full 5. Left click Starter Engine starts automatically. P-47 Startup Sequence 1. Master Battery Switch to ON 2. Magnetos to BOTH (3 Clicks) 3. Throttle to ZERO (Use Controller or Keys) 4. Fuel Mixture to one third 5. Left click and hold Starter 6. Wait 6 seconds whilst still holding Starter 7. Click and hold engage switch till engine starts Engine should start. 8. Fuel Mixture to Full Bf-109 Startup Sequence 1. Mainline Switch to ON 2. Magnetos to M1+2 3. Throttle to ZERO (Use Controller or Keys) 4. Fuel Cock to Full 5. Lift the Starter Cover 6. Left Click and Hold Starter
7. Whilst holding Starter wait 6 seconds 8. Whilst STILL holding Starter right click and hold to start engine Engine should start. FW-190 Startup Sequence 1. Mainline switch to ON 2. Magnetos to M1+2 3. Throttle to ZERO (Use Controller or Keys) 4. Lift Starter cover 5. Left click starter switch and wait till engine starts Engine starts automatically.
Twin-engine/jet Aircraft Controls
P-38 Startup Sequence 1. Mainline Switch to ON 2. Both Magnetos to BOTH (3 Clicks) 3. Throttles to ZERO (Use Controller or Keys) 4. Fuel Mixture levers to one third 5. Left click Engine Starter 6. Wait 6 seconds 7. Left click and hold Engine Engage switch until left engine starts Left engine should start. 8. Right click Engine Starter 9. Wait 6 seconds 10. Right click and hold Engine Engage switch until right engine starts Right engine should start. 11. Fuel Mixture levers to Full Me-262 Startup Sequence 1. Mainline Switch to ON 2. Depress Left and Right RPM Scale indicator buttons 3. Throttles to ZERO (Use Controller or Keys) 4. Lift Left Starter cover 5. Click Left Engine Starter Switch 6. Watch RPM. When Revs hit 800 hit Left Engine Starter button. 7. Throttles to 10% 8. Left Fuel Cock to Full Left engine should start. 9. Throttles to ZERO 10. Lift Right Starter Cover 11. Click Right Engine Starter Switch 12. Watch RPM. When Revs hit 800 hit Right Engine Starter button. 13. Throttles to 10% 14. Right Fuel Cock to Full

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FIGHTER PLANES INSTRUMENT PANELS

SINGLEENGINE AIRCRAFT

P-51: Pilots Instrument View
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FW-190: Pilots Instrument View
P-47: Pilots Instrument View
Bf-109: Pilots Instrument View

Centre View

Left View

Right View

Compass Artificial Horizon Airspeed Indicator Tachometer Altimeter Oil Pressure Gauge Engine Temperature Gauge Fuel Gauge Manifold Pressure Gauge Rate of Climb Indicator Throttles Flaps Lever Landing Gear Handle Battery Switch Magnetos Fuel Mixture Starter Switch Gunsight Controls Fuel Tank Selectors Master Battery Switch Mainline Switch Fuel Cock Starter Cover and Starter Gas Temperature Gauges Fuel Cock levers Starter Covers and Switches (Right cockpit side) Starter Buttons (Throttle mounted) Turn and Bank Indicator Clock Directional Gyro Ammo Counters Flaps Indicator Landing Gear Indicator

TWIN-ENGINE/JET AIRCRAFT

P-38: Pilots Instrument View
Me-262: Pilots Instrument View

REFERENCE CARD

Pilots Instrument View (Instrument View/F4)
1. Voltmeter (AC) 2. Radio Compass 3. Flux Gate Compass 4. Hydraulic Oil Pressure Gauge 5. Pilots Directional Indicator 6. Pilots Localiser Indicator 7. Altimeter 8. (x4) Propeller Feathering Switches 1 = Engine One etc. 9. Airspeed Indicator 10. Directional Gyro 11. Rate of Climb Indicator 12. Flight Indicator 13. Turn and Bank Indicator 14. (x2) Manifold Pressure Gauges 15. (x2) Tachometer (RPM) 16. Landing Gear warning light 17. Bomber Call light 18. Tail Wheel Lock light 19. Flap Position Indicator (Up/Down)

B-17 instrument panels

CO-PILOT
Co-Pilots Control Panel Right
41. (x4) Intercooler Controls
Co-Pilots Instrument View
42. (x2) Cylinder Head Temperatures Gauges 43. (x2) Fuel Pressure Gauges 44. (x2) Oil Pressure Gauges 45. (x2) Oil Temperatures Gauges 46. (x2) Carburettor Air Temperatures Gauges (behind column) 47. Free Air Temperature Gauges 48. Fuel Quantity Gauge (US Gallons) 49. Carburettor Air Filter Switch 50. (x4) Oil Dilution Switches 51. Engine Starting Switches 52. Parking Brake Control 53. Engine Fire Extinguisher Controls
Pilots Control Panel Left
20. Ammeters 21. Generator Switches 22. Battery Switches 23. Hydraulic Pump Servicing Switch 24. Voltmeter Selector 25. Inverter Switch
Pilots Control Panel Pedestal
26. (x4) Ignition Switches (Magnetos) 27. (x4) Fuel Boost Pump Switches 28. (x4) Fuel Shut Off Valve Switches 29. (x4) Cowl Flap Control Valves 30. Landing Gear Switch 31. Wing Flap Switch 32. (x4) Turbo Supercharger Controls 33. Turbo and Mixture Control Lock 34. Throttle Control Lock 35. Propeller Control Lock 36. (x4) Propeller Pitch Controls 37. (2x2) Throttle Controls 38. (x4) Mixture Controls (Lean-Rich) 39. Recognition Lights/Running Light Switches 40. (x2) Landing Lights Switches

control keys

Flight Controls Pitch (Nose Up) Pitch (Nose Down) Roll (Bank Left) Roll (Bank Right) Yaw (Rudder Left) Yaw (Rudder Right) Flaps Up Flaps Down Steering/Brake Controls Left Steering Brake Right Steering Brake Parking Brake On Parking Brake Off Wheel Brakes On Wheel Brakes Off Tailwheel Lock On Tailwheel Lock Off Landing Gear Controls Landing Gear (All) Raise Landing Gear (All) Lower Landing Gear (Left Main) Raise Landing Gear (Left Main) Lower Landing Gear (Right Main) Raise Landing Gear (Right Main) Lower Landing Gear (Tail/Nose) Raise Landing Gear (Tail/Nose) Lower In-Flight Trim Controls Trim Positive Elevator Fine Trim Negative Elevator Fine Trim Left Aileron Fine Trim Right Aileron Fine Trim Left Rudder Fine Trim Right Rudder Fine Trim Positive Elevator Coarse Trim Negative Elevator Coarse Trim Left Aileron Coarse Trim Right Aileron Coarse Trim Left Rudder Coarse Trim Right Rudder Coarse Trim Neutral Key(s). ; Z X B N F SHIFT + F B N P SHIFT + P INSERT DELETE T SHIFT + T Engine Controls Select Engine 1 Select Engine 2 Select Engine 3 Select Engine 4 Start Engine Stop Engine Feather Engine Engine 1 Throttle (Up/Down) Engine 2 Throttle (Up/Down) Engine 3 Throttle (Up/Down) Engine 4 Throttle (Up/Down) Port Engines Throttles (Up/Down) Starboard Engines Throttles (Up/Down) Throttle Step Up Throttle Step Down Throttle Step Up Fine Throttle Step Down Fine Throttle Maximum Throttle Minimum All Throttles (Up) All Throttles (Down) Lock Out AI Engine Control War Emergency Power (WEP) Enable Engine Fire Extinguisher Game Controls Computer/Manual Control (Toggle) Accelerate Time 2x, 4x, 8x (Cycle Through) Decelerate Time 2x, 4x, 8x (Cycle Through) Pause (Toggle) Time Skip Mini-Time Skip Jump to Next Plane (in sequence) Jump to Previous Plane (in sequence) Jump to Own B-17 Q W E R A (or Engine key + A) S (or Engine key + S) D (or Engine key + D) No Default No Default No Default No Default No Default No Default = (or Engine key + =) - (or Engine key + -) CTRL + = CTRL + SHIFT + = SHIFT + + (or Engine key + +) - (or Engine key + -) L (or Engine key + L) K (or Engine key + K) J (or Engine key + J) B-17 Controls Pilot Helper (Toggle) Switch to Action Start Mission Instruments View Action View Window (Miscellaneous) View Compartment View Bombardiers station (if occupied) Navigators station (if occupied) Cheek Gunners station (if occupied) Pilots station (if occupied) Co-Pilots station (if occupied) Top Turret Gunners station. (if occupied) Radio Operators station (if occupied) Ball Turret Gunner (if occupied) Left Waist Gunner (if occupied) Right Waist Gunner (if occupied) Tail Gunners Station (if occupied) Any Alternative View Flight Instruments Pilot Instruments (Pilot/Co-Pilot Instrument View) Co-Pilot Instruments (Pilot/Co-Pilot Instrument View) Engine Instruments Zoom (Pilot/Co-Pilot Instrument View) Directional Instruments Zoom (Pilot/Co-Pilot Instrument View) Fuel & Electrics Instruments Zoom (Pilot/Co-Pilot Instrument View) Startup & Cooling Instruments Zoom (Pilot/Co-Pilot Instrument View) Bombsight Controls Bombsight Fine Correction Adjuster Bombsight Search/Track Mode Bombsight Rate Correction Adjuster Weapon Controls Machine Guns Cannons Eject Drop Tanks H SHIFT + H CTRL + B I A W C ` Spacebar Padlock Targeting Controls Padlock Nearest Enemy Padlock Nearest B-17 Padlock Nearest Airfield Padlock Target Nearest Centre of View Clear/Restore Padlock View Cockpit Views Instrument Snap Snap View (Toggle) Other Views Internal View External View Chase View Bomb Release and Target View Camera Controls Zoom In (Coarse) Zoom Out (Coarse) Zoom In (Fine) Zoom Out (Fine) Reset Camera Camera Up (Coarse) Camera Down (Coarse) Camera Left (Coarse) Camera Right (Coarse) Camera Forward (Coarse) Camera Backward (Coarse) Camera Pan Left (Coarse) Camera Pan Right (Coarse) Camera Pan Up (Coarse) Camera Pan Down (Coarse) Camera Up (Fine) Camera Down (Fine) Camera Left (Fine) Camera Right (Fine) Camera Forward (Fine) Camera Backward (Fine) Camera Pan Up (Fine) Camera Pan Down (Fine) Camera Pan Left (Fine) Camera Pan Right (Fine) Miscellaneous Controls Console Mode Bail Out Quit Mission Quit to Desktop Y CTRL + Y SHIFT + Y U SHIFT + U CTRL + I CTRL + P F1 F2 Spacebar (from External view) F6

Up Arrow SHIFT + Up Arrow Left Arrow SHIFT + Left Arrow Right Arrow SHIFT + Right Arrow Down Arrow SHIFT + Down Arrow

F4 F5 F6 F7 F8 F9

CTRL + END CTRL + HOME CTRL + DELETE CTRL + PAGE DOWN CTRL + INSERT CTRL + PAGE UP SHIFT + END SHIFT + HOME SHIFT + DELETE SHIFT + PAGE DOWN SHIFT + INSERT SHIFT + PAGE UP CTRL + Backspace
M Home End Pause Return CTRL + Return ] [ Backspace

B SHIFT + K N

CTRL + D
Numpad + Numpad CTRL + Numpad CTRL + Numpad Numpad 5 Numpad 7 Numpad 1 Numpad 4 Numpad 6 Numpad 8 Numpad 2 Numpad 0 Numpad. Numpad 9 Numpad 3 CTRL + Numpad CTRL + Numpad CTRL + Numpad CTRL + Numpad CTRL + Numpad CTRL + Numpad CTRL + Numpad CTRL + Numpad CTRL + Numpad CTRL + Numpad
ESC CTRL + SHIFT + B CTRL + SHIFT + Q ALT + F4

 

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