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The Map can be controlled by using the numeric keypad keys: Plus and Minus (+/-) Arrow keys PageUp/PageDown Ins/Delete
Alternately, you can use the mouse (with the right mouse button pressed in) to move the map in all directions. The map shows Waypoints, Initial Points, Primary, Secondary, Tertiary targets (if available) and Rally Points. The red arrows show the direction of travel along the route. Place your mouse cursor on a gold pyramid waypoint marker (you might have to tip the map view) and you will see the height the bomber formation should be flying at when it hits that particular waypoint (you might also have to zoom in with numeric keypad + key). Press ESC to leave the map and return to the Briefing Room.
Youve now seen a reconnaissance film and the route to the target but youve still to read all the target details.
Click on the green Mission Briefing file on the desk in front of you.
This opens on the Mission Summary page that includes details on the Primary and Secondary targets, type of bomb selected, distance to travel and fighter escort details. Click on the right hand page of the Mission Briefing file and it will turn the page to show the Primary Target details including Flak Strength, Fighter Strength and Target Intelligence. Click again on the right-hand page to view details of the Secondary Target. When you have read about the mission targets click on the right hand page again.
You will now have to sign that you have read and understood the target/ mission details. Click on the line (marked by an X) and a signature will appear. Click away from the book to close the Mission Briefing file and return to the Mission Briefing room. Click on the door on the right of the Mission Briefing hut (Start Mission) to enter the 3D simulation.
Now lets start the mission.

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: 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 or rotate the view.
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 on the flight deck 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 and can do this in one of two ways: move your mouse cursor to the extreme right side of the screen (in the middle) 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). with the Radio Operator selected (highlighted) press key I.

Mission 2: Approach and Landing
You are on approach to the main runway of the airfield. All engines are running, gear and flaps are fully raised. You are in the Pilots seat behind the controls of the B-17 as it turns onto final approach. You will need to follow the correct approach and ease the bomber onto the runway. The mission ends once youve landed and brought the aircraft to a complete halt. Press key M to take control. 1. Use the external camera views for maximum visibility. 2. Locate the main runway where you will land (it should be lined up in front of you). 3. Drop your landing gear (Shift + Up Arrow). 4. Ease up on the all engine throttles. 5. Lower flaps (Shift + F).
6. Glide in to the runway and land all three wheels. 7. Cut throttle as plane rolls (- minus key). 8. Put Wheel Brakes on (Insert key) to stop aircraft moving.
Mission 3: Feathering/Restarting an Engine
An engine that is not feathered when it has stopped will add severe drag. This could cause a fire or even break the propshaft, so its very important to learn how to feather an engine. You are flying above the airfield at an altitude of 5,000 feet and airspeed of 155mph (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. Press key M to take control. 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. 4. Click and move the TurboSupercharger and Throttle to zero for Engine 1. Number One Engine should now be feathered. 5. Locate the fuel system switches above the pedestal and turn on the leftmost column. 6. Click on the large, round red button marked 1. 7. Set the throttle and Turbo speeds to match the other three engines. At this point the engine should start.
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 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.

The Quickstart Missions

These Quickstart missions all have limited objectives and are specially designed for a quick blast of realistic flight combat action when time is short. Select New Game. Select Choose a Quickstart Mission (the top panel on the right) and flip the Continue switch.
You will be shown a list of missions in the panel at the top of the screen. Scroll down the list (by clicking and dragging the slider on the right) to review all the missions available.

Mission 1: Limping home

You are flying a B-17 as part of the low element of your squadron on a mission to Berlin. Over the target you were hit by flak, damaging you quite badly. Limping home you were savaged by a group of Bf-109s who were driven away by your faithful fighter escort. You made it home to your airbase and are just performing the flight checks for landing when you realise that your undercarriage has been badly shot up! You now have to plan and execute an emergency landing.
Mission 2: Attack of the Axis
In this mission you must endure a savage attack by German fighters against your formation. Luckily you have little friends along for the ride, but they will be outnumbered and in many cases the only thing between you and the long drop will be the guns of your formation. A full formation of B-17s, minus one that has been shot down, accompanies your bomber. A formation of P-51s is riding shotgun, in their usual position about 1,000 feet higher than the bombers. They have just arrived and none have been engaged so they have their drop tanks and full ammo loads.
Mission 3: Where are the Little Friends?
As the war progressed the little friends cut a safe path through German airspace for the bomber formations. US losses dropped sharply as the German fighters turned from the hunters to the hunted. From time to time, however, bad weather or navigational errors led to the fighters and bombers missing each other. In this mission, exactly this has happened and the bomber formation must rely on its own guns to drive off the German fighters. A full formation of B-17s, less one bomber that has been shot down, accompanies your aircraft.
Mission 4: Opportunity for the Axis (Luftwaffe)
The American fighters have been making your job very difficult of late. Finally your fighters have found a formation of B-17 bombers that are unaccompanied by their escorts, making them easy meat for you! This is your chance to inflict heavy losses on the bombers and win a battle for the Luftwaffe. Two bombers are already missing from the formation.
Mission 5: Fighter sweep over France
In this mission you have finished an uneventful escort mission in a flight of P-47s and are now performing a sweep of northern France. A passing flight of P-51s reports a formation of Bf-109s to the northeast that they did not engage because of lack of fuel. This being the only action in the area you turn to engage. Your orders are to sweep the area clean of German fighters.

Flak Accuracy The general level of German flak concentration against the bomber formation. Choose from Rookie, Veteran or Elite. Enemy Fighter Skill The general opposition fighter pilot skill from Rookie, Veteran or Elite. Friendly Fighter Skill The general friendly fighter pilot skill from Rookie, Veteran or Elite. Ammunition Quantity Choose a quantity of ammo held by your side (B-17 machine guns, Allied fighters etc) from Historical, Double the historical amount or Unlimited. Fuel Quantity Choose the quantity of fuel on board your aircraft from Historical, Double the historical amount or Unlimited.
Bomb Damage Select the amount of damage your B-17 bombs can inflict on a target from Historical, Historical without Duds/Double the damage without Duds. Duds are damaged or defective bombs that hit the target but do not explode. B-17 Durability How tough do you want your bomber(s) to be? Choose from Historical, Enhanced or Invulnerable. Norden (Bombsight) Complexity Set how realistic you want your bombsight to react and function from Full Complexity or Simplified. Navigation Complexity Set how realistic you want Navigation to be from Historical, Easy or Flawless. Friendly Bullet Strength How effective do you want your machine gun bullets to be? Choose from Historical, Increased or Double strength. G-Force Effects on Pilot Set what level of G-force effects you want acting on the pilots (this applies more to fighter pilots when they are in tight turns) from Accurate, Reduced or None. Collision Damage Set parameters for any collision damage your aircraft may suffer. Choose from Ground/Other Aircraft, Ground Only or No Collision Damage. General Difficulty Choose an overall difficulty level for the simulation from Low, Medium or High. Weather Severity Set a level for bad weather encountered from Light, Moderate or Severe. Crew Autonomy Set how much initiative you want your crew to have when not directly in your control from: None they will show no initiative without your prompting. Limited they will show initiative in only essential tasks. Normal they will behave like an average crew. Superior they will show above average initiative. Note: The crews of aircraft not currently possessed by the player in Squadron Commander mode will always count as being on Superior Autonomy. This setting covers the autonomy of a player-occupied bomber only.
Fighter Gun Convergence Range Select a convergence range for your fighter plane guns between 150 (rookie shot) to 600 yards (good shot). 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. Note: Beyond the convergence range, the bullet pattern will spread again. This may be useful if you are intending to spray the aircraft.

The Graphics Menu

The Graphics options allow you to select a suitable set-up for your machine: a Speed setting will give you the lowest and less high spec machine settings; a Detail setting will give you the highest graphic quality and a Balanced setting will give you a cross between the two. The top panel shows the current settings. Click on an option and details will appear in the lower panel. Click to select the option in the lower panel.
Object Complexity How detailed do you want your 3D game objects? Choose from Speed (the fastest but less detailed level), Balanced or Detail. Environmental Effect This gives a level for items such as Particles, Clouds and Smoke effects. Choose from Speed, Balanced or Detail. Interior Shadows Interior shadows make the flying experience more realistic. Choose from Speed (the fastest but less detailed level), Balanced or Detail. Special Effects Select a level for in-game special effects such as explosions from Speed, Balanced or Detail. Landscape Textures Choose the landscape texture detail that suit your machine spec from Speed, Balanced or Detail. Non-Player B-17s How detailed and numerous do you want the non-player B-17s to appear in-game? Choose from Speed, Balanced or Detail. Damage Modelling What grade of damage and ancillary damage do you want? Choose from Speed, Balanced or Detail. Note: This controls only the visibility of the damage; any damage inflicted will still affect the flight model.
General Quality Set a general overriding level for game 3D graphics from Speed, Balanced or Detail. 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 Sound Menu

Click to select a number of in-game sound options. The higher panel shows the current state. Click on an option and details will appear in the lower panel. Click to select in the lower panel.
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.

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.

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.
Numeric Keypad Controls: Use numeric keypad Ins and Del to rotate the map horizontally left and right. Use numeric keypad 9 and 3 to rotate the map vertically (from 0 to 90 degrees). Use numeric keypad 4 and 6 to move the map left and right. Use numeric keypad 8 and 2 to move the map forward and backwards. Use numeric keypad + and to Zoom In/Out. Fine-tune all the above map control movement by holding down CTRL as you press the keys.
The Map Icons At the top of the map screen are a number of icons that will allow you to assign targets, set waypoints and reconnaissance missions. All 3D buildings shown on the map represent the targets currently available.
Red Bomb this will designate the Primary Target for the mission. Orange Bomb this will designate a Secondary Target for the mission (if appropriate). Yellow Bomb this will designate a Tertiary Target for the mission (if appropriate). Gold Pyramid this will set the vertical heights of any Waypoint. Red Arrow (once a target is assigned) will set a waypoint horizontal position. Purple Aircraft these three icons allow you to set up Reconnaissance Missions.
The Map Symbols The map shows standard features such as: Urban Areas Lakes Rivers Forests Minor and Major Roads Railways
It is also marked with Allied fighter (White Star) and bomber (Grey-out Star) Airbases, Luftwaffe airbases (Blue filled circle) The following is important mission information: Light Red Circles (or arcs) areas of light flak concentrations. Red Circles (or arcs) areas of medium flak concentrations. Dark Red Circles (or arcs) areas of heavy flak concentrations. Factory Icon Target location. Blue Circles (or arcs) areas that have strong enemy fighter concentrations. The map also shows the shifting front line (thick red line) throughout the years of the campaign.
Setting up a Reconnaissance Mission Reconnaissance missions will provide you with more accurate information about a potential target so its important (if you are the Squadron Commander) to request recon missions of the next set of potential targets before sending the whole squadron on a full mission. Recon missions will also give you black and white film of the target for the Mission Briefing (see below). Note: If you are playing the Bomber Commander recon footage will be shown to you automatically for the current mission primary target. Click on the purple aircraft icon, hold down the left mouse button and drag it above a potential target. A recon mission will provide target details for the next mission and if one of those targets is chosen as the Primary, you will have access to film footage of it in the Briefing Room. Press ESC to exit the Map screen. Setting up a Bombing Mission Target Intelligence: Study the map and the targets carefully. Check all available details in the Target Intelligence File (see below), and then decide where you think your Squadron would be most effective. Decide on the Primary Target and choose a Secondary Target close by (in case the Primary is unavailable or obscured). You could also set a Tertiary Target (if a third target is also close). The Primary Target: To assign a Primary Target, make sure it is shown on the map, click on the red bomb at the top of the map screen, hold down the left mouse button and drag the bomb on to the target icon and release.

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.

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.

Engine Fire Extinguishers (J) Each of the four engines on the B-17 has a built in fire extinguishing system. If you notice an engine on fire: Select the Engine (Q, W, E, or R). Press key J. Alternatively, if you want to use the cockpit controls: 1. Head to the Co-Pilots Instrument View (key 4 and then key I). 2. Select the Co-Pilots Engine Startup and Cooling panel by pressing F9. 3. The Fire Extinguisher panel is located above the Intercoolers, turn the dial to point to the engine that needs extinguishing (inboard engines at the top, outboard at the bottom). 4. Pull one of the red handles to fire one of the two extinguisher charges fitted. War Emergency Power (K) You have at your disposal a limited amount of WEP. Press key K and this will give the engines a short power boost to get out dangerous situations. Note: The B-17 does not include WEP most fighters, however, have some form of it. Lock Out AI Engine Control (L) There may be occasions when you need to adjust Engine settings without the AI cutting in. Select the engine first (Q, W, E, or R) and press key L.

Landing the B-17

Pre-Landing Checks Note: All pre-landing checks are performed automatically. The Radio Operator will call the airbase control tower to get the altimeter setting for the landing field. The Pilot checks all the crew and makes sure they are in their correct positions for landing. Pilot Checks Put the Landing Gear in the down position (SHIFT + Up Arrow) and make sure that this has happened with a visual check either from the Ball Turret gunner or an external view (F2). Remember, that your gear may have been damaged on the mission. If all is well the landing gear warning light on the Instrument Panel should be On. If gear is not responding and you need to use manual gear controls, you can issue an order using the Icon Rose (ask the Engineer to help). Note: If the gear is totally unusable you will have to attempt a belly landing (You can try this out in Quickstart Mission 1).
The Traffic Pattern On most B-17 airfields the traffic pattern (the flight path to line up for final approach) is rectangular in shape. Fly a large rectangular path over the airfield at an altitude of about 800 to 1000 feet. Fly the pattern at 130 to 150mph IAS. Increase RPM to 2100. Decrease Manifold Pressure to 23". Lower your flaps (SHIFT + F) when you turn on the base leg (the last turn before final approach). Keep airspeed between 110 to 120mph. You may have to go around again if there are aircraft that are in trouble ahead of you. If this is necessary, the tower will inform you. Pilot Helper (H) The Pilot Helper is also available to help you on the correct approach to the airfield. Press key H and you will see a marker to help you line up your final approach. The marker will respond to all turns and waypoints called out by the Navigator. Keep this marker lined up in pilots Action view (through the windshield) or in external view (F2) or Chase view (Spacebar). The Final Approach Important points to bear in mind when making your final approach. Maintain a constant altitude on the base leg turn. Maintain constant airspeed and angle of glide. Put the flaps fully down (SHIFT + F). Reduce power to all engines gradually (Minus - key). Glide in to the runway at a speed of 120mph. Make a 3-point landing. If the B-17 is not on the ground within the first third of the runway you might decide to go around again. The Landing Roll When you have landed, make sure you use the entire runway for the landing roll. Do not apply brakes too early but try to time them when you feel the aircraft is slowing down from its roll then apply the brakes (Insert key). Taxi to Hardstand (Using Pilot Helper H) If you still have the Pilot Helper key on you will see a large green inverted cone close to the static aircraft. This is your guide to take you to your B-17 hardstanding. You can use it from the Pilots Action View or from an outside view.

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.

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.

REPAIRING ITEMS

Things can go wrong on a large complex bomber (depending on the reality levels you have chosen) and you may have to order crew members to fix things. You may find that guns will jam if they get too hot (or too cold). A gunner will call out Guns jammed! and may try to un-jam them (depending on the level of autonomy set).
If you are in control of the gunner, right click on the figure to open the Icon Rose and click on the Unjam Guns icon.
You may also find that the bombs are jammed on their racks and may require freeing by a member of the crew the sequence is similar to unjam guns (above).

FIGHTING FIRES

If there is a fire onboard, you will either see it immediately in the compartment or hear a message from one of the crew (red text). Crew will make attempts to put the fire out, but you can also order crew members to lend a hand using the Icon Rose system.

BAILING OUT

If all else fails and you know that the aircraft is going to crash, you must order your crew to bail out. Its better to try and save the crew to return home to fight another day rather than let them die in a crash. Select the crew member and right click to open the icon rose then click on the Bail Out Icon. Alternately, you can press CTRL + SHIFT + B to order everyone to bail out. Remember, once all crew have left the aircraft you will not be able to go back inside it will be out of your control.

BOMBER MANAGEMENT

This section deals with aspects of the simulation when you are up in the air in external camera views and heading for your target.

External Views

The simulation has a wealth of external camera views that you can use to look all around your bomber and at the stunning 3D. If nothing much is happening and you can spare the time from your flying or navigating tasks why not have a good look around. Press F2 from any interior position and you will go to external view and then use Camera Controls in the Reference Card.

Jump to Other Bombers ([/])
When you are in external view you can also choose to view the other bombers in the squadron. You will not however be allowed on board to manage the crew unless you are playing the Squadron Commander game. Press the Close Square Bracket key ] to jump to the next plane in the sequence. Press the Open Square Bracket key [ to jump to the previous plane in the sequence. Press Backspace to jump back to your B-17 (or lead B-17).
Aircraft Select Pop-up Menu
When you are in external aircraft view you can also choose to jump into the fighters (both US and German) in the 3D world.
Hover your mouse pointer on the extreme right of the screen (around the middle of the screen and the white pop-up menu will appear showing various icons and symbols.
The top symbol is always the B-17 you are watching. The other symbols below it are the accessible fighters with the US planes first then the Luftwaffe. This pop-up menu will vary depending on what is being used for escort or interception in a particular mission. Hover the mouse pointer over the icon to see pop-up help text to confirm the type of aircraft. Click on the aircraft symbol to jump to an external view of that aircraft.
From here on that is your selected aircraft. You can use all the standard control keys (see earlier) to enter the fighter (F1) and fly it from within the cockpit. All dials, switches and levers will function under manual control.
The [ and ] keys will allow you to cycle through other aircraft in a particular flight. To return to your B-17 go to an external view (F2) and open the Aircraft Select Pop-Up menu and click on the B-17 symbol.

Emergencies

Red Text Warnings All red text warnings will appear in external 3D views. You may hear that a crew member is injured and needs attention. Red Text works in exactly the same way click on the text and you will jump to the compartment the message came from. Engine Fire Extinguisher (J) When you are in external view you may see one of the B-17 engines on fire. This is one of the few emergencies that you can deal with from external view. Take Manual control (M). Select the Engine Q 1, W 2, E 3, or R 4. Press key J. Look to see if the fire extinguisher has any effect. However, if you want to use the cockpit controls: 1. Head to the Co-Pilots Instrument View (key 4 and then key I). 2. Select the Co-Pilots Engine Startup and Cooling panel by pressing F9. 3. The Fire Extinguisher panel is located above the Intercoolers, turn the dial to point to the engine that needs extinguishing (inboard engines at the top, outboard at the bottom). 4. Pull one of the red handles to fire one of the two extinguisher charges fitted.

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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

Film Screen

Read Mission Briefing
The Briefing Room gives you all the current information available about your target (or targets) and the routes there and back. In the centre of the stage there is a projector screen where you can view a reconnaissance over fly of your Primary Target.
Click on the film screen and watch the film carefully. In this quick guide youll be sitting in the Bombardiers seat during the bomb run so itll help if you recognise the target. When the film has finished you will return to the Mission Briefing room. Click on the Map on the right of the stage to see bomber route, the target and the route back. The Map can be controlled by using the numeric keypad keys: Plus + and Minus Arrow keys PageUp/PageDown Ins/Delete = = = = Zoom in / Zoom out move the map left/right/up/down tip map up/down rotate map left and right.
Press the Return/Enter key to leave the map and return to the Briefing Room. Youve now seen a recon film and the route to the target but youve still to read all the target details. Click on the green Mission Briefing file on the desk in front of you. This opens on the Mission Summary page that includes details on the Primary and Secondary targets, type of bomb selected, distance to travel and fighter escort details. Click on the right hand page of the Mission Briefing file and it will turn to show the Primary Target details including Flak Strength, Fighter Strength and Target Intelligence. Click again on the right-hand page to view details of the Secondary Target. When you have read about the mission targets click on the right hand page again. You will now be asked to sign that you have read and understood the target/mission details. Click on the line (marked by an X) and a signature will appear. Click away from the book to close the Mission Briefing file and return to the Mission Briefing room.
Alternately, you can use the mouse (with the right mouse button pressed in) to move the map in all directions. The map shows Waypoints, Initial Points, Primary, Secondary, Tertiary targets (if available) and Rally Points. The red arrows show the direction of travel. Place your mouse cursor on a gold waypoint pyramid marker (you might have to tip and zoom in the map view) and you will see the height the bomber formation should be flying at when it hits that particular waypoint (you might have to zoom in with numeric keypad + key).
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.

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.
In this tutorial you will not drop bombs manually; you will leave the crew Bombardier to do this for you. Return to Compartment view by pressing key C. Skip Time The simulation allows you to skip large chunks of time by pressing the Return/Enter key but you might not be allowed to skip if a game event is happening. Accelerate Time You can also accelerate time by pressing the Home key (3 levels of speed up) or slow down time by pressing the End key (3 levels of slow down). Throughout this time the Navigator will give the Pilot instructions about new turn headings and waypoints and the pilot will respond. You need do nothing in this guide but let them get on with it! Eventually you will reach the last turn before the target (the Initial Point). Check this on the Navigators map. This is the straight line run to the target. Now control of the aircraft is passed to the Bombardier. You may hear him call out "Were on the bomb run" or "I have the plane". Now make sure the Bombardier is selected and jump into the Bombardiers Action view (key A). You might have to be patient here depending on the length of the bomb run but watch carefully as the target is sought out by the AI controlled Bombardier, then acquired and locked into position. Youll notice two marker blocks on the right of the bombsight that are slowly approaching each other. When they meet, the release light will come on and the bombs will be dropped. The view will switch automatically to the bomb bay where you will see the bombs dropping. When this happens press F6 (to see the bombs in the air) and F6 again to view the bombs hitting the target. Xxx they are not armed xxxxWhat??? Use the mouse with left/right buttons pressed in to view the target from various angles or zoom. Press F1 to return to the Bomb Bay. Youve now looked at all the B-17 positions. Why dont you take a flight in one of the many fighters available in the simulation? Press key F2 to get an exterior view of the B-17.

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).

Returning Home

After releasing their bombs the aircraft will go to the Rally Point and then take the route marked on the mission map home (check this on the Navigators map view). Again, except in flawless Navigation complexity, your Navigator will need to check the map to the actual geography. This is a dangerous time when all gunners have to be alert; you may be attacked by fighters or flak. This is a good opportunity to try out the gunners stations and to get an understanding for the zones around the B-17 that each gunner can defend. Be careful not to shoot at your own aircraft in the formation and note that, if the guns jam, you can attempt to unjam them in the following way: Return to compartment view (Key C) Right click on the gunner figure to open his icon rose Right click on the icon in the middle until you see the Repair spanner and click on the Unjam guns icon that appears above it. Gunners will call out bandits on the Clock System with 12 oclock in front of the aircraft, six oclock behind, and nine oclock on the left etc. Level means level with the aircraft high and low are relative to the B-17s level flight. Unless something happens to the Pilot, the B-17 will be flown back to base and landed.

Mission Debriefing

At the end of the mission (when the aircraft has come to a halt) you will be taken to the Mission Debriefing hut. Click on the mission debriefing file to view details of your recent mission performance (click on the page to turn it). Here youll find all details of the mission analysed and you may be informed of any medals and promotions. You have now completed your first combat mission in a B-17.

The Training Missions

If you have completed the guide above, you will have already been on a complete mission and had a quick taster of action. The more complex levels of the simulation however depends on your own skills and so, to improve these skills, the game provides a set of Training Missions (use of bombsight etc.). Remember to have the Key Guide to hand when attempting these missions. Select New Game. Select Choose a Training Mission (the middle panel on the right) and you will go to the mission selection screen. Look at the panel at the top of the screen to access a training mission topic (you can scroll down the list by clicking on, holding down and dragging the right hand slider). Select the training topic you want to practice and the mission brief or set of tasks will be shown in the lower panel.
Scroll this panel to read full details of what you have to do. Flip the Continue switch (lower right) to jump into a Training Mission. You will be taken into the 3D world so that you can perform the training exercise without risk to life and limb.
4. Use all camera views (especially the zoom in /out functions) to see where the main runway is. 5. Steer left- right using the Rudder controls (keyboard or joystick) 6. Stop at the top of the runway, lock your tailwheel (T) 7. Throttle up full using keyboard or joystick controls 8. Ease the aircraft gently into the air and perform a shallow climb 9. Raise gear (Up Arrow) 10. Raise flaps (Key F)
Mission 1: Taxi and Take Off
Your aircraft is on its dispersal point at an airfield with engines running, wheel brakes set, tailwheel locked and flaps fully raised. This is simply an exercise in taxiing the B-17 to the main runway and then performing a take off. Its here that you will learn basic ground handling skills and take off procedures. The mission will end once you get to 1,000 feet pull in your gear and raise your flaps. Press key M to take control 1. You will not be able to see much of the runway from the pilots position (just like the real thing) so youre advised to stay in outside view when manoeuvring the B-17 to the runway (F2 with camera keys). 2. Use the Pilot Helper function (Key H), this will give you taxi waypoints to meet, and direct you to the most sensible runway. 3. Set the plane up for take off by applying half flaps (Shift + F), releasing the Parking Brake (Shift + P) and unlocking the Tail Wheel (Shift + T).
Mission 2: Approach and Landing
You are on the approach to the main runway of the airfield. All engines are running, gear and flaps are fully raised. You are in the Pilots seat behind the controls of the B-17 as it turns onto final approach. You will need to follow the correct approach and ease the bomber onto the runway. The mission ends once youve landed brought the aircraft to a complete halt. Press key M to take control 1. Use the external camera views for maximum visibility 2. Locate the main runway where you will land (it should be lined up in front of you) 3. Drop main gear (Shift + Up Arrow)

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.
Mission 5: Bombing Poor Conditions
In this mission you must fly a mission to a target and bomb it. The weather is more overcast and more like normal European cloud cover. The altitude is 18,000 feet, which is average for a run on a defended target, but there is no flak or fighter opposition. The bomber mission starts just before the Initial Point of the bomb run so you must carry out the full calibration of the bombsight. 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 Bomb Indicator button ON 4. Click ON Bomb Bay Doors, Bomb Arming, Autopilot and the four rack switches. 5. Press spacebar to return to Norden bombsight view 6. Press key 1 to jump to Navigator and press on Action view Key A 7. Press key M to take control (of the Navigator) 8. Check Drift meter a point on the ground must travel consistently along one of the drift meter lines. Read off the Drift in Degrees (e.g. -26) 9. Press Key I, then press key ` to return to the Bombardier
Press key M to take control (of the Bombardier) 10. Enter the value on the Drift Meter dial of the Norden Bombsight by clicking and dragging the needle 11. Use your joystick or keyboard keys control to locate the target and click the joystick button to lock on target 12. Adjust by unlocking target and readjusting control then lock again. 13. Watch the two markers close towards each other 14. Watch the bombs release from bay and then press F6 to view 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.

The main fighter combat tactic used by both sides is to use the suns glare to achieve surprise in diving attacks, turning into an enemy, tightening a turn to get behind him, rolling away and diving to escape a dangerous situation. But as in all things, the tactics depends on the individual aircrafts performance.

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

The Messerschmitt Bf-109 served as the Luftwaffes standard single-seater 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. From take off to landing you have to fight for control as it pulls to the right, requiring a delicate balance between elevators, rudder and throttle on take off. This is made doubly difficult by a high ground angle that makes visibility in taxiing extremely limited. Landings are also perilous because the 109 does not respond well to last minute corrections and may crash when approach speed is too low. A useful strategy for a Bf-109 pilot is to take advantage of the negative-g roll that leaves Spitfires and Hurricanes shooting at air. However its a plane that is vulnerable to deflection attacks (the armour is 4 feet behind the pilots seat), and to fire from below hitting the coolant reservoirs. Use its speed and renown durability to escape from difficult situations.

Me-262

Built by: Aircraft Type: Dimensions: Engine: Max Speed: Cruise Speed: Ceiling: Combat Radius: Fixed Weapons:
Messerschmitt Fighter / Single-seater 10.6m (349") Length; 12.5m (41 0") Span 2 Junkers Jumo 109-004B-4 turbojets 868 km/h (540 mph) 670 km/h (416 mph) 11,448m (37,560) 241km (150 miles) 2 fuselage-mounted 30mm MK108 cannon (above nose) 2 fuselage-mounted 30mm MK108 cannon (below nose)
The first combat jet aircraft to be actively used in WW2, the Me-262 was faster than anything the Allies could put into the sky in 1944. It could rip through bomber formations and turn well at high speed, out-performing any pursuing escort fighter. However, its development and widespread use was stifled by the lack of competent pilots, the scarcity of fuel and German failure to recognise its full combat potential at an early stage. When it did appear, in October 1944, it was a stunning success. Heavy bomber gunners did not have time to aim, let alone fire, and even the fastest Allied fighter was left behind. Unfortunately, the Me-262 pilots were themselves unused to combat at such high speeds and often chose to slow down for the actual attack (and it was then that they were most vulnerable to conventional bomber defences). Beware that the Me-262 is slow to accelerate and not very manoeuvrable, Allied pilots may try to attack you when you are most vulnerable during take off and landing.

 

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